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Chessenta: The Historia.

Posted by DM BadCatManFor group public
DM BadCatMan
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Sun 1 Oct 2006
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Chessenta: The Historia

CHESSENTA

"People of Cimbar, I proclaim the Golden Age. We are living at the height of our times and culture. No man, no city, no kingdom, shall bring down our greatness, as long as I live." The Sceptanar of Cimbar



Introduction To Chessenta

Welcome to Chessenta!

Chessenta is a land of feuding city states ruled by tyrants and dragon-kings, populated by a passionate and energetic people capable of the most beautiful artworks, the most thought-provoking philosophies and the most brutal warfare in the Realms.

Situated on the far side of the Sea of Fallen Stars, Chessenta is the youngest of the Old Empires, and the most energetic. Although it is known as the Union of Chessenta to the rest of Faerûn, the city-states of this Realm are anything but united, and it may very well be the most chaotic nation in the known world. These cities war against each over old insults, philosophical differences, economic leverage, or simply for the fun of it.

It is a kaleidoscope of rival city-states, each with their own customs, loyalties, rulers and agendas. From philosophical and artistic Cimbar to the brutal military dictatorship of Akanax to mage-led Mordulkin, ambitious Soorenar and the mad city of Luthcheq, every one is different, and every one schemes and wars to gain power and prestige.

Their citizens are just as varied and extreme; a passionate, energetic and confidant people – some would say mad – whose ambition and enthusiasm knows no bounds. Here there are wise and intelligent philosophers who discern the mysteries of the universe, powerful athletes who seek fame and fortune by pushing their bodies to their limits, bards and artists who produce works of astounding beauty, and brutal conquering warriors who earn power and glory on the battlefield.

In a realm dedicated to warfare, a terrible peace has settled across the land. Dragons have arrived to take over, among them Tchazzar, the great conquering hero of Chessenta and would-be dragon god who made the nation what it is. Tyrants, mad cults and the dracolich Alasklerbanbastos would oppose him, and yet another great war is imminent. Today, as every day, Chessenta needs its heroes.

Chessenta
Capital: Cimbar (theoretically)
Population: 3,386,880 (at 1372): Humans 82% (61.5% Mulan, 16.4% Turami, 3.28% Chondathan, 0.82% others), Dwarves 5%, Halflings 6%, Half-Orcs 4%, Lizard-Folk 2%
Governments: Varies by city (militocracy, theocracy, monarchy)
Human Languages: Chessentan (Thorass)
Human Religions: Anhur, Assuran (old name of Hoar), Azuth, Lathander, Red Knight, Tiamat, Tchazzar, Waukeen
Imports: Cheese, glass, horses, magic weapons, mercenaries, perfume, pork, slaves
Exports: Art, cattle, gold, grapes, olive oil, quality iron, silver, slaves (to Thay), statues, weapons, wine

Threskel
Capital: None
Population: 52,791 (at 1374): Humans 94% (70.5% Mulan, 18.8% Turami, 3.76% Chondathan, 0.94% others), Duergar 2%, Dragonblood races 3%, Trolls 1%
Governments: Monarchy (self-proclaimed dragon lords and human monarchs in Mordulkin and Mourktar)
Human Languages: Chessentan (Thorass)
Human Religions: Bane, Mulhorandi Pantheon, Tchazzar, Tempus, Tiamat
Imports: Food, weapons
Exports: Crops, fish, horses, precious metals

Index

Introduction

The People Of Chessenta
  Humans, Dwarves, Elves, Halflings, Orcs & Half-Orcs, Planetouched

Adventurers Of Chessenta
  Warriors, Soldiers, Mercenaries & Gladiators, Mages & Philosophers, Bards & Artists, Thieves & Spies, Priests, Athletes, Politicians, Slaves, Pirates & Bandits, Courtesans

Religion

History

Culture
  Arts & Architecture, Athletics, Battles & Warfare, Clothing & Fashion, Economics, Food, Language, Law, Leisure, Mercenaries, Philosophy, Science & Magic, Politics, Sailing & Pirates, Slavery, Society

Geography
  The Adder River & The Adder Swamp, The Akanal, The Akanamere, The Akanapeaks, Bay Of Chessenta, The Maerthwatch, The Methmere, The Winding River & The River Of Metals, Methwood, Riders To The Sky, The Jade River & Dragonback Mountain, Smoking Mountains, Threskel, Mount Thulbane & The Fields Of Pryollus, Underdark

Cities & Towns
  Airspur, Akanax, Cimbar, Luthcheq, Mordulkin, Mourktar, Reth, Rodanar, Small Towns, Soorenar, Thamor, Ursuma

Dragons Of Chessenta
  Alasklerbanbastos, Jaxanaedegor, Tchazzar

Organisations & Mercenary Companies
  Church Of Tchazzar, Cult Of Entropy, Cult Of The Dragon, Mourktar Cell, Dragoneye Dealing Coster, The Faithless, The Harpers, The Heptain, The Mage Society, The Master Thespians, The Numbers Cult, The Old Order, Order Of St Dionysus, The Renegades, Sailors Of The Crimson Sea, The Society Of The Sword, The Wraith Of The Inner Sea

Theatre Of Chessenta

Pictures

The People Of Chessenta

"In Chessenta, the people are incapable of living a quiet life, or allowing others to live quietly." Heptios the Archmage

Chessenta is highly cosmopolitan, with a strong influx of population from foreign mercenaries, both human and non-human. Races shunned elsewhere can find acceptance here, especially with those with a strong arm, deep pockets or quick wits. Airspur and Mordulkin are particularly known for their cosmopolitan mix of races, and Orcs are welcomed and respected. But fearsome Luthcheq persecutes any creature of magic, and burns them alive.

[Following each race description is a list of likely regions for these races, but not all will be playable (they have been included for completeness only). Where no official region exists, but there should be, an approximation has been listed and marked with an asterisk. Please discuss this with the DM if you are interested.]

[A region has been adapted for Halflings in Chessenta. See the Rules & Guidelines thread for details.]


Humans

The human people of Chessenta are a mix of many races from around the Realms. The most common are the Mulan, who originated from Unther and Mulhorand and displaced the native Turami. Descending from those who originally rebelled against Unther, the Mulan today form much of Chessenta’s nobility, while the Turami form much of the lower classes, but the distinction is by and large irrelevant. There are also many Chondathans who’ve immigrated east, as well as a few long-displaced Rashemi and Amnites. But such is the cosmopolitan nature of the realm, almost anyone could be found here. Long mixing with Chondathans and Turami means that pure Mulan features are rare. For the most part, Chessentans are a short and sturdy people, with tanned skin that ranges from fair to olive to brown, and black or brown hair that is prone to curliness.

Chessentans are a passionate, confidant and energetic people, and they are given to doing things to extremes, never doing anything half-way. They live each day to its fullest, as though it was their last, but they are without fatalism or desperation. This tendency towards excess and driven behaviour enables them to create great works of beauty, and the most terrible wars.

They appreciate all forms of art: music, painting, sculpture, dance, literature and the theatre. The Chessentans, especially the people of Cimbar, believe that great art is the highest triumph of humanity, and they use this belief to create works of beauty not found elsewhere in the Realms. They also have a great love of philosophy, knowledge, education and free-thinking. Without the aid of magic, Chessentan philosophers discover the secrets of the world armed only with logic and imagination.

But as well as great art, the Chessentans create great destruction and violence. They spend their boundless energy on pointless wars, as city-states seek to avenge old defeats or gain more power. They are obsessed with competition and physical conflict; war heroes are famed and warfare glorified. Even off the battlefield, athletics is quite popular, and becomes its own form of war.

They feast and fight often, and most outsiders see them as a drunken and riotous, wild and crazy. Throughout the Old Empires and the Inner Sea, “Chessentan” is a popular term for a drunkard.

There is no nationalism. Chessentans pride themselves on being members of their respective city-states, not of Chessenta. But some would even betray their home city if it meant gaining power or installing a government to their liking.

