LOMAR
Home to a proud and warlike people, the city-state of Lomar dominates the southern coast of the Kalayan Sea. Lomar’s warriors guard rich fields and rice paddies stretching for more than fifty miles across the western end of the Ghan peninsula, and its sleek dromonds patrol the waters for three days’ sail in all directions. Within the city walls, noble commanders practice their martial skills constantly, reigning over an elite class of free warriors who in turn control a large but docile population of slaves and servants. Monuments tower over each of the public squares in the city, commemorating more than two hundred years of military supremacy. While the celebration of military triumph and the martial virtues lies at the center of Lomar’s public life, the city is more than a simple armed camp. Lomar is an important center of commerce, a gateway through which the tribes and settlers of the southern Kalayan highlands are linked to the great trade routes of the Inner Sea. Lomari merchants compete with traders from Quodeth, Ikath, and Droum for control of the valuable gold and ivory trades in the central Kalayan, and the city’s artisans produce exceptional woodwork and metalwork. Perhaps most importantly, Lomar is a city of laws. Most other cities in Thule are hopelessly corrupt and inefficient, but Lomari pride themselves on their honorable dealings and upright ways.
THE CITY OF INVADERS The story of Lomar begins thirty years after the sea took Atlantis. In 1939 AR, a wandering tribe of seafarers descended from the survivors of Lemuria attacked the old Atlantean haven of Katagia. The defenses of Katagia proved too strong for the Lemurians to overcome, but rather than return to the sea with the rest of the fleet, a charismatic warlord named Zosheer Loh decided to lead a large band inland to found a kingdom of his own in Thule’s wilderness. For years the band migrated through Dhar Mesh, Phoor, and the southern coastlands of the Kalayan Sea before settling down in a fertile river valley at the west end of the Ghan Peninsula. here they founded a city in 1980 AR, and named it in honor of Zosheer Loh, who had died only a year before their wanderings ended. In the 223 years since its founding, Lomar has grown into a major power. A little more than a century ago, Lomar fought a bitter war against the city of Hurhun and laid it in ruins. Fifty years ago, Lomar’s legions landed before Droum’s walls and defeated the armies of that city, imposing a ruinous tribute as the price of peace. Within the last twenty years, Lomari centurions have led the city’s legions to less conclusive battles against Ikath, Marg, and Quodeth, and it is only a matter of time before the Imperator orders Zosheer’s Bell sounded once again to call the legions to war.
CITY DESCRIPTION Lomar is a well-fortified city that stands a short distance inland from the Kalayan Sea on the banks of the Yissu River. The riverfront serves as the city’s port, since the open waters of the Kalayan are only eight miles to the west. High walls surround a semi-circular city laid out like half of a gigantic wagon wheel, the main streets forming the “spokes” that meet in the great Triumph Square. he Imperator’s Palace (more a fortress than a palace, really) stands on a hill just to the east, overlooking both the square and the river. he Blue Pelican: A large inn and taproom located in Lomar’s river district, the Blue Pelican is named for a local variety of ishing bird with striking blue plumage. Many foreigners arriving in Lomar by sea take rooms here. It’s not cheap, but it is clean and safe, which is more than can be said of similar establishments in many other cities. he proprietor is an old Lomari man named Bahdurbo, who is a servant of the Magh family and runs the Blue Pelican for his masters. Tower of Zosheer: he central citadel of Lomar contains a great golden bell in a high tower, visible from just about everywhere in the city. By tradition, the bell is struck to announce that Lomar is going to war and to celebrate reports of victory by Lomar’s armies. A famous prophecy predicts that Lomar will fall within the year if the bell should ever be lost or broken, so guards stand watch by Zosheer’s Bell around the clock. Triumph Square: Eleven great avenues lead from Lomar’s gates to Triumph Square, the central plaza of the city. his vast stone square is a good ive hundred yards wide, and its perimeter is lined with scores of monuments to great Lomari champions, generals, and imperators. City law prohibits the establishment of any permanent place of business in the square, but many vendors set up tents or carts every day, making Triumph Square a busy marketplace from sunup to sundown. Wohdwa Palace: Two miles outside the city walls lie the ruins of a great estate. he Wohdwas were high-ranking nobles who won glory in many of Lomar’s old wars, but the family declined under some mysterious curse. he last of the Wohdwas was a warrior-princess named Yilar, who led a legion in the war against Hurhun to great success, but felt that she was denied the honors her victory merited. She plotted against the ruling imperator with a mysterious warlock named Rashmi, but the plot was discovered. Yilar was put to death, Rashmi vanished, and Wohdwa Palace was abandoned. he place is now said to be haunted, perhaps by things the warlock summoned long ago.
