Mark's campaign
 
 

The Invincibles home plane is the prime material plane of Muad'dib. For the readers of Frank Herberts Dune, yes we confess, it's the same one Herberts used in his books. I can't remember exactly why we used this name but i guess we couldn't come up with a more original name at that time. Only a small part of the plane is known to us. The map below shows the southern part of the known world called Galdor. The map was once bought by a young Questor for the incredible high price of 2000 gp. During the years people spilled water, coke, limonade and other stuff over it. The map is currently known as The Map of 2000 gp. Below a scanned version of the map and below that one the original electronic one.

   
     
 
Click here to enlarge
 

Omaru (lawful good)

The citystate of Omaru covers a territory from Jena all the way to Alton with Omaru in the centre. The state stretches for approximately 200 by 50 km and with a population of 300.000 it's by far the greatest state of Galdor. The citizins of the city's are most of lafwull good alignment.

Omaru is the centre of trade in the area. It has the largest seaport at the Neptune Sea and their naval forces are sufficient to keep pirates at bay. Omaru has strong bonds with Bak'nor's Rock. Both states signed a treaty to cooperate in times of war. Bak'nor's higlty trained forces also help Omaru to control the land area so Omaru can expend it's fleet. In return Bak'nor's Rock is entiteled to use the trade routes without paying tax.

The state is controled by a major which is elected every four years by the people. Every member of the state council can be elected to become the next head of state. The council consists of four priests of various religions, four merchants, the general, the admiral, the head of the guards and one of the majors of Jena, Zorrik, Docko or Alton. The major of the state also acts as major of Omaru. Still where state matters are involved the council still decides. Expired treaties are updated every four years. To break a treaty a majority in the council is needed.

Ronko (neutral good)

The territory of Ronko is formed by a number of free villages. All villages are independant with their own laws, treaties etc. They only cooperate in times of danger which in not that often.

Every village is controlled by a major which is elected by the people. The major stays in control untill his or her death or untill he or she wants to be released from the job. A major can also be forced to resign when he or she runs his town badly, something which becomes clear very fast in a small town.

Most of the area is fairly safe. Only the roads in the southern part can be considered dangerous. The caravans heading for Santario are often targetted by robbers. The woodlands in the south east are inhabited by elves and te marshes in in the north east by fearies. Although these area's are part of Ronko's teritory, the elves and fearies are keen on their privacy and keep to themselves. They don't mingle in the politics of men. Robbers who seek refuge in the woods are hunted down swiftly by the elves. Rumors say the elves even ride Griffons.

Santario (lawful neutral)

The state of Santario streches from Santario to Eastend to Tekir Dag. Santario is like Omaru a real state of commerce and trade. Also like Omaru Santario had a seaport which makes trade by ship possible. The state is runned by the Trade Guild. No wonder most laws are based on making as much profit as possbile even when people may be harmed.

Most caravans leaving Santario by land are heading North or East because the roads to the South are far to dangerous. All caravans are heavily protected by mercenaries. Althoug the mercenaries in the area are very well trained by experience and often are capable to defeat all of the badits on a raid they always make sure a few can escape so protection for the caravans will always be needed. The local authorities responsible for the sate's safety are aware of these unwritten rules but are bribed or even blackmailed to keep their silence. There is even one group of mercenaries who attack caravans themselves occasionally. During such a raid they try to don't let anyone escape so they can't be traced but the few who do, don't dare to speak up in fear of being killed as yet.

The city of Santario itself if fairly safe due to the efforts of the head of the guards. Yet regulations prevent him from making the area around Santario safe as well. More than once he offered to make an end to the endless raids himself but the authorities refuse to expand his power. No wonder all of the mercenary groups have their headquarters outside the city. Ever since the city was abandoned due to the green dragons presence voices are heard demanding more cooperation with Bak'Nor's Rock to enhance the saftey and prosperity. A great lot of inhabitants of Bak'nor's Rock are immigrants from Santario who didn't want to live under Santario's strick regulations anymore. Others moved into the woods and formed robber tribes.

The Trade Guild that rules the state consists of the five most powerfull merchants in the region. The merchants of the Trade Guild stay in control for only one year. After that year, official accountants calculate which merchant in the area made the most profit and which merchant's company has the greatest commercial value. The two merchants who made the most profit and the three merchant who own the companies of the greatest commerical value are appointed to take part in the Trade Council. Needless to say that the accountants who do the calculations are as corrupt as most merchants.

The area east of the state of Santario was never explored. Adventurers that went east encoutered robber tribes and savages. Furthermore stories tell about a great dessert inhabitated by monsters.

Crato (neutral)

The territory of Crato covers a large area around the city itself. The area around Crato is still recovering from the volcan eruption a few years ago. The last few years were spent to rebuild everything that was destroyed during the eruption and recultive the furtile lands that were left. In the chaos after the eruption a lot of robbers and bandits took advantage of the situations. Now, years after the eruption their influence on society is still strong. The thief guilds are flourishing and some of the small villages are ruled by former bandits that call themselves warlords. Only the large cities like Crato and Igli are ruled by majors chosen by the people. Crato is also trading with other states but because of the dangerous roads most trade is by sea. The trade fleet of Crato is poor compared to the fleets of Omaro and Santario. The small ships aren't equiped to navigate at open sea, they always have to keep the coast in sight. The current major is under great pressure to make the roads more safe but without enough funds it's impossible to do so. More trade could yield more funds but untill the roads are safe, merchants tend to avoid Crato. A vicious circle.

The major in in charge for as long as he lives or untill he wants to be released from his duty. The major can also be removed by the state council which meets twice a year in Crato. The state council consists of representatives of the cities and villages of the whole state. The persons sent by villages controlled by warlords are most of the time excluded from the council meeting.

The Valinists (unknown)

The kingdom of the valinists is by far the largest one in the northern part of Galdor. The exact size is not known yet. Nobody has ever been there and the valinists don't give information easily, at least not without a written authorization from their leaders how strange this may sound, practically everything is regulated. You almost need a license if you need to use the bathroom.

The government is some sort of relegion which is called "The Order". The whole system of laws is based on sharing everything equally. The valinists practice this to the extreme. Nobody is supposed to have personal belongings, doing so is considered selfcentred and always leads to resharing. The valinists constructed a huge bureatcratic sysytem to regulate this sharing. This system works with licensing. You need a license for practival eveything you do, nothing may be done without clearance from The Order first. Nothing can be bought without tickets not even the most simple products like bread. In this way The Order hopes to prevent that some people can buy more than others. Long lines for the ticket service and shops are common to the valinists.

The Order also regulates the whole system of employment. Employment has to be shared equally as well as everything else in the kingdom. The working population meets every week when The Order announces who will do what when, where and how. Missing this meeting means unempolyment for the next week. Working hard is considered egotistical because The Order thinks it's not fair that someone who's strong and healthy can work harder that someone who is not that strong or healthy. Someone who works to hard gets a warning and after that the employer will be fired. Most of these people are relocated to work in the mines where the workload is heavy. The Order hopes that these people will unlearn to work hard. The wholel system makes it impossible for economy to flourish.

The Order wishes to expend its territory. The flourishing states like Santario, Omaru and Bak'nor's Rock are considered selfcenterd by not sharing their wealth. The Order actually believes the whole world should live under its rules so everyone is equal and the people should feel blessed to live under the protection of The Order. There is no freemdom in the system of the valinistst at all. The people live totally apathetic. Every riot is crushed swiftly. People who are brave enough to speak up their own opinion are arrested and never seen again. Rumours say they are sent into the mines as slaves. A large military system is needed to maitain order.