Saturday, July 17, 2021

The Lands of the East

 I've been realizing that my posting about King of Kings has been strangely piecemeal. A monster here, a random table there, etc. To rectify that, I'll be making a series of posts detailing some of the more foundational aspects of the setting, both for my own sake (since I'll be actively fleshing out a game world for use with my own games) and also for y'all! Gonna be doing this from the top down, in a sense... starting out with an overview of the satrapies and kingdoms of the east!

If one were traveling from the west to the east, more likely than not you would be along the King's Road, a loose collection of paths, paved roads, and bridges that crawls up from the First City, antediluvian urheimat of humanity, capital of the Enlightened Empire, birthplace of Shahanshahs, home of the one who those in the east call He-Whose-Face-Is-On-Our-Coins (obviously many know his actual name, but it has become a custom to refer to the King of Kings in such a manner). The King's Road leaves the First City and slinks between mountain peaks until it reaches The Wall of the Conqueror, the looming metal and stone edifice erected by The Conquering King (ancient unifier of the whole of the world) to keep giants and things far worse at bay. Turning eastward, the traveler eventually comes upon the city of Humakuyun, and is now in Elburz Satrapy, ancient homeland of the Dinosaur Kings before their defeat by the Conqueror.



Elburz satrapy (which I made a previous post about here), so called for the mountain range that shields it from the burning desert heat to its south, is the gateway to the east, a land of rolling hills and verdant valleys darkened by looming mountains. Its capital is the city of Tabur, a medium-sized walled city of roughly 8,000 souls. Tabur is the religious and political epicenter of the east: it is home to the satrap of Elburz, Gholam Ruyanian (a hunched soft spoken old man, veteran of the Neverending War waged by the Enlightened Empire with the Gnostic Elves to the west), and is smack dab in the middle between two of the most sacred sites here at the eastern edge of the Empire. To the west of Tabur is the Holy Cedar Forest, a land blessed since even before the days of the Conquering King, dwelling place of implacable spirits and strange beings. The Holy Cedar Forest is the home of the jinni Fire Eater, who the players met several sessions ago. To the east of Tabur is the Holy Mountain, looming mountain peak eternally topped with snow, ringed at its base by the Hallowed Halls of the Holy Mountain, colloquially known as Temple Town, a ragged complex of temples, inns for pilgrims, and half-abandoned ruins of shrines and saintly mausolea clinging to the cliff faces. Tabur is the de facto home base of the players in my campaign as of right now. It is a city of tyrannical local officials, arbitrary executions, severe inequality between the urban poor and the city's rival noble houses, violent outbursts dividing the people over the outcomes of horse races, and looming stone edifices from generations ago topped with the curved beaks of cruel birds.

Northeast of Tabur is Humakuyun, the real happenin' place of Elburz satrapy. A city of roughly 10,000 souls, it is the opposite of Tabur in nearly every way: rather than political-religious significance, Humakuyun has mercantile significance. It sits on the southern shores of The Sea of Giants, at the confluence of the King's Road that goes east-west and the road to Tabur going south. Humakuyun is the home of the Order of the Egg, the ancient clan of assassins with imperial sanction, as well as the Grand Hospital of Humakuyun. It is also home to myriad markets for both inanimate good and for slaves or hirelings, bars and other places to party, and sorcerous clubs developing new spells. If Tabur is old money and old power, Humakuyun is new money. 


After Tabur and Humakuyun, Elburz satrapy becomes little more than wide wilderness pockmarked with the occasional village. Heavily forested mountains and sloping hills collapse into verdant valleys of tall grasses and looming trees, isolated communities barely connected to one another by the most precarious of paths. The great distances involved prompt innovations in communication. Pigeons are used for message sending, with donkeys and ceremonial giant lizards for the ferrying of goods. More pertinent or violent desires require more direct involvement. It is not exactly uncommon to come across a roving taxman with sword in hand, a bounty hunter wielding a crossbow, or a contracted manticore wearing a written pact from some noble house on their neck. At the furthest eastern edge of Elburz is the vast Hinterbog, a stinking morass of rivulets and stagnant water. Home to salamen, many types of leeches, and things even slimier, the Hinterbog is the natural barrier between even the relatively settled valleys of Elburz and the wilder places beyond.



To the northeast of Elburz, on the eastern shore of the Sea of Giants, is the Domain of the Client King. A renegade war-bek of the King of the Nomads, whose rule stretches in a wide band at the southernmost edge of the Land of Darkness, fled his overlord's rule and bent the knee to the Shahanshah of the Enlightened Empire. Vested with defending the Empire's northeastern fringe from incursion by nomadic barbarians or things even worse, the Client King Aktan Timurbek does his job... to varying success. In truth, he sees himself less as protector of the Empire, and more as being protect by the Empire, protected from the vengeful nomad king in his yurt-palace on the backs of elephants. Aktan Timurbek the Client King has a capital city on the move, the city of Tungush, which cycles between several different spots throughout his domain in the grasslands beyond the Hinterbog. In truth, the region is not as secure as the Client King may make out, with bands of cannibalistic dog-headed men trawling the grasses and even insidious children of Ajuj and Majuj infiltrating the barrow mounds and small copses of trees.