Lomar (Large City, pop. 24,200) City of Triumphs, City of Shining Spears, City of the Golden Bell Lomar is an aggressive and militant city-state that seeks to expand its dominions through campaigns of conquest.
Authority: Imperator Deondro Shurh is the reigning monarch, the third ruler of the Shurh line. He wields near-absolute power; unlike many Thulean cities, Lomar possesses a strong monarchy.
NPCs: Most people in Lomar are (naturally) Lomari. In fact, citizenship is denied to anyone who is not of the Lomari race, although a few people of other races are permanent residents and hold important positions in commerce or industry. Most non-Lomari are slaves, although Lomar’s laws protect slaves against many abuses and even allow them to own property and work in their chosen trades.
Lorjeen the Lion is the most famous warrior in the city. Lomar’s warriors do not fight in the city’s arena, but instead compete in frequent games and mock battles and fight many duels. Lorjeen, a giant of a man over 7 feet tall, has never been defeated.
High Warpriest Mordju is the high priest of Nergal at the Hall of a Thousand Victories. Cruel and ambitious, Mordju is one of the principal agitators seeking to push the imperator into a new war. Ghoro Gai is the city’s foremost merchant. Short and fat, he was never much of a warrior, but he commands a merchant fleet of a dozen galleys and is more widely traveled than most of his countrymen. He quietly serves as the chief spymaster to Imperator Deondro.
Trade: Lomar produces cotton, rice, jewelry, woodwork of all kinds, and bronze arms and armor of exceptional quality. The city imports gold, ivory, wine, and silk. Concerns: Lomari look to war as a means to win accolades and riches, but it’s been nearly twenty years since an imperator has ordered the striking of Zosheer’s Bell. The city’s nobles (and quite a few of its free warriors) are spoiling for a ight. Pressure is growing for Imperator Deondro to lead the city’s legions in a bold new campaign.
Soldier of Lomar: CR 1
Lomari Myrmidon & Legionary: CR 2
Lomari Veteran: CR 3
Lomari Battle Champion: CR 9
Silver Gauntlets of Lomar
This century is native to Thule, but its myrmidons are no less disciplined for it. The Silver Gauntlets were instrumental in Lomar’s victory over Droum and continue to send out periodic patrols in that direction. In addition to patrolling the countryside, the Silver Gauntlets act as a training cadre for Lomar’s more ordinary military units. Perhaps unusual among both myrmidons and the Lomar military in general, if you can shake hands with the Silver Gauntlet recruiter, all debts enforceable by Lomari law are forgiven and all arrest warrants suspended. Thus many try to join the Silver Gauntlets to turn around their lives, but the brutal tests that accompany membership have many scurrying back to the city to pay their bills or turn themselves in.
THE PRIDE OF NERGAL
The Pride of Nergal is a martial society founded by Lomari nobles, merchants, and priests devoted to the god of battle and dedicated to expanding Lomar’s military presence throughout Thule. Clad in bronze armor engraved with the lion of Nergal, and armed with spears, shields, and Lomar’s fearsome reputation for conquest, the warriors of the Pride seek to subjugate Thule by conquest, trade, or plunder.
Bronze Lion: (CR 5) Lomari citizens form the rank and file of the Pride. Each Bronze Lion buys his own armor, which he pays to have decorated with the lion of Nergal. The snarling lions depicted on the Pride’s helms and shields, paired with the Lomari reputation for ferocious conquest, make them the most intimidating—and therefore the most respected— professional soldiers in Thule. Though the Bronze Lions don’t operate under direct command of Lomar’s Imperator, they exemplify the Lomari philosophy of battle and martial conquest through their devotion to Nergal.
