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Ber-Kamus, Realm of Adventure

Background
The initial concept of Ber-Kamus was to be a low-fantasy setting, like Game of
Thrones or Curse of Chalion, but based on something other than West European
history, culture, and mythology. It developed into more of a Swords and Sorcery
setting, a genre largely defined by Conan the Barbarian, Fafhrd and the Grey
Mouser, and the Hyperborea and Zoathique cycles of Clark Ashton Smith. A major
goal of Ber-Kamus is to embrace these works use of non-European mythology and
imagery while violently rejecting their rampant racism and sexism.

Style and Influences


Play
There are essentially three broad recommended ways to play a Ber-Kamus
adventure.
The first is the Pure Heroism style, in which the focus is entirely on individual
adventurers or adventuring parties, and individual interactions. The heroes are
working entirely towards their own goals, and usually lack a permanent employer.
These individuals encounter numerous allies and enemies, but many of them are
one-time characters. Similarly, many adventures in this stlye are one-off instead of
being linked together by a long-term plot.
Alternately, in Coalition Style there may be more focus on interactions between
different organizations and coalitions. There is still a lot of focus on interaction
between individuals, but their long-term actions are usually dictated by whatever
group they are part of or at least working for. The reputation of individuals with
various organizations, positive or negative, is more important and can have serious
repercussions.
Finally, you could choose to expand on the coalition style to tell stories of entire
nations and empires interacting. This may be nations warring with one another (ala
Game of Thrones) or uniting against some terrible evil (ala Lord of the Rings).

Cultures
As stated above, Ber-Kamus is heavily influenced by the older Sword and Sorcery
stories, as well as the more recent Pirates of Dark Water cartoon. These are works
that use a lot of Middle-Eastern and North-African imagery and mythology, along
with some southwest European (mainly Greek), so these are good sources of
additional material. Otherwise, when looking for sources of inspiration for Ber-

Kamus I suggest avoiding Celtic/British, Germanic, and most Nordic mythology; the
idea here is to break away from Tolkein.

Magic
While Ber-Kamus ultimately does have plenty of fantasy, it is not the kind of setting
where wizards and sorcerers sling fireballs at one another. Spellcasting should be
less common in Ber-Kamus than in other settings, particularly high level spells. High
power spells, dramatic and obviously fantastic, are generally not something cast on
the spot in the middle of a battlefield; they are carefully worked over many days,
used to create defenses for a wizards sanctuary, or rain down destruction on a
distant enemy.

Monsters
Generally speaking, monster encounters in Ber-Kamus can stylistically/thematically
be divided into two categories, which I wil refer to as Beasts and Horrors. Beasts are
not so much true monsters as dangerous and unusual animals. They are creatures
that provoke fear entirely through the threat of physical violence, and may be
sometimes be encountered in packs or hordes. For beasts, select creatures that are
non-intelligent or low-intelligence, not too far divorced from something that could
conceivably be encountered in nature, and/or lack significant supernatural abilities.
A Beast encounter is largely just another combat encounter.
Horrors on the other hand are beings of immense physical and/or supernatural
power, often intelligent, perhaps utterly foreign to nature and reason. Potentially
unbound by standard natural laws, a horror can provoke fear without even being
present, fear of the unknown. A horror is usually a major part of an adventure,
thought about even when not there. Defeating or even avoiding a horror represents
a major challenge of the adventure. These are the creatures that terrify nations,
haunt legends, and have entire temples built around them; they could also be the
massive beasts faced in the pit at the bottom of a secret compound, or the final
obstacle faced in a gladiatorial arena . A horror does not necessarily have to be an
eldritch abomination, but it should be something a solitary human would be
seemingly helpless to overcome if faced head on.
The whole idea of Beasts and Horrors is largely a suggestion, but it is drawn from
long traditions of sword and sorcery stories. Not every encounter has to adhere to
these guidelines, but they are a good way to make your adventures follow the
desired style of Ber-Kamus.

