Gurutama Timeline Revising Part 28

Previous: Gurutama Timeline Revising Part 27

Last Timeline Revising post! Here we go!

Like I said in the last post, the Avians are coming back so that their race will have more places to interact with the world than as slaves or a mysterious culture physically constrained to one location. Strife continues in Hykma in various ways. Fortunately, that strife can be used for a bunch of adventure hooks! I keep mentioning adventure hooks because that was the whole point of creating Gurutama with the Dawn of Worlds game.

This post also sees the weakening of the Merfolk trade empire a little bit. They’ve started having to negotiate with Hykma instead of dictating as they did during the Great Blockade.

One of my favorite points is the return of Engrenildo! We decided about halfway through our Dawn of Worlds game that the world was flat, not round. How did Engrenildo circle the globe if the globe isn’t round? A question for someone to answer when it really matters! Also, an opportunity for a particular GM to make up geography in a different place that the Engrenildo family discovered on their voyage.

And war consuming the world everywhere if GMs want to use that as a background for a plot. All great stuff!

My next step for working on Gurutama will be:
1. Going through the timeline as a whole in a printed off version. I find this works better for catching small errors that I might’ve missed. Any edits I make at that point will be included in the Revised Timeline page, but not as individual blog posts.
2. Race descriptions. I’ve got that little tree of races set up on the menu bar of the website, but there’s no info there! I want to get some pictures in there and short descriptions of what the races are like and basic history. I’d also like to put in some stuff about statistics for the races in different gaming systems. I currently plan to include stats for D&D 3.5, D&D 4E, Hackmaster, and possibly Dungeon World (I don’t know much about the last one but someone in my gaming group does).
3. Religion descriptions. A few of the religions were introduced in the timeline updates, but we don’t know much about them. We never want to fully flesh out every single religion to maintain creative freedom for GMs and players, but a little more stuff would be nice. I’ll probably work on this in tandem with the race descriptions, jumping back and forth as feels appropriate. For example, I’ll describe the races of Hearthland and describe their religions in the same spat of updates I write on Gurutama.

That’s all for now! Enjoy the update and look to see more Gurutama stuff in the future.

751 NA: Hykma and the Hearth, both wounded by the civil war and the battles afterwards, began to rebuild. This process incorporated much of the artistic movement the Rana initiated, and so the cities reveled in the new beauty.

After negotiating the terms for passage through the Great Canal with new reps from the Revered Administration, the Merfolk organized more and more armies in Proaxium, Drolfo’s Cove, and Cyflenwi. The new recruits were sent to retake Tortuga along with a massive fleet. The Avians were cast out, but separate roosts had already been established on the northern side of the ocean, creeping ever north towards the high cliffs of the Mandibles.

The city of Balkus, already a fine port city, continued to grow in size and wealth. While the Merfolk occupied themselves with the Avians, a new settlement, named Mershe, appeared on Crautor Island. A new Bwarlor nation came onto the global scene.

752 NA: The True Arrows infiltrated Rotandean. They found allies there among all those who resisted the Brotherhood of Living Immolation. The common man may not have known of the Brotherhood, but the Arrows knew. Frugal Profiteers who went into hiding after the end of the civil war also joined up with the True Arrows. Sabotage and trickery were rampant in the city. Rumors of rebellion spread.

753 NA: Engrenildo’s grandson, Engrenildo the Third, finally docked on the western side of Hearthland with grand stories of land beyond the four known continents. He established a colony at the edge of the river named Victoria, after his mother.

754 NA: The Metal Dwarves formed up more armies and then went marching out against the Grez. Machines were made to assist in crossing the ice and breaching the fortress of the wraiths. A few soldiers were lost in the trek to Reesrevoton to eliminate the Grez threat, but discipline kept the men in line. Upon arriving, the monstrous creations of the Grez shocked the Dwarven armies. They fought and fought, before realizing that their only chance laid in retreat. The Dwarves pulled out, but only a few survived to tell the tale of the ice golems of the Grez.