Lioness of Nergal: (CR 6) The Bronze Lions of the Pride of Nergal trust their arms and armor over sorcery. However, when a unit encounters a situation that cannot be mastered by martial strength alone, a Lioness of Nergal travels from the temples in Lomar to turn the tide of battle and abjure fell sorcery used against the Pride.
Scorpion Helot: (CR 3) One in every five Bronze Lions brings a capable slave into the Pride’s service when that slave shows promise of excellence in archery. Called Scorpion helots for the venomous sting of their arrows, they reinforce the Bronze Lions and hunt beside their masters, serving as messengers, scouts, spies, administrators, and assassins. Scorpion helots are not trained in the “honorable” arms and armor of Lomari warriors, but with short, light bows capable of loosing arrows in a continuous stream when necessary. Scorpions are instructed with special care on the hunting of sorcerers and other magicians, and trained in the use of poison as a means to silence them effectively. Though highly valued by their masters, Scorpion helots know their lives are expendable and sacrifice themselves for their masters when commanded.
Red Chimera: (CR 7) To bolster their units, the Pride purchases the biggest and best gladiators and pit fighters they can find. Clad in the hide of a lion and equipped with a greatsword, stone maul or pike, a Red Chimera leads the charge into battle, clearing a path for the phalanx. As they lay waste to their foes in the first moments of battle, the Red Chimeras use their gladiatorial showmanship to demoralize their enemy, making a bloody pulp of any that defy them. Like the double-headed beasts they take their name from, they are dangerous from any angle, leaving broad red swaths of blood through crowds of foes. Veterans of a hundred battles, they shrug off blows that would slay lesser warriors.
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MYRMIDON NARRATIVE
Thule has fewer standing armies than most fantasy settings; the city-states can defend their walls and project force a few days away from their gates, but marching armies haven’t been seen on hule since the Lomar-Droum war sixty years ago, and there haven’t been truly massive legions since the Atlanteans invaded the Inner Sea more than ive hundred years ago. Atlantis is no more, and the Atlantean holdings on hule are dwindling, but you are part of one of Atlantis’s great gifts to hule: the Myrmidons, heavily armored elite troops. Each myrmidon “century” had its own ighting styles and legendary history, and the
Atlanteans’ enemies on Thule were so impressed that they started training “myrmidon” units of their own and adopting at least some of the Atlantean trappings. Now the phrase “myrmidon” means “elite trooper” and doesn’t necessarily indicate an Atlantean heritage. You are an elite trooper in one of hule’s organized militaries (even if you’re on detached duty to enable independent adventuring). hose who see your raised weapon or heavy armor know they’re facing the best of the best. Key Identity: Atlantean, human (Dhari or Kalay), ighter.
MYRMIDON BENEFITS You’re a warrior through and through, capable of striding purposefully straight into danger. Fearless and cunning, you’re capable of great things on the battleield, but teamwork and discipline are your biggest assets. Your mere presence as a myrmidon makes others ight better, because you inspire them to be as brave and disciplined as you are. In time, the myrmidon “century” (80–100 troopers) you’re ailiated with may grant you an honor guard of lower-level myrmidons to command as you see it. Skill Bonuses (1st level): You are trained in Animal Handling and Medicine. You know how to handle mounts in battle, and you’ve learned how to deal with typical battleield injuries. Inspiring Example (1st level): When you hit with a melee or ranged weapon attack, you can use a bonus action to inspire each ally within 30 feet of you. Until the beginning of your next turn, inspired creatures add 1d4 to attack rolls, ability checks, and saving throws. You can use Inspiring Example once, and then you must rest to regain the ability. Patrol Leader (6th level): You gain the ability to summon a raid (see Followers), which takes the form of soldiers from your century temporarily placed under your command to garrison your home base or patrol in whatever area you are operating in. Your followers are equivalent to guards. Centurion (10th level): You become commander of your myrmidon century. Your gain a company of legionaries (see page 79). At 15th level, your followers improve to veterans. In addition, once per three years you can call an army to your banner. You are expected to keep your century employed, either as mercenaries or in the service of your home city; they can handle routine duties while you are away.
