Showing posts with label Zeugma. Show all posts
Showing posts with label Zeugma. Show all posts

Wednesday, July 22, 2020

Zeugma, a city in Anatolia

(I've been asked by a redditor to provide them with more information about my version of Zeugma, so I thought I would clean up my notes and write a post about it.   I'll start with a few comments on Zeugma as a whole, then dive in the details about faction, layout etc etc. )

"Gipsy girl".  Zeugma was noted for its mosaics.  image source: wikipedia


HISTORICAL CONTEXT:  Zeugma was a Hellenistic city on the Euphrates, located near the current city of Gaziantep in Turkey.   It was founded by Seleucia by Seleucus I Nicator, one of Alexander's generals.  It long pontoon bridge, for which it was named, made it an important trading and strategic location for the Romans, and had 70 000 inhabitants at one point.  It was devastated by an earthquake in the 250s and eventually abandoned a few centuries later following numerous raids.

PERSONAL/GAMING CONTEXT:  I've spoken about the campaign I ran in this world previously.  I found information about Zeugma and its mosaic in 2004, and I was so struck by it that I knew there was potential for a setting there.   The gaming system was Warhammer frpg 2nd edition, I wanted to see if the system could be divorced from the Warhammer setting for a low fantasy game (it can!!).  I also used elements of the old Dragon Warriors system (which I highly recommend for any old-school gaming fan). The setting was set in a pseudo-earth, where some cultural groups were replaced by fantasy races - the elves are ancient Egyptians, the dwarves lost their ancient homeland and really don't like the elves for some reason.  I also inspired myself heavily from Guy Gavriel Kay's novels, with some of the same terminology - the Jadites, the Asharians etc.  This was done in 2008. Would I do the same today?  I'm not sure.  The closer you cleave to history, the easier it is to be very offensive without intent; and replacing an ethnicity/culture with a fantasy race is... perhaps unwise.  If you do decide to use this setting, please feel free to not make these choices.

OVERALL THEME:   In my version of Zeugma, it remained a bridge between the East and the West, an independent city-state navigating difficult waters between great rivals - the Byzantium empire, the Sultanate of Rum, Nur-ad Din (the Attabeg of Aleppo) and the Crusader states.  It is a city there different people must live together, filled with intrigue, tension and opportunity.

Ok, now that's done, let's get down to the details:

Geography/Layout





The city of Zeugma is split by the Euphrates.  The city is crossed by a long low wooden bridge – this bridge has had a number of collapses over the year, but is normally kept in good repair.  Traffic is congested  The other way to cross the river involves hiring a small boat – this service is easily obtained as it is faster than walking across and it’s a quick way for fishermen to make a few coins.  Prices skyrocket when the bridge is closed, of course.  There is a nominal tax for people crossing the bridge, and a greater one for mercantile goods.

It should be noted that the Euphrates is not navigable for long stretches in this area.  Trade with Baghdad is done via road for a significant portion of the way.

The section on the western side of the river, Seleucia is bigger and older, and some is on higher ground – where the wealthier citizens live.   The city walls are old but respectable.  The eastern side, Apamea, is smaller, lower but has better city walls as there are more concerns from invasions from the east.  These walls have been enchanted by dwarven runic magic, increasing their resilience.  A number of narrow sewage tunnels run under the high town, and these are sometimes infested by criminals, goblins or worse.  Patrolling these tunnels is seen as punishment duty within the army.

Speaking of punishment, slightly to the north of the city the Euphrates widens and in the middle there is a long, flat island.  It is unsuitable for inhabitation, but crops can be grown there.  Petty crimes are sentenced by fines or – for those who can’t or won’t pay – periods of work in the island.  Conditions are unpleasant.  Since there aren’t always enough convicts to work the fields, some of the city’s poor are frequently hired to help out, receiving a meagre pay and some food.

The layout is based on archeological maps, although the position of the bridge roads and gates is speculative... To see the image in full size, right click, open image in new tab.


Governance

Zeugma is an independent city state and for centuries has resisted attempts by various kingdoms and empire to fully control it.  It acts as a buffer between the east and west.  That being said, the city has always been more closely aligned to the Byzantine empire (and the Romans before that, and the Greeks before that) than the Persians or Arabs.

