
As of 11/20/97



The People
The commoners:
No one who lives in this city has anything to do with agriculture, except perhaps those few rich enough to own grape vineyards or have land outside the city limits. Most common folk in Sahmbarrah consider themselves refined and dignified. They do live in the biggest city in the world (or so they think). The beggars and other extremely poor clog the street corners, asking for handouts. Much of the time they take handouts without the giver agreeing. The beggars, cutpurses, and cutthroats are, for the most part, organized by the Thieves' Guild. They are granted spots for begging and the guild deals harshly with those who take up someone else's space. The more honest peasants work in shops and taverns. The most trustworthy are employed in fancy restaurants and stores for the rich. Some others are actors, singers, etc. and are employed in the many theaters around the city.
The middle class:
The middle class are closer to the poor than the upper class. The middle class is made up of blacksmiths, armorers, weaponsmiths, leather workers, etc. They earn little money because of the competition, but are comfortable. Here, too, the Thieves' Guild holds a firm grip. Also in the middle class are the more skilled at the performing arts. These people perform at the fancy theaters that the upper class frequent.
The merchants and upper class:
Those of the upper class disdain the hard workers of the lower classes. They remain aloof from the others, staying in their mansions all day. At night they go to parties and other social functions. Some of the most skilled actors and singers and painters join the ranks of the upper class. They often visit the houses of the nobles, giving special performances. The merchants sometimes travel outside the city on long trips, but the richest can afford to let their employees do the dirty work for them. The wealthy provide a strong base for the Thieves' Guild.
The nobles:
The nobility of Sahmbarrah live in beautiful palaces, keeps, and castles. They are fabulously wealthy and can afford practically anything, especially the wages of an assassin. Layers and layers of intrigue and trickery cover the nobles' lives. It is from here that the Thieves' Guild is run. All of the major underground operations are controlled by one or more of the nobles, but no one knows who. Those who try to find out end up face down in a gutter.
The Places
Sahmbarrah (Saam-Barraa):
Sahmbarrah is the capital of Zambari, a country enclosed primarily in the Bujamburrah Jungle (tropical rain forest). Somehow, with great magics passed down the line of royal viziers, the people of Sahmbarrah can control the weather in the city. Thus it is never too hot or cold, too rainy or dry in the city. Outside is a different matter. While it can be bright and sunny inside the city walls, the jungle outside could be flooded with rain. Sahmbarrah is the trade capital of the continent. Everything can be bought or sold here, although some items are frowned upon and can only be found on the black market. The constabulary force is corrupt and is of minimal use. It only succeeds in breaking up fights and taking taxes. The more discreet criminals can get away with almost anything. If a noble is harmed, that's a different story. Then the constabulary crack down on the culprit. When the accused is caught, he/she is hanged for public view. Anyone can be accused by a noble and be killed without trial, but that is exceedingly rare and the practice is openly put down by most nobles. The law is still there, as none of the nobles actually want to get rid of it.
The Straits of Manag-Tsu:
Sahmbarrah is built on the south side of the Straits of Manag-Tsu. The straits are home to several unique species. A type of freshwater giant lobster evolved in there, and rumor has it that the lobsters have entered the sewer system of the city.
The Bujamburrah Jungle:
The Bujamburrah Jungle is home to millions of species of plants and animals, most of which are undiscovered.
The Emperor's Palace:
More to come...
The Factions
The Thieves' Guild:
The Thieves' Guild is perhaps the most powerful of all factions within the city. Encompassing the Beggars, Assassins, Spy and Thieves' Associations, the Guild has been effectively established in every part of Sahmbarrah's society. It is amazing how fast the Thieves' Guild could gain such a strong foothold in a city three hundred years under the control of the Shining Blade ninja. It is mainly because of backing from Sikken Yorosaki Ono that they've been able to do it. The guild leader, Berek the Noose, an assassin renowned for his creative use of garrotes, has struck a bargain with Yorosaki. He will supply Yorosaki with as much money as he wants and will eliminate his enemies in return for making the constabulary force lax, and blinding the Emperor to the Guild's power. The guild has begun to branch out to other cities in an attempt to cut off the Shining Blade ninja clan's control of Sahmbarrah's neighbors. Each of the guild's pilot groups, in other cities, is run by men known only as Berek's Eyes. One of the Eyes is rumored to once have been a member of the Shadow Warriors, but most think this is a falsehood begun by Berek to give mystique to his guild.
