Gazeteer of Sojenka, Kordun Province

Culture and Religion


The Grand Pantheon of the Imperial Temple

The Grand Pantheon consists of the seven Great Gods of the Empire:
  • Aphrodite
  • Apollo
  • Ares
    • Mithra
  • Athena
  • Demeter
  • Hephaestus
  • Poseidon
Each community has a full-scale temple to the Grand Pantheon, a pale sandstone structure with many columns and beautiful paintings and carvings. Each temple outside Sojenka is led by a (6th level) Canon responsible for the entire community's spiritual well-being.

The Keepers of the Keys

As the saying goes, Death is a debt that all men pay. To that end, there is a small Cult Shrine in each community for the worshippers of Hades, god of Peace and Eternal Rest. The shrine is led by a (4th level) Curate. These priests wear black robes with red trim. Their escutcheon is a red file with a black ram, above a golden key.

Other Orders are represented on an ethnic and cultural basis.

Towns and Points of Interest



Sojenka - Market Class VII

A port town remarkable only for its unimportance, Sojenka is about as far away from the center of the Empire as you can get. It is only inhabited for two reasons, a stopping place for fresh water from the Gablun River, and the ancient underground structure known as the Lost Dungeon of Tonis.

Sojenka is located at the mouth of the Gablun River where it enters Paradise Bay. To the west is a long ridgeline that generally parallels the river, while the shoreline to the west is an enormous salt marsh. To the north and east of the town is a large forest that covers the uplands between the river and the Kotar Mountains.

Though it is the capital of the province of Kordun, the governor is typically an Imperial courtier who has been exiled from the Grand Imperial Court in Anivardo. The current Governor is a foolish young man, who just happens to be the last of his line, Asharem the Gilded (he has lovely golden-blonde hair). Asharem enjoys hawking, riding, hunting in the forest, and throwing lavish parties for the Sojenkan aristocracy (such as they are). He hopes to keep them happy (and the knives in the dark away), while he lets the hereditary Ministers of State run the day-to-day operations of the province.

Sojenka is a rather dangerous city, as it is largely populated by those that cannot get along in the more civilized areas of the Empire.

Sojenka is surrounded and supported by several smaller settlements, some under the direct "supervision" of Asharem, and others are independent fiefs. There are many abandoned old ruins and ghost towns, remnants of a richer time, scattered in the uplands around the city. A traveler can also find isolated homesteads, inhabited by strange folk that prefer to be left alone.

The population is a mix of all of the civilized races of the area.

Isle of Rizeka

A small island in the mouth of the Gablun, Rizeka is the location of the ruins of Castle Tonis and the extensive dungeon-like structure below. It is unknown how far down the structure extends, or precisely what is down there. From time to time adventurous citizens of the Empire come to Sojenka to delve into its mysteries.

The island is ruled by the Verratcho Zemaya, a cult-like company of soldiers who traditionally serve the Imperial Grand Vizier, an archaic post once occupied by the emperor's chief counselor and wizard. Since magic has been outlawed in the empire for generations, these soldiers have become a hereditary militant order. The guardians charge a toll for those entering and exiting the ruins.

The Verratcho Zemaya are independent of the Sojenkan regime.

Heraldic device of the Verratcho Zemaya:





Bakar - Market Class II

A fishing village quite removed from the hustle & bustle of the city 30+ miles away. Located on the shore at the edge of the Great Salt Marsh, Bakar is near the only source of a rare pickling compound used to make a regionally-famous sauce for fish and shellfish.

Bakari fishermen and hunters are known to be the best guides for any exploring the Salt Marsh, where legends tell of a drowned city that once dominated this portion of the coast. Ruins have been found, and treasures.

The population is a mix of Humans and Dagonites.

Hans Schmidt, Lord of Waldheim Manor

Hans Schmidt is a charming and charismatic man who always looks on the bright side of life. He is a skilled diplomat and is known for his precise and exacting nature. He has a keen eye for detail and is never satisfied with anything less than perfection.

Dravinek Mine

Gold was discovered in the hills west of the city over fifty years ago, but it is difficult to extract and many ventures have gone bankrupt looking for the big score. There are many caves and tunnels, but few maps.