Zeugma is ruled by five Satraps.  Each Satrap is elected for 10 years.  Zeugma is therefore a sort of democracy, but not everyone gets to vote – only landowners do (this changed following one particular adventure).  The churches also gets a certain number of votes as well.  There is an election every 2 years, giving a certain constant to the government.  Each Satrap has a specific area of control.  The Stone Satrap is in charge of public works and maintaining the walls, the Silver Satrap is in charge of taxes and the budget, the Bronze Satrap runs the military/city watch and the Paper Satrap is in charge of the legal system and the bureaucracy.  Each Satrap absolutely needs the help of the others to do stuff, ensuring that no one has too much power.  The Spirit Satrap is a “recent’ position (a few centuries only) and is both the least and most powerful Satrap – he deals with maters of religion and magic.  Keeping the various religious groups happy is a difficult challenge.  Under Zeugma law, no religion is favored over the other, a very unusual situation.

The city has a guild of mages, whose headquarters is the Zephyr Tower.  The most ancient Azyr Congregation, or the Blue Guild as the commoners call it, specializes in divination magic, and has existed as long as the city has.  Some say they are the true rulers of Zeugma, although they seemingly take no part in the day to day politics of the city – beyond regulating magic use that is.  That being said, there is no doubt that the guild’s foresight has been key in keeping the city independent over the centuries.

Crime:

The city has been plagued by a thieves’ guild for so long that’s it has almost become an accepted part of life.  Racketeering is the main activity of the guild, and almost every individual of some means (from humble shop-keeps to powerful noble) pays a fee for the privilege of being left alone.  The guild is fiercely territorial, and will aggressively keep out other criminals, going as far as investigating crimes it is not responsible for… leading to the unusual situation where the guild is almost a part of the police system.  Smuggling is also an important activity for the guild, to avoid paying the bridge tax imposed on goods.

The leader of the thieves' guild has the title of Shadow Satrap; something that seems suspicious indeed to some.  Cynics claim that the the guild organizes most burglaries, investigates them, blames their enemies, returns most (but rarely everything) of what was stolen... and perhaps are spying for the other Satraps!  But what can be done?

Demographics:

Zeugma has about 50 000 people in total, which is less than its peak of 70 000.  Several old buildings serve as warehouses.  The majority are human of Greek/Roman origins.  There are well over 5000 Arabs, and the Turks have a good 2-3 thousands present.  There are about 700 Dwarves, haflings are a bit shy of 500 (they ended up playing no role whatsoever in my campaign), half-elves are a bit under a hundred, and elves who's blood is pure enough to rightfully call themselves full blooded elves can be counted on the digit of one hand.

Institutions, customs and personalities:

-The Coliseum
This building is well over a thousand year old and can accommodate about 5000 spectators.  Although they have fallen out of favor in several areas around the world, Zeugma has found a plethora of uses for the building - not only are gladiarioral bouts still featured occasionally, but the place is also used for important public trials and executions, theatre, civic ceremonies, occasional mass auction, militia training, festivals, etc.  To the average Zeugma citizen, a city without a Coliseum is as absurd as a house without a kitchen.

-The public Baths:
Although the same cannot be said for Western Europe, personal hygiene is still seen as important in the Byzantine Empire.  As such, the old baths of roman times have been maintained.

-The Black Dwarf Of Zeugma:
This dwarf is the city's most infamous assassin, mostly because of his rather blunt mode of operation (show up, hack at the target with a sword, leave without a trace).  He's also infamous for carrying a bow - a very big no-no for dwarves due to religious reasons.  A few more recent assassinations (via a trio of arrows) have been speculated to be his doings as well.  Gossips claim he is behind baby disappearances (dwarves eat babies after all), bodies found in the river, accidental death of important people, arson, plagues, and rats. Cynics point out that it's rather convenient for the city to have someone who only actually commits a few murders a year and who can be blamed for all unsolved crimes.

-The White Dwarf of Zeugma:
Rabbi Thrain Silvertouched may be the best liked individual of the city.  Spirit Satrap for over 3 decades (he has been elected without opposition the last 2 elections), he has managed to mediate conflict betweens different churches with uncanny skill and to improve relations between the Blue Guild and the Council.  He is also a powerful runesmith, and has inscribed a Rune of Power on the eastern walls - no one seems to know what it does exactly, but those with sorcerous skills say it will be most potent in defending the city if need be.  To the common man though, the old Rabbi is a white bearded dwarf with a strong but kind voice, who often takes time to walk around the city helping various people with sound advice, a willingness to listen and sometimes either coin or actual labor.  The Rabbi had denounced the Black Dwarf as a vile felon.  This hasn't stopped some people from claiming that perhaps he actually IS the black dwarf!  To the common Zeugma, this is evidence the speaker is either stupid, looking for a fight, or both.