MYRMIDONS IN THE WORLD Within the larger military force you associate with, you’re regarded as elite, so other soldiers treat you with respect bordering on awe, or with jealousy. he civilians of your city-state are impressed as well, even if they only know the myrmidons from military parades, not military action.
Conversely, you are hated and feared by the rankand-file members of enemy armies, who would love to retreat and ight another day (if they’re frightened of you) or take your head as a trophy (if they’re feeling brave). hat heavy armor and that purposeful march forward attracts attention on the battleield, and attention from the enemy army is what you’ll certainly get.
THE CITY OF INVADERS The story of Lomar begins thirty years after the sea took Atlantis. In 1939 AR, a wandering tribe of seafarers descended from the survivors of Lemuria attacked the old Atlantean haven of Katagia. The defenses of Katagia proved too strong for the Lemurians to overcome, but rather than return to the sea with the rest of the fleet, a charismatic warlord named Zosheer Loh decided to lead a large band inland to found a kingdom of his own in Thule’s wilderness. For years the band migrated through Dhar Mesh, Phoor, and the southern coastlands of the Kalayan Sea before settling down in a fertile river valley at the west end of the Ghan Peninsula. here they founded a city in 1980 AR, and named it in honor of Zosheer Loh, who had died only a year before their wanderings ended. In the 223 years since its founding, Lomar has grown into a major power. A little more than a century ago, Lomar fought a bitter war against the city of Hurhun and laid it in ruins. Fifty years ago, Lomar’s legions landed before Droum’s walls and defeated the armies of that city, imposing a ruinous tribute as the price of peace. Within the last twenty years, Lomari centurions have led the city’s legions to less conclusive battles against Ikath, Marg, and Quodeth, and it is only a matter of time before the Imperator orders Zosheer’s Bell sounded once again to call the legions to war.
CITY DESCRIPTION Lomar is a well-fortified city that stands a short distance inland from the Kalayan Sea on the banks of the Yissu River. The riverfront serves as the city’s port, since the open waters of the Kalayan are only eight miles to the west. High walls surround a semi-circular city laid out like half of a gigantic wagon wheel, the main streets forming the “spokes” that meet in the great Triumph Square. he Imperator’s Palace (more a fortress than a palace, really) stands on a hill just to the east, overlooking both the square and the river. he Blue Pelican: A large inn and taproom located in Lomar’s river district, the Blue Pelican is named for a local variety of ishing bird with striking blue plumage. Many foreigners arriving in Lomar by sea take rooms here. It’s not cheap, but it is clean and safe, which is more than can be said of similar establishments in many other cities. he proprietor is an old Lomari man named Bahdurbo, who is a servant of the Magh family and runs the Blue Pelican for his masters. Tower of Zosheer: he central citadel of Lomar contains a great golden bell in a high tower, visible from just about everywhere in the city. By tradition, the bell is struck to announce that Lomar is going to war and to celebrate reports of victory by Lomar’s armies. A famous prophecy predicts that Lomar will fall within the year if the bell should ever be lost or broken, so guards stand watch by Zosheer’s Bell around the clock. Triumph Square: Eleven great avenues lead from Lomar’s gates to Triumph Square, the central plaza of the city. his vast stone square is a good ive hundred yards wide, and its perimeter is lined with scores of monuments to great Lomari champions, generals, and imperators. City law prohibits the establishment of any permanent place of business in the square, but many vendors set up tents or carts every day, making Triumph Square a busy marketplace from sunup to sundown. Wohdwa Palace: Two miles outside the city walls lie the ruins of a great estate. he Wohdwas were high-ranking nobles who won glory in many of Lomar’s old wars, but the family declined under some mysterious curse. he last of the Wohdwas was a warrior-princess named Yilar, who led a legion in the war against Hurhun to great success, but felt that she was denied the honors her victory merited. She plotted against the ruling imperator with a mysterious warlock named Rashmi, but the plot was discovered. Yilar was put to death, Rashmi vanished, and Wohdwa Palace was abandoned. he place is now said to be haunted, perhaps by things the warlock summoned long ago.