Drenoba - Market Class II

A small fishing village on the shore. It is known for the Imperial Inn, allegedly founded and chartered by decree of the Emperor himself, 250 years ago. The Inn is owned and run by a retired gladiator from the capitol. Like all of the shoreline towns and villages, there is a substantial Dagonite population.

Marko Jankovic, Lord of Zrinjevac Manor

Marko Jankovic is a kind and gentle man who always puts the needs of others before his own. He is a loyal and obedient servant to his liege lord and will do anything to please him. He is not very assertive and tends to defer to others in matters of decision-making.

Dagonite Villages

There are a dozen or more small (70-100 families) fishing villages along the shore, Populated almost exclusively by Dagonites, these villages provide quantities of fish, mussels, shellfish, and pearls to Sojenka.

Hilka - Market Class II

A small town of 225 families, farmers, and vintners, the Malineg families produce an excellent wine for the Empire.

The population includes ~20 families of Halflings with different religious and cultural attitudes than the Halfling Clans of the forest.

Heinrich Bauer, Lord of Steinberg Manor 

Heinrich Bauer is a large and imposing man with a heart of gold. He is fiercely protective of his people and will do anything to keep them safe. He is not afraid to get his hands dirty and is known to be quite violent when provoked. However, he always acts with the best intentions and never seeks to harm innocent people.

Lovran - Market Class II

West of Sojenka, just north of the road to points even further west, is a small farm community of 205 families. They are rather proud of claiming to be descended from the original settlers of Sojenka, three hundred years ago, when it was called Jacinth. These farmers and shepherds keep the Old Gods.

The population consists of Humans and a few Dwarf families (who originally came to mine for gold).

Johann Muller, Lord of Falkenstein Manor

Johann Muller is a stern and serious man who values his traditions above all else. He is known for his pessimistic outlook on life, often seeing the worst in people and situations. He is a skilled negotiator and a shrewd businessman but can be quite stubborn when it comes to matters of principle.

Opatiza - Market Class IV

The northernmost of Sojenkan settlements, it is the largest outside Sojenka itself. Not a fief, but it has been controlled by one family for many generations, going back to the conquest of Jacinth by the Empire.

The population is almost exclusively Human, though there are several Dwarf and Halfling craftsmen who do the finest work in iron, gold, & silversmithing, delicate carpentry, and woodcarving.

Ivan Horvat, Lord of Krapina Manor

Ivan Horvat is a carefree and fun-loving man who enjoys playing pranks on his friends and enemies alike. He is not very responsible and often neglects his duties as a lord. However, he is well-liked by his people and is always quick with a joke or a smile.

Soboli

This village is the gateway to Stabala Forest, home of Elf and Halfling since time immemorial. About 30 families each make Soboli their home, for two - four years at a time. They guard and patrol the verge of Stabala Forest, providing for Sojenkan hunters and woodsmen. Any who enter Stabala Forest without a guide are taking their life in their hands. It is rumored there are bottomless lakes deep within the forest, with water as clear as the air. The legends say the Elves have built great cities around these lakes, filled with magical wonders.

The population is Elf and Halfling. Humans and others are only allowed to stay in the Inn or guesthouses, though Dagonites are not allowed in the settlement or into the forest itself. The Elves and Dagonites made this pact one thousand years ago.

Xathok - Market Class II

A fishing town at the mouth of Paradise Bay that traces its lineage to Old Jacinth. The 98 families keep the Old Gods. They are suspicious of strangers, and there is a surprising population of Dagonites.

Wolfgang Hoffmann, Lord of Eichenberg Manor

Wolfgang Hoffmann is a highly intelligent and curious man who is always seeking new knowledge. He spends most of his time in his library or laboratory, experimenting and researching. He is not very social and prefers the company of books to people.

Fiefs

There are five settlements enfeoffed to Sojenkan nobles. The peasants of these villages provide Sojenka with poultry, pork, sheep and root vegetables. The population of the fiefs is exclusively human.

Kastav - Market Class II

 - this village is famous in the region for fine wool and the finest quality pork.

Josip Kovacic, Lord of Varazdin Manor

Josip Kovacic is a hedonistic man who indulges in all of life's pleasures. He is a lover of fine food, drink, and company, and is often found in the company of beautiful women. He is also a bit of an obsessive collector, amassing a vast collection of rare and valuable objects.

