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[ Ptolus ]
DATE: May 11, 2001

PTOLUS

Here is the first part of a handout I gave to the players in my campaign. It discusses the overall feel and nature of the campaign, and a little about the setting’s history. ~Monte

The Ptolus Campaign

You live in an Empire unsure of whether or not it has toppled. This is a civilization older than our own -- in some ways more sophisticated, in other ways, less. A myriad of races and cultures have come and gone, creating an intricate (and sometimes confusing) amalgam.

Eight years ago, the first men and women who would one day be called “delvers,” returned from exploring the regions below the city of Ptolus. They were laden with gold and magical treasures. Today, hundreds of new would-be delvers pour into the city each month, hoping to strike it rich like others before them. Most end up dead, but they keep coming. Entire industries have evolved quickly to service the needs of these “adventurers.” In the shadow of an ancient spire with a very dark past, rising impossibly high above the city, a whole new form of economics, politics, and social structure struggles to be born.

Creatures and individuals (good, evil, and otherwise) that normally remain in the shadows are drawn to this large gathering of adventurers and magic. The needs of the delvers prompt renewed devotion to magic, science, and religion. As the empire dies, Ptolus -- for years a backwater town on the edge of civilization -- is quickly becoming the center of something much larger than itself. Rumors of omens and prophecies and children born with strange birthmarks emerge from the city with increasing frequency. No one knows just what yet, but something is happening in Ptolus. Something new stirs in that city… and something very, very old.

DM’s Notes

A lot of my efforts have gone into developing what I believe to be a realistic interpretation of a setting in which dungeon explorers really do plumb the depths of a gigantic underground labyrinth, filled with treasure, monsters, and traps. Not only have I labored to make this “typical” dungeon setting plausible, I’ve tried to make the city that services its explorers into what I believe such a place would really look like.

While late medieval culture provides one building block of the setting, it’s not the focus that you might think it to be. D&D is. So, while Ptolus is based strongly in historical reality, the notions from real-world history (most people don’t believe in monsters, everyone’s bewildered by magic, you don’t see lizard men walking down the street) that often hold true in campaigns are not present. Instead, Ptolus is a campaign where the D&D rules and all that they imply hold sway -- that means “monsters” are common. Wizards are everywhere. Lots of people walk around in plate armor. You get the idea.

For me, this campaign is “D&D with the volume turned all the way up.” By that, I mean I haven’t created a fantasy world and adopted (as well as adapted) the rules to make it work. Just the opposite, really. Ptolus is a setting that has been under the influence of the D&D rules for a long, long time. The things that make D&D what it is have shaped Ptolus as a world -- the prevalence of magic (including the specific spells we all know), the ever-increasing power of individuals, and the creatures of D&D.

Ironically, however, as I created this setting to fit D&D, I found that the logical paths involved in the process took me in completely new directions. The firearms, the other new stuff (creatures, spells, races, etc.), and the dark (but not brooding) atmosphere all came very naturally.

I created a campaign called Praemal three years ago in which I took the same approach in a different direction (D&D at its most basic, primal roots). Praemal is Ptolus’ ancient history (pre-history, actually) -- the “Age when Gods walked the Earth, etc. etc.” so common to fantasy. Ideally, there would have been a campaign in between Praemal and Ptolus, in which I would have stressed the transition and examined the concept of “D&D integrates into the world,” but frankly I was too enthused by Ptolus to wait.

I’m aware of the obvious parallels to Waterdeep and Undermountain in the Forgotten Realms setting. I suppose they can’t be avoided. Perhaps subconsciously, I developed the idea for this campaign long ago when I became somewhat dissatisfied with the approach of Waterdeep/Undermountain. Perhaps it was parallel development. I don’t know and don’t care. I think once play begins, the similarities will fade away.

