Adventuring in Seruzhar: The Mountains of Madness

Seruzhar
(Sahyr-zhar)

a terrifying land

harsh climates

reality is blurred and incoherent in this land. Things are random and illogical.

Beneath the facade of the everyday world lies a nightmare realm, the true reality that would drive common folk to madness. Magic is rare and dangerous. Vengeful abominations creep into the natural world from other dimensions, sowing chaos and fear. Frightful vestiges of pre-human civilizations lie hidden in the earth, and some of their immortal denizens live unseen among mortals. When such supernatural forces come in contact with average people, the scars they leave are deep and troubling.

Some cultures resort to ancient practices like hunting and gathering to survive, while others have developed specialized crafts like printing and glass blowing. In some places, steam power has irrevocably changed the land. Traffic between these societies is still limited enough to preserve the technological disparity.

The key players in this conflict are unfathomable elder gods who rarely awaken, but their followers are all too eager to drag the world through milennia of bloodshed and carnage. These psion-priests might be showmen, sages, or warmongering vipers, but if their inner strength is sufficient they can channel powerful wonders.

Traveling merchants wear horns in their turbans as a signifier of their profession. It gives them a similar appearance to a tiefling.

Seruzhar is closely linked to a small handfull of other planets. Portals work when the stars are right.

Kyrgān Seas

Races


Human

humans were brought to this land by the serpent people for experimentation and sacrifice

four human Zhari Tribes; Barbarian tribes who distrust technology. Fight dinosaurs.

  • Äwlïe Tribe; isolationist, matriarchal hunter-gatherer society; strong taboos against the technology of the ancient world; live in small permanent settlements; do not have a traditional concept of marriage. When a woman wishes to bear a child, they propose a mate blessing to the desired male. Once this union is then sanctioned by a Matriarch, the two may have a child. As long as they fulfill their duties to their tribe and do not produce unsanctioned offspring, both parents are free to pursue any romantic relationship of their choice; Food is obtained by foraging wild plants, hunting and fishing, all done in conventional fashion;
  • Kün Tribe; ruled by a monarch, the Sun-King, and are currently engaged in a civil war. They have a vast population and are more advanced economically and militarily compared to the other tribes. society revolves around the sun: it is not only the basis for their government and religion, but the catalyst for the tribe's creation. They view the Sun as their patron deity. The Sun, shadows, and the dualistic balance of the two; traditionally patriarchal society, women are excluded from the priesthood and military; Agriculture and trade are the cornerstones of the economy. The majority of settlements are built within or on the edge of the Jewel, and have crop fields that take advantage of the region's fertile soil. The staple crop appears to be corn, although a large variety of fruits and vegetables are available.
  • Qural Tribe; They are known for their excellent metalworkers and craftsmen, and as such, their steel and powerful weaponry. They are more technologically advanced compared to the other known tribes; The tribe as a whole is made up of independent villages maintained by family clans. These clans are loosely united into a larger nation-state, although the day-to-day lives are governed by his or her clan's ealdormen; culture is distinct from other tribes. They do not wear any form of face paint (although some have tattoos), scorn organized religion, and design based on practicality rather than take inspiration from their surroundings; greatest achievement is their practical craftsmanship; forge their own alloys; armors are highly resilient and their weapons are advanced and powerful despite their lack of ancient knowledge; society is highly patriarchal, with women often being treated like property. Women who wish to become soldiers must shave their heads
  • Jawınger Tribe; nomadic people; fearless hunters and mysterious shamans, they are constantly trying to prove their worth against increasingly stacked odds, and favor this over engaging with other tribes; Tribespeople live in small, mobile groups of hunters called weraks. Each is led by a dominant chieftain along with the counsel of a shaman. Chieftains may be challenged for control of their werak, initiated by throwing one's spear at the chieftain's feet; Despite living in groups, they are highly individualistic and value independence. Each member of a werak must prove that they possess the will to survive alone.