Social Justice
The original sword and sorcery stories, as expected as a bunch of stuff written by
middle-to-upper-class white men in the 30s to 50s, are full of sexism and racism.
To hell with that. In Ber-Kamus, you can still play a muscle bound barbarian warrior

man, posing on top of a pile of gold and slain enemies while scantily clad women lay
at your feet. But in Ber-Kamus there is more gender equality; positions as the hero
and the heros sexualized lover are equally open to men and women. So, you can
also play an Amazonia warrior maiden, posing on a pile of gold and slain enemies
while scantily clad nubile young men lounge around you. (Note that the whole
muscular warrior thing is not mandatory in Ber-Kamus, there are also
thieves/rouges, healers, alchemists, whatever). Or be the same gender as your
lovers; traditionally many cultures didnt actually identify individuals as
heterosexual or homosexual, so in Ber-Kamus everyone is at least potentially
bisexual and no one cares. Also, since Im the maker, I m just going to say that rape
is non-canon; it just doesnt happen.

Cosmic Horror
There is a long-standing connection between stories of Lovecraftian cosmic horror
and the classic Sword and Sorcery writings. The creator of Conan the Barbarian was
buddies with Lovecraft, and Clark Ashton Smiths stories often combined sword and
sorcery with elements of cosmic terror and alien gods. Therefore, there is some
cosmic horror in Ber-Kamus as well, though it usually stays in the background.
Eldritch Abominations, ancient and utterly alien beings powerful enough to seem
like gods, can be found on Ber-Kamus but rarely act in ways that alter the whole
world. Indeed, most of the population of Ber-Kamus is at least vaguely aware of
these beings, but usually perceive them to be particularly potent and horrible
demons or deities.

Setting
Geography
Ber-Kamus is the name of the continent that dominates the current map of the
campaign setting. I do have some ideas for a second continent, for now I want to
flesh out the first. Ber-Kamus is very large; if it were on earth, the northern coast
would be in line with the north coast of Russia, and the southern coast would be a
bit south of the equator. The far north is an ice sheet [The Ice], giving way to tundra
[The Vast], giving way to a massive realm of boreal forests and swamps [Northern
Forests] with more temperate forests in the east [Gaeom]. Moving still south the
forests open up into cold high steppes [Kirin]; these in turn drop off into temperate
plains in the east [Tupu and East Tupu], south of which is a central savanna [Motai]
and a region of temperate forests and plains [Eszter] against the coast. The
southern end of the continent is spanned by a realm of tropical rainforests [Mavua],
with a warm coastal plain at the southwest corner [Omba] and a swampy peninsula
in the southeast [Chokaa].
A long line of mountains [Shahin Mountains] runs along the western coast of BerKamus. To their west is a realm of temperate forests, plains, and wetlands [Saatli];

to the east is a northern sandy desert (just south of the steppe mentioned earlier)
[Jangwi Desert] and southern badlands [Toma]. Cold volcanic islands cluster against
the northeast coast, while more tropical islands are found off of the mid-eastern
coast [Kiwa].

Species and Races


Five primary sentient species dwell on Ber-Kamus; humans, worgs, deep ones, strix,
and serpent folk. Humans have a number of ethnic groups across Ber-Kamus; worgs,
serpent folks, and strix each have three physically distinct sub-species; deep ones
can form hybrids with humans.
Humans
The Kiwana are small (compared to many humans), very dark-skinned inhabitants of
the tropical Kiwa islands and the swampy Chokaa peninsula. They live mainly in
small to medium tribes and tribal alliances. In the past most of their islands were
controlled by the Barzin empire, and one of the nations formed by the fracturing of
that empire still controls a chunk of the Kiwa Islands. They have their own Kiwana
language [Swahili].
Jangwi are native to the hot and dry regions in the center of Ber-Kamus. Tall and
dark-skinned, they tend to wear light clothing accessorized with brightly colored
beads. Many are part of numerous small tribes, but a significant number form the
population of the ancient kingdom of Farijika. Their ancient language ,Jangwi-Isan
[Tigrinya and other Ethiopian Semitic languages], has many dialects.
The native region of the Situm people extends across most of the southwest quarter
of Ber-Kamus. They are very tall, medium brown people with distinctive facial
features (protuberant chins, prominent cheekbones, strong jawlines, moderately
thick lips, large nostrils, almost pointed ears). Their language, Mavuan
[Syriac/Assyrian] is spoken by many groups throughout southern Ber-Kamus.
The Merustean people originally lived in the Omba plains, but were driven out by
battles between the now-fallen Tursic and Barzin empires; they now live as a
Diaspora throughout the southern half of Ber-Kamus. Merustean skin is light yellowbrown to medium orange-brown, with angular eyes, soft facial features and straight
black hair. Their language is known as Merus [Arabic] and has become the default
language for trade between members of different cultures in Ber-Kamus.
The Tursic people are also known as the horse nomads. They control the northern
Kirin steppes, and once ruled an extensive empire, often clashing with the rival
Barzin Empire. They are somewhat shorter than most humans, with light to medium
yellowish-brown skin, high cheekbones, and sharply slanted eyes. They speak a
dialect of Nuralic [Hungarian, for this dialect].

