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People

Book of the Saranthi

History

In the days and months before the end of the Last War, an army of elite Irul-Ruun troops were marching from Candal to Taládan when unexpectedly, the war ended.  News arrived telling that Taládan had fallen, and Candal behind them.  They were too late.  They had failed the Empire.

It was decided that they could not return so shamed to Candal, and definitely not to Ummon, their mountain home.  Scouts returned from the North and South, that the damage to both city-states was severe.  Despite protests within the ranks of his army, the military leader declared the war lost and gave his troops two options: death or shame, for their failure.  The heads of those who chose death were buried on a hill above the small harbor where they camped.  The inhabitants of the rural communities in that place watched with interest.  With the burials finished, the army leader instructed the remaining troops to begin construction of a fortress.  The enemy, it was decided, would need to fight for every hill of the Empire.  In this place that the locals named Saranth, meaning "Nowhere" the Acentran armies would find a bastion of trouble.

The Acentran armies never arrived.  The fortress grew on the hill over the harbor; a large structure of white stone bearing the pennants and shields of the Dekàlan army.  Chaplins submitted plans for a Temple at Saranth but when they sought help from the natives, they were rejected.  Plans to press the idegene into this service were abandoned when the chaplins explained that doing so violated the Eshatan, for the natives worshipped Kandlan.  Over time, Saranth grew into one of most fortified areas of the region.

In the years and generations to follow, the religious climate changed.  Soldiers' families came to populate most of the Saranth region, with the customs and holdings of their culture extending through them.  Within three generations, the Cult of Kandlan was no more.  By 126 DR, the Temple at Saranth was underway.  By 310 DR, the Temple was completed at Korondon, a western town within Saranth, that had become a religious center.

The Korondon Temple was devoted to the worship of Orander, a blend of the Irul-Ruun and Kandlan cults.  A holy woman of Korondon, Seryl, taught the people of Saranth in a series of "lessons" the teachings of Orander, an old god worshipped in pagan times by the original Saranthi.  Claiming to be infused with the spirit of Orander, Seryl performed works of magics throughout Saranth, attracting a vast following by 83 DR.  When Seryl died in 97 DR, her bones were carried to Korondon and buried in the place that would become the Temple.  Statues to the "Teacher" abound in Saranth.  Countryside shrines were created from the original pagan monuments to Orander.

By 352 DR, Durul, the harbor town of Saranth, had grown into a small city, attracting trade from hundreds of miles up and down the coast.  In that year a galley arrived at the fortified harbor, from the South.  The galley's captain explained that a blight was destroying the crops of the Southern kingdoms, and that his ships had been sent to establish trade routes.  King Eremor, well versed in the history of Saranth and understanding the implications should his kingdom involve itself with Dekàlan affairs refused aid.  It is not clear what made the king's decision, but many have guessed that he did not want to sacrfice the fledgling kingdom's independence.  Others believe that the difference in language between the ship's captain and the king, led King Eremor to believe that Candal had been conquered by the enemy, and did not remain a Dekàlan state.  It is recorded that the captain was infuriated with this insult, and threatened possible military action against Saranth.  Eremor is said to have taken the captain for a walk at that time, along the city battlements and to look out over the harbor from the fortress parapets.  Durul was not a war-ravaged city, but it was more than prepared for any army of the coast.  The king is quoted as telling the captain that "hungry soldiers make poor armies."  The Candalan captain did not return.

This exchange precipitated a new view among the Saranthi.  From that time forward, it was believed that Saranth was the only true remainder of the Empire, and that all others were conquered states.  The Saranthi tongue, a derivative of Dekàlan, was accepted by scholars in Korondon, Durul, and Nathsar as the tongue of the Empire.  All encountered who did not speak Saranthi, were surely of conquered regions.  The Saranthi were unaware how their language had changed over the centuries.  It is possible that the Kaval (Kavàl'un) of Nathsar realized the folly of this rationale, but if they did, they made no motions to discredit it.

