Here's some info on Ophir taken from the old CN3 module, Conan the Triumphant, adapted from the Robert Jordan book by William Carson. This is thus non canonical but might help some GMs around.
OPHIR
No significant documents on Ophir have been found or translated. It is known the land was ruled by a king and that a large battle was fought against Aquilonia on the Plain of Shamu, somewhere near the Aquilonian border.
PEOPLE: The Ophireans are of medium height, with dark hair and eyes. A few have yellow eyes—a mark of the ancient cross-breeding with Acheron. Many are lean, especially in the rural areas, but the city-folk tend toward plumpness. Those dwelling in the eastern uplands of Alwona tend to be a bit stockier, while those dwelling in the Plain of Shama have browner skins and darker hair. The language is an ancient dialect of Kothian. Characters who speak Kothian are able to communicate in Ophir.
GEOGRAPHY: The westernmost tip of Ophir is Gurian’s Heart bordered by the Alimane and Tyborg Rivers, and by the hills of Poitain. The climate is dry, like that of Argos and Poitain, and there are many groves and vineyards. To the east is the Plain of Shama, the granary of Ophit, one of the most fertile areas in all Hyboria. Through the center of the plain runs the Red River, which derives its name from the copper sediment it carries down from the Nutian Hills bordering Nemedia, where the gem and gold mines lie. Further east is Alwona; forests and grasslands predominate. There is much grazing and game, even fish in the high lake of Dalisthanes. The open areas are settled, but the forests are often avoided as the homes of wolves and other nocturnal beasts, particularly the ancient forest of Synamort. Flora and Fauna: Olives and grapes grow in Gurian’s Heart; barley, oats and wheat in Shama. Sheep graze in Alwona, nestled between the mountains’ arms. Game is plentiful in the forests, particularly deer.
SOCIETY: Ophir has been ruled by dynastic kings for a millennia. Beneath them is an elaborate structure of lords, barons, and counts. Each noble is accountable for his fief, but directly responsible to the king. The king’s will is imposed by a standing army, in which most Ophireans have served during their youths. This army enforces the law, supporting the King’sjustices (judges). The nobles are allowed small armies of their own, but are forced to hire mostly foreign mercenaries. It is this strong feudal structure that has allowed Ophir to endure. Border skirmishes are frequent, especially with Koth, but not even the evil of Acheron was able to gain a victory over the might of Ophir. Relations with Aquilonia are uneasy but friendly, not yet breaking into the warfare of later years.
Trade is not one of Ophir’s strengths (the Road of the Kings bypasses its borders) but a fair amount passes between it and its neighbors. Foreign goods found in Ophir’s markets are expensive. Ophir is known for its bronze-work, gems, and gold.
The Ophireans are a religious people. Temples to Mitra are everywhere. Forgotten Jhebbel Sag is remembered in the eastern highlands. Human sacrifice is forbidden. The dead are entombed; thieves and the poor are cremated.
Slaves are common and are recognized by white tunics trimmed in their master’s colors. Most are victims of debt or war, but some are kidnapped from as far as Vendhya.
Physicians are scarce now. Most are in the Royal Palace trying to cure his majesty.
CITIES AND TOWNS: The king’s army controls the three fortified cities. The greatest of them is lanthe, the ancient and prosperous royal city on the banks of the Red River. The Royal Palace is there, an immense fortress. In the west, Kothalsia (Koth’s Doom) sits astride the River of Shining at the site of a great Ophirean victory over the Koths. To the east lies small Suvian, where the treasures of Alwona are gathered before shipment to Ianthe or Corinthia. Small villages dot the open countryside. Every clear hex on the map holds one village, but many have been burned by enemy nobles or bandits, sometimes acting in cooperation.
CASTLES, FORTS, AND FIEFS: Numerous forts and castles guard the trade roads. All castles on the map belong to the nobles in whose fief they lie, and are heavily fortified with stone. Most nobles prefer living in their city palaces, but many have fled to their castles for safety (although Ianthe is actually much safer). All forts are royal property, staffed by 30-50 soldiers at all times. Most forts are wood, but the most important are stone. Castles can house up to 200 troops.
