“Chessenta is a mosaic of a nation that was made by ten different artists, all of them blindfolded.” Heptios of Cimbar
Airspur
Large City
Allegiance: None
Traditional Allies: Luthcheq, Soorenar (Northern Alliance)
Traditional Enemies: Akanax, Cimbar, Mordulkin (Triangle Alliance), Reth
This powerful trading port city is the one of the most important in western Chessenta. It is also has one of the most cosmopolitan mix of races, famous (or infamous) for its 30% population of orcs and half-orcs, who rule the city. Since the previous regime consisted of mad worshippers of Bhaelros, the orcs are actually a considerable improvement.
The city is now ruled by a military council of humans, orcs and half-orcs, led by Khrulis, a cunning half-orc warrior who seized the city from the Bhaelrassans and has been its tyrant for over 20 years. Under his pragmatic rule, the city has grown strong and prosperous.
Airspur fields only a small army, mainly infantry with a few archers and cavalry. Orcs and half-orcs dominate the heavy infantry, and they are fearsome in battle. However, after recent wars, the city has suffered heavy losses, and the army is greatly reduced. There is only a single customs vessel with which to deal with pirates. Three famous mercenary companies operate out of Airspur: the Sailors of the Crimson Sea, the Wardogs, and the Sunlords, although they are similarly reduced in power.
The people of Airspur worship all the typical gods of Chessenta, as well as a few imported from Chondath, namely Tempus and Tyr. The orc gods are also followed, at least those who can operate in a civilised society. The orcs sometimes worship human gods, whilst humans sometimes worship the orc gods, as the occasion arises. This habit has brought the two cultures closer, even if outsiders and the gods themselves are offended.
A small cult of Bhaelros (known as Talos elsewhere in the Realms) is active in the city, but not nearly as secretive as other such groups. Once they ruled the city, but were subsequently deposed. Now they make themselves useful (and not the targets of angry mobs) by warding off disasters instead of provoking them, and operating in the military where they can unleash their destructive power against Airspur’s enemies.
A small church dedicated to Tchazzar was formed in Airspur in 1374, and competes with the cult of Bhaelros, the church of Tempus and the shamans of the orc war deities for attention and duties.
The culture of the people of Airspur is shaped by their history under the cult of Bhaelros, and by the orc immigrants. Once a month, all human maiden women traditionally stay home where they can be guarded by family members against Bhaelrassan abduction. They also celebrate the day when Khrulis and the orcs deposed the Bhaelrassans, a time when the cultists traditionally go into hiding to avoid retribution. Despite, or perhaps because of their history, the humans of Airspur are always quick to ward off Bhaelros whenever something goes wrong. A number of the more benign orc rituals are also practiced, and the feasts can get very wild.
Airspurrans are skilled builders, as they habitually had to rebuild the city following Bhaelrassan rampages. Buildings here are usually made of stone (so they can’t burn), and constructed to resist earthquakes. They also contain easy escape routes, but are typically simple and unadorned as few expected them to last long.
The Bhaelros-dominated Airspur had traditionally been a part of the Northern Alliance, allied with the similarly mad cities of Luthcheq and Soorenar. Despite the change of leadership, the city has had difficulties finding new allies, and Airspur is stuck with Luthcheq and Soorenar, which has hardly been an equitable arrangement. For many years Airspur also competed with nearby Reth for trade, but since that city severed all ties with Chessenta and switched its attentions to Chondath, Airspur has taken off.
As with much of Chessenta, little is known of Airspur prior to Tchazzar’s first rise to power, and indeed, history is vague up until recent times. This is probably due to the priests of Bhaelros.
After being seized by priests of Bhaelros at some point in the past, the Bhaelrassans ruled the city as a brutal theocracy, the site of the only public worship of Talos anywhere in the Realms. They were, of course, extremely unpopular. A maiden was sacrificed every month, and parts of the city were regularly burned, demolished, blown up, struck by lightning or toppled in earthquakes and tidal waves by way of demonstration of Bhaelros’s power. Hence little survives of old Airspur. Even the city name is not original: it derives from a symbol of Bhaelros, the air-spur or lightning bolt.
In the early 1350s, following a failed uprising against Reth and Cimbar, a bloody civil war erupted between the orc tribes of the Akanapeaks and many orc and half-orc refugees fled to the nearest city that wasn’t already hostile to them, Airspur. The Bhaelros clergy tried to destroy them, so the desperate orcs attacked. Aided by the common people who’d taken a chance for rebellion, the orcs seized power, and most of the priests were killed or driven into the wilderness.
The half-orc Khrulis arose as a leader and installed a military council of orcs, half-orcs and humans in charge of the city, with himself as its head. He adopted the revised Code of Enlil legal system, which was standard throughout Chessenta, introduced typical Chessentan culture, and set about rebuilding the city. The previous inhabitants were skilled at that. Under his rule, Airspur flourished after ages of destruction, and became the powerful merchant port it is today.
Although Khrulis and the orcs were a considerable improvement, there was nevertheless a great deal of discontent in Airspur. Adopting human values and culture, the orcs and half-orcs turned out to be unusually good merchants, and rose to become dominant members of society, holding a lot of political power. But they weren’t popular: traditionally enemies, many humans despised and suspected the orcs, while many orcs considered the humans weak. Khrulis himself was the target of several assassination attempts.
To redirect his city’s frustrations, Khrulis took Airspur into an aggressive phase, and allied with Soorenar in its war against Cimbar in 1357. But Airspur suffered heavy losses, and many humans, with friends in Cimbar, opposed the war, believing that the orcs were sending the humans to die in battle so the orcs could take over the rest of Airspur. This was nonsense, but the bigotry on both sides ran deep. Khrulis, firmly in control of the military, kept the peace however.
A few priests of Bhaelros remained in the city, carefully reining in their destructive impulses for fear of reprisals, though they still held a few low-key public ceremonies, but Khrulis used them as scapegoats and blamed the worst of the war on them. Although immensely unpopular, a few who opposed Khrulis and the orcs joined the cult as it offered the only real opposition. Thus the cult of Bhaelros became a small though solid political opposition.
The Time of Troubles came in 1358 solved the problem of the war, whilst Assuran conquered Chessenta and waged a war against Unther. Airspur stayed under the radar, and avoided the worst of it, and the war with Cimbar was effectively voided.
Airspur stayed safe for the next decade, though it suffered sahaugin raids in 1359. Airspur prospered and grew strong and wealthy off its trade, and the humans and orcs learned to live together while the cult of Bhaelros shrank.
By 1369, Airspur was involved in another war with Cimbar, started by its allies Soorenar and Luthcheq. This time Airspur was united in its war effort. But they suffered heavy losses and pulled out in 1372 to rebuild their strength.
Akanax
Large City
Traditional Allies: Cimbar, Mordulkin (Triangle Alliance)
Traditional Enemies: Airspur, Luthcheq, Soorenar (Northern Alliance)
Lying roughly in the centre of the realm is the harsh city of Akanax, a brutal military dictatorship very unlike the typical view of Chessenta, and the complete opposite to Cimbar. It is less than a community – it is an army, plain and simple. Its leaders believe that through discipline and courage, Akanax can become the major power in Chessenta, and they work hard to seize that destiny in the long term.