Lomar (Large City, pop. 24,200) City of Triumphs, City of Shining Spears, City of the Golden Bell Lomar is an aggressive and militant city-state that seeks to expand its dominions through campaigns of conquest.
Authority: Imperator Deondro Shurh is the reigning monarch, the third ruler of the Shurh line. He wields near-absolute power; unlike many Thulean cities, Lomar possesses a strong monarchy.
NPCs: Most people in Lomar are (naturally) Lomari. In fact, citizenship is denied to anyone who is not of the Lomari race, although a few people of other races are permanent residents and hold important positions in commerce or industry. Most non-Lomari are slaves, although Lomar’s laws protect slaves against many abuses and even allow them to own property and work in their chosen trades.
Lorjeen the Lion is the most famous warrior in the city. Lomar’s warriors do not fight in the city’s arena, but instead compete in frequent games and mock battles and fight many duels. Lorjeen, a giant of a man over 7 feet tall, has never been defeated.
High Warpriest Mordju is the high priest of Nergal at the Hall of a Thousand Victories. Cruel and ambitious, Mordju is one of the principal agitators seeking to push the imperator into a new war. Ghoro Gai is the city’s foremost merchant. Short and fat, he was never much of a warrior, but he commands a merchant fleet of a dozen galleys and is more widely traveled than most of his countrymen. He quietly serves as the chief spymaster to Imperator Deondro.
Trade: Lomar produces cotton, rice, jewelry, woodwork of all kinds, and bronze arms and armor of exceptional quality. The city imports gold, ivory, wine, and silk. Concerns: Lomari look to war as a means to win accolades and riches, but it’s been nearly twenty years since an imperator has ordered the striking of Zosheer’s Bell. The city’s nobles (and quite a few of its free warriors) are spoiling for a ight. Pressure is growing for Imperator Deondro to lead the city’s legions in a bold new campaign.
Soldier of Lomar in Scale cuirass |
Lomari Myrmidon & Legionary: CR 2
Lomari Veteran: CR 3
Lomari Battle Champion: CR 9
Silver Gauntlets of Lomar
This century is native to Thule, but its myrmidons are no less disciplined for it. The Silver Gauntlets were instrumental in Lomar’s victory over Droum and continue to send out periodic patrols in that direction. In addition to patrolling the countryside, the Silver Gauntlets act as a training cadre for Lomar’s more ordinary military units. Perhaps unusual among both myrmidons and the Lomar military in general, if you can shake hands with the Silver Gauntlet recruiter, all debts enforceable by Lomari law are forgiven and all arrest warrants suspended. Thus many try to join the Silver Gauntlets to turn around their lives, but the brutal tests that accompany membership have many scurrying back to the city to pay their bills or turn themselves in.
THE PRIDE OF NERGAL
Bronze Lion of Nergal |
Bronze Lion: (CR 5) Lomari citizens form the rank and file of the Pride. Each Bronze Lion buys his own armor, which he pays to have decorated with the lion of Nergal. The snarling lions depicted on the Pride’s helms and shields, paired with the Lomari reputation for ferocious conquest, make them the most intimidating—and therefore the most respected— professional soldiers in Thule. Though the Bronze Lions don’t operate under direct command of Lomar’s Imperator, they exemplify the Lomari philosophy of battle and martial conquest through their devotion to Nergal.
Lioness of Nergal: (CR 6) The Bronze Lions of the Pride of Nergal trust their arms and armor over sorcery. However, when a unit encounters a situation that cannot be mastered by martial strength alone, a Lioness of Nergal travels from the temples in Lomar to turn the tide of battle and abjure fell sorcery used against the Pride.