755 NA: King Tenzomak sat in the throne room of Syluk. His father’s armor stood in a trophy case against the wall. The King stared at the armor and felt it calling to him. He walked over to it in silence and slowly donned the armor. He felt vast strength flowing in his veins. He had to use the strength quick! Before it consumed him! He lashed out at the grand columns supporting the ceiling of the throne room. His kicks and punches, powered by the ruby plate, brought the walls down around him. Servants fled the royal castle and a few were crushed in the ruins. The King dug himself out of the collapsed keep with his bare hands. He addressed the gathered crowd around his former palace, “For too long we have sat in luxury, enjoying the splendors the world has given us! It has weakened our resolve! Made us like the little people who think of nothing but their pipe-weed and mushrooms! NO LONGER! We shall forge our bodies into a new army and reclaim the glory of the dwarves! NO MORE MERCY FOR THE EMPIRE!” A cry goes out among the Dwarves and Humans of the city.

Immediately the city prepared for war. Old metal was melted down for new. Fine heirloom luxury goods were sold off to incoming merchants to finance the growing army. Thousands of men reported for the draft. Those that do not were found and punished. Bards were sent out to spread tall tales of Tenzomak’s Ten Hundred Thousand.

756 NA: The first graduates of the agoge assembled outside of Crodolan. They marched forward without fear, thousands dying to the ancient magical defenses around the city. The Hobgoblins had been told from a young age; a Hobgoblin never gives up, never surrenders, and never retreats. That is for the lesser races. Hobgoblins are strong, brave, and as hard as steel. They marched forward, unfazed as their brothers were blown to pieces by fire and lightning. The defenses around Crodolan were used up except for an odd one here and there.

The humanoids and Giants reached the city walls. Grand General Krak-Sho-Khan ordered the rams brought out. The Elves tried to defend their city, but for every Goblin they shot, two more took its place. Giants and Trolls helped with the siege of the walls. The Elves ran out of arrows, and then they fell. Crodolan was taken. Krak-Sho-Khan named himself King of the Halusho Forest, with his generals as the official council.

757 NA: The Humans of New Prestounasi grew wary of the war between the Elves and the Hobgoblins spreading to their city. The ships were made ready to cast off if the Hobgoblins turned their way. The generals of the Bastion felt secure behind their walls, but awaited an order from Hykma to cross the Bridge and engage the filthy Bwarlor spawn.

The Rana kept the influence of Navillus out of the Shanties with many spells, wards, baptisms, and exorcisms. This earned them many friends among the commoners, but few among the faithful in the Brotherhood. It was no longer a rare incident for a Gossamer Monk to be attacked on his way home from a house call. The Brotherhood’s spies are everywhere and their thugs are ready to pounce.

The Grez learned of artificial intelligence for their golems. An unthinking automaton is a foe worthy of the greatest heroes, but a thinking one? Only the immortal gods could slay such a beast. The Grez rejuvenated their golem armies in Reesrevoton and sent the golems at the Bronze Port. The Dwarves and Profiteers evacuated the city, but many did not make it out in time.

758 NA: The Grez attacked Bronze Port last winter. It is spring and a new year dawns upon the world. What quests lie in wait for those who seek adventure? Only the gods know.


Back to the beginning: Gurutama Timeline Revising Part 1


Gurutama Timeline Revising Part 27

Previous: Gurutama Timeline Revising Part 26

With the Hykman League now under the power of Navillus they’ve gotta start doing some evil stuff, like taking over other cities with bloody massacres for example! Rotandean is reintegrated into the League and Elves become second class citizens. The Hobgoblins are locked out as well. Amidst all this turmoil in the Eastern Maw, the Rana initiate a artistic revival. While playing Dawn of Worlds we imagined this to be kind of like the Renaissance. That should give us an excuse for pretty much any sort of art style existing in Gurutama if the DM wants to describe something in a particular way. It also gives the DM the excuse to have crazy Renaissance tech like pedal-powered hang gliders.

This post also features the return of the Avians. Prior to this point we’d imagined the Avians as something similar to a slave race. They’ve been a subject population to the Merfolk for centuries and the Merfolk had been exporting sentient beings from Rontu-Aru. Slavery is bad and all, but this is the way the world worked in the past and still somewhat today. I wanted the Avians to have a little bit of power in the last stages of Gurutama, so I initiated the uprising with my Dawn of Worlds points.