Marinizi - Market Class II

This village is well-known for its dairies and sheep husbandry. They produce most of the Sojenkan cheeses. The Lord of Marinizi holds the hereditary title of The Red Prince. The Lords of Kastav, Matulgi and Viskovo owe hereditary fealty to the Red Prince.

Petar Vukovic, Lord of Sinj Manor

Petar Vukovic is a curious and perceptive man who is always seeking to learn more about the world around him. He is a skilled hunter and spends much of his time in the forests and mountains, tracking game and exploring the wilderness.

Matulgi - Market Class III

Located on the shore of Red Prince Lake, Matulgi is the source of fruit for sojenka. Many varieties of citrus are found here and nowhere else.

Ante Kresic, Lord of Krizevci Manor

Ante Kresic is a trusting and gullible man who often falls prey to the schemes of others. He is also quite cruel and callous, especially towards those who he sees as weak or inferior. He is not well-liked by his people and is feared more than respected. Children: Ivan (male) Stjepan (male) Dora (female)

Samichi - Market Class II

The village is well-known for its fishing, being the settlement with the freshest water from the Gablun.
On the night of 27 Dec, 1023, the village was attacked in the night by demonic horrors! Many men were killed, as were animals and livestock. Some women were also killed, but about 30 women and girls were carried off by the monstrous winged creatures. The Pula Manor House was attacked and set ablaze, Lord Babic was killed in the fighting, as was his son, Petar. Two teen-aged serving girls and the Lord's daughter, Ana Babic, are missing and presumed kidnapped by the demons.

Mirko Babic, Lord of Pula Manor

Mirko Babic is a careless and impulsive man who often acts without thinking. He is also quite violent and warlike, and is always looking for a fight. He is feared and respected by his people, but is not well-liked due to his unpredictable nature. Children: Petar (male)

 

Ana, the Lord's daughter, is missing and presumed taken by demonic creatures. She has not yet reached her majority, and is the heir to House Pula.

Trollkiller

Zoran Novak, Lord of Sibenik Manor

Zoran Novak is a kind and helpful man who is loved by his people. He is also quite the practical joker and loves to play tricks on those around him. He is a skilled horseman and enjoys nothing more than a good race.

Viskovo - Market Class II

 In addition to foodstuffs, the hidden underground caves provide mushrooms for Mushroom Tar.

Mladen Nikolic

Mladen Nikolic is a kind and helpful man who is loved by his people. He is a CLERIC. He is a skilled horseman and enjoys hunting and falconry.

Geographic Features

Great Salt Marsh

Legend says a great city once stood on the shore west of Sojenka. Some terrific cataclysm destroyed it, centuries ago. All that remains is a flooded lowland filled with mangroves, snakes and monsters out of nightmare.


Serpentine Ridge

A thousand-foot-tall ridge that runs roughly north from the shore for hundreds of miles into the desert north of Kordun Province.


Gablun River

The river is only navigable to about three miles above Sojenka, where it becomes broad and shallow. There are no bridges, only a well-guarded ford.


Paradise Bay

The Gablun empties into a deep triangular bay, sheltered from the storms of the southern ocean.


Red Prince Lake

A ring of low hills and ridges surrounds a clean, clear lake that feeds the Red Prince River. Named for the son of the emperor who led the conquest of Jacinth and founded Sojenka.


Stabala Forest

A great, dark wood of towering hardwoods, the forest is home to the Elves and Halflings of Kordun. They jealously guard its secrets, though the Red Prince's Pact allows hunting and forestry along the southwestern verge.


Kotar Mountains

Tall, rugged peaks reach toward the clouds. This mountain range marks the eastern boundary of Kordun, beyond is the desert. The southern lowlands are home to the Dreenoi, who know the mountains better than any others. Stories of Cyclopean savages that dwell among the snow-capped peaks have thrilled Sojenkan children for generations.

Demographics

Several species of humanoids dwell in Kordun Province. They co-exist in relative peace, though any violation of the Red Prince's Pact means death for those who venture too far into the Stabala Forest.

Any humanoid species not listed below will not be found in this Campaign Setting.

