From: Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de>
Subject: The Land of Koptu
System: Elric! Variant
FOREWORD
I use the rules portion of the Elric! role playing game for my fantasy world, which is
currently being created. I decided to use Elric!, because I like the rules. They're short
but complete, easy to learn, realistic and don't overemphasize magic (unlike, for example,
RuneQuest). Another good point is the quick and simple character generation.
In my world, I combine my ideas with themes from Conan (a fine GURPS supplement),
Stormbringer and Cthulhu. I'm trying try to create an environment for heroic adventures
and classic fantasy role-playing. The world is somewhat more generic than Elric's Young
Kingdoms, but
should have its own special view of magic. I dislike the magic of RuneQuest, where
everyone can cast nice little spells, without real disadvantages. I think that magic
should be uncommon, strange and dangerous for all who aren't initiated; in short: magic
should be magical.
Of course, the world is not finished yet and probably won't ever be, but in this article,
I would like to give a short overview of regions and races. By the way, I will use the
metric system in the article. Some names may sound strange in your ears, and some are
indeed German terms.
GEOGRAPHY
The main continent is called Koptu by the Tetapaken, and Sapha'em by the Serpent people.
There are rumors about another continent, far in the West, that is called Sgjopiv by the
Khiovl, a race of lizard-like creatures who have lived in Koptu since their home island,
Altan, sank in the western ocean. The people living in the East of Koptu may have
knowledge about more unexplored lands in the Southeast, but these lands are for further
extensions.
Koptu is divided by great Mountains, which run North to South. A full third of Kopta
consists of the unexplored and yet uncreated lands east of the Mountains. This part of the
word will contain a mythic Arabian setting with states called Kassari, Jerawi and Asnam.
An island lying south of Kassari is called Sabea. It is a small but wealthy kingdom where
"milk and honey flow". The Kassaris call the mountains Boraq Aluuq meaning
"frontier to the barbarians". East of them is the great steppe land. Above the
mountains are some independent human kingdoms.
The Western third contains the Gruenes Meer (green sea), a great inland freshwater sea.
Three more big lakes (Megis, Memocpa and Omkec) surround it and flow into the Gruenes Meer
which feeds into the western ocean. The river connecting the Gruenes Meer with the ocean
is simply called "the wide river". Lake Megis is South of the green sea, Memocpa
Southeast and Omkec to the North. A river flows far from the Northern mountains and hills
into lake Omkec and the Gruenes Meer.
Thick and obscure forest covers the North and West shores of the inland sea. Smaller, but
similar, forests covers the borders of Lake Memocpa. To the East of the green sea, you
first reach swamps and then wide steppe lands. South of the swamp and the Memocpa Lake and
between the South coast and the Boraq Aluuq is The Magic Land, an unreal region full of
raw magic. Here one can find ways into the Dreamlands or other regions far away. (There
are ways between two points shorter than the direct line between them.)
The second noticeable range of mountains in Koptu is in the South, shielding a large
peninsula and some inhabited coastal lands. The inhabitants of the South call these
mountains Elpan, but the nations north of them simply call them "Southern
Mountains" (Suedgebirge). The peninsula contains subtropical forests.
North of the Gruenes Meer extends the flat land of the Nemedinian kingdoms and the hill
lands of the Cemirian barbarian clans. Beyond them, far in the North, lies the home of the
Nordmenschen (north men) and the Nebelland (lands of fog), a region of never-ending
twilight. Rumors tell of strange and dangerous creatures in the arctic ice beyond the
Nebelland.
Koptu is about 2500 km wide and 1800 km from the Nebelland to the south peninsula (It fits
on one normal page of paper). Currently, I'm not quite sure about sizes and distances, so
these numbers are subject of change.
HISTORY
Please note: The following is still very incomplete.
Long ago, the Serpent people (Schlangenmenschen or shorter Schlangen) ruled the known
world, the lands around the green sea. They were a
race of human-like serpents with two arms and legs, but a serpent tail and serpent head
(look at CoC 5th Ed, Monsters, for a picture).
The Schlangen worshipped the old cruel gods. These were mighty, inhuman beings that had
come from the stars. They had fought each other and the Verfolger (followers), called
Sz'haqrqa by the serpents. The Sz'haqrqa were another race, not from this world but
belonging to another plane of existence. They were spirits, sent out to catch the escaped
Old Ones. At this time, the serpents were still primitive. They were used as tools by the
Old Gods to banish the Followers. After centuries, most of the Old Ones were caught or
frozen in an undead stasis. The serpents had learned to make use of magic and tried to
kill the alien spirits who were now weakened.