Najar also cleanses the Grez ice, proving that such a thing is possible. Maybe that’s a campaign plot there! And we’re closing in on the final Gurutama Time Revising post. Next one should be the last!

743 NA: With battle hardened soldiers at Hykma and the Hearth, the new Hykman League exploded outward. Troops from the Hearth were sent northward to conquer Farpoint and integrate it into the empire.

And with word of the Elven betrayal ruminating in Hykma, the city struck south at Rotandean. Despite being unaffiliated with the True Arrows, the Elven soldiers of Rotandean were mercilessly slaughtered by the followers of Navillus.

Finally, rather than brave the Freedom Road and the fighting between the Hobgoblins and the Elves, the Hykman Empire sealed the Homestone Bridge. The Bastion was fortified to defend the bridge and more soldiers quartered there in preparation for future conflicts.

744 NA: The strife of the wars tested the mettle of the Rana. They overcame and learned from the challenge; their ways of peace and kindness grew. Strife, chaos, and unchecked emotion ravaged the lands of the Hykman League, and yet the Rana were able to channel the horrors. An artistic renaissance permeated from Pulchrito and Domicilius: painting, poetry, literature, sculpture, and theater. For the first time, creativity and expression began to overcome the blunt wealth and splendor that previously dominated the minds and hearts of the Hykman people.

745 NA: With the world at war, mercenaries were in high demand. On Balkus, Captain Lucrais DeBaal of the Zephyr formed a fleet of sails for hire. He was quickly contracted by the Bastion to defend their channel. A fleet was formed to defend the Canal from Elven small boats and to prevent passage across the Canal by any means other than the Homestone Bridge.

746 NA: Farpoint falls to the Hykman siege and becomes a subject province the the League.

748 NA: Shrieking noises could be heard day and night in the southern jungles. Old fears awoke in the hearts of the Merfolk. The Avian menace had returned at the same time that passage through the Great Canal was disrupted. Izquitl sent forth her feathered warriors. The city of Tortuga was taken and renamed. The place became Hobru-Peche to the Avians, or New Roost in the Human tongue.

The Merfolk, not wanting to start a war with Hykma, begin fervent negotiations to move an army through the Great Canal. The Hykmans delay and block negotiations.

749 NA: A Merfolk fleet is sent to Rontu-Aru via the Groshan Sea. The fleet sustains heavy losses to Avian aerial raids on the way and is unable to retake Tortuga.

750 NA: The Avians, now firmly in control of Hubru-Peche, started flying across the ocean to harass the Elves of the southern forest as well as any ships that sailed in The Neck or the Groshan Sea.

The volcano at the heart of the Red Peaks continued to pulsate and radiate heat. The ice, both in the mountains and in the city of Najar, melted. The heat remained. The sun always seemed to shine bright and strong on the city and the place was always warm. The days could be sweltering, but the nights were simply heavenly. Cool breezes gently flowed throughout the city and from his throne, the Mercenary King Jizero smiled. The ruins themselves seemed to melt away and be reshaped. Soon enough, one could hardly see signs of the terrible plight so many years ago. Najar, the Holy City, the City of Endless Summer, was reborn.


Next: Gurutama Timeline Revising Part 28

Gurutama Timeline Revising Part 25

Previous: Gurutama Timeline Revising Part 24

Boom! Navillus is back! There’s also some more recent history with the Night of a Thousand Kings where Hrotomak is unseated, replaced by the mercenary, Jizero, and other stuff in the Upper Maw. Someone finally stands up to the Grez at Bronze Port. Not much for me to add on this one beyond that. In the future I’m hoping that Jizero and his descendants will do something cool in a campaign. Or really anything from the Night of a Thousand Kings. Pretty much anybody can claim the Najar throne now and I’d love to have an adventure centered around people scrabbling for little bits of power related to that. Oh, and of course the Blockade finally ends in this post.

730 NA: In the ruins of Prestounasi the Leaguers rebuilt. From the ruins of the old the city was reborn, New Prestounasi. As Prestounasi was rebuilt more Hykman workers completed construction on the Hobgoblin city of Vassal at the site of Nanatok as well. Meanwhile, more forces were conscripted in Hykma, fueling the growing militocracy. The Rana continued to expand the Shanties, having reached Domicilius, they continued to grow between there and The Hearth.