The guild has several intricate layers, designed so that capture of an individual cannot be traced back up the chain of leaders. The first layer is called, quite simply, Initiates. Those of this layer are by far the most common, and go all the way to 5th level. The next layer, running from 6th to 8th level is known as the Protectors. Most involved with this level are assigned as leaders for groups of up to 5 Initiates. Others are used as 'warning signals' that do not want to own up to the guild's requests. Lately, Protectors have also been sent to surrounding lands, being given the opportunity to branch out the guild's control, as the guild still doesn't equal the size of the Shining Blade ninja clan. The third layer runs from 9th-12th level, and are known as the Overseer's. As the name implies, these men run the section of guild they are assigned to. Those that are not noble are very wealthy, and most own businesses as a front to protect themselves. No one save Berek, the Eyes, and at the most trusted Protectors know who the Overseer's are. Membership in the guild is for life. Once accepted, no one leaves, and all receive a small tattoo on the left forearm in the shape of a garrote. A member's take on a haul is dependent on his status in the guild, with a minimum being 10%, the maximum being 60%.
The Merchant's Consortium:
Formed by Warren Von Beurensburg, the Merchant�s Consortium holds the emperor in its firm grip. All of the merchants who deal in Sahmbarrah are in the Consortium, or they are put out of business. The emperor will never get rid of the consortium, because the main source of Sahmbarrah�s income is the taxes collected from the merchant�s transactions. After the Consortium was well established, the merchants forced Sabarahkhan to appoint Warren the Secretary of the Treasury, a new official position created by the Consortium.
The Shadow Warriors:
The Shadow Warriors are a country-wide organization of warriors, rogues, and wizards. They wear normal clothes when among the plebian populace, but while on a mission or when wearing formal uniform, they dress in blacks and dark grays, covering all parts of their bodies. Each type of Shadow Warrior has a symbol that represents them: ghost wolf for warriors, gargoyle for rogues, and flame for wizards. Normal soldiers have the symbol on their chest, a commander has it on the back, a captain on the back and arms, a general on chest, back, and arms, and a lord has none. Shadow Warriors fight in groups of three or five, called stars or novas respectively (these are led by a star or nova commander). Three stars/novas equal a star or nova cluster (led by a captain), Nine clusters are a galaxy (led by a general), and 15 galaxies form a legion (led by a lord). If the fighting group is made up solely of warriors, the groups are called different names; from smallest to largest they are: dagger, blade, spear, and battle legion. For rogues: dart, knife, bolt (No legions are comprised of only rogues). For wizards: spark, flame, comet (Wizards are never novas, and are never in groups larger than 81). There are 1215 people in a star legion and 2025 in a nova legion. There are perhaps 10 star legions and 5 nova legions in existence. The whole organization is led by 5 high level warriors, 3 master thieves, and a circle of 9 wizards.