The serpent's main god was the great flying serpent, a winged and tailed creature of
bright red color with a tentacled head. It is capable of breathing fire, but just being in
its presence will kill nearby beings. The serpents believe that they were built in the
shape of their god.
All serpent men had great magic power. Their runes are still signs of powerful magic. They
had a highly developed culture, although it is difficult for those of our time to
understand. Their cities were built into mountains or on great pyramid-like buildings. The
serpents were not a large nation, but each individual had great powers. Their life-spans
were, in relation to humans, very long, nearly 300 years. (Let's assume that an earth year
isn't much different from a year on Koptu.)
In the beginning, many serpent clans existed which fought against each other. Later they
unified, after one serpent city was attacked and
destroyed by primitive human-like being, with help from the Sz'haqrqa, the serpent's old
enemies. Iif'ha, one of the serpent's sorcery-priests, proclaimed that no serpent should
kill another as long as one enemy of the serpent people still existed.
The Serpent people began to create slaves and servant races. They created them nearly in
their own form. Of course they were not exact duplicates, because servants must not be as
perfect as their masters. Experiments with existing animals created races like wolf men
(Wolfen)
and cat people. There are many similar looking human-like races like the Tetapaken, the
Fensirians and the Suumis (more about them later). The Serpents created or modified most
of them. Only ape-like stone-age men inhabited the region at this time.
At this time, the Schlangen ruled over all the regions around the green sea, as well as
the Southern and the Western borders of the steppe lands. Only the island Altan, west of
Koptu, could successfully stand against the attacking serpents and their servants. These
humans, protected by the Followers, reached the same high level of culture as the
Serpents. Theirs ships conquered and explored large parts of the world. They traded with
the Nordmenschen. Some of the Altanians were magicians. Like the serpents, they created a
race of warriors, the Khiovl (The Fensirians call them Molchlinge). They are lizard-like
creatures with brown skin and large blue eyes. With their senses they were able to detect
the invisible demonic hunters that the serpents send to destroy Altan.
But, the Altanians died in an immense catastrophe that sank their island. (Why? Did they
try to get power from the old gods so that the Sz'haqrqa had to destroy them?) Only a few
fled, landing in Koptu. A lot of Khiovl were able to flee too. At first, they lived on the
western coast, but they were forced back into the inland forests by the later landings of
the Nordmenschen. The Altanians' culture fell back into the stone age and today only a few
wild tribes of them sometimes raid the Nordmenschen.
The Tetapaken were the first servant race of the Schlangenmenschen. They themselves became
great sorcerers. Then, after more than 1000 years under the rule of the Serpents, the
Tetapaken attacked their masters and drove them away. It is said that the Serpents
retreated to the southern peninsula of Koptu. Protected by the Elpan mountains and the
Ngopo tribes, they live in exile deep in the southern forests. The Ngopo are wild
barbarian people with cruel rites, dwelling in the hills between the western coast and the
mountains.
The Tetapakens are human-like. A size of about 1.90m, pale skin and pointed ears
distinguish them from normal humans. They worship nearly the same gods as the Serpents.
The rule of the Tetapaken was more restrictive and more cruel than that of the serpents,
and things became worse than before. With flying ships and powerful magic, they build up a
great empire. The Tetapaken cities became rich through trading. They started to explore
the East of Koptu up to the great mountains, but never flew to the southern peninsula.
They built ten cities, all over Koptu. Each of them had a great temple pyramid at the
center, which was used to sacrify humans (and other beings). Magical servants and demons
were common in their cities.
In the next three centuries, the once great empire of the Tetapakens faded. An alien race
of human-like creatures, calling themselves Schakapak, invaded the west coast of Koptu and
moved through the regions Eastwards. North men robbed the coasts of Nemedin, which itself
became increasingly powerful. The nomads and barbarians (clans of Cemirian) of the
northeastern steppe, who had never been defeated and integrated into the empire now
intruded into the eastern portions of the Tetapaken land. A civil war between Tetapaken
and the newly founded Temapata weakened the empire, too. War at the borders, intrigues
inside and a decadent populance were the beginning of the end.
Finally the "new men" came from the North, colonizing parts of the Western
coast, which had been wasted by the Schakapak. The Tetapaken
fought their major battle against king Osson of Fensir. This happened about 400 years ago.