731 NA: In Balkus, the Bastards of the Tattered Book eyed Proaxium hungrily. They raised a fleet and sailed to the island, raiding the city. Knowing the cost of slaying the Humans on the island to be immense, the Bastards left them mostly alone (aside from plundering their belongings). But the Metal Dwarves… some were certainly killed, but the majority were sold into slavery and scattered about the world. The raid a success, the Bastards sailed away.

The Merfolk horrified at what the Blockade caused, apologized profusely to the Dwarves. The Merfolk lifted the Blockade. They took over management and protection of Proaxium with Dwarven blessings and the great institution was restored to its former state. With the new knowledge available at their fingertips the Merfolk researched military submarines. Submarine fleets were constructed in Drolfo’s Cove and Cyflenwi with a regular fleet to match in New Tortuga.

The Grez ice expanded onto the Hearthland continent.

732 NA: The Grez froze the northern area of Hearthland including Bronze Port and Tylraniria. Then they sent all their armies at Bronze Port. The Hero and the skeletons joined the attack. The city fell to the onslaught of undead. The Grez sent a short message to the Metal Dwarves, “Your decadence is your undoing.”

733 NA: The Metal Dwarves called for help from their brothers on the Upper Maw, but the call went unanswered. King Hrotomak had other concerns on his mind. Najar was undefended and ripe for the taking. Seeking the Imperial throne King Hrotomak took his armies from Cynelle and Syluk and marched on Najar. As the core of defenders were at Bronze Port, Hrotomak captured the city easily. The men went through the city finding vast treasures that the Grez left untouched. They city was devoid of any living being. All the Humans, frozen so long ago, had either decayed or animated to join the invasion of Bronze Port.

King Hrotomak came upon the old throne room. He sat upon the chair and found it to his liking. Behind the royal chair was a curtain that covered a thin volcanic shaft. The shaft went down, down, down, to the heart of the dead mountain. When Hrotomak thought he was alone in the room he heard soft whispers coming from behind him, welcoming him.

734 NA: Hrotomak’s victory was short lived. Reinforcements arrived from the cities of Cynelle, Alixria, and Alrdia, singing the praises of the King of the Red Peaks. These praises became damnations as the reinforcements turned upon the celebrating Dwarven armies. The ensuing battle was ruthless; the Najarns stormed the throne room and cut down King Hrotomak the Conqueror. His “unified” nation separated and devoured itself. The Night of a Thousand Kings descended on Najar, as lords and laymen, both Human and Dwarf, laid claim to the seat at Navillus’ feet and were in turn cut down by friend and foe alike. A terrible laughter seemed to echo through the city, up out of the deep crypts.

The heart of the fiery mountain in Najar began to beat once more. Throughout the world the children of Old Najar, whose blood ran thick with ancient oaths sworn by their ancestors at the feet of the Black Prince, felt that ominous beating beneath their skin and in their very souls. The Dark Lord had returned.

The Night of a Thousand Kings ended with Mercenary Captain Jierzo sitting upon the Red Throne. King Hrotomak’s son, Tenzomak, escaped to Syluk. The old city-states of Najar devolved to fighting amongst themselves as they did when Najar fell to the Hero and the Grez.

Although the Metal Dwarves’ call for aid to the Empire Dwarves went unanswered, there was a different power that cared very much about the trade route that the Grez interrupted. The Frugal Profiteers sent out messengers and their mercenary armies assembled at Tylaniria.

The isolationist Dwarves, when threatened, reacted quickly. A massive force was assembled in the depths of the Tiers and then poured out across the icy desert, to Bronze Port. The Profiteers, communicating with magic, moved at the same time across the ice between the cities. The Dwarves slammed their hammers upon their shields outside the cold gates of Bronze Port, proclaiming the land as still theirs. The Dwarves and mercenaries sustained many losses, but the Grez were defeated and forced to flee from the city, back to Reesrevoton.


Next: Gurutama Timeline Revising Part 26

Gurutama Timeline Revising Part 24

Previous: Gurutama Timeline Revising Part 23

More maneuvering in this post by the merchants attempting to circumvent the Great Blockade set up by the Merfolk. And King Hrotomak expands his Empire. Hrotomak and the aftermath of his kingdom were never fully resolved in our Dawn of Worlds game. That resolution will come in future campaigns we play in Gurutama!