The eastern edge of the forested north is closer to temperate in temperature than
arctic, and the home of the pale-skinned Crosic people. They are notorious as
warriors and raiders, as many of them supplement their meager lifestyle by taking
resources from more southerly lands. They also speak Nuralic, but a dialect different
enough to be considered a separate language [Finnish].
The Azar are the descendents and inheritors of the fallen Barzin empire, which once
extended across most of southern and eastern Ber-Kamus and served as a center of
culture and science. They have golden-brown to light-brown skin with a warm blush,
aquiline noses, small lips contrasting large eyes and ears, and straight brown hair.
Azar are mostly concentrated in Eszter, but can be found across the former
territories of their empire. Their language, Azaric [Iranian/Farsi, Persian, Avestan], is
widely spoken throughout eastern Ber-Kamus.
Worgs
Worgs are a species of humanoids descended from bears or some other member of
Carnivora (cats, bears, canines). They have fur over most of their bodies, cheekless
mouths with sharp teeth, and protuberant muzzles. They have hairless tough pads
on their hands and feet, and rough hairless skin on the fleshy tips of their noses.
Worgs lag behind humans on average in long-term planning and logic, but have
sharper senses and a greater awareness of their surroundings. Female worgs are
larger than males, and all worg societies are at least somewhat matriarchal. Worgs
have a long history of warfare with humans, and of serving humans as mercenaries
(or sometimes slaves, but this rarely lasted long).
Forest worgs are the standard worg, living in small tribes throughout the boreal
forests of the north. Males usually stand around 6 feet in height, females closer to 7.
They have medium-brown to black fur and hair, and blue-green or gold eyes. They
have their own language, which is hard for humans to pronounce, and struggle to
pronounce human tongues.
Coastal worgs are slightly smaller than forest worgs, with thicker fur, and are better
swimmers. In personality they tend to be more reserved and cautious compared to
their aggressive cousins. They dwell on the west coast beyond the Saatli mountains,
but have spread south beyond that range and thus started encountering humans.
Tundra worgs are a larger sub-species, with all-white hair. They live mainly in the
western end of the tundra of The Vast. Formerly separated into many violently
competing tribes, the tundra worgs have been united into one society by a violently
xenophobic religion/philosophy. They regularly war with the forest worgs, were in
large part responsible for driving coastal worgs south, and kill almost any member
of other humanoid species they encounter.
Strix