Humans

Many of the inhabitants are Keleshites. Six distinct cultures are historically considered the founding peoples of Kelesh, each associated with a virtue:[8]

Culture Virtue Region
Althameri Zeal Traditionally nomadic; deep desert holds
Aishmayar Grace Unknown; predates Althameri
Khattibi Inventiveness Historical Empire of Khattib; Casmaron's southern coast
Midean Elegance Historical Empire of Midea; Khardaji Bay
Susianam Adaptability Nomadic; associated with waters, irrigation, and navies
Tzorehiyi Honor Steppes and grasslands of Casmaron

Other ethnic groups not considered to be Kelesh also live in the Padishah Empire. These include the Amai Birti, Beshzens, Garundi, Jalunahs, Karas, Mishyrians, Ninshaburians, Qalahs, Tians, Vudrani, and the Yenchaburians.

Culture

Although residents of the Inner Sea region often think of Keleshites as a monolithic people, the reality is a lot more complex. The Empire of Kelesh has made efforts to encourage a unified Keleshite identity, but talking about "Keleshites" as if they were a single culture (which residents of Avistan, especially, tend to do) is about as accurate as talking about "Avistani" (which residents of Casmaron, to be fair, also tend to do). Just as the Chelaxians tend to have very different cultural practices from the Ulfen and Varisian customs and history differ greatly from those of the Shoanti, the various cultures that make up the Empire of Kelesh have widely varied practices and histories. The average resident of the major cities of Kelesh is of mixed heritage, but in less urbanized areas, people still practice traditions that date back five millennia or more.

There are six peoples credited with creating the Empire of Kelesh, corresponding to the seven virtues Keleshites believe they exemplify—the seventh is the unified Keleshite identity, though rumor has it that there was once a seventh culture that has been erased from the historical record.

Althameri: The once-nomadic Althameri tribes founded the Empire, and still form most of its noble class and merchant houses. Althameri still hold to their tribal identities, and many still live in deep desert holds and practice traditional ways, including a unique form of Sarenism. Most of what people outside of Casmaron consider "Keleshite" comes from the Althameri culture; even Keleshites with no Althameri descent often imitate Althameri dress and practices as a sign of prestige. The virtue associated with the Althameri is zeal.

Althameri use a first name followed by a matronymic indicated with the prefix al-. For example, Yaqib al-Marah is Yaqib, son of Marah. They may include a tribal identifier when introducing themselves to other Althameri, but most city-dwelling Althameri consider this information private. If needed, they may append their city of residence or birth to the end of their name distinguish themselves from another individual with the same name.

Most Keleshites who do not strongly identify with another ethnicity follow this naming convention.

Aishmayar: The Aishmayar were an ancient, settled culture when the Althameri were still nomads eking out bare survival from the harsh deserts. Famed for their pacifism and dedication to the arts, they were the first people conquered by the Althameri. Their lack of written records has caused them to become an enigmatic founding myth in Kelesh. Though only a few noble families can prove Aishmayar descent in contemporary Kelesh, it is common for artists, actors, and socialites to claim it to enhance their status. The virtue associated with the Aishmayar is grace.

The Aishmayar generally used a string of names, the first given to them at birth, and another two to four earned throughout their lifetime based on achievements or personality characteristics, such as Nur-Iqar-Shamah. Particularly desperate celebrities sometimes effect an Aishmayar name, but doing so is generally considered gauche in the extreme.

Khattibi: The Empire of Khattib once occupied a large swath of the territory now controlled by Kelesh, especially the jungles and rich farmland of Casmaron's southern coast. They are famous for feats of physical engineering and their great libraries, but their inability to match their physical infrastructure with similarly robust social systems caused them to overextend and become a tempting target for Keleshite conquest, especially as they controlled the trade routes that brought goods from Vudra and Tian Xia into Casmaron. The vast majority of the citizens of Kelesh are primarily of Khattibi descent. The virtue associated with the Khattibi is inventiveness.

Khattibi names originally put an individual's family name first: Sadikci-Darya is Darya of the Sadikci family, though in recent centuries it has become more common to reverse the order, e.g. Darya Sadikci.

Mideans: The other great empire absorbed by the Keleshites was Midea, which warred with Khattib for most of its existence and claimed many of the port cities of Khardaji Bay. The Midean love of efficiency and organization inspired an unprecedented financial system that includes some of the oldest still-operating banks on Golarion. Mideans are enthusiastic patrons of the arts and the oldest families are devoted to civil service. The virtue associated with the Mideans is elegance.

Mideans tend to use personal names followed by a patronymic or family name, such as Mizha ibn Illiar, but as with the Khattibi, they increasingly drop the prefix, e.g. Mizha Illiar.