Another important part of this update is the civilization of the Hobgoblins. Up until now they were essentially bogeyman in the forest. By the end of this post they have a city and are members of the expanding Hykman League.

724 NA: Construction on Prestounasi was completed. At the end of the Freedom Road the Hykmans raised the resplendent city of Prestounasi and built a fleet to protect her. Along the new trade route they also built The Bastion at the eastern side of the Homestone Bridge.

725 NA: The redirection of Dwarven trade into the heart of the Hykman league brought even more fabulous wealth to Hykma and the Revered Administration. The city continued to grow in size, splendor, and wealth.

The Rana of Pulchrito fell in love with the thriving shanty communities that continued to grow along the western river, between Pulchrito and Hykma. Wealth from Hykma enriched the Shanties, but the poor could only see the widening gap between themselves and the rich. All the new advances meant nothing if those at the top continued to discriminate against the poor.

726 NA: Enamored with the heroic image of his ruby adamantine plate, King Hrotomak planned another invasion within the ruins of the Najar Empire. He formed up a new army and set off for Alixria. The city and her twin yielded quickly. King Hrotomak toured his Empire on a victory parade and the gems on his armor shimmered like rolling lava.

727 NA: The Hobgoblins in the north allied with Giants and Trolls. Another army formed. Communicating across the Freedom Road through the mystic power of their shamans, the Northern and Southern Hobgoblins planned an invasion of the only place unprotected by the Elves’ magical defenses in the Lower Maw, the city of Prestounasi. The armies formed up and attacked. The Elves hurriedly placed a few defenses around the city before the hordes arrived. Traps flared up destroying some of the Hobgoblin forces, but the rest got through and raided the city. The people fled and the Hobgoblins set up camp on the ruins of the city.

728 NA:The Frugal Profiteers, gleeful that the Hykman League’s route was interrupted, finished construction on their own land route around the Blockade. Roads were built to connect the cities of the west, Tylaniria, Syluk, and Cynelle. With a bit of prodding from other secret Profiteer members, the Dwarves built a port to receive the ships coming out of Tylaniria. The port was named Bronze Port.

The Elves offered their assistance to a Hykman expedition to reclaim Prestounasi. The response of the Hykman League was swift. The League raised a great host among her cities: soldiers were sent from Crolodan, The Bastion, and Hykma to deal with the troublesome Hobgoblins. The force was impressive – an army gilded in gold with a magnificent caravan behind it. When they arrived in the ruins of Prestounasi and confronted the Hobgoblin tribes, the Princes of Hykma named themselves gods. They were convincing, their show of wealth and power was well beyond anything the Hobgoblins, Trolls, and Giants had ever imagined.

After a little skirmishing, the Hobgoblins were subdued by what appeared to them to be divine beings. Not only was Hkyman technology superior, but the temptations of Hykma were overwhelming – succulent meats that seemed to melt in the mouth, fine wines and beer from around the world, honey, spices, and of course gold. Proper swords, shields, and spears. And greatest of all… A home. Coaxed from the city, the Hobgoblin tribes and their allies were taken to the mountainside below the ruins of Nanatok. On that site the skilled masons of the Hykman League built a new city and gifted it to the Hobgoblins for oaths of fealty, loyalty, and fervent fanaticism to the revered gods of the Administration and the Hykman League.


Next: Gurutama Timeline Revising Part 25

Gurutama Timeline Revising Part 23

Previous: Gurutama Timeline Revising Part 22

Most surprising part of this update is that I didn’t need to edit it much! The focus of this update is how people begin to try to circumvent the Great Blockade. Engrenildo goes eat. The Profiteers build a new port that bypasses the mouth of the Maw. The Hykmans do the same thing in the Lower Maw. And a little bit of politicking in the Upper Maw signals the return of the Black Prince!

712 NA: The Maw was shocked by the new tariff imposed by the Merfolk. Reasonable as the tax was, people will always balk at a tax that was never present before. Many merchants accepted the tax and continued to trade with the Dwarves. A few others, with help from private investors or governments, refused. Plans were enacted to bypass the blockade. One particular man named Engrenildo had crazy dreams filling his head of the world being round. Few believed his ridiculous story, but enough did that he outfitted a small flotilla of ships.