In the centuries to follow, Saranth became a bustling kingdom.  The people remained true to their military and agricultural heritage, and were devout followers of the teachings of Seryl, in their worship of Orander.  The kingdom consisted of three main cities: the harbor fortress city of Durul, the temple city of Korondon, and the tower city of Nathsar.  The kingdom has grown over the years and is bordered to the North and West by bandit lands, who prey on the rich fields and towns of the kingdom.  Military campaigns into these areas are common to clear the rabble, but the neighboring poor filter back and begin trouble anew.

In more recent years, Queen Idanna II, has begun sending agents to friendly ports to report back on world affairs.  The hope is to map the region and detail a careful campaign to reclaim Dekàlas.  Travelers returning from Taldàna and Candal have reported ruling lineages that trace their lines back to the time of the Last War, but neither reach beyond.  This has lent support to the Saranthi belief that the existing city-states were conquered.  The Queen's current plans involve a march on Candal, which from reports is surronded by the most rich farmlands.  With Candal as a base, she believes her army could reach across the world.  These plans are still very much in their infant stages, though many neighboring peoples have been pressed into service and sent out from Saranth to extend the reaches of the crown.  The nearest city, Merden, is believed to be the first of many to fall.

Most Saranthi do not know the true history of their people, but are aware they are descended from the soldiers of a failed Dekàlan army.  There is a deep sense of pride and purpose within the society, a belief that the Saranthi are destined for the same greatness their ancestors were due, before it was taken from them.  This sense of destiny is a driving force that may propel them to victory or doom.

People

The people of Saranth are very similar to those of many other Dekàlan areas.  Most people of the area have an intimate knowledge of farming, with the exception of some city dwellers.

All adult males are skilled with either pike and sword, or bow and dagger, having served at least two years in the Saranthi standing militia.  This service is a duty to the crown, and a religious calling.  These young men are supported by their families and communities, and receive no pay for their service.  All Saranthi men are considered to be proficient weapon users.  Women are permitted but not required to serve.  Most women that serve become proficient with bow and dagger.

GURPS Saranthi Archer Package
Language, Native (Saranthi) (IQ) +0 CP
Bow (DX) +4 CP
Knife (DX+1) +2 CP
Tactics (IQ-2) +1 CP
CP Balance   +7 CP

Saranthi archers use shortbows.  Long distance missile attacks are left to the siege machinists.

GURPS Saranthi Pikeman Package
Language, Native (Saranthi) (IQ) +0 CP
Polearm (DX) +2 CP
Shield (DX) +1 CP
Shortsword (DX) +2 CP
Tactics (IQ-2) +1 CP
CP Balance   +6 CP

Saranthi pikemen are trained to operate in advanced phalanx formations.  Most are capable swordsmen, able to finish off any rabble that get past the points of their pikes.

There are too many ranks within the Saranthi military to detail them all here.  Below, is a Character Package for a typical Saranthi knight.  Knights of Saranth do not necessarily have high social status as the Saranthi military is based on the Ummonian precepts of hard work and promotion, rather than the bequeathing of military honors on nobles and their descendants.

GURPS Saranthi Knight Package
Code of Honor* -15 CP
Sense of Duty (Saranth) -10 CP
Combat Reflexes +15 CP
Military Rank (Saranth) +4 +20 CP
Language, Native (Saranthi) (IQ) +0 CP
Broadsword (DX+1) +4 CP
Shield (DX+2) +4 CP
Heraldry (Saranthi) (IQ) +2 CP
Leadership (IQ) +2 CP
Riding (Horse) (DX) +2 CP
Savoir Faire (IQ) +1 CP
Strategy (Land) (IQ-2) +1 CP
Tactics (IQ) +4 CP
CP Balance   +30 CP

*  The Saranthi Code of Honor does not extend to non-Saranthi warriors.

Religion

(see Orander)


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Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

Ref. PHB (Player's Handbook), © Wizards of the Coast