Akanax does not have a traditional ruling council, it is run as an absolute tyranny by King Hippartes, the greatest warrior in the army and all of Chessenta, and one of the greatest warriors in the Realms. He is a stern but competent leader, and although he is in an old man, he is still going strong.
There is no real system of government in Akanax. Hippartes issues his orders, and his military subordinates carry them out. There is little disagreement or discussion: any who disobey his orders are either executed or banished for treason. The legal system is a biased military tribunal, dominated by the priests of Assuran, god of vengeance.
The city is organized like a military camp, and its buildings are simple, practical structures with little ornamentation and a strong eye for defence. Much of the city can be packed up and moved if required, and it has does so several times in the past. When the forces of Soorenar attacked Akanax and burned much of the city thirty years ago, they contemptuously called it a “city of tents”.
Most of Akanax’s population live outside the city walls, in fields that have been converted to military camps on its southern plains. These people include the actual soldiers of Akanax (adults) and recruits (children). The army of Akanax itself is most of the adult population, and the largest in Chessenta, consisting mainly of infantry and archers, and the most feared in the realm. They only have a small fleet of warships to police the Akanamere.
Akanax is a city of soldiers. Every male citizen is bonded into the military and trained to be warriors; those who are incapable of fighting or try to desert are slain. Men are forbidden to marry before the age of 20, and cannot live with their wives until the age of 30. The men eat at a common mess, and train together constantly. The women exist to serve, but enjoy somewhat more social freedoms than the men. The children are not raised by their families, but belong to the state, going straight to military schools for training as soon as they are able.
Trade is almost impossible, except by special supply officers. The city gets most of its resources from the dominated towns and villages of the Akanamere region. Akanax is famed for its talented smiths, but since they only make weapons for use by the army, they cannot compete with commercial craftsmen.
Worship of Assuran in strong in Akanax. The temple is called the Thunderous Hand of Vengeance, and its priests are strictly loyal to King Hippartes, who served as Assuran’s avatar during the Time of Troubles. The Priests of the Thunder Hand, as they are commonly known, run the city watch and the law courts with an iron fist. They make up a large percentage of the high ranking officers in Akanax’s armies.
But after Assuran’s failed campaign to Unther, many of the common soldiers converted to Anhur, the Mulhorandi deity of war. There is conflict over this between the officers and the soldiers; they are grudgingly allowed their worship, but only at small shrines in off-duty time.
Tempus and the Red Knight also have a small following in the warfare-oriented Akanax, and although the Akanaxians prefer other gods, they acknowledge the usefulness of venerating the deities of war. The War College of Akanax, although not literally dedicated to either god, is a centre of their faith. Here the most talented officers of the Akanaxian army and a few honoured outsider mercenary captains are trained in the arts of warfare, tactics and strategy, as well as in honour and discipline. The War College is a recent addition to Akanax, built in only 1367.
A church of Tchazzar has recently been founded in Akanax. It is small, but increasing in popularity amongst the soldiers. The Assuran-worshipping military leaders dislike it, but can do little about it.
Akanax is generally quick to get involved in any war going on, but isn’t foolish enough to waste their resources and soldiers needlessly. It has no true allies, and only a series of rivals in varying degrees of hostility. Akanax and Cimbar have had a mixed relationship over the centuries, occasionally as allies and occasionally as enemies. Akanax scorns the arts and philosophy of Cimbar, but admires their fighting spirit, high praise indeed coming from a city so dedicated to warfare.
Strangers are only barely tolerated in security-conscious Akanax, and generally viewed with extreme suspicion. Because of this, and Hippartes’s own contempt for the occupation, no mercenary companies or adventuring bands are based in Akanax, or allowed within its borders. Despite this, most mercenaries of Chessenta are deserted warriors of Akanax, such as the ruthless Renegades.
It is thought that Akanax began as Tchazzar’s army, or at least as its primary staging ground. Following this line of reasoning, the army likely seized the town and declared martial law in the chaos that resulted after his disappearance. Akanax later led the final break-up of Chessenta in 1154 when it, together with Soorenar, besieged Cimbar and forced the Sceptanar to sign a pact imposing harsh limits on his power. Akanax then refused to sign, recognizing its own lord as the true king.
Throughout its history, Akanax has had many wars, and it has been responsible for, or at least involved in, many of those that have wracked Chessenta over the centuries. Early this century, Maerduuth was reduced to rubble in several wars against Akanax, where Hippartes first distinguished himself. Thanks to this, Akanax grew to dominance over the Akanamere region. Hippartes rose to power, but became involved in politics and fell into disgrace over some now suppressed scandal.
He was banished from the city, and was forced to work as an adventurer and mercenary for a time, a profession he now holds in contempt. Eventually he learned that Akanax was faring badly in its war against Soorenar in the 1340s, and gathering a small army, he marched across Unther and Chessenta to join in. He arrived just in time to save the city from being totally burned. But the ruling council, against his advice, sued for a shameful peace. Hippartes, backed by the soldiers, ousted them and was made king.
Hippartes has been king of Akanax ever since. He rebuilt the city and consolidated its power. But in the Time of Troubles, Assuran took King Hippartes, his dedicated worshipper, as his mortal avatar. After travelling to Thay to obtain a cache of weapons he had hidden in the Thaymounts (and narrowly evading the plots of a Red Wizard known as the Masked One), he led the army of Akanax and several hired mercenary companies into wars with Cimbar, Soorenar and Luthcheq in revenge for ancient insults. He incited several long-simmering conflicts between those cities as well, and plunged most of Chessenta into a bitter war.
After a string of victories against the ancient foes of Akanax and himself, Assuran conquered and forged an alliance between the Chessentan cities. Then he turned Akanax’s armies against Unther, particularly against the church of Ramman in revenge for being driven out long ago. Assuran slew Ramman, hoping to seize the Untheric war god’s portfolio, but Ramman passed his portfolio to Anhur the Mulhorandi war god, and escaped the Realms permanently. Anhur then led his troops to Unther’s defence, and routed the Chessentan armies. Many of the soldiers and mercenaries even defected to his side. Assuran was once again driven from Unther in defeat and left Hippartes back in charge of Akanax.
Perhaps stunned by all this, Hippartes kept quiet over the next decade, and rebuilt Akanax’s strength and stayed at peace. War came around once more at the end of the 1360s, with Akanax falling into war against Luthcheq and allying with Cimbar against Soorenar. The return of Tchazzar put an end to the war for the time being, and now Akanax is biding its time.
Cimbar, City Of Beauty And Culture
Metropolis
Traditional Allies: Akanax, Mordulkin (Triangle Alliance)
Traditional Enemies: Airspur, Luthcheq, Soorenar (Northern Alliance)
The pre-eminent city of Chessenta, Cimbar is the centre for culture and education throughout the region. It is also the traditional capital, but in truth it is anything but. Once it was the centre of the short-lived Chessentan Empire; now that Tchazzar has returned, it looks set to be that way again.