Regions: Chessenta, Bardic Tutelage

Dwarves

The gold dwarves of the Great Rift have established strongholds, foundries and smelters near the volcanic fires of the Smoking Mountains and the Black Ash Plain of Unther. Although they make up the largest dwarven presence in Chessenta, they rarely have anything to do with the human land due to ancient enmities. They are known for their toughness and resistance to heat, as well as their oral traditions.

Most stout folk in Chessenta are actually shield dwarves from outside the region, and can usually be found in mixed race adventuring and mercenary companies, or even in their own bands. Although they will usually fight for the right causes, they tend to side with whichever city opposes the orcs of Airspur or the Akanapeaks. Although most of these dwarves are mercenaries, a few try out at athletics. They also make for talented sculptors.

There are also a number of duergar fortresses and mining operations in the Riders To The Sky Mountains. Sometimes they will trade for resources and slaves with the surface cities. It is rumoured that they practice the Invisible Art and ride spiders, but very little concrete information is know about them. They have polluted the Jade River of Threskel with runoff from their caustic mining operations, which gives it its characteristic green hue, and this has not made them popular with folk who have to live near it.

Most people of Chessenta are friendly to dwarves, admiring their dedication and warrior prowess, though the mad Karanoks of Luthcheq call them “earth wizards” and persecute and burn them along with mages and elves and other creatures of magic. The gold dwarves still consider Chessenta to be a part of Unther, and thus an enemy. “Even the most drunken dwarf never forgets, even when he does not remember correctly” is a common, though unfair, saying in Chessenta.

Regions: The Smoking Mountains, Underdark (Darklands)

Elves & Half-Elves

Few elves are to be found living in Chessenta; most it seems would rather not be associated with the place. As with all the peoples of the Old Empires, the Chessentans share a congenital wariness and unease with all things elven, and this is reciprocated. The mad Karanoks of Luthcheq consider elves to be magical creatures, and persecute and burn them, which doesn’t help relations any. Half-elves are considered to be fully human however, even to the Karanoks, and they are rather more plentiful. The few elves to be found in Chessenta are adventurers, and the occasional mercenary, visiting and working in the realm.

The forests of the Methwood and the Chondalwood, south of Chessenta, are home to several small tribes of wild elves. They are however reclusive, and rarely seen in Chessenta, and little is known of them.

Off the coasts, there are a few aquatic elf settlements. The sea elves in the Bay of Chessenta have formed a minor trade alliance with Mordulkin, exchanging pearls and coral for spells and magical items to aid them in their struggle against the sahaugin. Otherwise, there is little contact with the mainland, although the water genasi often visit the sea elves.

Regions: The Inner Sea, The Chondalwood

Halflings

Lightfoot halflings exist in Chessenta much as they do in human lands everywhere in the Realms, in the big cities working as thieves and spies. Some become artists and entertainers, while others take up as merchants, courtesans, politicians and philosophers. A few halflings make fine athletes, particularly in javelin and discus.

Ghostwise halflings can be found south of Chessenta in their homeland, the Chondalwood. However, they rarely leave the forest, and welcome few visitors, so few Chessentans know of the ghostwise.

The largest population centre of halflings in Chessenta is that of Ursuma in the Adder Swamp. This circus town, inhabited by strongheart halflings, practices many of the entertainers’ crafts, as well as a few deadlier arts. They enjoy an uneasy peace with the local werecrocodiles.

Halflings are accepted and welcomed throughout Chessenta, even in Luthcheq, though few halflings would care to go there. Although the telepathic powers of the ghostwise would earn their enmity, what the Karanoks don’t know can’t hurt the halflings.

Regions: The Chondalwood, Chessenta*, Bardic Tutelage

Orcs & Half-Orcs

The orcs of Chessenta enjoy a much better reputation than those from other parts of the Realms, and are known for being civilized and respectable, though this is perhaps only in comparison to the Chessentans themselves. The orcs have traded and warred with the people of Chessenta for centuries, and are now beginning to enter mainstream society. The philosopher Heptios says that orcs who adopt human values may be the greatest threat the Realms have ever known.

The Flaming Spike tribe, which inhabits several large abandoned dwarven mines in the Akanapeaks, numbered in the tens of thousands. For centuries they raided and traded with the peoples of Chondath and Chessenta (whom they often lost against, as they could be just as vicious), but in the latter, such behaviour is only to be expected. They had a reputation for ferocity, barbarism and cruelty, though this seems to be exaggerated, mainly by mercenaries and soldiers hell-bent on wiping them out for sport.

Following heavy losses in a war against Chondath, and a subsequent civil war, many refugee orcs of the Flaming Spike migrated into Chessentan cities, primarily Airspur. Here their leader, a half-orc named Khrulis, deposed the Bhaelrassan (worshippers of Talos) regime and took over the city. They fast became a dominant and successful segment of the population, and now trade and war with the Chessentans just as before. They compete with humans, but for business rather than race, and are accepted throughout Chessenta.

Due to their natural strength, orcs and half-orcs frequently take up as warriors and athletes, and they are highly valued as slaves. As artists, entertainers and philosophers, they are rare, but those that do take up this path bring with them insightful ideas, if a little simplistic. They also make for surprisingly cunning, shrewd and successful merchants and politicians. A people used to staring down berserkers have no problems brokering a good deal.

Regions: Chessenta, Bardic Tutelage

Planetouched

With their Mulhorandi and Untheric heritage, a number of planetouched appear amongst the Chessentans. These mainly take the form of aasimar and water genasi. The aasimar primarily derive from the god-kings of Mulhorand and Unther, though many other divine and celestial forces are said to have had dalliances here, and appear throughout the land. It is not entirely clear where the water genasi come from, though magical waters in the Akanamere are usually blamed. They usually appear around the Akanamere and the Bay of Chessenta, and the shores of Threskel.

The aasimar – with their innate charm, wisdom and good looks – gravitate towards athletics, the arts, and philosophy. They also do well in politics where they can woo the mobs. They generally try to do good, though this being Chessenta, such efforts are often reckless and usually end badly. The path of the paladin is difficult in chaotic, crazy Chessenta. With few goodly gods around, most aasimar follow Lathander, although a few take to Assuran (Hoar), the Red Knight, and Anhur.

The water genasi, with their natural affinity for the sea and rivers, almost always become sailors or fishermen, or at least make their homes and trades close to water. Their patience, dedication, and capacity for great violence also make them good warriors and athletes, while others become pirates or river-borne bandits. Most worship a deity of the sea, though some worship the crocodile god Sebek, and sometimes become werecrocodiles themselves.

Region: Chessenta, Bardic Tutelage

Adventurers Of Chessenta

Warfare and political scheming is so common in Chessenta that adventurers and mercenaries from all over the Realms flock to join in. Chessenta also produces just as many adventurers and mercenaries all of its own. Work in this region is rich and rewarding for those who wish to dabble in its pliable, ever-changing politics, but it is just a risky.

Governments and merchants have a reliance on external mercenaries and adventuring groups to do its dirty work, assassinations, sneak attacks and privateering, and more sanitary fair such as strategic planning, protection and the removal of monstrous threats. Plenty of work is available as a bodyguard, caravan guard, spy, scout or a personal champion.

Adventurers are in high demand at the moment, not least because many have either challenged a dragon and been eaten, submitted to the rule of one of the many dragons, died in warfare or simply fled the country in terror. The population had also been decimated due to several recent wars. Thus adventurers are needed, as always, to topple tyrants, slay dragons and collect treasure.

[What follows are examples and information about various adventuring hero types in Chessenta. Each is tagged with a list of PC classes suitable to these adventurers, though they are by no means all that is possible.]

Warriors, Soldiers, Mercenaries & Gladiators - Fighter, Barbarian, Monk, Knight, Marshall, Scout

The constant warring between the city-states of Chessenta has produced a nation of veteran fighters, with whole segments of the population knowing nothing but warfare. Thus, with few other skills, many continue the warrior’s life and take up as mercenaries, gladiators or even bandits. Others take to adventuring.

With politics and warfare so deeply mixed in Chessenta, paying attention to the latest scandal or argument can give one advanced warning of the next battle, and opportunity for glory and profit. Thus the warriors here are especially politically astute and savvy, and just as cunning and wily. Many get involved in politics when they retire, once they have earned some influence and rank.