Player Character Species

Dagonite - Frog-like humanoids live in the damp places of the underworld, or swampy wilderness. They are hairless, with pale blueish or green-tinged skin. In human settlements, they wear clinging garb that they constantly splash with water to protect their skin from drying.


Dreenoi - Humanoid insects that live in the foothills of the Kotar Mountains. They can speak, with a peculiar clacking accent, but among themselves communicate telepathically. The Dreenoi do not wear clothing, rather they prefer complex and ornate harnesses for holding items or decoration.


Dwarf - Dwarves average 4’ tall but weigh as much as humans due to their dense bone structure and broad frame. They tend to have pale, pink skin and white hair & beards. They are an underground-dwelling race, experts in all forms of mining, masonry, and metal craft.


Elf - inhabitants of the Stabala forest, the elves are shorter (4 1/2' - 5 1/2' tall)) and more slight in build than humans. They have green- or brown-tinted skin and darker, contrasting hair. Young elves leave the forest to explore the world and learn the ways of other peoples before returning to take their place in Elven society.


Halfling - one other civilized species of the Stabala Forest, Halflings are very short (3'-4' tall) and childlike as compared to Humans. They have thick, curly hair, olive-toned skin, and dark eyes. They tend to have very hairy arms, legs, and curly beards.


Human - the Humans of Kordun run the gamut of hair and skin colors, ranging in height from 5' to 7' tall.

Amazon - the Sea People of the southern ocean call themselves Amazon. They are short (5-5 1/2' tall) and slender, with dark skin, hair, and light brown to golden eyes. Young women of the ships will often come ashore for a period of years, like the Elves, to learn the ways of the "sand people". In reality, these explorers are on a mission to gain any magical knowledge or artifacts they can gather. They speak their own secret language as well as the Common tongue of the Empire. The Amazon worship unknown gods.

Berzerker - the desert tribes of Kordun are called Berzerker, for their single-minded focus on martial prowess. They have dark skin, brown hair and eyes, & are usually 6' or taller. They speak their own tongue as well as the Common language of the Empire. The Berzerkers worship the gods of the Imperial Pantheon.

Kordu – The “Imperials” are known for their tall stature, dark hair and eyes, olive-colored skin, and high cheekbones. They speak Zagyr, the language of educated citizens, and the Imperial Common. The Imperial Pantheon is the official religion of the Kordu.

Voran – Those who call themselves “Sons of the First Men” are tall (6 feet plus), but stocky, with broad shoulders and chest. They typically have blonde or light brown hair and blue, gray, or hazel eyes. Natives of Lovran and Hilka speak their ancestral tongue (Menkelli) fluently, others of the region may speak it less well. They also speak Zagyr and Imperial Common. Many Voran worship the gods of the Imperial Pantheon, but some still hold to the ways of the Old Gods.

NPC Humanoids

Cyclopian - these creatures live in the Kotar mountains, and have no traffic with Humans. They have a fragile peace with the Dreenoi of the foothills

Deep One - these aquatic humanoids are enemies of mankind

Gnoll - these jackal-headed humanoids are enemies of humans, elves & dwarves. They do send slaving parties into the Province and are hunted mercilessly for it. There is a 10 GP bounty on gnoll left ears.

Goblin - these diminutive creatures dwell in many cracks and subterranean areas. they are often captured and brought to Sojenka to work as slaves in low-skill or dreary jobs. Captured goblins can bring 20-30 GP at the Old Market

Hobgoblin - larger than Goblins, these hairy, ugly humanoids are known to eat humans & dwarves. They are sworn enemies of the elves. There is a 10 GP bounty on hobgoblin left ears.

Lizard Folk - largely peaceful, these amphibious humanoids roam in small bands about the province. They are not considered citizens, but they are not considered enemies. They are known to trade with the humans and Dagonites of Bakar and the shoreline settlements of the Salt Marsh

Ogre - these creatures appear hulking and brutish, but are quite gentle and share many qualities with the Halflings. Like the lizard folk they are not considered citizens, but killing them is murder. They appear in human settlements infrequently, but when they do it is a cause for celebration and story-telling. The ogres are long-lived and thought to be quite solitary. But they have prodigious memories and tell wondrous tales.