NOBILITY: The nobles of Ophir continually develop new alliances, but none dare challenge the king. After his death, open warfare breaks out. There are claims of blood to the throne. The various titles are ranked as follows: Count, Baron, Lord, Knight. All titles include grants of land, except the title of knight, which is largely ceremonial.
A partial listing of Ophirean nobles follows, ranked according to influence. These nobles have received land grants directly from the king. Under each of these are other nobles who have received leases on the land from these principal nobles.
The number following lists the number of troops at their disposal. At least a third of these troops are garrisoning the castle at all times. Troop composition varies slightly by noble, but in accordance with general Ophirean military principles and technologies, an army would be comprised of 50% light infantry, 25% men-at-arms, 15% light cavalry, 10% cavalry. The number preceding is the Succession Rank. It indicates that the noble has a bloodclaim to the Ophirean throne and indicates the order of succession. Although Countess Synelle is first in line of descent, women cannot inherit the throne.
VI Count Antimedes: 250
II Count Tiberio: 1000
(I) Countess Synelle: 50
V Count Clavanedes: 750
III Count Valentius: 500
Baron Burio: 750
Baroness Gornelle: 1000
Count Genio: 500
Baron Timeon: 500
IV Lord Kathus: 300
Baron Claudes: 500
Baron Scipius: 300
Lord Cayades: 250
Lord Taramenon: 100
Lord Tonio: 75
Lord Vomenos: 75
Count Inaros: 50
LAWS: Ophirean law is harsh and the King’s justice inequitable at best, favoring the rich and noble, discriminating against the poor and foreign. Women may not hold property once married, inherit the crown, or build a palace in Ianthe. Ophir is not an oppressive land, but all wish to avoid the courts.
General punishments: first theft, ears slit; second theft, nose slit; third theft, life in the mines; witchcraft, burning; cut-purse, cheek branded; madness, imprisonment; bankruptcy, enslaved; murder, beheading; offense against the crown, imprisonment or impalement; kidnapping, beheading; poisoning, death by torture.
Torture is the customary method of gathering information. The rack, the scourge, and the hot irons are well-known. Suspicion of guilt is enough; there need be no trial or verdict. Nobles can flout the law freely. Their word is usually accepted as truth, especially if “witnesses” are supplied for a fee. If, for example, a noble accuses a man of theft, the noble can go to that man’s house, accompanied by a King’s Justice and the Ophirean infantry, and demand anything that man owns, saying it was the stolen item. A noble who killed a foreigner would not find it difficult to be acquitted. Conversely, a foreigner who killed a noble, even in self-defense, would find it very hard to escape beheading. Any adventurer whose patron is found dead, is immediately suspect and in danger of the King’s hot irons. It is common to put a price on the head of suspected criminals. General Iskandrian is responsible for this, but is stingy. Even Katela the bandit has only a reward of 20 GL on her head, whereas in Zamora, the price on her head is 20,000 GL. The succession to the throne is governed by law. After the King’s death, the royal crown and scepter must be left unattended on the throne for nine days and nights.
During this time of civil disorder, crime is common. Kidnapping is widespread. People are followed. Masked men (often nobles or wealthy merchants) offer adventurers gold in exchange for foul deeds which they hope will increase their status or protect them from rivals. Common prices are 50 GL just to meet with a famous thief;
200-300 GL for theft of special item; 500 GL for theft of highly specialized nature; 100-1,000 GL for murder of a noble; 30-100 SL for common murder.
THE ARMY: The army is loyal to General Iskandrian and is being held neutral during the current conflict. To ensure this, the army is confined to cities and forts, leaving the countryside open to nobles and bandits. Great suffering has resulted, but Iskandrian hopes to preserve the army’s strength, thereby saving it for the day King Valdric dies. The number of men in each garrison is as follows:
Fort: 10-20 light infantry; 10-20 men-at-arms; 10 light cavalry
Royal Palace: 200 light infantry; 300 men-at-arms; 500 cavalry
Ianthe: 1,000 light infantry; 500 men-at-arms; 500 light cavalry
Kothalsia: 500 light infantry; 250 men-at-arms; 50 light cavalry; 50 cavalry
Suvian: 250 light infantry; 125 men-at-arms; 50 light cavalry; 30 cavalry
Each city gate is manned by 12 men-at-arms. Each fortress gate is manned by 6 light infantry.