Chessentan warriors mirror their society in their wildness and instability, and the way they live for the moment. They are emotional and passionate, and famous for being crazy and drunk. Every day they eat, drink, party, love and fight as if it were their last, which it very well could be. They often focus this passion into an intense zeal for their work; they train hard, they fight hard, and they play hard. But they vary as much as their home cities do. Other warriors, such as those of Akanax, are highly disciplined, single-minded, and brutally efficient.

The greatest goal of every Chessentan warrior is to be declared a Hero of a great battle. This is the highest award possible in Chessenta, bringing with it great fame, privilege and power. Even a humble slave or peasant can be raised to the nobility by becoming a Hero.

One consistent feature of all Chessentan warriors is their enjoyment of jewellery. This is usually in the form of gold bracelets, choker collars and arm bracers. Some prefer elaborate earrings. Fine armours and shields are often adorned with scenes of battle, heroes and monsters. The great demand for warriors makes for high pay, and they like to show it off.

Mages & Philosophers - Wizard, Sorcerer, Beguiler, Warmage

Mages of Chessenta are often described as self-absorbed, arrogant and egocentric. The unstable and chaotic politics have taught magicians that the friends they make today may turn on them tomorrow; thus many have learned to rely upon their own talents and magic. In turn, few will readily trust a Chessentan mage. They frequently get involved in politics.

No particular respect or prestige is attached to mages in Chessenta. It is not that they are disliked (except in Luthcheq), far from it, it is just that studying and producing magic is considered to be a profession just like any other. Honour and respect are instead paid to those who teach, educate and engage in philosophical discussions. These mages, who dedicate themselves to teaching and learning the nature of the world and how things work, are held in high regard.

But in Luthcheq, mages are hated and reviled by the ruling Karanok family. They are seen as perverted malefactors and criminals who must be destroyed, preferably by burning. This view is limited to the city, but squads of thugs and assassins roam Chessenta seeking to ruin great mages and promote the Karanok cause.

Elsewhere, mages are employed in the city armies and navies, in mercenary companies and in privateer fleets. Their role is simple: to blast enemy forces with magic and soften them up before the soldiers move in. Many harbours are protected from pirate raids by mages slinging fireballs from dockside towers.

In keeping with the quick-changing nature of Chessentan life, mages focus on casting their spells first and faster than their opponents. This is especially important when faced with the constant threat of a Karanok ambush. Many know some illusory magic to disguise their identities and activities against such a threat; especially those of the Mage Society, rebels who seek to undermine the Karanoks.

The traditional garb of a Chessentan mage is a toga-like robe of soft cotton cloth called a tegahn. An ornate brooch, generally fashioned in the shape of the mage’s personal rune or mark, fastens the tegahn on both shoulders. Only mages, along with the crippled, are permitted to carry staves. When in Luthcheq or worried about ambush, mages prefer to dress in common, unremarkable clothes so they don’t stand out.

Bards & Artists, Thieves & Spies - Rogue, Bard, Swashbuckler

Bards are held in high regard in Chessenta; there are almost as many as there are warriors, and more than there are mages. Talented artists can gain great fame and influence here. Many go into politics, where they can influence great numbers of people. Others become philosophers, musing on the nature of the world and the human condition. Most are simply historians, wandering tale-tellers and collectors of legends. Bards are the saviours and preservers of the cultural history of Chessenta, rescuing what might be lost in the constant warfare.

Rogues in Chessenta are much like their counterparts in the rest of world: thieves in the big cities or spies in the service of the feuding city-states. With trade, politics and warfare being such big concerns, rogues can be quite successful at their trade. Some are professional tomb raiders, seeking out the treasures of old Unther. Others are employed by unscrupulous and ruthless cities as assassins and secret police.

Surrounded by the ruins of the past, these bards and rogues recognize that they live in places long past their prime. This tends to make them wise and conservative but give them a bitter, sardonic outlook on life, believing that they must take what they can now, for the future is far from certain. They hold a particular reverence for the glories of the past, and know a lot about local history. Such knowledge can help them find their way around an ancient city, negotiate the dangers of a forgotten tomb, or work out what an old hero did in their current situation. But they are prone to spend too much time thinking rather than acting.

Priests - Cleric, Dragon Shaman, Archivist, Paladin

Chessentans don’t concern themselves much with religion, so priests aren’t as powerful as they are elsewhere, and nor do they possess a wider culture that sets them apart from foreign priests. Chessentan priests are usually akin to other adventurers most resembling the portfolios of their respective gods. Priests of warrior gods are most like warriors, and so on.

The Chessentan gods themselves can be harsh, weird and even non-existent, or worshipped in a completely different way than in other countries. Worship of gods of revenge, crocodiles, athletics, and war is commonplace, as well as that of dragon kings and non-sentient balls of nothing at all. Hence, priests here are often regarded as unusual and backwards, and more than a little crazy.

Druids & Rangers - Druid, Ranger, Scout

Chessenta is a long-settled land, with few frontiers left, so there is little call for druids and rangers to defend nature from settlers. What nature is left, no one wants: swamps, jungles, and rugged hills full of monsters – these are not popular locales, and always avoided

The lycanthropes of the Adder Swamp have a small tradition of druids and rangers however, as do the wood elves and ghostwise halflings in the Chondalwood and Methwood. A number of crazy hermits inhabit the wilderness areas, some of whom might be druids or rangers, although few have bothered to ask.

The most popular place for druids and rangers in human lands are the farming belts of the Akanal and Threskel, where getting good crops is always desired.

Athletes - Monk, Fighter, Barbarian

Athletics is quite popular in Chessenta, with individual events dominating, as Chessentans prefer lone heroes getting all the glory, such as chariot racing, running, long jumping, javelin throwing and the discus. Most popular of all are combat sports: boxing, wrestling, pankration, and armed and armoured combat. These sports are hard and brutal, and the people who compete are tough, dangerous men.

Many athletes are also warriors, either soldiers or mercenaries. They compete for fame, money, glory and power, for themselves and for their home cities. With all of Chessenta watching the various games, a lot of city pride rests of each athlete, and these sporting events become a lot like wars themselves. Often the line between athlete and warrior is blurred.

Although athletes only train for a specific purpose, and rarely slay monsters, kill tyrants or conquer cities, they nevertheless attain great fame and power for their victories. They train just as hard as the warriors do, and have just as much risk of injury and death, especially in the combat sports. Even a simple slave or peasant can enter the games, win and be promoted to the nobility.

Politicians - Fighter, Bard, Rogue, Wizard, Sorcerer, Cleric, Marshall

Politicians are the most powerful people in Chessenta; they start the wars, wage them, and negotiate peace afterwards. They also control all the usual things: taxes, trade tariffs and laws. These people are often drawn from the ranks of the nobility, though there are plenty of retired Heroes, champion athletes and adventurers. The best and most influential of them are smooth-talking silver-tongued demagogues, capable of swaying great mobs of people to their cause. They are also wily, cunning and devious.

Slaves - Rogue, Fighter, Barbarian

Slaves start at the very bottom of Chessentan society, though their conditions are somewhat better than elsewhere, and there is a good possibility of improvement and freedom. For someone down on their luck, voluntary slavery can be a useful aid, with food and shelter provided according to laws that ensure a basic level of humane treatment. At the end, valuable skills can be learned, as well as a position in the former master’s business. Slave warriors, gladiators and athletes can also earn freedom and fame through great deeds. Others aren’t so successful and escape, though this is rare and there is no great punishment.

Pirates & Bandits - Rogue, Fighter, Barbarian

Not every adventurer or mercenary is successful. Those whose ambitions are thwarted by bad luck and a surplus of competition grow desperate and turn to a life of crime, becoming brigands or pirates. Others are former slaves looking to make a living after not earning a good deal at the end of their tenure. Some are simply terribly poor. But not every pirate or bandit is operating illegally. Many are secretly hired by one city to harass the trade and travel of another, though these privateers walk a dangerous path.

Courtesans - Rogue, Bard

These men and women are more than just high-class escorts; they are skilled conversationalists, musicians, and models. They can earn great fame and popularity as another class of celebrity in Chessenta, and by having the ears of the richest and most powerful people in the land, great power and influence too. Many marry their clients and enter the ranks of the rich merchants, nobility and ruling families. A few inherit their client’s rule and become kings and queens in their own right.