The Metal Dwarves accepted the blockade. They would survive with the reduced amount of trade. However, they could not accept taxes on supplies and passengers sent to Proaxium. A Dwarven transport ship filled with supplies, books, and scholars for Proaxium, met with a Mersian captain at the blockade and explained the Dwarven situation. If taxes were lifted solely on ships traveling to Proaxium with supplies for the island, then all is well and good. If they were not, then the Dwarves would appeal to the Human cities for help, the cities which were already pissed off about the blockade and just needed an excuse to end it.

713 NA: The Merfolk refused the Metal Dwarf delegation. The blockade would only be lifted if Proaxium was given over to the Merfolk people. The Metal Dwarves paid the tariff and passed into the Maw. The Dwarves sent boats out to the Sisters, Balkus, and the Hykman League asking for assistance in breaking the blockade. The pleas for assistance were denied. No Human city was foolish enough to risk naval war with the Merfolk.

Engrenildo secured funding for his expedition. He left in the middle of summer.

The Frugal Profiteers attempted to circumvent the blockade by organizing the Humans to the west of the Red Peaks. A new port city was built on the western coast, Tylaniria. Fearing a Grez attack, the Profiteers enticed many different clerics to set up temples in the city. An army of priests was formed should the Grez move against the city. The Profiteers planned to build a road across the Red Peaks, but the warfare between Syluk and Cynelle prevented construction.

The Hykman League decided to circumvent the blockade by utilizing the already existing Freedom Road. With Human funding, the Elves began construction on a Western Freedom Road.

714 NA: King Hrotomak of the Syluki Dwarves finally marshaled enough strength to siege Cynelle. He marched on the city with his forces, but received an unexpected welcome. We have enough, and more!” the Princes of Cynelle told the conquerors and showed them the splendors of the world. Surprised, but pleased, King Hrotomak accepted the surrender. None knew why Cynelle gave up so easily save for members of the Brotherhood of the Living Immolation.

715 NA: King Hrotomak forced Tylaniria to swear fealty to Syluk as well. He declared himself King of the Western Red Peaks. The Princes of Cynelle raised Syluki captains up into magnificent wealth and they showered King Hrotomak with resplendent gifts. Notable amongst these was the gift of Hrah-Sulesh, whose blood was that of the Holy City of Najar, who gave to King Hrotomak a suit of dark adamantine plate inlaid with glistening rubies that shown like a thousand, fiery eyes – terrifying, radiant, and volcanic…

716 NA: The Elves completed the Western Freedom Road in record time with Human funds and architectural ingenuity. Magical traps were placed upon it to keep the Hobgoblins out just as on the Eastern Freedom Road.

717 NA: The Elves cleared a site for the new League city on the edge of the Lower Maw. The Elves named the city Prestounasi and the Hykmans assisted with its construction. The Hykmans began construction on a new city at the eastern edge of the Homestone Bridge as well.

718 NA: The Hobgoblins were infuriated that their precious woods were cut in half. The Southern Hobgoblins could not reach their brethren in the mountains, the Northern Hobgoblins. They attempted to breach both Freedom Roads and Crodolan, but the magical traps turned them back. The Hobgoblin shamans sat and thought. An answer would come in time.


Next: Gurutama Timeline Revising Part 24



Cecilia is a fishing town and is the home to over 40,000 residents. Cecilia acts as Xoria’s main trading port with Persia and the other cities of the Magical Lands. It is the most diverse place in all of the Magical Lands due to the many different cultures that come to Cecilia to trade, but also due to the strong tourist attraction due to the city’s seaside nature.

Cecilia is named after the daughter of Zeus and one of his mortal liaisons, Hymniara. The original Cecilia followed both Artemis and Zeus as her patron gods and became a heroine to rival Theseus in her accomplishments. She rid the Caspian Sea of the gigantic monsters that made it impossible to fish or row a boat across it. She founded the first fishing town of the Caspian Sea and named the village after herself. Cecilia led the village and protected it from the smaller sea monsters which emerged from the depths until she died.