The people now calling themselves Fensirians moved from the west coast through the land of
the Molchlings into the land of the Fenami clans
at Lake Megis and claimed it for themselves. The clans weren't capable of defending their
land and were forced into the large woodlands of Fensir. Formerly a trading point of the
Tetapaken, they founded the city Lumera and two other cities at lake Megis. The remaining
Fenami and the newly arrived people merged. Now, the common people of Fensir form a mixed
nation. Only the Lords of Fensir look like their northern ancestors.
OVERVIEW
Races & Nations
Please note: Humans are the measure for all other races and are considered as average.
Fensirians, for example, are humans. In most cases the terms "race" and
"nation" can be interchanged. Both will be used equally. The context will show
what is meant.
SCHLANGENMENSCHEN. (Schlangen, Serpent men) [1.60m-1.80m plus tail; dark green, brown and
blue scale-skin; lifetime: about 300 years]
Nearly every serpent is a sorcerer. In addition to "normal magic" they know a
kind of runic sorcery (which I've still to create). They're smaller than humans, but their
tail counts as part of their SIZ. A Serpent's bite is poisonous. The serpents are ruled by
a council of seven warrior-lords and seven sorcerer-priests, led by the oldest of the
group. Today's Schlangen have developed the skill to shape-change into human form. There
are degenerate serpents with INT 2D8 and POW 3D8.
STR 2D8+4 13
CON 2D8+8 17
SIZ 2D8+4 13
INT 4D8+4 22
POW 4D8+4 22
DEX 2D8+4 13
APP 2D8+1 10
Weapons: Bite 40%, damage 1D4+1. Mace, Spear, Crossbow (damage 2D6+1,
no db) Armor: 1D2 point scales. plus Ring or chain mail (1D8)
ALTANIANS. [Humans; 1.50m-1.70m; light brown skin; lifetime: about 70 years] A race and
nation of early humans who lived on the island Altan
about 350 km before the western coast of Koptu. A high but now sunken culture. They
possess low magic but powerful magic artifacts. Today, living Altanians have INT 2D6+4,
and -1 to all other characteristics. Their lifetime is not greater than 50 years.
STR 3D6 10-11
CON 3D6 10-11
SIZ 2D6+5 12
INT 3D6+2 12-13
POW 3D6 10-11
DEX 3D6 10-11
APP 3D6+1 11-12
Weapons: Sword, Shield, Spear, Javelin, Sling.
Armor: Ring (1D6+1) or Plate (1D8+1)
Altan had three cities (Aphiod, Eiirme and Rhim) in which about 10,000
Altanians, together with the same number of slaves lived. In the
inaccessible coast regions of the island lived the Khiovl. Altanians
had a highly developed religion. They worshipped two married deities,
Zaphil, god of the ocean and Gaime, goodness of the earth and the
wind. Both had servant spirits. One of them, called Themoid
(Protector), was indeed a Sz'haqrqa. The cities were built of white
stone. Aphiod and Rhim were harbors.
TETAPAKEN. [Human-like. Average height is 1.90 m. Pale skin.] The Tetapaken's empire has
fallen. Only four cities (Tekme, Toki, Momec and Ippa) have survived. Destroyed, forgotten
or lost are Dsopamec, Akmepti, Cospame, Mephipa, Ilsopec and Assakme. All cities look
similar. At the center is a great stepped pyramid, containing temple and landing platform.
Because of the jungle-like forest, the cities are partly overgrown by plants. The greatest
city (Tekme) was once inhabited by 20,000 people. Now no more than 15,000 Tetapaken live
in Koptu. Only a few flying ships are still functioning. The knowledge of their
construction is gone. The position of the jungle cities is lost, too. The Tetapaken were
great sorcerers and demon summoners. They worship the old gods, whose names the priests
kept secret. Their final plan were to raise the gods, which were banished in undead stasis
deep under the ocean. Rumors says that an Old God also sleeps in the Green Sea. No one
knows the depth of this sea. The characteristic green color is said to be the blood of
this god.
STR 2D8+2 11
CON 2D8+4 13
SIZ 2D8+4 13
INT 3D8+2 15-16
POW 3D8+2 15-16
DEX 2D8+4 13
APP 2D8+4 13
FENSIR. [Humans; 1.70m; light skin; lifetime: about 65 years] The kingdom of the Fensir is
South of the Gruenes Meer and East of lake Megis. About 50,000 people live there, mostly
peasants. (This is currently my starting point for adventures) Land people are merged with
Fenami. The lords are still north men.