The ruler of Cimbar is known as the Sceptanar, a position that was once Tchazzar’s viceroy in the more mundane affairs of state, but which grew to control the city after his disappearance. A secret noble family was said to fill the position, but they always appeared as bland, forgettable, androgynous beings with no name or voice. Recent political upheavals have terminated this dynasty; now Tchazzar has returned, and he has become the new Sceptanar.
In spite of its cultural leanings, Cimbar is also known as a major military force, second only to Akanax. At its height, it can field a huge army, almost the size of Akanax’s, but including many varied units. As well the standard infantry, archers and cavalry, there are marines who serve on ships and in seaborne invasions, mage artillery, and even an air cavalry of griffon-riders. It also has the second largest fleet in the eastern Inner Sea (second only to Thay), which dominates the seas of the Wizard’s Reach. Recent wars and disasters have decimated Cimbar’s forces however. There are also usually at least six mercenary companies stationed here, including a contingent of dwarves and the famous Society Of The Sword. Cimbar is also known for its well-organised squads of city guards, known as Watches, who keep the peace and guard against pirates.
But most of all, Cimbar is known for its rich culture. Here, it is compulsory that all citizens and slaves be able to read and write – Cimbar has the highest literacy rate in the Realms - and participation in the arts, philosophy, theatre and music is required. Poets and philosophers can be found on street corners plying their trade, actors are famed and the city is filled with troupes of entertainers and the fine buildings and statues of its architects and sculptors. Above all, teachers and philosophers are recognised as the pinnacles of human achievement.
Cimbar is a rich, prosperous city, with clean streets and beautiful buildings. The recent take-over by Tchazzar has left its mark, with several buildings burned or knocked down, but these are being rapidly rebuilt. The city is divided into two major sections: Old Cimbar and New Cimbar. Dominating the sky-line of both is an ancient Untheric pyramid; once it was the Great Temple of Gilgeam, but now it is known as the Pyramid of the Sceptanar.
Old Cimbar was built as a port by the Untherites when they first colonised Chessenta over 1800 years ago. Today it is home to the oldest and most prestigious buildings of the city, including the Great Palace, the University, and the Pyramid itself.
The Great Palace of the Sceptanar lies in the shadow of the pyramid, atop a low hill in Old Cimbar. It is an alabaster citadel built to Tchazzar’s specifications during the first empire, and its sprawling galleries easily accommodate the great wyrm’s tremendous bulk. The red dragon has made his lair here once more.
There is also the University, the largest centre of learning in the Old Empires. The Cimbarrans brag that is the largest in the entire Realms, though a proper accounting has yet to occur. Along with many libraries and art museums spread across Old Cimbar, the University consists of several Colleges. The College of Wizardry is the school for magic; it is bigger than Mordulkin’s, and has recently been rebuilt following its destruction in a magical catastrophe in 1370. The College of Sages provides all other forms of knowledge, including libraries, bestiaries and studies on philosophy, mathematics and astronomy. The College of Artistry teaches poetry, painting, theatre, sculpture and music, and includes several art galleries and theatres. A recent addition is the College of Mercantilism, a school of trade and economics popular with merchants across Chessenta.
New Cimbar was built as the waters receded long ago and Old Cimbar stopped being a docks city. New docks were constructed, and new Cimbar grew up around them, though the core of the new district is now known as Old Town. New Cimbar contains clusters of residences and thriving shops, and the port is the largest in the region. This district also contains the Hippodrome, where horses and chariots are raced, and the Coliseum, an arena where athletes and gladiators test their skills. The largest theatre in Cimbar is here, the Orpheum Oceania.
As a centre of culture and learning, and the largest city in Chessenta, almost every religion can be found here, and any number of small obscure cults, all operating in temples and shrines spread across the city. The Church of Tchazzar has always been based in Cimbar, and has always maintained its popularity with the common people. Its popularity has only grown since Tchazzar returned.
Old Cimbar was built in the -400s DR by Untherite colonists for use as a port. When the waters receded in -255 DR, the city extended to the new coastline, and New Cimbar began to slowly form.
For a long time Cimbar was an unremarkable city of the Untheric state of Chessenta, but when Tchazzar chose it as the capital of his empire in 929 DR, it took off. When Chessenta entered its golden age under the warlord’s rule, Cimbar was its head, and the city flourished.
When Tchazzar vanished in 1018, the Sceptanar, once the warlord’s viceroy, seized power. He had a fair claim as the second-in-charge, but the other city-states ignored it, and each declared itself independent or the rightful ruler of Chessenta. Although the Empire fell apart, the Union remained. In 1057, when Unther tried to reclaim Chessenta, Cimbar and Akanax banded together to repel them. But in 1154, Cimbar was attacked by Akanax and Soorenar, and was nearly conquered by them. Instead, they forced the Sceptanar to sign a pact imposing harsh limits on his power. The city was only saved when Akanax refused to sign.
Cimbar remained strong and prosperous, and continued much as it has until present times. In the 1350s DR, Cimbar defeated the Flaming Spike orc uprising and saved Reth. They later held off the combined forces of Airspur and Soorenar in 1357. The Time of Troubles was harder on Cimbar, as the city was plunged into war with every other city-state, and riots broke amongst panicked citizens.
In 1361 DR, the Sceptanar died and his son replaced him. Upon his installation he declared a new golden age for Cimbar, and under his wise rule the city recovered and grew strong once more. In 1367 DR he even organised talks aimed at unifying Chessenta, together with a standing army, a national taxation and trade plan, and even an Overking to rule the nation (insisting that he did not want that position). The talks failed, but the Sceptanar gained a reputation for his progressive thinking and fairness.
In that same year, there were several upheavals for the city. The College of Magic was destroyed under mysterious circumstances and the Sceptanar was unseated by the mage Aeron Morieth, who was then replaced by Melisanda of Arrabar a few months later.
In 1369, war broke out with Soorenar, who opened by raiding and sabotaging the docks district and sahaugin did the same shortly afterwards. The war grew as Airspur and Luthcheq joined Soorenar, and Akanax joined Cimbar.
Cimbar was still warring with Soorenar in 1373 when Tchazzar returned. A pitched naval battle was taking place between the two cities in the Bay of Chessenta when the dragon appeared overhead. He destroyed both fleets, and soon came to Cimbar. After a brief battle with Cimbar’s overmatched defenders, he installed himself in the Palace, and solidified his rule by slaughtering all remaining opposition. Melisanda disappeared, while the noble family of the Sceptanars went into hiding. Tchazzar was crowned Sceptanar of Cimbar.
Luthcheq, City Of Madness
Metropolis
Traditional Allies: Airspur, Soorenar (Northern Alliance)
Traditional Enemies: Akanax, Cimbar, Mordulkin (Triangle Alliance), Everyone
Popularly and rightfully known as the City of Madness, Luthcheq is one of the most troubled and destructive in the entire Realms. It is ruled by the despotic House Karanok, a family of insane tyrants devoted to the strange deity Entropy and dedicated to the destruction of all magic. Here, mages and magical creatures are persecuted and burnt at the stake.