-The Silver Ring Brotherhood
A fairly "new" institution, the brotherhood is a semi-secret organization to which only a select few can enter.  To do so, a person must be two things:  a resident of Zeugma, and a master of the sword.  The workings of the organizations or its goals are not well known, but its membership is:  All members are entitled to wear two silver rings wrapped around the handle of their sword.  Such a swordsman is to be respected - not only has he proven himself to be an exceptional swordsman, but he has the ear of other swordsmen who are probably very well connected.  Gaining the rings is therefore a way to move up in social standing, for even the lowliest born, but carries responsibility as well - the brotherhood does not tolerate villains within its ranks for very long.
(I thought my players would be into this, but nope, not at all).

- Bhavik Singh
This small old man comes from the far reaches of India and practices a religion that is not well known in Zeugma.  He rose through the ranks of the military both through martial skill (he wields his curved blade like a whirlwind, a blade that proudly wears two silver rings) and leadership - he has the capacity to inspire the loyalty of his men and to manage large organizations.  He eventually became watch captain, then was elected as the Bronze Satrap, and is now in his second term.  He wears a colorful, elaborate turban that grows larger with time and has a tendency to attract arrows, sorcerous bolts and worse - proof that it is a very good turban indeed!  Bavik has earned the ire of some of the nobility for only promoting according to talent, not birth, but is well liked by the common man.


I think that this post has gotten long enough, and I hope you enjoyed this look back at my old game.  If people are interested, I can post more about factions, regional politics, Elven customs, conversions from Dragon Warriors to Warhammers frpg 2nd ed, and an extensive NPC list.   Otherwise, this will probably be the last post about Zeugma.

Saturday, January 25, 2020

The Zeugma Campaign: Gaming in Pseudo-earth

I'm going to try something new - instead of posting a play report of a session, I'm going to post a play report of a *campaign*.  This game happened in 2008-2009, used the 2e Warhammer frpg system (modified), was set on a pseudo earth in 1150, and was centered around the city of Zeugma.  Zeugma was a city in Modern-day Turkey that bridges the Euphrates, and is at the point where the East and West meet.

I have tons of material on Zeugma but... does anyone care?  Well, let's first see what occurred in the campaign (I think some of these can be mined for adenture ideas, given that they were all adventures we ran ha.)  After that, I'll give a few comments on what I learned running this.

(Party members:  Orzad, the dwarven pit-fighter, Amandyl the elven "bounty hunter" (a runaway noble), Peklar the Armenian ex-bandit and Mahmud, the Turkish right-hand man of Jaffar the Merchant.)

1: The campaign begins. Party hired by Jaffar, an ambitious merchant, to guard a rented warehouse where some his goods are stored. It turns out the owner of the warehouse hasn't been paying protection money to the local thieves' guild.

2: Fake brigandry. The party becomes retainers of Jaffar. He asks the party to perform a delicate task - to create the illusion of a heavy brigand presence upon a certain trade route. They aren't to actually kill anyone, just scare travelers.  However, the party is forced to intervene to save pilgrims from Turkish raiders. The party encounters Hassan, a mysterious Turkish bowman, who intervenes in their favor. The party also encounters Stephanos of Trebizon and his group.

3: Lost and Found: The party hears rumors of a lost magical item within the city and starts looking for it. It turns out that this is a training exercise by the local mage guild. However, the party also learns of another, much more powerful item being smuggled in the city - a wand infused with the deadly ice magic, Omptose Phellac. The party makes the acquaintance of Valmaxian, a reclusive elven sorcerer; Agda the witch; Alcanter the Blue; Thrain Silvertouched (the Spirit Satrap) and of Feanaro Culnamo, an "elven” “shop" “owner".

4: Grave Hunt: The scribe Ophelos has found an old parchment indicating the true location of the tomb of Selecus I Nicator, founder of Zeugma (one of Alexander's generals). The city approaches the party to go on an expedition in exchange for a share of the treasure. After a few days of travel, the tomb is found inside a barrow which the locals swear is haunted. After defeating the goblins inside (who were tricking the peasants into making offerings) and the undead guardians, the tomb is secured, will with many historical artefacts and quite a lot of treasure, including the griffin's claw, an enchanted sword made of Damascus steel.