Susianam: Known as the People of the Tides, or Susians in Taldane, the Susianam are believed to have begun wandering Casmaron after a disaster destroyed their homeland. The clergy of their moon god go veiled and are accompanied by tattooed bodyguards. Though they are now a rare minority, the Susianam contributed both many of the irrigation systems that allowed Kelesh to bridge the harsh deserts between arable areas of Casmaron and founded its navy. The virtue associated with the Susianam is adaptability.

A Susian generally goes only by a first name, though the clergy sometimes bestow epithets upon other members of their faith, which become part of their names.

Tzorehiyi: Believed to share ancestral roots with the Althameri and Kara peoples, the Tzorehiyi still prefer to live in the steppes and grasslands of Casmaron. Their tribes control security for most of the trade routes and provide most of the agricultural labor that supports Kelesh's major cities. The virtue associated with the Tzorehiyi is honor.

The Tzorehiyi tend to use a first name followed by their tribe's name, such as Nerzad Batgui.

Cecaelia

Daelkyr Half-blood

Deep One Hybrid

Gnorri

It should come as no surprise to learn that many sailors and coastal dwellers view the gnorri with a mixture of fear, loathing, and hatred, for here are creatures that ape the vestige of humanity, yet are little like humanoids at all. Their strange-colored skin, mutable number of arms, and tentacle-like lower bodies seem designed by a malevolence bent on evoking many of humanity’s deepest fears. The gnorri lurk in the lightless depths of unplumbed ocean trenches and shadowed reefs, mysterious and alien to those who breathe air and abide upon the land.

Yet not all that dwells beneath the waves is malevolent. While there are those among the gnorri who harbor sadism and cruelty in their hearts, this is no different than any sentient race; on the whole the gnorri are more interested in trading than warring with land dwellers. Indeed, in certain ports, the initial fear and suspicion of the gnorri has given way to respect and support, and today the gnorri are valued as trade partners and scouts, plying their extensive knowledge of the sea and its hazards as guides. This skill with alchemy and surgery makes an alliance with the gnorri very valuable to surface dwellers

Ghoul (Lengghūl)

Mutant

Ratfolk

Samsaran

Shobhad

all hordes taking their name from the dead city they consider their capital.

  • The horde consist of twenty five communities; five of the communities making their home in the city (each community assigned a section of the city), the balance of the horde spread out in the territory claimed by the hordes current Jeddak. The city itself is large and grand; Sociologically, they are an interesting study in contradictions. On the one hand, they, like all others, are warlike and cruel, and under the reign of Tal Hajus, there were serious considerations about the effectiveness of rape as a tactic for demoralizing female captives. On the other hand, they have a strong code of honor to which even Jeddaks must adhere. After Tal Hajus was killed by Tars Tarkus, they entered a new age in which base cruelty took a back seat to more diplomatic means for gaining resources.
  • horde is evidently enemies with the other hordes. When provoked at night members of the horde immediatly assumed it was them
  • once one of the most powerful and magnificent cities. They were noted as having huge guns and uncanny skills with marksmanship.
  • They are hunched over, have gnarled and crooked tusks, and are physically more robust than the others; they are highly scarred and violent individuals who frequently fight among themselves. They occasionally seem to take Behirs as war-mounts, and are said and shown to be subterranean in most sources, living in underground cities and caves. have been the mortal enemies of the other hordes for as long as anyone can remember, but they've long been outmatched in terms of technology, resources, and population. They have territory in both the north and south. As a whole they are far more savage than the others, their ornaments including the skulls and dismembered hands of their fallen foes.

Thri-kreen

Yuan-ti

Lands


desert and dry steppes

toxic zones

radiation storms

Earthquakes

Society exists in three layers;

  • Realm of the Gods; masterminds and strange beings combat with each other and exert their control on the ones below them to realize their goals. The shadows of ancient dead empires.
  • Realm of Cities; city states that form rivalries and alliances. They believe they are the top layer.
  • Realm of Tribes; warring tribes, sometimes hired by the cities.

There are four major culture styles: Iranian/Persian, Turkish, Slavic and Mongolian.

Regions and tribal territories divided by language and culture. City states, but no real kingdoms or nations.