STR 3D6 10-11
CON 3D6 10-11
SIZ 2D6+6 13
INT 2D6+6 13
POW 3D6 10-11
DEX 3D6 10-11
APP 3D6 10-11
Three major cities exist (Lumera, Ontul, Gilna). There are large,
unsafe wood lands inhabited by wild Fenami and Wolfen. Dangerous
creatures include giant-spiders, spiderbear, malmoth (stegosausr),
shadows and wolves. The priesthood sees its task as protecting the
common people from the old gods. No one is allowed to worship any
kind of gods. Priests try to beware the broken remnants of the
Tetapaken magic, which still is dangerous. Fensir land people now use
the Fenami religious beliefs. They worship the spirits of the woods.
This is tolerated by the priests. Because of an old fertility ritual
which requires sacrificing the clan chief to get a rich harvest, the
king (currently Greorg II) watches these religion with suspicion.
FENAMI. [Primitive humans; 1.50-1.60; light skin; lifetime: about 40 years] Clans now
living in the woodlands of Fensir. An old pact protects them from the Wolfen. They
practice shamanism, suppress their women and practice strict job sharing. They worship
spirits of the woods.
STR 3D6 10-11
CON 3D6 10-11
SIZ 2D6+5 12
INT 2D6+5 12
POW 3D6 10-11
DEX 3D6 10-11
APP 2D6+3 10
WOLFEN. (Wolf men) Tribes.
STR 4D6 14
CON 2D6+6 13
SIZ 3D6+3 16-17
INT 1D6+3 6-7
POW 2D6+6 13
DEX 2D6+6 13
APP 2D6 7
Armor: 1D2-1 point hide.
KHIOVL. (Molchlinge) The first warriors of the Altanians are now free dwellers of the
inland forest of Koptu. They're able to detect magical or demonic creatures and see in the
dark. Individuals are very anxious, but as a group they will attack nearly everything,
fighting until death. They once lived in the coastal regions of Altans uninhabited by
humans. Their lords (who have yellow eyes instead of blue) have an INT of 1D6+6. Lifetime:
about 30 years. Maturity occurs at 9 years. They are very good at carving things, a result
of their original purpose. The Altanians didn't want to waste "resources" in
peace times. All around their dwellings, you can find artistic carving on the trees.
STR 5D6 17-18
CON 3D6 10-11
SIZ 4D6 14
INT 2D6 7
POW 3D6 10-11
DEX 3D6+3 13-14
APP 1D6 3-4
Weapons: Claws 50%, damage 1D6+db, Bite 40%, damage 1D6.
Armor: 1D3 points
SCHAKAPAK. Alien looking intruders from the west. It's said that they're tainted with
chaos (meaning raw magic). Most of them have a gray folded skin that looks as if it would
be too small. Nose and ears are only small openings. Sometimes, weapons or armor looks
like it could be merged with the people (which is true).
STR 4D8 18
CON 4D8 18
SIZ 3D8 13-14
INT 3D8 13-14
POW 3D8 13-14
DEX 4D8 18
APP 1D8 4-5
Armor: 1D2 points of skin
There're very difficult to kill so their HP are calculated as SIZ + CON.
NEMEDIN. The Nemedin live in the Five Kingdoms, ruled a high king. Together, there are
about 200,000 people, all human.
GAWAGAMA. River people. They live along the wide river from the Gruenes Meer to the
western ocean.
WATAGAMA. Tribes of wild humans in the jungle North of the green sea. They practice
Shamanism and wear no clothes, but color themselves
black and white. Very primitive, the Watagama posses wild hunting beasts.
CEMIRIAN. Semi-nomadic barbarian clans who live northeast of the Temapata.
NGOPO. Tribes which live south of the Lehmvolk. Wild and aggressive, they worship their
ancestors.
LEHMVOLK. (clay-people) The Lehmvolk live city states on a river southwest of Fensir,
south of the Molchlings. They have a yellow clay-like skin color and a pact with earth
elementals. The Lehmvolk live in clay cities along the Gop river. Of course, they believe
that their creator made them of clay. Their cities look like randomly piled blocks. The
land along the river is fertile, but they don't use it fully. Knowing nearly nothing about
agriculture, they work much for a small harvest. They attack everyone who comes too close
to them. Otherwise they are very friendly.