To shift focus to a land opposite that of the Client King, to the south of Elburz satrapy is The Great Desert, or Kavir-e Bozorg. Quite possibly the largest desert in the world, even if it is not truly so it may as well be to its inhabitants. The Great Desert is truly what cuts off the east from the rest of the Enlightened Empire, necessitating following the King's Road from the west. Within the last few generations, however, the Great Desert has become less of an impediment, with camels being used to cross its expanse. A foreign import, these hot desert camels come from far to the west, and have been pushing out the traditional art of giant lizard breeding and riding. The Great Desert is haunted by ghosts, jinn, and writhing worms that subsist beneath the sands. In fact, many of its natural niches have been filled by worms unnaturally at ease with the sand and heat. The only places of rest in the Great Desert are the occasional Oasis City, settlements given special rights and autonomy by the Empire more in recognition of how difficult it would be to police them than in any ethos of charity.


Northeast of Kavir-e Bozorg, and east of Elburz satrapy, is the twin satrapy of the east: Numistan satrapy. Numistan is a land of bloodshed and metallurgy, mountains rich in gold, gems, and fine clay, bleeding out into the rivers, staining the land a cacophony of color. Numistan is the coin press of the east, the sky blotted out by the billowing smoke of foundries and smithies. It is a land cut in twain, with its eastern half governed by the southern dog-headed men, the more urbane (though still cannibal) cousins of the barbarian dogmen of the north. The tribes of Numistan paint themselves with ochre and lapis lazuli, and many of them ride on goats and yaks in the mountain slopes. The more urban sorts in the satrapy hold onto poetry and lizard breeding, and just about everyone reverse and worships the Conquering King as a deified warrior.


The capital of Numistan satrapy is the city of Gavarpazir, also known as The City of Spires. It clings desperately to a mountainside like a starving traveler, its towers clawing toward the sky like grasping hands. Gavarpazir is the home of the satrap of Numistan, Bashtar Khodadad, a greedy career bureaucrat, despised by the Kanarang (looming warrior-protector of the east who sits upon the back of a great black horse). Gavarpazir is a city of roughly 6,500 souls, the height of provinciality in truth but a center that claims pretenses of high culture. To the east of Gavarpazir, toward the border with the dog-headed men, are glorious mountains carved in the visage of men, robed hermits and bloody warriors shaped from the ancient stone themselves. To the west of Gavarpazir are a collection of large lakes peopled with fishing villages, dominated by taxmen and superstition. The people of the fishing villages speak of werewolves that swim just beneath the murk clinging to the surface of the water. Numistan is a land of militarism, tribalism, and gold, coveted not only by men but by griffons and giant ants as well. Dog-headed men in fine silken uniforms standing at the border staring at cataphracts and manticore-mercenaries, rural guides in flowing red robes and faces painted in bright hues sitting astride goats to guide travelers to stashes of gold hoarded by griffons. Not all beasts of numistan seek gold, however.

Beyond the easternmost fringe of Numistan and the Realm of the Client King, there are the Petty Kingdoms of the Road, tyrannies and despotates grown fat and rich off of trade. These are satellite states of the powers they border on, influence with them fought over by the Enlightened Empire on the one hand and the Furthest East on the other. Clinging close to the arteries of trade, the foothills of the mountains, or the occasional steppe oasis, the Petty Kingdoms always want a leg up on the next city over, a deal better than the one previous got, an agreement that will keep them even safer from the King of the Nomads, the giants, or the dog-headed men than any of their neighbors.

TL;DR: The east of the Enlightened Empire is a strange and wild frontier, the edge of empire colliding with worlds beyond it. There is Elburz satrapy, which is verdant wilderness pockmarked by rare settlements except for its two most prominent cities, once the domain of dinosaur princes. To its east is Numistan satrapy, a land of bloodshed and gold where both beasts and men fight over precious metals. To the south is the Great Desert, pretty self explanatory what that is, and to the north the Hinterbog (a really big bad swamp) and the Realm of the Client King, a steppe/grassland area that is relatively within the reach of the Enlightened Empire. Beyond the empire's borders are the Petty Kingdoms, which are caught in a sort of regional war of influence between the empire and a rival in the Furthest East.

If you want some real world geography to point to or look to for visual inspiration, Elburz is Mazandaran and Golestan provinces in Iran, the Hinterbog is basically any eurasian bog though I've mostly been referring to ones in Russia, the Great Desert is Dasht-e Kavir in Iran, the Realm of the Client King is Turkmenistan, and Numistan is northern Afghanistan and Kashmir.

How about a map!


And here's a map with the regions mentioned in the post outlined in respective colors if you're having a hard time reading the handdrawn one.


Key to this map:
Orange: The Great Desert or Kavir-e Bozorg
Light Green: Elburz Satrapy
Dark Green: The Holy Cedar Forest
Dark Turquoise: The Hinterbog
Cyan: Numistan Satrapy
Yellow: The Realm of the Client King
Burgundy: The Empire of the Southern Dog-Headed Men

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