The Ninja Clan:
The Daimyo Menshioto Kokuno secretly rules the Kokuno ninja clan. Except to its members, the clan is know only as the "Shining Blade ninja." Those of the Shining Blade are known for their fighting - or more correctly - their assassin skills. The Kokuno clan's symbol is a blade slicing through air, moving so fast it glows. The Kokuno clan has resided in Zambari for over three hundred years. At first, a tiny, dirt-poor band of exiled ronin (samurai without a lord) gathered in the area. Habashi Kokuno, Menshioto Kokuno's great-great grandfather, united them, forming the few ronin into a strong assassin's force. Using their skill at fighting, they made a name for themselves and over the years have become the powerful clan that they are now. In the past 50 years or so, the clan has spread out to other cities within Zambari, making contacts and finding safehouses for the ninja to be stationed at. The Shining Blade ninja are firmly established at other cities and have had complete control at some of them in the past. Recently, the Thieves' Guild has tried to take over the cities outside of Sahmbarrah, but it's meeting strong opposition from the ninja. Even so, both sides are matched in the struggle. The clan's alignment is lawful-neutral, but members can have any. Because Sahmbarrah is such a large and diverse city, all races are represented in the clan, but most are human. The Kokuno ninja clan is very large, with three jonin (levels 10+) that run the clan under Daimyo Kokuno. Perhaps 50 chunin (levels 6-9) each have families with maybe 30 or so genin (levels 1-5). The families also may have a few shinobi (other classes who take a kit that makes them ninja-like) who are included in the clan. The clan is very wealthy, and is able to supply adequate supplies and money to its members for each mission, and even for non-mission requests. For very important and critical missions the clan can raise lavish amounts of money and can get virtually anything for its members. All members of the Kokuno ninja clan take a vow of silence. They never say that they are members of the clan, and never reveal their secrets. If a ninja finds and collects loot while on a mission, he must give it to the clan. Usually the clan allows the ninja to keep what he found, but if it is rare or important, the clan will maintain possession of the item(s).
The Rulers
Emperor Sabarakhan (sa-BA-ra-kaan):
More to come...
Empress Yorokosani Ono:
More to come...
Shikken Yorosaki Ono:
Yorosaki is the empress' cousin, but since their last names are the same, many mistake them for being siblings. Yorosaki uses the common misconception to his advantage, and has gained power and influence as a result.
Shikken (Duke) Granseg:
More to come...
Imperial Vizier Halpron:
Halpron is Sabarakhan's most trusted assistant. He is a 12th level mage who's specialty is divining and abjuration, although he is not a specialized mage. He keeps the secret of Sahmbarrah's weather control, and it is his duty to pass it on when necessary.
Shogun (General) Draknafor:
Draknafor is the most powerful man in Sahmbarrah, second only to the emperor. He is in charge of the entire army.
Trade Commissioner Warren:
Posted in office by the merchant's consortium, Warren is a foreigner.
Daimyo (Baron) Menshioto Kokuno:
More to come...
Things of Interest
One koku (large platinum piece) is worth 25gp.
A species of giant non-stinging bee was created by a wizard who intended them to make honey for him. Each one is born with a number, so that they are easier to keep track of. Unfortunately, they have escaped and have formed a colony in the jungle. It would be a great money-maker for a merchant to own some.
Giant ants have been reported to live in the jungle, in a burrow far underground. They farm fungus by feeding the fungus dead vegetation. They then collect the sweet liquid that the fungus produces. This special fungus only grows in the special conditions created by the ants.
For years, the fishermen near the Manag-Tsu have been hard put to find fish, because of the �River Wolves,� giant freshwater otters. They are fast, strong, and hunt in packs. A large pack can decimate the fish population in their territory. At night, they climb into huge burrows along the sides of the straits that sometimes are 50ft. long. They don�t attack the crocs, lobsters, or any other large river animal normally, but they will defend themselves. However, they are usually not attacked by anything except humans.
A type of eagle unique to the Bujamburrah Jungle is the harpy eagle. No one knows why it�s called that, but no one cares either. It is incredibly strong, although small. It can and does attack, kill, and sometimes even carry away animals two times its size. The harpy eagle is two and a half feet long from beak to tail and weighs 12 pounds. It is mainly white, with brown wings and a blue upper back and neck. When emotional, it raises it�s pure white head feathers so that they stand on end.
Probably a joke creation of a mad wizard, plaid chameleons now roam the jungle. They are actually able to survive, as the plaid, when brown and green, simulates the jungle floor. Other than their strange pattern, they are exactly like normal chameleons.