Religion

“The gods forgive Chessenta, but we have better things to do with our time than pray.” Hercubes of Mordulkin

Religion is generally just not as important to Chessentans as it is to nearby theocracies such as old Unther and Mulhorandi, or indeed other parts of the Realms. A people who live so much for today have little interest in considering the future or the afterlife. Nor do some care to acknowledge beings more powerful than themselves, or wish to be beholden to them. Quite a few Chessentans are even Faithless; they seek glory and fame in this life, in exchange for oblivion in the next. But religious worship does have its place, even if most of the prominent gods here are strange, evil, harsh, mad, fake or worshipped in completely different ways.

For a theologian with a map of divine influence across Toril, Chessenta appears as disputed territory, and possibly as a war zone. The realm is nestled between lands dedicated to the Faerûnian, Untheric and Mulhorandi pantheons, and adventurers and mercenaries introduce their own gods all the time. Faerûnian gods are brought in by foreigners, Mulhorandi gods are brought back by native mercenaries, and refugee Untheric gods escaped into Chessenta. And with various cults and hero worship common in Chessenta, new gods appear, disappear and reappear all the time. Thus the gods of several pantheons and their followers find themselves competing over portfolios and the faith of the people.

The portfolio of war and physical prowess in Chessenta, always a popular one, is disputed by no less than six different gods. Assuran (also known as Hoar), the god of vengeance, once held sway over Chessentan warriors, until the Time of Troubles when he launched an invasion of Unther, planning to seize the Untheric god Ramman’s portfolio of war and become a genuine war god. But Ramman passed it onto the Mulhorandi war god Anhur, who beat Assuran and his army back to Chessenta. To make things worse, many Chessentan soldiers, once followers of Assuran, then converted to Anhur. Thus Assuran holds a grudge against the Mulhorandi god who now interlopes in Chessenta. As well, the Faerûnian war god Tempus has been encroaching on Chessenta for some time via foreign mercenaries from Chondath and elsewhere, as has his apprentice the Red Knight and foe Garagos. But all five gods were surprised and annoyed by the sudden return of Tchazzar, the original Chessentan war pseudo-god, who now wins the hearts of the land’s warriors.

The portfolio of thunder, rain and storms is an odd one to argue over, especially when they aren’t so common in Chessenta. But Assuran once thought himself governor over such things in Chessenta, though he had no official claim to them. He also sought to take these from Ramman, until Anhur arrived with his own dominance of the weather in Mulhorand.

Due to the mixing of orcs and humans in Airspur, a number of orcs have begun following human gods, and some humans have even begun following orc gods. The few orc deities who can operate in a civilised society and promote skill in battle or unity in the tribe have found some popularity and relevance in troubled Airspur. This habit has brought the two cultures closer together, even if outsiders and the gods themselves are offended. This worship is usually incidental, and almost always goes unanswered.

All of the more common-place gods of the Faerûnian and Untheric pantheons can be found fulfilling their typical roles in Chessenta, as well as a few Mulhorandi deities. The deities mentioned below are those with a special history or unique role in Chessenta, have a wider influence than is the norm, or are simply more prominent than others of a similar role.

Anhur

Anhur, the Mulhorandi god of war, is popular amongst the soldiers and mercenaries of Chessenta who brought his worship back from Mulhorand. His portfolio of war, conflict and physical prowess makes him perfect for the Chessentan warrior. His Chessentan worshippers portray him as a southern power rather than a Mulhorandi one, and call him the Southern Warrior. They sometimes shave their heads and leave a single long braid growing from the back of their head. He is most popular among warriors, but a number of farmers have taken to praying to him for rain (where once they prayed ineffectually to Assuran).

Mordulkin is the centre of Anhur’s worship in Chessenta, and many of the low-ranking soldiers of Akanax have adopted him as well. But he is too chaotic by military standards, and the faith clashes with the Akanaxian officers’ worship of Assuran, and the strong presence of Tempus in the city. There are few major temples to Assuran yet, but several small shrines.

Assuran (Hoar)

Assuran (known as Hoar in Mourktar and most other parts of Faerûn) is quite popular in Chessenta, where his worship is strongest. He is venerated as a god of storms and vengeance, and he has a strong role in warfare and the legal system. Overall, Assuran is regarded as one of the celestial patrons of the country, a position that brings him into competition with Tchazzar. His influence is said to be responsible for the endless wars that wrack the realm.

Worship of Assuran is strongest in Akanax and Mourktar, and the temples of these two cities contest for leadership of the faith. His followers include warriors and criminals, and also farmers (who prayed ineffectually to him for rain), lawyers and lawmakers, and the Chessentans in general.

The worship of Assuran is ancient. Once he was an Untheric deity whose worship was driven out by the priests of Ramman, but he was revived in Chessenta and remained strong in Akanax and Mourktar. According to legend, Assuran makes his home on the peak of Mount Thulbane, the extinct volcano that is the highest mountain in Chessenta.

During the Time of Troubles, Assuran appeared in Chessenta and took as his mortal avatar the body of King Hippartes of Akanax. In his quest for vengeance against Ramman, he plunged Chessenta into war, though his plots failed. These events are detailed in the History section below. Afterwards he withdrew to brood and plot revenge. He lost power and his worship declined as many mercenaries and soldiers, even in Akanax, converted to Anhur, while his priesthood lost Mourktar to Bane. Now Tchazzar threatens to steal his place as patron god of Chessenta.

Azuth

Azuth is commonly worshipped by mages and philosophers in Chessenta, for his focus on magic, reasoned study and education. His teachings are even applied outside the field of magic, and used in the careful study of the world without the use of spells. In contrast, Mystra receives only nominal attention, as magic is not considered worthy of any great respect in Chessenta.

Azuth’s faith is particularly strong in Mordulkin and Cimbar (where the main temple can be found), the two centres of magic in Chessenta. Worship of deities of magic is banned in Luthcheq, though the Mage Society there hails them for protection.

Bane

The tyranny promoted by Bane is usually not popular in freedom-loving Chessenta, but Banites have always enjoyed a strong role in distant Mourktar (in fact the site of the largest Banite temple in the Realms), and now rule the city. Worship of Bane is prevalent among the few would-be conquerors and dictators of Chessenta, as well as those who would spread strife and hatred in warfare.

Bhaelros (Talos)

Bhaelros (or Talos as he is known in the North) enjoyed some dominance in Chessenta when Airspur was run as a brutal theocracy by his priests. They have since been deposed, but a few remain to support the city in their own way for fear of retribution. Bhaelros is propitiated primarily by sailors fearing storms, people fearing destruction of their property through war, and by Airspurrans for everything.

Entropy
The Great Nothing, the Swallower of Gods, the Magechill, the Void That Speaks

Entropy is the strangest god to ever grace Toril. It is a huge black sphere that hovers in its temple in Luthcheq. It never moves or speaks and hardly does anything. It is almost exclusively worshipped by the members of House Karanok, the mad family that rules the city of Luthcheq. They seek to eradicate all arcane magic, and those who practice it, and anything else they don’t care for, from the face of Toril. The Cult of Entropy is described in more detail in the Organisations section.

Unknown
Symbol: Black circle on white background
Home Plane: Unknown
Alignment: Unknown
Portfolio: Destruction of arcane magic
Worshippers: Karanoks
Cleric Alignments: Unknown
Domains: Unknown
Favoured Weapon: Unknown


Gond

Gond, patron of the crafts and invention, commands a small following in Chessenta. His worshippers include craftsmen of all kinds, builders, inventors, and artists who create things, particular sculptors and architects. His followers are responsible for many of the great buildings of Chessenta, and are rapidly growing famous for their steam-powered devices. They are also in great demand to rebuild structures destroyed in warfare.

Hero Cults

The high regard given to heroes in Chessenta has led to many cases of hero-worship, with small cults and fan-clubs growing up around famous figures of Chessenta. These need not necessarily be War Heroes either (though they are the most common); any particularly famous and successful figure will do, from bards to athletes to philosophers, and they need not even be real (as in the case of Entropy). Other subjects of these cults are lost and dead gods, as well as long-forgotten aspects of existing gods and outright heresies.