Luthcheq does not have anything approaching a traditional council. Instead, members of the noble family House Karanok fill all the top positions, with the most senior members running the city as absolute tyrants. Every one of them belongs to the cult of Entropy, and they are considered to be quite mad. Rumours and enemy propaganda hint at inbreeding being the cause of this. The patriarch of the House Karanok is Maelos, an ancient tyrant, but when Tchazzar attacked the city to rescue his followers in 1374, several prominent Karanoks were incinerated and the rest withdrew to the palace amidst tight security and haven’t been seen since. Orders are issued via minor family members, but who currently heads the family or rules the city remains unknown. There are plenty of ambitious cousins eager to fill any power vacuum however.
With an eye towards conquest, Luthcheq typically maintains the third largest army in Chessenta, with plenty of infantry, archers and cavalry, and a sizable fleet. Few mercenary companies or sane adventurers make their base here, as those who associate with wizards are executed. The Karanoks have many assassins, both hired outsiders and local specially-trained agents that they send out into Chessenta and neighbouring Realms to murder prominent mages. In the city, there are many thuggish guards quick to assault any potential mage or anyone else they don’t like.
Luthcheq has traditionally been a member of the Northern Alliance with Soorenar and Airspur, and oppose the cities of Akanax, Cimbar and especially Mordulkin. Mordulkin and Luthcheq have long been enemies, even since before the persecution of mages and the rise of the Karanoks to power. The two are bitter enemies, and long to destroy each other.
It was the rivalry with Mordulkin and that city’s skill with magic that caused the persecution of mages that characterises the city today. The Karanoks are the primary instigators of this, but their hatred and propaganda has begun to seep down into the common people. Arcane magic is hated and despised, and those who practice it are seen as perverted, corrupt villains. This hatred has spread to encompass various creatures of magic, including elves, dwarves and some planetouched, as well as anyone who consorts with such beings. As mistakes regarding divine magic are common, and the Karanoks don’t like to admit being wrong, certain religions have been banned as well, even those not dealing with magic. In short, the Karanoks are quick to declare anything they don’t like as evil and corrupt.
The Karanoks seek the destruction of all magic, and the painful deaths of those who wield it, and they wage a war of terror to bring about these goals. Their agents are suspected of assassinating or kidnapping many mages around the Realms. Those they catch in the city are charged with terrible crimes in a show trial, then sentenced to death by burning while people (egged on by guards) jeer and throw rotten vegetables.
To aid them in capturing wizards, the Karanoks have developed witchweed, a strange plant that when burned produces fumes that interfere with a mage’s ability to cast spells. Some people of Luthcheq even smoke it or use it as snuff, while the priests of Entropy wander the streets burning the stuff to smoke out wizards and purge the city of magic.
The Karanoks rule Luthcheq with an iron fist, with family members deciding all legal matters, usually at their mad whims, while head family members preside over mage trials (which are pre-determined and held for show). Punishments are harsh and frequent, and death by burning is common.
Only two religions are prominent in Luthcheq and openly practiced. The first is of course the cult of Entropy. Its priests are often seen wandering the city burning witchweed and ranting about mages. The cult dominates the city, as the Karanoks and the Entropists are virtually synonymous. The other is the faith of Waukeen, whom the Karanoks have found to be entirely acceptable, and the city relies on the trade she brings (as they can rely on little else). As they have few other gods they can safely turn to, the people of Luthcheq pray to her for protection and guidance.
The merchants of Luthcheq certainly need her support. With the ban on consorting with mages, these merchants can no longer hire wizards to protect their ships and caravans, preserve their goods or aid in their produce, nor can they engage in the lucrative magic item trade. Punishment for doing any of this involves confiscation of all property and possessions, and death by burning. Additionally, many foreign traders are reluctant to visit Luthcheq for fear of being caught, and avoid the city altogether, while the Karanoks have raised taxes quite high to pay wizard bounties and fund various mad schemes. The economy is hindered as a result.
Despite its reputation as the City of Madness, Luthcheq is a pleasant enough place, with clean white stone buildings, wide white stone roads, marble sculptures lining the streets and fine buildings well decorated on the inside. The people are orderly and content. This is only a façade, with armies of slaves working to keep the city well maintained, and thuggish guards maintaining order. Most inns and taverns have gloomy names, such as the Black Mercy, the Gaol of Lost Souls and the Burning Mage.
The history of Luthcheq is vague and uncertain, with records presumably destroyed or rewritten by the Karanoks. It is known that the city was founded long ago by Zuthoheq Karanok, a famous hero who also founded the noble House. The city used to be called Zuthoheq, and appears as such on old maps, but when the wrought-iron sign above the main gates rusted and broke, the city became known as Luthcheq.
The city took no great role in the uprising against Unther, nor during Tchazzar’s first empire. At some point in the past, the Karanoks had been deposed and replaced by another noble House. In 1161, they became the leaders of Luthcheq again, under suspicious circumstances. As all records of the events have been destroyed, and not a trace remains of that other family (not even their name), it is likely that assassination was involved, and a lot of it. The Karanoks don’t like historians examining Luthcheq’s history too closely, however.
They practiced an erratic but moderately efficient rule of the city, warring with other city-states in typical Chessentan fashion. They warred with Akanax and other cities, but most often with Mordulkin. The two cities have always been rivals, since before the Karanoks’ rise to power and even more since.
In 1317, the Great Plague of the Inner Sea decimated Chessenta, but Mordulkin was worst hit. The plague ended in 1323, and the following year, Luthcheq invaded Mordulkin to take advantage of their serious losses. The invasion ended in disaster, due to Mordulkin’s magic and the Karanok’s incompetence. Led by the patriarch Maelos Karanok, they blamed their defeat on wizard spies, and began to persecute them, as well as elves and dwarves. Hundreds of young wizards, sorcerers, elves and dwarves were captured and burned to death.
The worship of Entropy arose in 1346 DR, when Entropy is said to have appeared in the Karanok’s mansion. It materialised in the middle of the torture chamber and completely consumed the wizard being tortured at the time. The Karanoks took this as an omen, and fell to their knees and worshipped it.
In 1373, agents of the Karanoks infiltrated the Mage Society, set it up and destroyed it. The survivors fled to Mordulkin, where they were aided in returning to Luthcheq to sabotage the city’s witchweed stockpiles. This plan was successful, and the high priestess of Entropy was slain. Mordulkin subsequently marched on Luthcheq, and battle was joined between the two cities not far from Maerior. Then Tchazzar arrived, and in his rage he attacked and routed both sides, and the war became moot.
In 1374, the Karanoks scheduled a public execution of several clerics of Tchazzar found operating in Luthcheq (dragons being magical creatures). Accompanied by his high priests and Blades, the Sceptanar of Cimbar appeared above Luthcheq just before the execution started. Within minutes the entire affair turned into a massive rampage. While his followers rescued their brethren, Tchazzar attacked the Karanoks as they tried to flee from their podium. Several family members died while trying to escape from their seats. After taking quickly dispatching reinforcements sent by Luthcheq's armed forces, Tchazzar and his group departed as quickly as they had arrived, leaving Luthcheq's public square in flames.