Merfolk, Sahuagin, and other humanoid races of the water honor Cecilia because she killed the great sea serpents that kept the aquatic races’ populations small. The town of Cecilia has become a sacred place for the underwater races and because the town is considered hallowed ground it has become the official place to conduct peace talks between the different races of the Caspian Sea when such things are necessary. Almost all the religious rites of the aquatic people are performed on or near the beach of Cecilia. The races of the water allow landwalkers to view their ceremonies, but have imposed the rule that all tourists respect them and follow proper rules of etiquette to watch the rituals without repercussions. A small pamphlet that details such rules is sold by the city to those who wish to view the elaborate water rituals.

As one might guess from Cecilia’s waterside location the main businesses of the town are fishing and trading. The town has the largest civilian fleet on the Caspian Sea and it needs protection both from the weather and from the beasts that live in the ocean. Spellcasters capable of weather control are in high demand in Cecilia. The demand is so great that the clergy of Aeolus set up their main temple there. To deal with the underwater threats such as Sahauguin, Nagas, Dragon Turtles, Merrow, and other beasts of the sea a chapter of the Mercenary’s Guild from Phoenix opened in Cecilia. At the start of the Second Alliance War the Xorian government took control of the guild and conscripted or enslaved all of its members.

The diet of the townspeople consists mostly of fish, sea urchins, and seaweed, but also includes staple crops and fruits grown inland to the west by independent farmers. Persian spices and other delicacies are served daily on the tables of the rich and served more often than one would expect on those of the common folk. The classic dish of Cecilia that every visitor tries is the meat of a plesiosaur served with cayenne pepper from Persia. The interesting combination is something the locals have grown fond of and tourists are wary to eat twice.

The government of Cecilia is headed by Commodore Taydasa. Taydasa is the son of the previous lady in charge of Cecilia, Shinagana. Taydasa replaced his mother when Jevaninada II’s reign began. He is in control of the city’s docks, administration, and the navy, but Taydada prefers his administrative duites over his naval ones. He will have his subordinates compensate for any duties he cannot perform while distracted by his other jobs.


Gurutama Language Map

Language Map

Last night I made a map representing the relationships between different languages in Gurutama.

Since I am playing on using the Hackmaster rule system for Gurutama I modeled the relations between the languages on how languages work in Hackmaster.

Languages are treated as skills in Hackmaster with proficiencies ranging from 0-100%.

0-25% is when you know a few words in the other language. Most Californians have at least this much understanding of Spanish.

26-50% is when someone knows how to construct sentence frames, but can’t really carry a conversation. Someone who’s still learning the language.

51-75% is when someone knows enough to go on vacation to another country and speak that country’s language, but not enough to have a conversation about philosophy or something. My wife and I probably have this level of proficiency with Spanish.

76-87% is a normal mastery of a language. Hackmaster treats this level as the amount most people have in their native language.

88-100% is when someone knows lots of fancy words in their language. My dad has a PhD in linguistics, so he probably falls into this range.

That should give you a better idea of what the penalties listed in the image above mean.

Lets say that English is Merese on that map up there. My dad with his PhD in English linguistics would have around 20% mastery of a language that English borrows words from, like Swedish. He’d recognize a few cognates between the languages and he might know how to construct sentences, but he can’t really speak Swedish.

I’d guess that I have around 60% proficiency in Spanish. French is a very similar language. Everyone else in my family spoke French occasionally when I was growing up and the little bit of Spanish I know allowed me to understand the gist of the conversation even if I couldn’t participate. French and Spanish would be considered divergent languages in the Hackmaster system (along with Portuguese, Italian, Romanian, etc.).

A few of the languages up there might not be recognizably from Gurutama. Some of those are for monster races like trolls, giants, and orcs. The others, like Krangi, Lathlani, and Sqwuani, are for a few of the main races. Krangi is Hobgoblin, Lathlani is Elven, and Sqwuani is Avian.

The other members of my D&D group are getting a little more interested in Gurutama lately and there was talk of setting up a wiki for the campaign setting so everyone could edit and add stuff on.

If the wiki is set up I’ll start moving content there. The stuff I create will still be posted here but my friends can’t make the same promise.

That’s it for today!