The most successful of these cults have been those of Tchazzar and Entropy, whose worshippers have developed divine powers. Few others have produced a proper deity (that anyone knows of), but that doesn’t stop the followers or their idols from trying to gain power. There is no known mechanism why a small unpopular heretical cult might produce a god, while others that are more much suitable and popular fail, though some measure of divine sponsorship is probably required.

The heroes of some cults are sponsored by a deity, usually the patrons of the heroes themselves. These cults usually act as small missionary outposts of that god’s faith, with the hero acting as a representative with a more Chessentan-orientated doctrine. Priests of these cults are usually indirectly priests of the sponsor god, and most know it. Most however are not sponsored or recognised by any known deity, and its more serious followers are considered Faithless.

The followers choose their cults for any many of the same reasons as other people choose real gods. Some (such as the Karanok family) are crazy and seek justification for their mad schemes by inventing or co-opting a god to promote them. Others become heads of cults to gain power over gullible followers without divine regulation. Many are rather nationalistic, and would prefer to worship a Chessentan god rather than some foreign religion (even if they have to invent one). But most simply prefer the narrower or slightly different philosophy espoused by their hero without worrying about the rest of a god’s dogma.

Adventurers seeking fame and glory often go to Chessenta to do great deeds and hopefully be worshipped for them, while many would-be gods attempt to start their religions here. Several deities who were once ascended mortals may have made their beginnings in Chessenta, though they tend not to give away their secrets.

There are as many hero-cults in Chessenta as there are real gods elsewhere, if not more. The most prominent of these are the Church of Tchazzar, the Cult of Entropy, the Old Order, the Order of St Dionysus (a saint of Ilmater) and Melith (an aspect of Oghma and Milil). There is even a cult of Faithless, a group of atheists who meet together to pointedly not worship any gods. The most prominent of these hero-gods, false gods, dead gods and forgotten gods will be detailed in their own sections.

Ilmater & St Dionysus

Despite all the strife and hardship in Chessenta over the centuries, most people would rather turn to Loviatar to inure themselves against pain and suffering, instead of Ilmater. The faith of Ilmater is therefore rare, but it is slowly growing, mainly due to the efforts of the hero cult of St Dionysus. Those who worship Ilmater directly are usually slaves, serfs and athletes, but more people follow St Dionysus instead.

The Order of St Dionysus is a group of rustic Ilmatari priests works hard to relieve the suffering and hardship of the common people. They also promote happiness through feasts, celebrations and alcohol. The Order is detailed in the Organisations section.

Ilneval

Ilneval, the orc god of war and strategy (such as it is), finds favour among the orcs and humans of Airspur, where he is yet another war god in competition with Tempus and Tchazzar. Ilneval’s cunning and horde strategy has found favour among the Airspurran military commanders, and human warriors worship him to little result, but still follow some of his dogma.

Lathander

Lathander is heavily worshipped in Chessenta, as one of the primary deities of the realm, but not primarily for his portfolio of birth, spring or the dawn. Here his focus is on athletics, self-perfection, youth and vitality. He is represented as the perfect athlete: young, vital and well-trained. In statuary, he is portrayed as a runner or wrestler, competing against great heroes.

Sacrifices and ceremonies in his honour are held at the start of all athletic competitions, while athletes pray to him to ensure that they perform at their best. It is said that he sometimes comes to test great athletes – he never loses, but if his opponent demonstrates great ability and drive, he grants a boon.

The priesthood of Lathander in Chessenta is small, though many pray at his shrines. His followers include artists and athletes, warriors who favour fitness and strength, and many young aristocrats, merchants and even philosophers. His worship is strongest in Cimbar and Akanax.

Many Lathanderites seek to restore Chessenta to its former glory, reuniting it to an empire and bringing about peace and prosperity. But such efforts are often reckless, not considering or even thinking of the suffering that such an empire might cause, or require in its rebirth.

Lliira

Lliira, goddess of happiness and celebration, is praised whenever Chessentans have a feast or a festival, but many Chessentans worship her on a day-to-day basis. Her followers are happy, passionate people who’d rather be joyous despite the constant warfare. They include dancers, singers, poets and feast-organisers.

Loviatar

There has been a lot of strife and hardship in Chessenta over the centuries, but few people turn to Ilmater for relief. Most would rather be the stronger for it, and instead turn to Loviatar to inure themselves against pain and suffering. She is worshipped particularly by slaves, serfs, athletes and women, who seek power in a society dominated by men. The main temple of Loviatar is the Sting in Cimbar, and the faith has a small following elsewhere, though the religion was recently banned in Luthcheq.

Luthic

The orc goddess of the home, healing, fertility, wisdom and women, Luthic has a small following in Airspur, primarily among the orcs, but also among a few human women to little result. Luthic’s doctrine of strengthening the tribe has found popularity among those who seek to unify the orcs and humans of Airspur, and her spirit of strength, wisdom and endurance appeals to those who’ve suffered under the Bhaelrassans. Her followers include women, healers and slaves.

Mask

Mask is the official god of thievery in the Old Empires, and as such he is worshipped by various thieves, beggars, spies and of course, politicians. His worship is strongest in cities with thriving thieves’ guilds or rival political factions, such as Cimbar, Mordulkin and Soorenar.

Oghma, Deneir, Milil & Melith

Oghma, Deneir and Milil are well-respected throughout Chessenta for their collective focus on knowledge, learning and the arts, all of which are held in high regard. Although Lathander typically commands the portfolio of creativity elsewhere in the Realms, in Chessenta this is usually ascribed to Oghma, often via the hero-god Melith.

Many Chessentan followers of Oghma and Milil prefer to place their faith in an ancient local hero-god known as Melith, who was once a bard of some renown. Very little is known about Melith now; presumably he has long since been absorbed into Oghma and/or Milil, and only his name remains.

These deities, who are often worshipped interchangeably, are most popular amongst bards, singers, speechmakers, artists, playwrights, philosophers and teachers. Their faith is strongest in Cimbar, Mordulkin and Soorenar.

Tempus, Red Knight & Garagos

War is popular in Chessenta, and so it seems are war gods. Although Assuran, Anhur and Tchazzar already fill such roles here, worship of the typical Faerûnian war gods Tempus, Red Knight and Garagos is gradually growing on the fringes of the realm. The faith of Tempus is strong in Reth, Airspur and Threskel, but also has a small role in Akanax. Garagos’s following is very small, but popular amongst marauding bandits and plundering mercenaries.

But most popular of all is Red Knight, the goddess of strategy, planning and tactics. Her faith is small, but growing rapidly. She is worshipped by many military and mercenary leaders, some athletes and game players, and a few philosophers interested in game theory. The Red Knight is worshipped strongly in Cimbar and Akanax.

Savras

Savras, the god of divination magic, has a small but long-lasting following in Chessenta, since before Azuth deposed him as patron god of mages over a thousand years ago. Legend has it that several relics of his faith are hidden in Chessenta somewhere. He is worshipped by mages, spies, and philosophers interested in discovering universal truths.

Sebek

Sebek the crocodile god is commonly worshipped by the werecrocodiles of the Adder Swamp, by some Water Genasi, and a few pirates. His followers operate as pirates and bandits, harassing shipping routes and people living on or near the rivers. Like their deity, they constant feel the need to prove their strength and bully weaker creatures. There are scattered shrines to Sebek in the swamp, though no true temples.

Sharess

Although many Chessentans follow Sune or Lliira for a passionate life, happiness and pleasure, many go further, into the worship of Sharess, and dedicate themselves to the pursuit of pleasure and hedonism. These people are usually bards and courtesans, and anyone who lives life to excess (who are common in Chessenta). Chessentans sometimes know Sharess by her Mulhorandi name Bast, or by the old obscure name Felidae. Her followers have also been known to keep colonies of cats.

Sune

The goddess of beauty and love has a healthy following in Chessenta, particularly among those more passionate and excitable, and not always just for love. She is worshipped by courtesans, artists, sculptors, actors, models and a few athletes more concerned with looking good (particularly when events are held in the nude).

