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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.
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