Mordulkin
Metropolis
Allegiance: Alasklerbanbastos
Traditional Allies: Akanax, Cimbar (Triangle Alliance)
Traditional Enemies: Luthcheq, Mourktar (Northern Alliance)
This city of the eastern shore of the Bay of Chessenta is a wealthy and powerful port city. It is known as a haven for mages of all kinds, and for its cosmopolitan mix of races. Mordulkin is also surprisingly stable for a Chessentan city, and has made a good job of keeping out of most of the wars and feuds that have plagued the realm, though it is a bitter enemy of the magic-hating Luthcheq.
Mordulkin has been ruled by the most powerful mage of House Jedea ever since that family led the rebellion that ousted Unther and allied itself with Tchazzar. The current king is Hercubes Jedea, an elderly mage who has ruled the city for what seems to be an unnaturally long time. He is a driven and fierce defender of Mordulkin’s independence.
The army of Mordulkin is moderately-sized, with many infantry, and some archers and cavalry. There are also quite a few mages, armed with a variety of battlefield spells. Their usual tactic is to rain fireballs and lightning bolts on any invading army or fleet, and solve any battle with the use of magic.
Traditionally House Jedea and Mordulkin have maintained good relations with the cities across the Wizard’s Reach, quite unlike other Chessentan cities. They also have a minor trade alliance with the aquatic elves in the Bay of Chessenta, trading pearls and coral for spells and magic items to aid them in their disputes with the sahaugin.
King Hercubes and most of the Jedeas are not at all interested in unifying Chessenta by alliance or warfare, preferring not to risk Mordulkin’s safety or independence in such endeavours. The city is a rival in trade with Mourktar across the plains of Threskel. Mordulkin enjoys a somewhat friendly rivalry with Cimbar, as the two cities are most similar in culture and temperament, and they will not easily go to war. They rarely ally with any other Chessentan city, except when a war with Luthcheq is available.
Mordulkin, a city ruled by mages and a haven for them, would seem to be a likely target of the magic-hating House Karanok of Luthcheq, and it is. But the two cities have been major enemies for many centuries, in trade and in war, since before the Karanoks rose to power. Indeed, it was Mordulkin’s success in the field of magic that instilled the hatred and fear of magic in the first place, when they thwarted a Luthcheq attack in 1324. The two cities now despise each other, and Mordulkin would love nothing more than to burn Luthcheq to the ground and sow the fields with salt so nothing would ever grow again. Whenever a minor border dispute arises, mobs of Mordulkin citizens march on the royal palace chanting “We want war!” It has become something of a town festival.
Mordulkin is divided into sections run by powerful guilds, which perhaps makes it the most “western” of all the cities in the Old Empires. Each guild reports directly to the king. The merchant’s guild runs the merchant district, the craft guilds organize the crafts district, and the builder’s guild runs the residential district. A central mercenary guild exists and runs a small adventurer’s district. All adventuring companies and mercenary forces that enter Mordulkin must register with them within 24 hours or face imprisonment. There is also an unofficial thieves’ guild that feeds off the city’s wealth and trade; it is one of the largest and most powerful in Chessenta and most of the south.
The city buildings are made of bright white stone and closely crowded together. In this regard, Mordulkin looks a lot like Luthcheq, but the people and the city are contented and prosperous. The streets are clean and the buildings well maintained by the builder’s guild. Due to the multicultural nature of the city, every business has a wooden sign neatly painted with pictures to indicate their trade: a bank has a book and coins, a tailor has dresses and bolts of cloth, and an inn has a bed and a plate of food, and so on.
The city has an extensive school for mages, the Jedea Academy, founded by House Jedea at the time of first Chessentan Empire. Although it is not as large as Cimbar’s, it is heavily linked with House Jedea and the government, and thus quite powerful. Wizards and sorcerers are generally highly respected in Mordulkin.
A wealthy port city, Mordulkin has the second largest port facilities in Chessenta, ranking only below those of Cimbar. Battle-mages are stationed around the docks, ready to fireball raiding pirate vessels.
For the most part, Mordulkin is a typical Chessentan city, despite its disdain for the bitter feuds and conflicts (an attitude that doesn’t quite match up to its history). The inhabitants of Mordulkin share all the typical Chessentan characteristics. They have the same cultural tastes, interests and temperament, and theatre and the arts are quite popular, as is poetry and philosophy. They worship all the same gods, though Anhur and Azuth are dominant.
Mordulkin’s history is comparatively stable, with fewer wars and disasters. The first record of Mordulkin exists in 929 DR when Soldim Jedea led the revolt against Unther and allied with Tchazzar to drive the Untherites out of the country. House Jedea has ruled the city continuously ever since. But it was in 1117 DR that Mordulkin defied the Sceptanar of Cimbar over some issue, and triggered the war that began the break-up of Chessenta into squabbling city-states. Some would resent Mordulkin for this, but the city has done little else to earn it widespread enmity since then, and the event is barely remembered.
In the intervening centuries, Mordulkin remained relatively quiet and inactive in Chessentan politics and warfare, but the city was always a rival with Luthcheq, even since before the Karanoks seized power there. They competed viciously in the area of trade, and had at least two wars, one before and one after the Karanoks.
When the Great Plague of the Inner Sea began in 1317, Chessenta was decimated, but Mordulkin was hardest hit. The plague ended in 1323, and the following year, Luthcheq invaded Mordulkin to take advantage of their serious losses. Mordulkin’s wizards defended the city admirably, with the use of divination and brute force magic, and Luthcheq was sorely defeated. Karanok incompetence also played a major part. Because of this, the Karanoks blamed their losses (and their own clumsiness) on wizard-spies, and began their persecution of wizards.
Border disputes with Luthcheq were rising in 1357, and the two cities went to war in 1358 as a result of Assuran’s campaigns in the Time of Troubles. The fighting was vicious, and both sides suffered heavy losses. When peace broke out in Chessenta after the Godswar, the two cities found themselves at a stalemate, and ran out of fight for the time being.
Mordulkin carried on as normal for a time until in 1365 a flight of dragons, both alive and undead, flew over the city. Jaxanaedegor declared himself the Viceroy of Threskel, and demanded that the leaders of Mordulkin pay regular tribute to his liege Alasklerbanbastos, or be replaced. House Jedea ignored the threats, and built up defences, until Jaxanaedegor launched a series of devastating attacks on major trade caravans. Mordulkin relented and now sends regular caravans laden with tribute to appease the dragons.
In 1373 DR, following a long planned operation, Mordulkin sponsored agents of the Mage Society to sabotage Luthcheq’s witchweed stockpiles. Mordulkin then marched its armies on Luthcheq, hoping to conquer the City of Madness once and for all. Then Tchazzar arrived, and in his rage he routed both sides, and the war was lost.
