A barren realm of ancient ruins and brutal deserts, Krokotopia exists at a
crossroads of Spiral Paths. It features one of the most ancient civilizations in the
Spiral, which has recently been reborn. Home of the humble Manders, Krokotopia
is a world of treasure and secrets, buried beneath the scorching sands.
The Desert Crossroads
When most hear the name Krokotopia they think of pyramids and monuments, the
ancient ruins of the Kroks who ruled Krokotopia ages ago. Few know that the scaly
pharaohs who ordered their construction were not natives of Krokotopia at all:
thousands of years ago the Kroks came to the barren world, drawn by hints of
magical power. Much of what arcane scholars know as the magical arts were first
devised by the Kroks in their catacombs and palaces. Those palaces were built by
the Manders, the true natives, whom the Kroks placed in servitude. The Krok
Pharaohs ruled in majesty for centuries, until their empire vanished in a single
night. The Manders returned to a humble life, happy to be free at last.
In the times since Krokotopia has emerged as a rich potential colony: the Manders
cultivate many expensive spices and unguents, and the ruins contain
unimaginable hoards of gold and treasure, waiting to be carried off by the brave
and lucky. The Manders also have no imperial ambitions of their own, making
Krokotopia an irresistible prize to the other empires of the Spiral.
The Marleyboneans established a firm colonial presence in Krokotopia a few
decades ago and were quick to establish a dominant presence. Valuable as its
resources might be, Krokotopia’s true value was geographic: the desert world
hosts the only known stormgate to Rajah, richest and most important of all
Marleybone’s colonies.
The Marleyboneans set up an amiable relationship with the Manders, happy to
trade and willing to give any concessions to keep the windlanes open. Other
imperial powers have a presence in Krokotopia, but only the Dogs of Marleybone
have naval bases.
In recent years two events disrupted a long period of stability. The first came,
strangely enough, from within: the Kroks, it seems, were not dead but merely
slept. The Great Awakening saw the sudden reemergence of angry Krok mystics
and their minions – the Marleyboneans were hard pressed to deal with this new,
magical threat, but agents of the crown finally defeated Krokopatra the new
Pharaoh. The Krok threat, however, is far from over – aggressive Krok cults
worshipping ancient gods are springing up all over Krokotopia. The
Marleyboneans have so far only prevailed over them because their enemies are so
divided, and so archaic.
The second destabilizing factor was the war between Marleybone and Valencia.
During the conflict Kane made a serious play for Krokotopia, hoping to cripple his
enemy’s economy by cutting all ties to Rajah. Kane was defeated and the Armada
disbanded, but renegade Clockworks in Krokotopia are still fighting, hoping to set
themselves up as warlords with a power all their own. For much of its history
Krokotopia has been a prize fought over by powers from distant worlds – sadly,
this is unlikely to change anytime soon.