5: Liberation of Carablos: Rumors of war, as Joscelin II is captured by Nur Ad Din as they were ambushed while looking for Turkish raiders. Jaffar has report that the town of Carablos, a critical supply point on the way to Baghdad, is extorting travelers under the order of a new governor. Party investigates and is joined by a mysterious vagrant, Assad the lepper. The governor turns out to be consorting with necromancers and worse, and Assad to be a Turk not to cross. Violent confrontation ensues.

6: The Zeugma Hastildude: Party members take part in traditional martial games, demonstrating archery, riding and swordsmanship. A jousting demonstration is done and is deemed to be a silly western practice. The party does well - Orzad reaches the semi final and loses vs Christophoros, the reigning champion of the melee (Christophoros is then defeated by a newcomer, Du Hamel, a templar). Peklar wins the horse-race, and Amandil reaches the archery finals.  Mahmud is trained by Assad.

7: Property fraud: a complex scheme is unleashed upon Zeugma, where the conman sells tiny parcels of lands to commoners to give them the right to vote. As the next election will be for the Spirit Satrap, religious tensions flare. The party attempts to investigate *and* profit. The conman escapes!

8: A trip to Antep: The party pursues the conman to the nearby city of Antep, as a large bounty is on his head. On the way, meet NubZeb the goblin. Antep situation made complicated by the conman hiring local thief guild as protection, by members of the Zeugma thief guild also being after the bounty, by actual assassins being after the conman *and* by Antep being besieged by the Sultanate of Rum! Nubzeb is instrumental in gaining acess as he knows of a secret tunnel. The conman is killed, his money seized by Antep authorities, and some dwarves escape Antep and migrate to Zeugma with the party.

9: A trip to Abu Kabal: Jaffar realizes that with the disruption from the conman, the success of a Zeugma caravan on its way back from Baghdad is suddenly of grave import. The party goes south to rejoin the caravan and help escort it north back to safety. After traveling 150 leagues, the caravan is found. On the way back to Zeugma, the caravan is beset by a habboob - a sandstorm. 3 desert ogres - far more cunning than ordinary ogres and wielding magic, use the cover of the storm to attack.

10: Anti-Banditry: Antep pays tribute to the Turks of the Sultanate of Rum, who abandon their siege - for now. While the party was away, Jaffar organized a small caravan going east, which was attacked by bandits. Jaffar wants revenge, his goods back but most importantly two things:  a magical ring that "can see ahead" *and* a very valuable slave. The party dispenses justice, retrieves the ring and travels to Edessa, the fallen crusaser city, which has become a camp for slave traders and where the slave has been sent. On the way, the party meets Cengis the mule skinner, and Crius, a large mysterious being guarding a hidden door. The slave turns out to be a Circassian beauty that is highly educated in the codes of law - a bride for the Paper Satrap.

11: A trip to Aleppo: Valmaxian examines Jaffar's new ring and declares it to be not a divination tool but the ring of many parts, which can be used to retrieve an ancient magical item hidden beneath the Citadel of Aleppo - the staff of storms! The party agrees to help. What follows is *extremely* eventful, with earthquakes, the staff retrieved, Joscellin II, count of Edessa, found and rescued and the woman Le-ka, resurrected but put inside a golden automaton, who now claims to be the Avatar of Ishtar, Goddess of love and war.

12: Upward Mobility: Jaffar tries to become a council member on the merchant guild. Someone tries to assassinate "him" - but his servant is the true target. Templars are involved, and the assassin's guild is not happy someone is poaching on their turf. An arrangement is made with the templars - but Agda the witch foresees blood - BLOOOOOOODD!!! Hassan informs party that Jaffar is still in danger. While traveling on protection detail, the party is attacked by would be assassins - but the party proves to be the anvil upon which the local assassins hammer the would be interlopers. Many dead. Jaffar wins election. Amandil dreams of bloody pyramid.