Now the leaders of Mordulkin are nervously watching and waiting for where they stand between Tchazzar and Alasklerbanbastos, and how they can strike at Luthcheq.
Mourktar
Small City
Allegiance: Alasklerbanbastos
Traditional Allies: Thay
Traditional Enemies: Mordulkin, Sahaugin
The city of Mourktar is a free city-state of the edge of the flat, sandy plains of Threskel. It is a small but aggressive trading city, full of merchants and mercenaries. Once it was relatively quiet, despite its many cults and temples to harsh gods, but recent coups have seen it become a militant would-be conqueror.
The Regent of Mourktar is Kabbarath Telthaug, who is also Dread Imperceptor of the Banite temple The Black Lord’s Altar. He ruled the city with absolute authority and an iron fist, until Alasklerbanbastos seized Threskel. Now he rules in concert with a trio of blue dragons that act as advisors and emissaries (and, some say, minders) from the Great Bone Wyrm. They ferry him about the city and surrounding territories, and all over the realm.
Mourktar has only a very small permanent army who usually operate as city guards during peace time, though it drafts a larger force from the city’s population and the surrounding region when required. This can be bolstered by many high-ranking Banite priests and lesser clergy, known as Templars. The whole army is well-equipped with quality gear, minor magic items and weapons sold to them at cut-rate prices by the Red Wizards of Thay. The armies are harshly disciplined and well-practiced in slaughter: frequently they have been force-marched west in mock campaigns against Chessentan cities, only to pull back when the exercises are over. They don’t have much of a navy, instead using fireball-hurling wizards to guard their ports against pirates and raiders. Aerial support is received in the form of dragons on loan from Alasklerbanbastos.
Mourktar insists that it is independent of Chessenta (having revolted from Unther separately a century earlier than the others), but the other cities claim that they are a part of Chessenta. Since the other Chessentan cities are generally too far away to threaten it, Mourktar ignores them and is for all intents and purposes an independent city. The citizens of Mourktar are frankly embarrassed to be considered Chessentan, and have a much more Untheric culture, with only a few Chessentan additions.
For much of its history the city has kept well away from the political troubles of Chessenta, with only Mordulkin being treated as a rival for trade and influence in Threskel, and only regular attacks by sahaugin to worry about. But with the recent seizure of power by the Banites, they have found themselves turned into a militaristic conquering state. The Banite Templars have recently marched to the defence of Messemprar in Unther against the Mulhorandi, where they have had some success. However their entrance into Unther’s civil war risks provoking an economic rift between Mourktar’s merchants and their trading partners in Mulhorand, which the merchants don’t want. Due to the Banites’ links to Thay, Mourktar has also found itself partnered with the Red Wizards. Mourktar has also long been the base of a cell of the Cult of the Dragon.
Mourktar is primarily a trading city, with a large port facility capable of handling most of Threskel’s exports. They receive goods from the farmers and herdsmen of Threskel and the mining communities of the Riders To The Sky Mountains, then export across the Inner Sea. Merchant and trade guilds are small and not nearly as influential as in other cities, but they are many and command some authority. The city is also a base for many mercenary companies. Although the city rarely sought to engage in foreign wars before the take-over, both the merchants and mercenaries usually seek to make a profit from them.
There are two major temples in Mourktar, each of which has dominated the city’s history and politics. One is the Amphitheatre of the First Thunder, the temple of Hoar (known elsewhere in Chessenta as Assuran) in Mourktar. It is in fact a large open arena where numerous gladiatorial combats take place between accusers and accused, instead of the more common court trials held elsewhere in the Realms (though the revised Code of Enlil legal system is usually applicable where cases don’t go to the arena). It is believed that Hoar intervenes directly in each bout, ensuring that fitting justice is always enacted. The actual temple is located in the bowels of the arena, and is run by a priesthood known as the Hand of Hoar. They held many positions of power in the city until the Banites seized powered and shunted them out.
The other is The Black Lord’s Altar, the temple of Bane in Mourktar, and the largest of its kind in all Faerûn, bigger even than its counterparts in Zhentil Keep and Mulmaster. It doubles as the city’s palace, its centre of government and its treasury. The temple used to be known as the Black Lord’s Cloak for its only relic, an animated black cloak once worn by Bane himself that became a sentient monster that enveloped people from time to time and sucked them dry of all blood. The Cloak has since gone missing under mysterious circumstances, and the people of Mourktar are always very careful to check their linen cupboards and wardrobes.
In 823 DR, Mourktar seceded from Unther, a whole century before the rest of Chessenta. From then until 1365, the noble House that led the revolt ruled the city in an unbroken line. For much of its history, Mourktar was relatively peaceful, quiet and interested only in trade, until its last ruler, King Theris, neared the end of his reign.
In 1358 DR, King Theris announced that he was dying, and without an heir. On the instructions of his god Hoar, he decided to hold a grand tournament of athletic and intellectual skills to choose the most worthy successor. Some believed that the idea of the tournament was insane, fearing that they could be stuck with a totally inept ruler, or end up as a puppet state of Unther, Chessenta or even Thay. Others supported the idea, believing that they could either put up with the successor or have him replaced later.
The King’s Tournament, as it was known, was held in the traditional place, the Fields of Pryollus at the foot of Mount Thulbane. It was open to both human and half-elven men and women, though women were forbidden to compete in boxing and wrestling (due to the strict no-dress code), and thus laboured under a handicap. Magical aids were forbidden and cheating contestants disqualified. The events were wrestling, discus-throwing, running, chess, boxing, swimming, jumping, riding, archery and chariot-racing. The two most successful contestants were then to meet in the Final Duel, a brutal fight to the death where the loser’s body was to burned and placed in an anti-magic field so that he could never be resurrected. Theris believed that the crown should be worth the ultimate risk, and that anyone who wanted it must be willing to accept that risk.
Despite this, many would-be kings and queens from around the Old Empires clamoured to the Tournament all seeking either power or to add the city to their own nations, and with the high stakes, cheating was rife. The favourites were: Theriheb, a Mulhorandi paladin; Nebusedar, the divinely blessed champion of Gilgeam and of Unther’s own games; Sorn, a Thayan trader; and Helyos, the infamous Chessentan mercenary captain.
But the Tournament ended in disaster. Following a series of intense and brutal events, the Final Duel was an epic battle between Helyos and Nebusedar that lasted all day. At sundown, when free hits were to be made, Nebusedar finally got the better of Helyos and sorely wounded him. Helyos was taken away to be executed later, while Nebusedar was crowned as the new king. But accusations abounded about Gilgeam’s divine blessing, which could not be countered by the Tournament organisers, and how this had given the Untherite an unfair advantage. Mourktar was in an uproar. Then the Time of Troubles came.
No one knows quite what happened next, and accounts vary as much as the conspiracy theories, but the end result was that Theris finally died of old age and Nebusedar was assassinated. In the chaos that followed, Helyos was rescued to become a replacement king (and later escaped), and the Banites had staged a coup.