The Ptolus campaign is a fantasy that some would label “dark,” although it’s as much about rising up out of the darkness as anything. It is clearly an urban fantasy, for the campaign takes place entirely within or underneath the city of Ptolus -- a city with a vast history of dark secrets waiting to be discovered. But as far as “dark” goes, it’s true that I look upon this campaign as one befitting “mature audiences.” By this, I mean that I’m going to occasionally deal with subjects not often found in roleplaying games. For example, the evil people in Ptolus do truly bad things. You’ll really find them despicable. You’ll be glad when they die.

The campaign consists of about 50 percent city-based roleplaying, character-based adventures and about 50 percent dungeon adventures, depending on the direction you want to go. I want this campaign to be player driven as much as possible. There are many plots waiting to be discovered and adventures ready to be had, but my hope is that rather than being led to the adventures, you’ll get involved in the setting, develop your own goals, and come upon things naturally. Just to be clear, however, “getting rich by going down into the dungeon” is a fine goal. It’s certainly a goal of a lot of other people in the city.

The following information is a primer to the campaign world. It’s by no means exhaustive -- it’s just the beginning, really. There’s much more to learn than just this. To avoid future confusion, be aware that like “Greyhawk,” “Ptolus” is the name of a city as well as the general name of the campaign.

Ptolus

An insignificant port-city -- until recently -- Ptolus was originally built around a fortress, Dalenguard, which was erected to watch over the area once controlled by the dark master of an army of evil creatures. Ptolus is built over an abandoned dwarven city, Dwarvenhearth, the ancestral home dwarves known as the Stonelost.

Called the “City by the Spire,” Ptolus lies in the shadow of a strange rock formation surrounded in mysterious legends and rumors. These tales tell of even older battles waged and cities erected on the site -- much of which might actually be at least somewhat true, for recent developments have revealed that vast complexes lie under the city.

Of late, Ptolus has become a city of adventurers as treasure-seekers have flocked there to explore and plunder the labyrinthine structures beneath the streets. If the stories are true, these catacombs involve the sewers of the city, the remains of an older settlement (and its sewer system), Dwarvenhearth, and even more -- plunging impossibly deep below the city.

Ptolus lies in a cool, rainy, costal area with harsh winters. It serves as an important port on the Whitewind Sea and until recently was a part of the land of Palastan. With the collapse of government there, Ptolus now maintains an independent status, ruled by a council dominated by Imperial representatives.

The World (and Beyond)

Two moons hang above the night sky. Lunas is a large white orb, while Rogue is the smaller, more erratic satellite. Most people are well aware that the world is round and that the moons orbit around it while the world circles the sun. (They don’t, however, have any concept that the stars are suns or that other worlds might circle about them -- but then, who’s to say that’s true?)

Learned folk know that the world is made up of matter and energy (the essence of both of which can be expressed as fire, earth, water, and air) and that matter is made of particles smaller than a person can see. Magnetism, lighter than air gases, and other basic aspects of science are not unknown, either.

Most people know that the Ethereal Plane is a magical place that shares the same space with the world but is apart as well, or “out of phase.” The Elemental Planes are conceptual places based around the fundamental building blocks of matter and energy. The Upper Realms, Upper Planes, the Heavens, the Celestial Realm -- these are all names for the place of Ultimate Goodness where angelic beings rule and good people go when they die. Most do not believe this to be the realm of the gods, however -- the gods dwell in secret places within the world, or high in the sky.

The Heavens’ opposite, the Hells (or just Hell), the Pit, the Abyss, the Dark Realms, the Lower Planes, or the Nether Realms, exist in a similar metaphysical state. They are a place of demons and devils, where the evil go when they die to face eternal torment (or get their deserved reward, according to some). Plenty of evil gods and demons live right in the world, however, hiding in the shadows.

History

History, as it was taught to you, is centered about the formation of the Tarsisian Empire and the establishment of the Lion-Guarded throne, its hereditary seat of power. However, be aware that history stretches out for thousands and thousands of years before that -- not that the Empire, in its arrogance, believes anyone should care.

