Subject: The Land of Koptu

From: Stefan Matthias Aust sma@informatik.uni-kiel.d400.de

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

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