However, there is a conqueror-queen gaining ground, looking to unite all the tribes. Temujin-type. Xaan (warlord). Beyta Xaan

thirteen regions; each region distrusted by the others

There are teleporter facilities that link to three other worlds, Vhoorl, Carcosa and Yuggoth or Yaddith

History


The Progenitor Races (pre 9000 PI)

three progenitor races came, warred and ultimately died, leaving their servants. Three progenitor races, the Yith, the Flying Polyps and the Elder Things. Why did the aliens choose to land here? And why stay here?

Yuan-ti Rule (c 3900 PI)

Rise of the Serpent People.
Serpent people imported humans
Serpent people died.

Midan Empire (c2,250 - c1,600 PI)

Empire of Leng

Kalah the Great (c 750)

Age of Falling Stars (692 PI - Current)

The Moonfall awakens the Great Old Ones (The Fallen Stars). Bokrug and Yig. Cthulhu and Hastur by proxy.

Coming of the Şeber-ul

Şeber-ul

Fall of Kuzul (1370)

Languages


Religion


Dualistic Gods

Old Cults

Şeberşıl

there are those who oppose the old ones

Magic and Technology


lightning guns
robots
science
sorcery; evil sorcery; rituals require sacrifice, save abjuration magic
divine magic is unknown; replaced with psionics
Yithian tech is mastery over space, time and dimension
Elder Thing tech is squishy biotech
Flying Polyp have no tech beyond their stone cities
Several varieties of lotus, all dangerous
Chronomancy
Blood Magic

Dungeons


Monsters


Deep one
Denizen of Leng
Leng ghoul
Derro
Elder thing
Flying polyp
Mi-go
Azer
Yithian
Voonith
Yaddithian
Ved
Neothelid
Leng spider
Duergar
Dragonborn

intelligent radioactive teleporting psionic boars
alien masters; great old ones; act almost as gods
star spawn
dinosaurs
riding lizards
deadly fungus
Zern; evil creatures who fleshwarp others.
Bhole
Colossus, Flesh
Colour out of space
Conqueror worm
Deep One, Elder
Ratling
Great Old One, Bokrug
Great Old One, Yig
Gug
Hound of Tindalos
Leng hound
Moon-beast
Nightgaunt
Shantak
Shoggoth
Spawn of Yog-Sothoth
Star-spawn of Cthulhu
Unrisen
Urhag
Whisperer
Zoog
Zuvembie
Peryton
Gray Goo
Div, Aghash
Div, Akvan
Div, Pairaka
Div, Sepid
Manticore
Peri
Simurgh
Karkadann
Griffon
Dinosaur, Allosaurus
Dinosaur, Amargasaurus
Dinosaur, Ankylosaurus
Dinosaur, Brachiosaurus
Dinosaur, Ceratosaurus
Dinosaur, Compsognathus
Dinosaur, Deinonychus
Dinosaur, Dimetrodon
Dinosaur, Dimorphodon
Dinosaur, Diplodocus
Dinosaur, Elasmosaurus
Dinosaur, Giganotosaurus
Dinosaur, Iguanodon
Dinosaur, Kentrosaurus
Dinosaur, Pachycephalosaurus
Dinosaur, Parasaurolophus
Dinosaur, Plesiosaurus
Dinosaur, Pteranodon
Dinosaur, Quetzalcoatlus
Dinosaur, Spinosaurus
Dinosaur, Stegosaurus
Dinosaur, Styracosaurus
Dinosaur, Therizinosaurus
Dinosaur, Triceratops
Dinosaur, Troodon
Dinosaur, Tylosaurus
Dinosaur, Tyrannosaurus
Dinosaur, Velociraptor
Air veela
Earth veela
Fire veela
Flytrap leshy
Water veela
House Spirit, Domovoi
House Spirit, Dvorovoi
House Spirit, Ovinnik
Vodyanoi
Bagiennik
Gorynych
Gourd leshy
Hag, Night
Kikimora
Brownie
Leaf leshy
Lotus leshy
Rusalka
Seaweed leshy
Robot, Arachnid
Robot, Mannequin
Robot, Scrapyard
Robot, Torturer
Trench mist
Bloodbrush
Capacitor Ooze
Golem, Robot
Targotha
Zhen Worm
gorillion
behir
basilisk
dracolisk
BALHANNOTH
BERBALANG
Clockwork creatures
Sorrowsworn
vampiric mist
psychotropic honey made by mutant bees


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