With the lack of divine power, Hoar busy elsewhere and the loss of Theris, the most prominent member of their faith, the priests of Hoar were ejected from most positions of power by the Banites. Kabarrath Telthaug declared himself Regent of Mourktar, and became tyrant of the city. The death of Bane in the Time of Troubles shortly afterwards weakened the Banites, though they were maintained by some other god. When Bane returned in 1372, the Mourktar Banites felt a resurgence of power and ambition.
In 1365 when Alasklerbanbastos launched his invasion of Threskel, his lieutenant Jaxanaedegor flew over Mourktar and declared himself Viceroy of Threskel. He demanded that tribute be paid to the Great Bone Wyrm, and threatened that the human kings would be replaced if they did not. Kabbarath and the Banites paid little heed to these claims, until Jaxanaedegor returned with several dracoliches and attacked and destroyed several major trade caravans.
Kabbarath grudging accepted a trio of blue dragons loyal to Alasklerbanbastos as his advisors and co-rulers. He also sends regular caravans laden with tribute to appease the Great Bone Wyrm.
Early in 1374 DR, Banite Templars of the Black Lord’s Altar marched into Messemprar in Unther to bolster the city’s defences and aid the besieged people against the invading armies of Mulhorand. Early successes by the Banites were attributed to a massive influx of magical items and weaponry sold to them at cut-rate prices by the Red Wizards of Thay, and aerial support from Alasklerbanbastos’ dragons. This however provoked an economic rift between Mourktar’s merchants and Mulhorand.
Reth
Metropolis
Traditional Enemies: Airspur
Traditional Allies: Hlath, Nun
Lying on the far north end of the Chondathan coastline is the independent city-state of Reth. It is considered the westernmost city of Chessenta, but is practically a part of Chondath, and is known as the First City of the Vilhon Reach. It is a fast-growing port and trade centre, and a staunchly independent city. It is also one of the most famous places for gladiatorial combats in the Realms.
Reth is ruled by a freely elected council of merchants, the current head of which is the Mayor Lord Murzig Hekkatayn. He performs a variety of ceremonial duties and sees to the concerns of the citizens, and leads the occasional army. The real power lies in the hands of the Seven Senators, autocrats who each have absolute authority over a particular aspect of government and city affairs: Public Works, Defence, Trade, Games, Economy, Justice, and Relations. All other matters are decided by agreement between the senators and the mayor.
As merchants, they keep tariffs and taxes here lower than in any other city in Chessenta or Chondath, a benefit that has made the city an extremely attractive port. Thus Reth is one of the fastest growing cities in the region, having almost doubled in size in the last 20 years.
A disadvantage is its distance from the major production centres, though iron is mined in the Akanapeaks, where orcs are a nuisance. Reth’s main industries and exports are fish, iron and minerals, and lumber. The latter is slowly being abandoned due to conflicts with the Emerald Order druids who live in the Nunwood. With the Nunwood being too far away and the profits too low, Reth has been happy to abandon this, though the tensions remain.
As war is expensive and bad for business, the Lords of Reth prefer to stay out of armed conflicts, and thus have only a small army, used only for protection from orcs and for warding off their rivals in Airspur. The Wraith of the Inner Sea, an ocean-going mercenary company bases itself here, and contributes to the defence if required. The city itself is separated from the rest of Chessenta by a wall across the Gap of Reth.
Reth has a loose alliance with Hlath and Nun in Chondath to protect each other from attack from the sea, and they have a rivalry with Airspur over trade matters. But with little interest in joining with Chondathan cities, and thoroughly embarrassed over its connections with Chessenta, Reth is determinedly neutral in any political affair.
Reth was once famous as a training centre for gladiators, particularly for the Southsands Games, and the sport is still highly popular. The Northshire Coliseum holds gladiatorial combats twice a tenday to a sold-out crowd, and is the biggest source of entertainment for the citizens. Working at the Northshire is a lifelong ambition for some people in Reth, and most of the gladiators are freeborn adventurers. Gladiators can earn great fame and wealth, and live a life of luxury.
Culturally, Reth is a mixture of Chondathan and Chessentan influences. The gladiatorial heritage descends from its Chondathan past, but the military aspects and much of language come from the Chessentan. Arts and philosophy aren’t nearly as popular as in Chessenta, but the revised Code of Enlil legal system is used. There are several shrines to Tempus, as well as a temple to Bane, the Temple of Dark Eyes, and a temple to Waukeen, the largest in Chessenta.
Originally Reth was a gladiatorial training stronghold of the Chondathan Empire, though it gained its independence during the Rotting War in 902 DR, and dealt with that land as little as possible since then. The city was later conquered by Tchazzar, and became the westernmost outpost of the Chessentan Empire. The battle was a hard one however, evidenced by a mass grave of Chessentan Imperial Guards lying near Reth.
This grave was unearthed when the netherworld mage Yrkhetep raised undead warriors as part of his invasion of the Vilhon Reach in the early 1300s, Theodoric, the Centurion of Tempus was mentally dominated into thinking he was forging the old Chessentan Empire. Reth and Hlath suffered in the subsequent battle, but survived.
Shortly afterwards in the 1350s, the Flaming Spike orc tribes led an uprising in the Gap of Reth. Reth was threatened, but in a rare alliance with Cimbar, the orcs were defeated and the city saved. This didn’t lead to any great attraction to Chessenta however.
Rodanar
Small City
Allegiance: Akanax
Rodanar is a small fort city at the foot of the Akanapeaks in central western Chessenta, on the northern shore of the Akanamere. It was founded by Tchazzar during his first empire as a fort to defend Chessenta against the orc tribes of the Akanapeaks. However for much of its history, most battles between the orcs and Chessenta have been initiated by the Rodanar garrison, who are especially eager to kill the orcs.
Two centuries ago, Rodanar was a large city, but a war against Akanax led to its destruction. The present, much smaller town was rebuilt on the site and still serves as a loyal client-city of Akanax. As such, it is run in a stoic military style in emulation of that city, and one-in-five people are in direct service of the garrison. The leader of the city is Hyurkes. As well as a fort, Rodanar serves as a trading centre for the western interior of Chessenta.
Small Towns
Not all of Chessenta is made up of city-states. There are also a number of small towns and villages that operate under the thumb of one city or another. For the most part their histories and cultures are unremarkable, but they feud and fight just as much as the cities, and are equally capable of great works. Some were once great cities now reduced to rubble; others are taking off as powers of their own.
Most lie in the fertile Akanal and around the shores of the Akanamere. Clockwise around the lake are Maerduuth, Oslin, Saden, Villon, and Gal. These are all prosperous farming and trading communities, and all subject to Akanax, whom they provide food for.
Maerduuth was once a large and powerful city, on par with Akanax. But almost seventy years ago, Maerduuth got into a war with Akanax and was nearly totally destroyed. It held on defiantly for a decade, until Akanax forces, led by a young Hippartes conquered the city. Now Maerduuth is a village subject to Akanax, and its people live amongst the ruins of their city. They blame Oslin for their losses due to an ancient conflict, and the two towns are bitter rivals. Some call it Meerduuth, but the locals are picky about the pronunciation.