STR 3D6-1
CON 3D6
SIZ 2D6+3
INT 2D6+6
POW 2D6+6
DEX 3D6+6
APP 3D6-1
CAT PEOPLE. Panther-like creatures living in the deep forest North of the green sea. Human
men are often fascinated by the beauty of the cat women. Cat people are ruled by the
women. If they worship any gods, no one knows whom or what.
EM. (The people of stone). Ugly but harmless creatures of human shape. Their skin is
accumulated lava stone. They live around a dead volcano, east of lake Megis. They can't
travel far away, because without the volcano they will die.
SUUMI. The Summi live in a kingdom east of Fensir consisting of a few villages and one
city. It contains about 9,000 people, mostly harmless
human peasants. East of them is a large salt mine. The king of Suumi holds the privilege
of salt trading. He also owns all the oxen. Suumi villages are very isolated. People of
nearby villages meet two or three times a year. This meetings are great feasts on which
marriages are made, and trading is done.
BRUU. (Broo) goat-people. Their tribes live mainly in the Elpan, the southern mountains,
but can by found all over Koptu. They are feared because of their ability to transmit
disease. Bruu are very dangerous. They use their own evil sort of magic.
ZEMULEI. A city of thieves and adventurers, east of Suumi, at lake Memocpa. It contains
about 4000 people and is surrounded by swamps and mangrove forests.
WELAND. North of Nemedin, some independent regions on the western coast are inhabitated by
humans. There are some small town and a handful of villages. East of them is the darkwood
forest which is rumored to hold trolls and other dangers.
GRORKYRM. Amphibian fish men that live in the border region of the Gruenes Meer.
STR 4D8 18
CON 3D8 13-14
SIZ 2D8+4 13
INT 2D8+4 13
POW 3D8 13-14
DEX 3D8 13-14
APP 1D8 4-5
Weapons: Claw 30%, damage 1D6+1+db, Spear, Shortswort, Javelin
Armor: 1D3 points of skin and scales; plus Leather (1D6-1)
VERENGAR, SALVEN (Nordmenschen, North men) People of the North.
ANALOGS & SIMILARITIES
I dislike doing this, but to give you a better impression about that raw facts above, I
will try to compare these nations with common nations of our earth, the young kingdoms or
other well-known fiction. I dislike such comparison because it tends to "break the
world". Everyone has a different understanding of "what is typical for..."
The world looks like a great puzzle (indeed it is, but one need not talk about it :-).
Small changes, which are essential for this world, will be lost in this comparison.
The Schlangen are inspired by the serpent people of Conan and Cthulhu. Tetapaken are a mix
of Aztecs and Melniboneans. The Temapata will
play the part of the Pan Tangians. Altan, of course, is Atlantis and the fate of the
Altanians is comparable with the same nation in Conan.
Molchlinge resemble the Slarges and Newtlings of RuneQuest (as I remember them). They're
the typical reptilian men of most fantasy roleplaying games. Nemedin is my view of
medieval England (inspired by Pendragon, GURPS Middle Age, Robin Hood and H^arn.) Weland
is Ireland. Zemulei is a city every fantasy world needs; look at Sanctuary (Thieves World,
Asprin) for an example. Bruu is the German spelling of Broo. Ngopo are Africans. Black,
strong and tough, they are fighting again all odds for their freedom. Gawagama are South
American Indians. Watagama is another nation created by misspelling the first name.
Cemirians are again from the Conan books. Cat people are slightly inspired by the horror
movie with the same name; the culture of the Schakapak comes from the Borgs (from
Startrek), who are nearly unstoppable and inhuman with no individuals. The Suumis seems to
be common, but have a dark secret. There're controlled by invisible demon-like beings.
Fensirians are the most common humans, like Celts or Saxons. The nomads in the East are
like eastern riding folks or North American Indians. Kassari is a mix of Arabia (of The
Arabian Nights), Persia and Rome. Asnam could be compared in some points with Egypt and
Jerawi is like the wild kurdistan (as in Karl May's books). The Grorkyrm are again a race
of RuneQuest of which I can't remember the real name. Verengar are Vikings and Salven are
Slavic people. A lot of creatures, which I haven't mentioned yet, are from Cthulhu or
inspired by Gloranthan monsters.
CLOSING
All facts above are subject to change. Most game data isn't playtested yet. I would
like to hear any comment but "hey man, that sounds like ... in ...". I will not
deny that I borrowed some ideas from other sources. However, feel free to email to
sma@informatik.uni-kiel.de if you've comments, ideas or critics.
--Stefan Matthias Aust