Today, the people of Etruria are a peaceful and prosperous civilization with an empire that spans for hundreds of miles. Thanks in large part to their successes at sea trade, they are an exceedingly wealthy people, exporting fine pottery, jewelry, wine, olives, minerals, and art.
The Country of Etruria
The country of Etruria, as established by Tarchon, stretches across the lands that were once known respectively as Heraclea, Saturnia, Hesperia, and Ausonia. This vast empire is comprised of twelve city states that are known as Volcenta, Vetaln, Caere, Arezzon, Chamars, Roselle, Velathri, Cortona, Perugia, Velzu, Pupluna, and of course Tarquina.
Of these Lucomonie, or city states, perhaps the most renowned are Caere, with its wealthy sea ports, Pupluna, with its rich iron and copper ore, and Velzu, which is known for its mechanical arts. Tarquina is perhaps the best defended of these cities, as it is the oldest and most in need of defense from the barbarian civilizations that live nearby. Nevertheless, each of these cities would make an ideal setting for any campaign.
The Twelve Lucomonie
The country of Etruria is actually a dodecapolis; a loose confederation of twelve city states known as Lucomonie. Each of the Lucomonie is ruled by an elected king known as a Lucomon. The Lucomon holds total judicial power over her state and is assisted by a body of senators known as Principes. Every eight days, the Lucomon and his council of Principes meet to pass judgment over the trials of the state’s citizens, and decide on local law. During these meetings, the Lucomon is usually seated on a throne made of ivory, and/or other precious materials, at the head of a great hall. The Principes sit around the throne dictating the demands of the day.
At the end of a Lucomon’s term, elections are held at the city of Velzu, where a new Lucomon is elected to each of the twelve Lucomonie. In this manner, according to the teachings of Tages, the Etruscan government has prospered for some one hundred years.
The Necropolises of Etruria
Because of Nergal’s curse (See A Dark Omen), the Etruscans are forced to spend their afterlife as spirits on the Material Plane. As such, the Etruscans have done their best to ensure that their existence in death is as comfortable as it was in life. To that end, each city has built its own separate district set aside for the deceased members of every Etruscan family. These districts are usually built outside the city and are typically sprawling in size. However, some cities, like Caere, have small settlements of the deceased within the city walls.
Above ground, these districts appear to be nothing more than a collection of small, domed huts made of stone. Beneath these facades, however, are an elaborate network of beautiful homes carved into the bedrock. On the walls of these homes for the deceased, beautiful frescoes are often painted of men and women eating, drinking, and otherwise enjoying themselves. These homes often replicate the homes of the deceased in life; complete with furniture, and items that they’ve always cherished. The only exception to this is a small chamber added on, usually opposite the entrance to the home. This chamber is the final resting place of the deceased’s body, enclosed in a stone sarcophagus, the deceased depicted on its lid in a reclining pose. If married, the couple’s bodies are laid to rest together, the two depicted in a loving embrace on the lid.
Although these practices may seem bizarre to outsiders, it is in this manner that the deceased Etruscans have been able to escape eternal torment at the hands of Nergal’s servants in the afterlife, and even then, the citizens still feel a constant threat from the evil god’s forces. As such, the goddess Alpan has sent her servants, the lassa, to watch over the deceased members of Etruria’s population.
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 12d8+36 (90 hp)
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +12/+17
Attack: +3 holy longsword +20 melee (1d8+8/19-20 plus 2d6 holy) or +2 composite longbow (+5 Str bonus) +18 ranged (1d8+7/x3)
Full Attack: +3 holy longsword +20/+15/+10 (1d8+8/19-20 plus 2d6 holy) or +2 composite longbow (+5 Str bonus) +18/+13/+8 (1d8+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, blinding beauty
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10, acid 10, and fire 10, tongues
Saves: Fort +15, Ref +12, Will +12
Abilities: Str 20, Dex 18, Con 17, Int 18, Wis 18, Cha 23
Skills: Concentration +18, Craft or Knowledge (any three) +19, Diplomacy +23, Escape Artist +19, Hide +19, Intimidate +21, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)
Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 14
Treasure: No coins; double goods; standard items
Alignment: Always good (usually lawful)
Advancement: 13-18 HD (Medium); 19-36 HD (Large)
|Sidebar (Players Playing the Deceased):
Should the players start out as citizens of the Etruscan world, it is possible that at some point, one or more of them will want to play deceased members of the community. As the DM, should you allow them to do so, use the Ghost template as described in the Monster Manual. Because of level adjustments, players should be dissuaded from playing ghost characters until they reach at least 5th level.