Tchazzar
Father of Chessenta, the Invincible Warrior

Tchazzar, the great red dragon who once liberated Chessenta and has recently returned, is venerated as the Father of Chessenta and the greatest of warriors. He is commonly worshipped by warriors, conquerors and by the Chessentans in general, and his faith is strongest in Cimbar, Mordulkin and Soorenar, but it is growing steadily in other cities. He is described in the Dragons section, while the Church of Tchazzar is described in the Organisations section.

Dragon Quasi-Deity
Symbol: Red dragon over a black mountain
Home Plane: Material Plane (Toril), Heliopolis
Alignment: CE
Portfolio: Battle, Chessenta, Strength, Victory
Worshippers: Warriors, Chessentans
Cleric Alignments: CE, NE, LE, CN
Domains: Scalykind, Strength, War
Favoured Weapon: Longsword

Tymora & Tyche

Most Chessentans prefer to rely on their own skills and talent rather than dumb luck, but everyone likes good fortune. Thus Tymora is often followed in Chessenta, though most prefer her emphasis on skill, daring, boldness and seeking one’s own goals. Beshaba has a much smaller following as a result, but Tyche is still followed by those who’d rather to make their own luck.

Valkur

The sailors of Chessenta operate too close to the coast and in the calm Bay of Chessenta to need to worry too much about appeasing Umberlee or the other sea gods, except for Bhaelros. Most instead follow Valkur, for protection against pirates, for safe voyages, favourable winds and skill in naval combat. His followers include sailors, fishermen, pirates and marines, operating both on the seas and on rivers.

Velsharoon

Although necromancy has no particular prominence in Chessenta, Velsharoon has a small following in Soorenar. Prior to his ascension to divinity, Velsharoon kept a home here, the Tower Terrible. Now the Tower has become a temple for his followers, and necromancy is practiced slightly more openly here than elsewhere. Velsharoon is worshipped by necromancers and a few ambitious, power-hungry Soorenar.

Waukeen

Waukeen is of course worshipped by merchants and traders across Chessenta, and she is the most popular deity of the middle classes. As one of the few gods allowed to be worshipped in Luthcheq, she has attained a much greater role there, and is often called upon for aid and protection. This practice has spread beyond the City of Madness to the rest of Chessenta, where travelling merchants fearing brigands and pirates worship her as a protector of traders. There are temples to her across Chessenta, though the largest are in Reth and Luthcheq.
This message was last edited by the GM at 06:06, Mon 19 Mar 2007.
DM BadCatMan
GM, 11 posts
Sun 1 Oct 2006
at 14:47
  • msg #2

Chessentan History

The history of Chessenta is vague and sketchy at best up until the last few centuries, and even then there are large holes. The Chessentans, with their focus on living for today and seeking future glories, have little interest in the past beyond a few interesting legends. Frequent warfare and destruction have also taken their toll, destroying many written records, while several crazed tyrants have actively rewritten or obliterated history to cement their own rule. What does remain is mostly an accounting of wars and revolutions, with a scattering of legends of old heroes and villains.

Ancient History

The land that is now Chessenta was originally inhabited by the Turami people, but almost nothing is known about this era today, with very few landmarks or culture remaining. The native Turami were displaced by the invading Untherites and later became the people of Turmish, while many stayed behind with the Mulan and became the Chessentans.

-5800 DR: The empire of Jhaamdath was founded in what is now Chondath. Over the next few millennia, the empire would expand into the Akanal and have several outposts there.

c. -2100s DR to -1600s DR: The ancient dwarven mines were carved into the Akanapeaks over three millennia ago.

Untheric Colonisation of Chessenta

c. -1500s DR: Unther invaded the land that is now Chessenta, and displaced the native Turami. During a long series of border skirmishes, they even held parts of western Jhaamdath in the Akanal under their sway.

-1250 DR to -1087 DR: Many of Chessenta’s cities were founded by Untheric citizens as part of Unther’s first rise to power. It became known as the Chessentan Empire, although this was simply a grandiose name for a state of Unther.

-1076 DR to -1069 DR: The Orcgate opened in Thay, and hordes of orcs poured into the world. During the Orcgate Wars, orcs overran the northern and western lands of Unther and Mulhorand, chief among them the lands of Chessenta. The dwarves of the Akanapeaks abandoned their mines to the orcs, while Unther was forced to pull out of western Jhaamdath and Chessenta.

-734 DR: Gilgeam became the new god-king of Unther upon the abdication of Enlil. The First Untheric Empire came to an end, and the Second began. Gilgeam reconquered much of the old Untheric Empire, including Chessenta. But he nearly died after being bitten by a snake whilst crossing the Adder River.

c. -640s to -440s DR: By this time, Unther has rebuilt its empire, and the puppet Chessentan Empire is at its height when the vampire Ulgar the Undying was created. He would prey upon Chessenta for over 200 years before being defeated and banished from the realm.

c. -474 DR: Cimbar was built as a port by the Untherites at this time.

-255 DR: The empire of Jhaamdath was destroyed by the elves of the Chondalwood in a massive tidal wave. Many survivors fled into Chessenta and elsewhere, and became the Chondathan people.

Chessentan Colonisation of Aglarond

-100 to 250 DR: People from Chessenta colonised the Wizard’s Reach of Aglarond, a broad stretch of coastline from Delthuntle to Laothkund.

144 DR: The Chondathan Empire is founded on the ruins of Jhaamdath.

400 DR: Escalant was founded on the Wizard’s Reach by Chessentans.

482 DR to 679 DR: The cities of the Wizard’s Reach began to revolt from Unther’s rule. After a long campaign against them, Unther was forced to recognise their independence, and this led to the end of the second Untheric Empire.

756 DR: Human fisher folk, mostly from Chessenta and the Wizard’s Reach, began to settle Aglarond’s northern coasts in numbers.

Secession of Chessenta

The Chessentan people had spent many restive centuries under the rule of Unther during the zenith of its second empire. Although wealthy, they grew increasingly uneasy with the decadence of their tyrannical Untheric masters and their political and religious oppression. Like the cities of the Wizard’s Reach before them, the Chessentan cities began to break away, forsaking the Untheric ways and gods.

823 DR: Mourktar seceded from Unther.

902 DR: Reth gains its independence from the Chondathan Empire during the Rotting War.

929 DR: Small groups of disaffected citizens in several Chessentan cities formed a secret alliance, under the command of the war hero Tchazzar. Prime among these were Soldim Jedea of Mordulkin and the three families of Soorenar whose descendents still rule those cities. They engineered simultaneous revolts in every city and formed the Union of Chessenta. Tchazzar and the Union rebelled against Unther in a short and bloody campaign, and drove them back beyond the Riders To The Sky Mountains.

The Chessentan Empire

Tchazzar declared himself king of the Chessentan Empire, and chose Cimbar as its capital. He achieved much during his reign, quickly conquering Unther itself and ruling it as a vassal state. The Empire held sway as far west as Chondath, and conquered Reth as its furthest western outpost. Rodanar was founded as a fort against incursions by the orcs of the Akanapeaks.

953 DR: Tchazzar conquered the cities of the Wizard’s Reach. The League of Samathar, once formed to defend against Unther, broke apart as the various cities fell to Tchazzar or made separate peace treaties with him, becoming tributary states.

Tchazzar ruled Chessenta long and well. He won victory after victory as he expanded and defended his empire. He was also a master of the intrigues and interests of his people, and steered them into a golden age of great wealth and power. He also began to cultivate a hero cult that worshipped him as a war god.

1018 DR: Sahaugin raided the northern shores of Chessenta, and then launched a great invasion.

Tchazzar for once held his armies back, bidding them “Feast and take ease, while I sharpen my sword once more.” He rode then north to face them alone, and was never seen again, bar flickering visions that appeared simultaneously in the throne-rooms and council chambers of all Chessentan cities. They showed images of Tchazzar standing atop a heap of butchered sahaugin with his bloody blade in hand, smiling and saying “Know that I have won my greatest victory.”

The Invincible Warrior was seen no more. People sought out the battlefield, and found the slaughtered armies of the sahaugin, but Tchazzar’s body could not be found. The priests of his hero cult declared that he ascended to godhood, and such was his fame, this was accepted as truth.