Random Encounter Tables
Within the city (1d100)
1-20 Rat
31-60 Zamane
61-67 Dervatear
68-75 Goblin or Orc
76-80 Kenku
81-84 Wererat
85-88 Sewer Lobster (wandered out of a manhole)
89 Common Bat
90-92 Human (not Zamane)
93-94 Elf
95-96 Havanathe
97 Arcane
98-99 Half-Elf
100 Weretiger
The Straits of Manag-Tsu (1d100)
1-10 Giant Otter (River Wolf)
11-25 Bird (common, normal)
26-35 Crab (or other such animal)
36-65 Fish (Green Swordtail, Silver Hatchet, Neon Tetra, Guppy, Siamese Fighting Fish, Arapaima, Clown Loach, Piranha, Knifefish, Elephant-nose Mormyid)
66-70 Water Beetle
71-76 Giant �Sewer� Lobster
77-81 Snake, Anaconda (Giant Constrictor)
82-86 Snake, Poisonous (Normal)
87-90 Snake, Poisonous (Giant)
91-94 Poisonous Frog
95-98 Troll, Freshwater
99 Giant Crocodile
100 Poison Crocodile
The Bujamburrah Jungle (1d100)
1-5 Spider, (any common)
6-8 Fire Beetle
9-13 Harpy Eagle
14-22 Parrot: Rainbow Lorikeet, Yellow-headed Amazon, Sulfer-crested Cockatoo, Scarlet Macaw
23-25 Huge centipede
26-36 Monkey (Spider Monkey, Black Howler Monkey, Orangutan, Gibbon,
Proboscis Monkey, Red Colobus Monkey)
37-40 Frog or Toad (any normal common)
41-47 Insect: Any normal (large group)
48-50 Mammal, Ape, Carnivorous
51-54 Mammal, Baboon, Wild
55-58 Mammal, Gorilla
59-61 Orc (or Orcs and Orog)
62-64 Toad, Giant
65 Snake, Jaculi (Posion-normal, Poison-Giant, Spitting)
66 Snake, Boa Constrictor (normal)
67 Snake, Poisonous (Normal)
68 Snake, Poisonous (Giant)
69 Rhinoceros Beetle
70 Jaguar
71 Elephant
72 Jungle Giant
73 Goblin
74 Hobgoblin
75 Barbarian (Jungle Tribe)
76 Lizard, Giant
77 Mammal, Banderlog
78 Mammal, Losel
79 Plant, intelligent, Giant Sundew
80 Spider, (any uncommon)
81 Toad, Giant, Poison
82 Troll
83 Snake, Winged
84 Toad, Giant, Fire
85 Snake, Spitting
86 Snake, Anaconda (Giant Constrictor)
87 Rakshasa
89 Azmyth (Bat)
90 Eblis (bird)
91 Tiger
92 (1d4)
1-2 Poisonous Frog
3-4 Gripli
93 (1d4)
1-2 Amazon (Jungle Tribe)
3-4 Berzerker (Jungle Tribe fighter)
93 (1d4)
1-2 Mammal, Dakon
3-4 Ogre Mage
94 (1d4)
1-2 Plant, Dangerous, Retch Plant
3-4 Plant, Dangerous, Thorn Slinger
95 (1d4)
1-2 Plant, Intelligent, Obliviax
3-4 Spider, Phaze
96 (1d4)
97 (1d4)
1-2 Spider, Sword
3-4 Spider, Gargantuan
98 (1d4)
1 Dracolisk
2 Plant, Dangerous, Tri-flower Frond
3 Plant, Dangerous, Snapper-saw
4 Weretiger
99 (1d4)
1 Megalo-centipede
2 Couatl
3 Black Dragon
4 Monkey Gremlin
100 (1d4)
1 Lizard, Fire
2 Mammal, Hsing-Sing
3 Yuan-ti
4 Yuan-ti, Histachi
Other Contributors:
Sean Williams: [email protected]
Go back to the Zambari Page.
This page hosted by
Get your own Free Home Page