Scorpion Helot: (CR 3) One in every five Bronze Lions brings a capable slave into the Pride’s service when that slave shows promise of excellence in archery. Called Scorpion helots for the venomous sting of their arrows, they reinforce the Bronze Lions and hunt beside their masters, serving as messengers, scouts, spies, administrators, and assassins. Scorpion helots are not trained in the “honorable” arms and armor of Lomari warriors, but with short, light bows capable of loosing arrows in a continuous stream when necessary. Scorpions are instructed with special care on the hunting of sorcerers and other magicians, and trained in the use of poison as a means to silence them effectively. Though highly valued by their masters, Scorpion helots know their lives are expendable and sacrifice themselves for their masters when commanded.
Red Chimera: (CR 7) To bolster their units, the Pride purchases the biggest and best gladiators and pit fighters they can find. Clad in the hide of a lion and equipped with a greatsword, stone maul or pike, a Red Chimera leads the charge into battle, clearing a path for the phalanx. As they lay waste to their foes in the first moments of battle, the Red Chimeras use their gladiatorial showmanship to demoralize their enemy, making a bloody pulp of any that defy them. Like the double-headed beasts they take their name from, they are dangerous from any angle, leaving broad red swaths of blood through crowds of foes. Veterans of a hundred battles, they shrug off blows that would slay lesser warriors.
________________________________________________
MYRMIDON NARRATIVE
Thule has fewer standing armies than most fantasy settings; the city-states can defend their walls and project force a few days away from their gates, but marching armies haven’t been seen on hule since the Lomar-Droum war sixty years ago, and there haven’t been truly massive legions since the Atlanteans invaded the Inner Sea more than ive hundred years ago. Atlantis is no more, and the Atlantean holdings on hule are dwindling, but you are part of one of Atlantis’s great gifts to hule: the Myrmidons, heavily armored elite troops. Each myrmidon “century” had its own ighting styles and legendary history, and the
Atlanteans’ enemies on Thule were so impressed that they started training “myrmidon” units of their own and adopting at least some of the Atlantean trappings. Now the phrase “myrmidon” means “elite trooper” and doesn’t necessarily indicate an Atlantean heritage. You are an elite trooper in one of hule’s organized militaries (even if you’re on detached duty to enable independent adventuring). hose who see your raised weapon or heavy armor know they’re facing the best of the best. Key Identity: Atlantean, human (Dhari or Kalay), ighter.
MYRMIDON BENEFITS You’re a warrior through and through, capable of striding purposefully straight into danger. Fearless and cunning, you’re capable of great things on the battleield, but teamwork and discipline are your biggest assets. Your mere presence as a myrmidon makes others ight better, because you inspire them to be as brave and disciplined as you are. In time, the myrmidon “century” (80–100 troopers) you’re ailiated with may grant you an honor guard of lower-level myrmidons to command as you see it. Skill Bonuses (1st level): You are trained in Animal Handling and Medicine. You know how to handle mounts in battle, and you’ve learned how to deal with typical battleield injuries. Inspiring Example (1st level): When you hit with a melee or ranged weapon attack, you can use a bonus action to inspire each ally within 30 feet of you. Until the beginning of your next turn, inspired creatures add 1d4 to attack rolls, ability checks, and saving throws. You can use Inspiring Example once, and then you must rest to regain the ability. Patrol Leader (6th level): You gain the ability to summon a raid (see Followers), which takes the form of soldiers from your century temporarily placed under your command to garrison your home base or patrol in whatever area you are operating in. Your followers are equivalent to guards. Centurion (10th level): You become commander of your myrmidon century. Your gain a company of legionaries (see page 79). At 15th level, your followers improve to veterans. In addition, once per three years you can call an army to your banner. You are expected to keep your century employed, either as mercenaries or in the service of your home city; they can handle routine duties while you are away.
MYRMIDONS IN THE WORLD Within the larger military force you associate with, you’re regarded as elite, so other soldiers treat you with respect bordering on awe, or with jealousy. he civilians of your city-state are impressed as well, even if they only know the myrmidons from military parades, not military action.
Conversely, you are hated and feared by the rankand-file members of enemy armies, who would love to retreat and ight another day (if they’re frightened of you) or take your head as a trophy (if they’re feeling brave). hat heavy armor and that purposeful march forward attracts attention on the battleield, and attention from the enemy army is what you’ll certainly get.
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