Strix are small nocturnal birdlike humanoids with wings, talon-like hands and feet,
feathered bodies, large brightly colored eyes, and stiff beak-like lips. They subsist
on an entirely liquid diet, mainly blood taken from sleeping prey drugged by their
venom; they feed with their hollow tongues, and have incredibly narrow abdomens
housing a simplified digestive tract. Strix usually live in small flocks, and dwell
secretly in forests or the edges of human cities. Due to their startling appearance,
and tendency to drink blood from humanoids and livestock, they are feared as
night demons in much of Ber-Kamus, falsely attributed supernatural origins and
powers.
Liline strix are the most common subspecies of strix, found throughout the
southeast quarter of Ber-Kamus. Males stand around two and a half feet tall,
females around three. Liline strix have medium-brown to light-brown feathers
dappled with darker spots; males often have golden eyespots on the insides of
their wings. They are the variety most often known as night demons for their
tendency to take blood from sleeping humanoids and livestock. In fact they are not
inherently evil, simply using the most readily available source of food. They tend to
be exceedingly cautious, preferring stealth over direct confrontation due to their
fragile bodies.
Boreal strix live in the northern forests and Kirin steppe. They are somewhat hardier
than liline strix, and bolder as well. They acquire more of their blood supply from
wild animals, and thus are not quite as feared. They appear shorter and heavier set
than liline strix, with downier feathers colored dark-brown to black with lighter
dappling.
Jungle strix are found only in southwest Mavua, around the border between the
jungle and the Omba plains. They consume far less blood than other subspecies,
relying more on juice from fruits and oil from nuts. They are more sociable than
other strix, though less intelligent, which combined with their more vegetarian diet
allows them to dwell openly among other humanoids; many fail to realize they have
any relation to the Night Demons of the east. Jungle strix have smaller torsos and
heads than liline strix, but longer limbs and necks. Females have medium to dark
brown feathers with dark blue to dark green wings and backs; males are dark blue
to dark green all over, with grey or brown bellies.
Deep Ones
Deep ones are an ancient aquatic race resembling a cross between a human, a fish,
and a frog. They are squat with scaly bodies and un-scaled bellies, wide froglike
heads, webbed digits, and fishlike fins. They are regarded with disgust by many
humans and worgs, but islanders often have more friendly relations with them.
Deep ones tend to be contemplative and enigmatic, following a complex philosophy
and system of belief that lacks deities but is very spiritual. They are found in
communities off of the eastern and southern coasts of Ber-Kamus.

Deep ones can reproduce with humans, producing hybrid children. These hybrids
initially appear as normal humans with some odd features; wide mouths, clammy
flesh, flattened facial features, bulging eyes, etc. These features grow more
pronounced with age as the hybrid slowly metamorphoses into a full deep one, and
eventually a brownish color to its scales marks the individuals origin.
Serpent Folk
An ancient race believed to have manipulated human society throughout history,
the aptly-named serpent folk are said to have access to strange sciences and
technologies unknown to other species. This is true, but many of the serpent folk
lost access to their technology with the decline of their ancient empire, and those
who retain it tend to be isolationists even against their own relatives. They have
incredibly long lifespans, which they can extend further through stasis-like
hibernation.
Chthonic serpent folk are the original and most common variety, named for their
preference for dwelling in strange cities deep underground. They are cold and
logical intellects (and seem even more so to other races due to their lack of facial
expressions). They are the most scientifically advanced race in Ber-Kamus, but the
fracturing of their society means few if any have access to more than a fraction of
their technologies. They appear as massive brown or grayish-green serpents with
vaguely human-like arms and legs; they stand around seven feet tall, but their total
length is even greater.
Tropical serpent folk are descended from chthonic serpent folk who established
themselves as god-rulers of ancient human jungle kingdoms of Mavua. Recently
(from their perspective) these humans finally destroyed the serpent folks control;
long used to having their every need pandered to, the tropical serpent folk are now
struggling to either regain their power or find a new place for themselves in the
world. They are taller and thinner than chthonic serpent folk, with dark to light geen
scales and bright yellow banding or other patterns.
Aridic serpent folk split off from chthonic serpent folk to pursue spiritual and
philosophical knowledge instead of scientific knowledge. They now dwell in the
western depths of the Jangwi Desert and Toma badlands, up against the Shahin
mountains. Aridic serpent folk more slender than chthonic serpent folk, with shorter
limbs but longer necks; their scales are pale yellow to medium tan with dark red
zigzag or diamond patterns. They are more friendly to warm-blooded humanoids
compared to other serpent folk, instead have cool relations with chthonic and jungle
serpent folk.

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