The Fall Of Chessenta

Without Tchazzar, the Empire collapsed in less than a decade. The city-states had sworn fealty to a central monarch, but as Tchazzar had left no successor or will, each city had a different idea as to the central monarch should be, usually their own leaders. The Sceptanar of Cimbar, a politician and once Tchazzar’s viceroy and holder of the royal regalia, declared himself the one true ruler of Chessenta, a fair claim that the other cities ignored. The general of the armies, Tchazzar’s second in command, thought that he should be the logical choice. Almost every other city and branch of government formed its own claim. Others didn’t have any real claim, but tried seizing power anyway.

An old Chessentan tale tells of Tchazzar’s Scroll, which is said to have outlined how the various kingdoms were to be united and what the trade agreements were supposed to be. The agreements were signed in the blood of the men and women who’d led the revolt against Unther, and legend has it that their ghosts could be summoned back to wreak vengeance on those who’d sundered the realm they’d put together. The Scroll is supposed to have indicated the proper succession of Chessenta after Tchazzar’s death, but of course, it went missing shortly afterwards. It was eventually rediscovered and now resides in Candlekeep for security reasons, but remains purposefully unread.

Chaos ensued across the realm, and the cities began to go their separate ways. The army is thought to have declared martial law over Akanax, which it has ruled as a military camp ever since. But despite all this, the Union of Chessenta remained, in a precarious and bickering alliance.

c. 1057 DR: With the break up of the Chessentan Empire, Unther was able to free itself. They tore away from Chessenta, and then invaded, intending to reclaim the territory. Cimbar and Akanax threatened each other and the rest of Chessenta into cooperating, and then fought back. Unther failed miserably, and never tried again, though Chessenta’s distant outposts were ruined.

1117 DR: The cities of the Wizard’s Reach regained their independence from Chessenta. At the same time, Mordulkin defied Cimbar, and then broke away. This further fractured the Chessentan Union.

1154 DR: By this time, Akanax and Soorenar revolted and declared war on Cimbar, and their armies laid siege to the city. The Sceptanar was unable to get assistance from his allies, and was forced to sign a pact imposing harsh limits on his power. This might have saved Chessenta, but Akanax refused to sign, recognizing instead its own lord as the true king. Soorenar then declared war on Akanax. This act triggered the final dissolution of the Union of Chessenta into separate city-states.

Fractured Chessenta

Following the break-up of the Union, Chessenta was regularly wracked by many bitter wars and feuds between the city-states. The conflicts are forgettable and almost uncountable, yet the long-standing feuds continue to have consequences.

1161 DR: House Karanok of Luthcheq became the leaders of Luthcheq under suspicious circumstances. Although all records of the events were destroyed by the Karanoks, it is widely assumed that assassination was involved, since no known descendents of the old noble family survive today.

1183 DR: Osiran paladins cleared the River of Swords in Mulhorand of werecrocodiles and Sebek worshippers, who relocated to the Adder Swamp in Chessenta. They enslaved the native wererats and slowly began building a new city.

c. 1257 DR: A tribe of bird-men in the Riders To The Sky Mountains were hunted to extinction for sport by mercenaries from Chessenta.

c. 1310 DR: Maerduuth was nearly totally destroyed by Akanax, though its people remained defiant and held out for several more years.

1317 DR to 1323 DR: Chessenta was decimated by the Great Plague of the Inner Sea, but Mordulkin was particularly ruined.

1322 DR: Alasklerbanbastos, the Great Bone Wyrm, emerged from the Riders To The Sky Mountains with a coterie of dragons and began a summer-long reign of terror in Threskel and Chessenta. The dragons returned as quickly as they had come.

1324 DR: Luthcheq invaded Mordulkin to take advantage of the latter’s serious losses in the plague, but they were defeated by Mordulkin’s magic and Karanok incompetence. The Karanoks blamed their losses on wizard-spies in the service of Mordulkin and began their persecution of wizards and magical creatures.

1320s DR: Hippartes of Akanax distinguished himself in Akanax’s wars against Maerduuth, conquering the city once and for all, and led his city to dominance in the Akanamere region. Hippartes rose to power, but later became involved in politics, fell into disgrace and was banished.

1340s DR: Akanax and Soorenar were at war, with Akanax faring badly. Hippartes gathered a small army, marched across Unther and Chessenta, and 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.

1346 DR: The Cult of Entropy was formed in Luthcheq when Entropy appeared in the Karanok mansion.

1340s and early 1350s DR: The Flaming Spike orcs of the Akanapeaks attacked Chondath, but were beaten back and suffered heavy losses. They then launched an uprising in the Gap of Reth, but were defeated by an alliance of Cimbar and Reth. They then fell to infighting, and a bloody civil war erupted. Many orc and half-orc refugees, led by Khrulis, fled to Airspur, where they deposed the priests of Bhaelros and seized power.

1350s DR: A fiendish mage raised undead Chessentan warriors from the time of Tchazzar and used them to invade the lands of Chondath, and also mentally dominated the high priest of Tempus in Reth into thinking he was forging a new Empire. Reth and Hlath were devastated in the battle, but survived.

1357 DR: Cimbar was at war with an alliance of Airspur and Soorenar, who planned to destroy the city and divide the spoils evenly. A large dwarven mercenary company joined with Cimbar and fought against the orcs of Airspur.

King Theris of Mourktar held a tournament at Pryollus to find a worthy successor. Nebusedar of Unther defeated Helyos of Akanax, but Mourktar was in an uproar.

1358 DR - The Time Of Troubles, The Godswar

During the Time of Troubles, Assuran took as his mortal avatar the body of King Hippartes of Akanax. 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 commanded the army of Akanax and hired several mercenary companies into wars with the neighbouring cities of 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. Airspur and Soorenar warred against Cimbar, Mordulkin warred against Luthcheq, and Akanax warred against everybody.

Tchazzar was seen flying over the cities of Akanax, Cimbar and Mordulkin, and urged the people to unite and restore the glory of Chessenta.

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 so 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 mercenaries even defected to his side. Assuran was once again driven from Unther in defeat.

A three-headed incarnation of Tiamat attacked Gilgeam, but was defeated and destroyed. But her divine essence was absorbed into the three most powerful dragons in the area who served her. Tchazzar, seeing an opportunity to gain divine power, sought out the other two, Gestaniius and Skuthosiin, and killed and devoured them, only to be transformed into the three-headed Tiamat. This avatar then went on to destroy Gilgeam, though Tchazzar was destroyed when Tiamat lost her avatar.

In Cimbar, the Sceptanar’s magically enhanced consorts were hideously transformed by magic gone wrong. Riots and panic erupted in the streets while Nicos Nathos, a priest of Red Knight directed efforts to restore order. He died from exhaustion, but was declared a War Hero for his efforts.

King Theris of Mourktar died of old age, and his successor Nebusedar was assassinated. Dread Imperceptor Kabarrath Telthaug of the temple of Bane seized power, deposed the priesthood of Hoar, and declared himself Regent of Mourktar.

Following the events of the Godswar, the alliance quickly disintegrated. They rebuilt and strengthened themselves again, and peace broke out in Chessenta for a short time.

Recent History

1359 DR: Sahaugin raided Airspur.

1365 DR: Alasklerbanbastos and an army of chromatic dragons, both alive and undead, swarmed out of the Riders To The Sky Mountains and seized control of all the human settlements of the Threskel region, including Mordulkin and Mourktar.

1367 DR: Following the Godswar and the dragon invasion of Threskel, the Sceptanar of Cimbar organised talks and negotiations between the city-states to forge a secure alliance for the defence of Chessenta. There were plans for a standing army, a border guard and taxation system. They all agreed that not one of them should have power over these things, and sought someone to lead the alliance. The talks broke down due to interference from various factions – Red Wizards, Dragon Cult, Karanoks, Tchazzarans and the Harpers – who all sought to place their own agents or puppets in control.

Cimbar’s College Of Magic was destroyed under mysterious circumstances, and the Sceptanar was unseated by the mage Aeron Morieth. He was replaced by Melisanda of Arrabar a few months later, and then became the Stormwalker of the Maerchwood.