13: Delaying action: Nur Ad Din is enraged by Joscelin II's escape and decides to strike Turbesell (Joscelin's forteress) before Joscelin is ready. Zeugma decides to help covertly - the party, some assassins (Hassans, Assad and *the black dwarf of zeugma!!!*), an Amber mage and other sell-swords (including Stephanos's group) are recruited to start guerrilla campaign. Party convinces goblins to help. Enemy scouts are ambushed, bridges are torched, horses are spooked, siege engines are burned down and enemy mages are furiously murdered. Eventually, Armenian relief force shows up, and Nur Ad Din withdraws.

14: Jailbreak: The Egyptian (elven) Ambassador has learned that Valmaxian has left and is a follower of Set, the imprisoned dark elf/god.  The Staff of storm is a key to release him.  The Blue guild foresees a key "fork" event and are troubled. Agda the witch flees the city. Party has doubt, as Set's imprisonment could be considered unjust. They return to the hidden valley where they previously met Crius (who is no longer present). They do not manage to stop Valmaxian in time, and Set is released at night. Set rises his hand and  blots the moon.  He and declares that there are not four elements, there are five. Once the darkness disperses and the moon returns to normal, Set and his servants are gone.

And that was it!   The campaign had a 2nd arc, where the consequences of Set's release were explored, in 2014, but that would be best kept for another post.  This text was originally a recap for the players starting the 2nd arc.

Lessons learned from this campaign:

1: The Warhammer system works well to simulate a lowish fantasy setting, such as a pseudo earth, and it doesn't have to be used exclusively for the Warhammer setting.  It takes a lot less work to run a game than in 3.X, pathfinder or even 5e, leaving the GM more time to think about more important things (who are the NPCs, what do they want etc).  One of the reason for it is that the great majority of careers ("classes" in Warhammer) are not magic users.

2:  However it is not perfect.  There is a lot of "whiffing" (fights were combatants are all missing each other) at first, some of the rules are a bit peculiar, and the career system *really* isn't for everyone.  One of my players (who later departed, not listed above) had a huge problem with not being able to design his character exactly how he wanted, and instead having to rely on a random roll to tell him what his lot in life would be.

2b:  Adding bits of Dragon Warriors to a game is always a good idea.  Although almost all the adventures were original content, A Grave Hunt heavily borrowed on a Dragon Warriors module.  Goblins and trolls were based on Dragon Warriors description, and I adapted the Dragon Warriors magical systems to Warhammer.

3:  I had a lot of fun running a city campaign, although half the action was outside the city walls.   It requires a good understanding of how the city works, what are the factions, what do they want.  Looking back, I think I should have injected a little bit more chaos in there - I think that once you have an entire city in  your mind, you can become reluctant to shake the boat too much, and that can be detrimental

4:  As I am older, I have reservations now that I did not have back then.  To weave a "pseudo-earth" and the fantasy races, I had the elves being Egyptians (and originally refugees from Atlantis), dwarves were analogous to the Jews, and the Turks were hobgoblins.  I put in a lot of effort to be realistic and not mono-dimensional.  However, I am sure that no matter how well I did it, some would find the very concept profoundly offensive.  I *really* thought Zeugma was interesting (I started taking notes on Zeugma in 2004, I let things percolate in my mind for a long time sometimes), but I'm hesitant to publish the setting.

4b:  While pseudo-earth is "easy" because there is tons of material out there (see https://www.akdn.org/publication/aga-khan-trust-culture-citadel-aleppo-description-history-site-plan-visitor-tour-Syria - I was able to turn the citadel in this crazy multi level dungeon that was historically plausible!) - there are also... links to real life situation.  Aleppo suffered terribly during the Syrian civil war, is it "cool" now to have a game there today?  :/   The second art of this campaign occurred, in part, in the Tarim basin, aka Xinjiang, where the Uighurs are currently undergoing  terrible persecutions.  When I ran the 2nd arc of campaign things were nowhere as bad, now it feels... bad... to use it as a gaming setting.

4c:  This also applies to events of *back then* that still reverberates today - things like the crusades, tensions between faiths (or between the various sects of the same faith)… I think it makes for good gaming material, but it's perilous to publish.

5:  Different groups prefer different style of play and freedom.  I don't like railroading, but on the other hand my group likes to be "pointed towards the plot".  Having a patron saying "I have a problem, take care of it please" and then letting the PCs loose really works well for my gaming group.  I knew what the problem was, who the people involved were and what they wanted, but how it played out depended on my PCs.  Sometimes they really surprised me.