Empire of Muabin (Moo-ah-bin)

Occupying most of northern Najha, the Muabin Empire is the biggest and strongest nation in the Najha region, rivaling the Cretian Empire in strength. They occupy most of the northern desert, living either in remote settlements where water needs to be taken deep beneath the sand dunes, or in opulent cities, filled with gold, ivory and marble, their domes a sight to behold.   Millenia living in the desert has made them naturals in the environment. They know where to look for water and food, where the dunes shift and where to lookout for desert storms. This dune reading has helped them survive in yonder years and eventually evolving has a society.   The Muabin were a set of nomadic desert tribes that joined together to bolster their chances of surviving against incoming threats. With time, the tribes evolved into a monarchy and with stability, they continued expanding their territory, annexing more and more tribes in the process. Eventually the kingdom became an Empire and to be able to rule an empire it was divided into semi-autonomous regions, called satrapies.   Satrapies are independent, they have their own set of laws (besides the empire's code of laws), and their own governors. Each satrapy is specialized in something, some in trade, some farming, all serve their purpose on the grand schemes of the empire.   The empire serves as an important hub for regional trade, with flocks of merchants from everywhere in Najha and the neighbouring regions, crossing paths in their lands, looking to barter in the local bazaars.   The emperor is known as the Sultan, and is the absolute ruler of the empire, having the divine right to rule it has he sees fit. It's not a simple task to be the sultan. Since infant he attends different arts and crafts to turn him into a respectable leader. After that he has to marry several wives, one for each satrapy, to keep the satrapies happy. And during his divine reign, he's always followed by a large group of councelors. He's also expected to lead their troops in battle.   The empire has long been atheist, believing the desert dunes shift as much as people's beliefs, though a growing and alarming change is happening in the Muabin Empire. The followers of Haddan, a monotheistic religion originally from Manzia, is spreading like wildfire througout the empire and rumours say that even the sultan himself is already a worshiper.   The Empire is the birth of gunpowder in warfare. Their might comes from their all round expertise not just with firearms, but also in other forms of combat. their elite gunslingers, known has janissaries, use muskets to deadly effect, with a wave o janissary fire being able to devastate an enemy line. Meanwhile, their elite spearmen, known as immortals, are as good as the lampian hoplites. But what makes them deadly is their knack for siege warfare. The empire is famous for deploying cannons with dire consequences for the opposition, and even the mightiest of walls might crumble against a wave of muabin's cannons.   A typical muabin usually is stocky with average height. They men wear turbans and like to wear long beards while women like to wear jewelry and heavy makeup. Most are bronze skinned and usually have dark hair wavy hair.  

Main Hub

Kalkan

  Built next to an afluent and surviving the Great Deluge, the city of Kalkan has become since then the main hub for the Muabin empire.   It's expansion has grown to reach the northern shore of the Najhan Sea, that divides the Najhan region in half. Kalkan quickly built ports to strengthen their trade in the region. International ships followed and the city quickly established itself has one of the central points of human civilization. East meets West in this city, known also has that city where the sun never sets, due to commerce occurring both during the day and night, and Kalkan boasts the biggest port in the region and one of the biggest in human lands.   The capital of the empire has several sets of thick high walls with cannons pointing towards the outside, While tall cannon watchtowers are spread on high points of the city, making it immensily difficult to conquer from the outside.   The city has a mixture of architecture, with the followers of haddan influencing the style of the city with very detailed columns and window frames everywhere. Their bigger buildings sport large and opulent domes covered by gold, copper or silver, while the inside is filled with tiny hand made details carved on the stone.   The city has a castle for the sultan, one of the many he has spread throughout the empire. This castle is built on top of one of the many hills the city has absorbed and serves as an excellent defensive asset to the city. Though it's rare for him to stop by the castle, usually having the need to go hopping from satrapy to satrapy to help quench the population's needs.   Having converted fully to Haddan, the city boasts the largest Haddan temple in the human lands, a massive building filled with heavily detailed columns and a gigantic dome. The temple boasts a large area for public baths and a huge chamber for orations, where followers of Haddan flock by the thousands every year.

Muabin Empire Traits

 

Muabin Ethnic Proficiencies

Characters with this trait are proficient with the following: Shortbow, Scimitar, Great Scimitar, Battleaxe, Falchion, Shortspear, Musket.

Characters with this trait may begin play with a battered musket (worth 20gp to a vendor). If they choose to do so, deduct from their starting gold.

Shrewd Merchant

Characters with this trait can roll twice for Appraise and Profession Skill Checks and choose the higher roll.

Camel Warfare

+1 to handle animal and ride against camels. this bonuses increase by 1 every 5 levels. Characters with this trait riding a camel can shoot a ranged weapon without penalties.

Desert Warfare

Characters with this trait get +2 to stealth and survival in desert biomes. this bonus increases by 2 every 6 levels.

Heavy Armor Restrictions

Characters with this trait can't use heavy armor.

Satrapy of...

Choose one of the following below:

  • Nínive Citizen : +1 to Diplomacy and Knowledge (nobility) skill checks. This bonuses increases by 1 every 5 levels.
  • Saldiri Citizen : +1 to appraise and knowledge (local) and skill checks. This bonus increases by 1 every 5 levels. Trabzon citizens start the game with one extra language.
  • Kalkan Citizen : +1 to handle animal and knowledge (nature) skill checks. This bonus increases by 1 every 5 levels.
  • Uruk Citizen : +1 to escape artist and knowledge (religion) skill checks. This bonus increases by 1 every 5 levels.
  • Babil Citizen : +1 to Profession (choose one) and knowledge (history) skill checks. This bonus increases by 1 every 5 levels.
  • Ur Citizen : +1 to disable device and knowledge (engineering) skill checks. This bonus increases by 1 every 5 levels.
  • Hattusha Citizen : +1 to craft (choose one) and knowledge (dungeoneering) skill checks. This bonus increases by 1 every 5 levels.
  • Cit Ciziten : +1 to Spellcraft and knowledge (arcana) skill checks. This bonus increases by 1 every 5 levels.

Trained to be ...

choose one of the following below:

  • Janissary : Characters with this trait get "fast reload" as a bonus feat and muskets in their hands have a maximum reach of +20ft.
  • Immortal : Characters with this trait get "quick draw" as a bonus feat. +1 to attack rolls with with weapon and shield combination. light shields get +1 to shield AC and reduce their armor check penalty by one. This bonuses increase by 1 every 7 levels.
  • Siege Expert : Alchemist Bombs get +1 to damage rolls and deal 1d6 bonus on a crit. This bonus increases by +1 every 5 levels.
  • Priesthood : Divine casters get +1 to their spells DCs. this bonus increases by 1 every 5 levels.
  • Mystic : Arcane casters get +1 to their spells DCs. This bonus increases by 1 every 5 levels.
Type
Geopolitical, Empire