Two Emperors

To understand the Empire is to understand that there are truly two Empires: a spiritual empire and a temporal empire. When Delian Von Tessel became the first Emperor, he also named himself Holy Emperor of the Church of Lothian, which became the official religion of the Tarsisian Empire. After his death, his nephew Radlov Von Tessel took both positions, but quickly abdicated the position of Holy Emperor. Since that time, the two seats of power have never been held by the same individual, and over the years they have built very different infrastructures around themselves.

Although he controls no lands the way the Tarsisian Emperor does, the Emperor of the Church governs the spiritual lives of all citizens. The Holy Emperor has his own court, his own army, and his own vast treasuries. He has the power to pass laws and issue edicts, although they must involve spiritual matters, such as the Edict of Deviltry, issued in 560 IA, banning the use and practice of arcane magic.

Life Under the Empire

Unlike many Empires, the Tarsisian Empire gained little of its dominion through conquest. A thousand years ago, the evil lord Ghul waged war against the rest of the world, his armies comprised of demons, undead, and horrible monsters. At that time, a group of humans called the Prust had occupied the area around the city of Tarsis. When the Prustan forces from Tarsis came westward to defeat Ghul, they stayed, helping to rebuild and establish order. Coming out of their terrible defeat at the hands of Ghul’s forces, the lands west of Tarsis welcomed not only their help but the Prustan advances in science. The Prust (and the Grailwarden dwarves of the same area) brought with them firearms, clocks, printing presses, and even steam-powered engines. They built roads, waterways, and well-ordered cities with running water, sewer systems, and postal services. Their laws were codified (in a book called the Vast Codex) rather than arbitrary. In short, life under the Empire seemed good.

The Empire, however, also brought with it strict controls. Various freedoms suddenly vanished in the name of maintaining order. Official citizens of the Empire achieved rights denied non-citizens. The Church of Lothian became the official religion of the Empire, and eventually the only allowed religion. Other faiths were persecuted, and eventually arcane magic was demonized, restricted, and finally outlawed. Life became very complicated.

For hundreds of years, the Tarsisian Empire expanded its domains and influence. The Church of Lothian, or simply “the Church,” became omnipresent within society. Emperors and empresses came and went. It seemed that the Lion-Guarded Throne was destined to rule the known world forever.

But slowly the pillars supporting the Empire began to decay. The Edict of Deviltry was overturned, and arcane spellcasters were once again legal (even before that, time’s passage had brought with it more and more safe havens throughout the Empire for the practitioners of magic -- including the city of Ptolus). Other religions practiced their rites more openly, and the Church of Lothian was no longer organized or powerful enough to stop them. Education worsened. Complex Prustan and dwarven devices wore down and were forgotten rather than repaired. If anything, the last 200 years have seen a decline in science rather than its further advancement.

Today

The Empire is in shambles. Barbarians from the distant east have defeated Tarsisian armies and ransacked Tarsis itself. Three different people claim the Lion-Guarded Throne, including the current Emperor of the Church, Rehoboth Ylestos.

Empress Addares XXXIV herself is the cousin of the previous Empress Addares, who had no children or siblings. No one currently holds the title Prince or Princess of Tarsis, therefore there is no heir apparent. Segaci Fellisti, a powerful and aged council member who has survived six Emperors, now claims that only he is fit to rule in these trying times. Despite his non-Prustan heritage, his followers believe that he has as more right than the Empress, whose bloodline back to the original Von Tessels is convoluted at best. Addares now holds court in Dohrinthas, the city she has proclaimed the new capital, while Segaci has apparently returned to sacked Tarsis. Meanwhile, the Emperor of the Church, now residing in Ptolus, claims to be the only true ruler with the title Emperor.

But outside of Tarsis, some see the fall of the Empire, if it has indeed fallen, as a good thing. The hereditary monarchies, long disenfranchised, now return to power as Imperial governors lose their influence. Like a disease overcome, the Empire is fading and life is returning to the state it enjoyed a thousand years ago -- but not without some indelible scars left behind.  

Coming up next: The geography of the world of Ptolus, including a downloadable map that I made.

 
 
Unless stated otherwise, all content © 2001 Monte Cook. All rights reserved.
 
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