Oslin has always been a small village, but legend has it that the village is protected by magic. When Maerduuth tried to annex it centuries ago, that city suffered heavy losses under mysterious circumstances. What the nature of the protection, a mercenary company known as the Lords of the Inner Reach makes its base here, where they defend it from bandits and would-be conquerors. It is usually employed by farmers who wish to displace rival farmers and take over their lands, usually from Maerduuth. Truly, Chessentan politics runs deep. Although not conquered, it is effectively subjugated by Akanax.
Nestled between the Riders To The Sky and the Methmere lies the small town of Maerch. The inhabitants here are simple folk who mine the hills and fish the lake, but must fend off bandits and monsters. It has become home to a number of Untheric refugees in recent years, who have since settled down. Maerch is independent; as it is so out of the way that no city has bothered to annex it yet.
Lying on the mouth of the southern river between Luthcheq and Mordulkin is the town of Maerior. This town has at various times been subject to Luthcheq and Mordulkin (currently Mordulkin), and the two cities fight over it constantly, though usually for its strategic value than any concern for its inhabitants. The people of Maerior would rather get on with their lives, but wish that local map-makers would think to include them.
Soorenar
Metropolis
Allegiance: None
Traditional Allies: Airspur, Luthcheq (Northern Alliance)
Traditional Enemies: Akanax, Cimbar, Mordulkin (Triangle Alliance)
This large and aggressive port city lies at the mouth of the river Akax, and it has been responsible for, or at least involved in, many of the wars that have stricken Chessenta over the centuries. Its lords believe that it is destined to rule Chessenta; Soorenar (also known as Soornar) is a city of grand unrealistic designs.
Soorenar is governed by a regularly-rotated council of three representatives of the three founding families that allied with Tchazzar in defeating the armies of Unther and driving them out of the realm at the time of the first empire. Any decision regarding Soorenar must be unanimous by this trio.
Soorenar’s standing army is moderately sized, consisting of infantry, cavalry and archers. In times of war, the army can be boosted significantly with the forced induction of citizens, slaves and gladiators, as well as the hiring of mercenaries. But mostly the rulers of Soorenar prefer to purchase victory with money and treasure, usually hiring powerful wizards to devastate the enemy. This practice puts them at odds with Luthcheq however. They use wizards rather than navies to guard their ports – a swift fireball is the typical response to a raid. Soorenar’s army is currently reduced, and its navy obliterated following a recent war with Cimbar and Tchazzar’s subsequent return. The dragon destroyed the fleets of both cities as they battled in the Bay of Chessenta.
Soorenar is known for its brutal fighting rings and arenas. The fighters and gladiators in these are usually slaves, and are famous as being the toughest warriors in the realm. They are typically heavily tattooed with monster designs over their arms, shoulders and body. Silver skull earrings are a mark of experience and fighting skill, with one skull per victory in the ring. These slave-gladiators are also made to fight in the city’s armed forces.
In all other ways, Soorenar is much like the typical Chessentan city. The arts are held in high regard, with theatre, poetry and philosophy being just as popular as they in Cimbar. The Soorenar (as the people are known) share all the typical Chessentan tastes and interests and customs.
Soorenar is divided into two sections: East and West Soorenar, which are separated by the Akax River delta. There are no bridges over the river; only a ferry service provides transportation from one side to the other. East Soorenar is the smaller of the two; it contains docks, storage facilities and amenities for adventuring parties and mercenary companies. Most people of Soorenar live on the western side, which is heavily guarded.
The people of Soorenar worship all the same gods as the rest of Chessenta, with one odd addition. Prior to his ascension to godhood, when he was a renegade Red Wizard of Thay, Velsharoon lived in the Tower Terrible of Soorenar. Now the Tower is a temple to the god of necromancy, and the black art is practiced with a little more openness than elsewhere. The city also has the highest following of Tchazzar outside Cimbar.
Despite the trouble it causes in Chessenta itself, there are no major sources of dissent within Soorenar. There is, however, a family of werecrocodiles inhabiting the sewers. But since they only eat peasants and tradesmen, the nobles have ignored them.
Like other Chessentan cities, the history of Soorenar is vague and sketchy up until the time of Tchazzar, and even since. It is known that the city was founded, or re-founded, at the time of Tchazzar’s first rise to power. The ancestors of the three noble families of today allied their city to the Invincible Warrior, and helped drive out the Untherites. They then went on to jointly rule the city ever since.
In 1154, Soorenar, together with Akanax, led the final break up of the Empire into city-states. Akanax and Soorenar had besieged Cimbar, and forced the Sceptanar to sign a pact imposing harsh limits on his power. Akanax then refused to sign, recognizing its own lord as the true king.
Over the next few centuries, Soorenar started or triggered a number of wars, not all of which it was subsequently involved in. Several attempts were made to conquer or control Chessenta, but little ever came of it. In 1347, Soorenar was once more at war with Akanax, and nearly destroyed the city by the end. It was only the return of Hippartes and his seizing of power in Akanax that stopped Soorenar from being victorious.
By 1357, Soorenar was at war with Cimbar, in another one of its regular attempts to conquer Chessenta. They were allied in this effort the newly-liberated Airspur, and the two cities planned to divide the spoils evenly. But when Airspur pulled out, Soorenar was left all alone. They were only saved by the Time of Troubles, when Assuran took over Akanax, conquered Chessenta (Soorenar included) and led the city-states to war against Unther.
Over the next ten years, the lords of Soorenar bided their time and rebuilt the city’s strength. By 1369, they had targeted Cimbar once more, raiding and sabotaging the docks. This time the whole Northern Alliance joined in. Then Airspur pulled out in 1372. The following year, the navies of Cimbar and Soorenar met in the Bay of Chessenta. Then Tchazzar returned, materializing directly above the battle. The dragon obliterated both fleets in an orgy of destruction. Weakened, the lords of Soorenar gave up, and now wait to see how the new political landscape would unfold.
Thamor
Small City
Allegiance: Alasklerbanbastos
A small trade city in the interior of Threskel, Thamon (as it was originally known) was founded by merchants from Mourktar and Messemprar as a free city where goods could be exchanged between Unther and Mulhorand without duty or tax. Both countries objected, and Thamor was forced to abide by the trade laws of the two neighbours. This slowed its growth, but the city soon grew to sizable settlement. The collapse of Unther after the Time of Troubles reduced the trade restrictions, and despite the regional chaos, Thamor thrived and grew rapidly to its present size.
The population is mostly merchants who trade goods with the miners in the Riders To The Sky Mountains and farmers in southern Threskel. The city is subject to controls by Mourktar, and is ruled by the warrior Leppidon, but he answers directly to a pair of green dragons who are emissaries of Alasklerbanbastos.
Ursuma
Hamlet
Allegiance: nominally Airspur
A small village nestled deep in the Adder Swamp, Ursuma is home to an extended family of strongheart halflings, who practice many bardic and circus skills.
http://www.wizards.com/dnd/art...asp?x=fr/fx20020102a
This message was last edited by the GM at 12:14, Wed 03 Jan 2007.