1368 DR: A Thayan Enclave was founded in Cimbar.

1369 DR: A Soorenar raiding party invaded Cimbar’s docks, shortly followed by sahaugin who did the same. Triremes were cut loose and fired, while fires were lit in the docks area. The attacks were thwarted by guards.

War broke out once more in Chessenta as Soorenar declared war on Cimbar. Akanax joined with Cimbar against Soorenar, and then Luthcheq joined Soorenar against Akanax. Airspur then joined in against Cimbar, but pulled out early following heavy losses.

1370 DR: The Karanoks received divine powers from Entropy, who produced several daughters. They spread their influence around Chessenta and the Sea of Fallen Stars.

1372 DR: The Burning Mountain volcano of the Smoking Mountains range erupted explosively, raining down hot ash for nearly a hundred miles in ever direction. Assorted monsters fled the disaster and headed north into Chessenta, where they roamed in uncivilized areas.

1373 DR: The Karanoks smashed a Mage Society cell in Luthcheq. The survivors escaped to Mordulkin, where they were sponsored as agents and returned to Luthcheq to sabotage the city’s stockpiles of witchweed. They succeeded, and the high priestess of Entropy was assassinated. The forces of Mordulkin then declared war on Luthcheq and invaded.

The Rage of Dragons occurred on Toril, but Chessenta got off surprisingly lightly. Then, in the last days, Tchazzar returned to life, materializing above the Bay of Chessenta in the midst of a naval battle between the navies of Cimbar and Soorenar. In his dracorage, he destroyed both fleets, and then crossed the Bay to rout the battling forces of Luthcheq and Mordulkin.

Once Tchazzar had regained some measure of self-control, he destroyed or drove out many of the dragons and dracoliches loyal to Alasklerbanbastos that had invaded Chessenta, then flew to Cimbar. After a brief battle with Cimbar’s overmatched defenders, he installed himself in the Palace of the Sceptanar, and set about solidifying his rule by slaughtering all the remaining opposition in the city.

1374 DR: Banite Templars of the Black Lord’s Altar in Mourktar marched forth to the defence of Messemprar against the Mulhorandi by reinforcing the besieged defenders. Alasklerbanbastos provided dragons for aerial support, whilst Thay supplied magical items.

Strange lightning strikes occur across Faerûn, many of them accompanied by meteor falls. Agents of the various dragon factions in Chessenta roam the realm looking for their landing-places.

The Present Day

1375 DR: The Chessentan cities are gripped by an uneasy peace, as each fears Tchazzar’s plans for them. They consolidate their power and build up their defences, while investigating their options in the new Chessentan political climate.
This message was last edited by the GM at 13:34, Wed 03 Jan 2007.
DM BadCatMan
GM, 12 posts
Sun 1 Oct 2006
at 14:50
  • msg #3

Chessentan Culture

“Our love of things of the mind and things of beauty should not lead to extravagance, nor to softness of the mind or body. In Chessenta, we avoid all excesses.” Heptios the Archmage

Arts And Architecture

Of all of the nations of the known Realms, few others have achieved the cultural level that the cities of Chessenta have obtained. Even in Waterdeep, philosophy, poetry, theatre and other forms of culture seem backwards compared to Chessentan achievements. According to Chessentans that is, though their claims are entirely valid. The people of Chessenta, especially those in Cimbar, believe that great art is the highest triumph of humanity.

Almost as a whole, the Chessentans appreciate the arts, and involvement in culture is encouraged, if not compulsory in most cities. The prevalence and prestige of the profession of the bard is second only to that of the warrior, and bards outnumber all other practitioners of the Art. In the public squares and on the street corners, poets read their works and philosophers debate the meaning of existence for anyone to hear and get involved. At nights, and in great feasts, the poets and philosophers entertain the crowds.

Theatre, not a major art form elsewhere in the Realms, is quite popular in Chessenta. Authors produce plays – tragedies, comedies, dramas and adventures – for acting companies, which perform in front of large audiences in the theatre districts of Cimbar, Soorenar and Mordulkin. These plays can be about ancient legends or more contemporary fare, both fictional and factual. More than one discontented author has smuggled criticisms of leading politicians under veiled words, while other leaders enjoy their caricatures, no matter how unflattering.

One specialized form of theatre is the masqeladra, a traditional play that employs chanting choruses and oversized caricature masks, from which Cormyr and other lands around the Sea of Fallen Stars get the term masquerade for their masked balls and revels. Puppet shows are common for children’s entertainment, particularly Punchos and Judylla, featuring the werecrocodile.

Another art form popular in Chessenta is storytelling, including poems, fables, straightforward stories and epic poetry. Itinerant bards and storytellers are known to wander Chessenta, from village to town to city, stopping in at inns, marketplaces and royal courts to tell tales about famous Chessentan and foreign adventurers. These tale-tellers preserve a thread of local history and shared culture that often gets lost in all the war and mayhem, even if it gets distorted over time.

Sculpture is also a major component of Chessentan culture. Sculptors venerate the human form, and boast that they have “taken man and made him as the gods.” Legends often tell of boastful sculptors being humbled by heroes and gods, only to grandly prove the truth of their claims. These artists receive large commissions to make statures of prominent individuals and give them heroic qualities. They typically work in marble and granite, imported from Mulhorand, and the statues are sometimes brightly painted when they are finished.

Although the Chessentans are not great monument builders, they are nonetheless considered among the most skilled architects in the Realms. Mathematical techniques are used to make their buildings even more impressive. The great palaces and temples are built in what is known as the “temple” style: a large square roof supported by elaborately decorated columns, with friezes and reliefs around the side. They are typically made of marble or granite, again from Mulhorand. The ancient influence of Unther is still visible in the many Untheric ruins - including temples, ziggurats and abandoned fortresses – that still stand in many Chessentan cities, including the Pyramid of the Sceptanar of Cimbar.

Athletics

Athletic competitions are popular in Chessenta, and almost every citizen has some skill at fighting, just as much as they have in the arts. For warriors, athletic competition is their major pastime, although it could really be termed another form of warfare, as competitions are often fuelled by city rivalry.

The highlight of the Chessentan sporting calendar is the Thulbanian Games, held at the foot of Mount Thulbane on the fields of Pryollus. For a one-week period every two years, all wars in Chessenta have a cease-fire for the Games and travellers to and from them may not be accosted. The Thulbanian Games have stalled for the last decade, as they became a target for the many dragons that have invaded Threskel. Talks are in progress to find a new location and restart the Games.

These games, and many others, are held to determine the finest athletes in Chessenta, and the champions become great heroes in their home cities. Even a slave can become as famous, wealthy and powerful as a noble if he performs well. The king of Mourktar once held games at Pryollus to determine his successor (though the games ended in chaos and scandal).

Competitions at these games are always individual events, as Chessentans prefer solitary heroic figures to teams. Few heroes would wish to share the glory anyway. These sports include chariot racing (over a gruelling obstacle course), running, long jumping, javelin throwing and the discus.

The most popular however are combat sports: boxing, wrestling, pankration (a mixed style of fighting where almost anything goes; although biting, eye-gouging and finger breaking are illegal, they still happen) and armed and armoured combat. These fights are brutal, and can go on all day, until one combatant either surrenders, gets knocked unconscious, or dies, which is not uncommon. If the fight is not finished before sunset, the fighters must take free attacks at each other until a winner is clear (and a loser is unconscious).

In keeping with the ‘well hard’ nature of Chessentans, athletes train long and hard at their chosen sports. Some practice their fist fighting by pummelling stone and metal, often whilst working as miners, stonemasons or blacksmiths. Most, however, practice their martial skills on the battlefield. The various fighting styles are as highly codified as any other martial art, and all focus on developing internal energy with breathing exercises. This breath and spirit is known as Pneuma, which is not unlike the Ki used by Kara-Turan martial artists.

In most events it is compulsory that athletes compete in the nude, to better show their fitness and physique, and to limit magic items and concealed weapons. Of course, men and women must compete separately, and are banned from viewing each others events. Due to people trying to sneak access into another gender’s games, spectators are required to be nude also. It is this practice, that many foreigners believe to be very strange, that leads to the widespread perception of Chessentans being wild and crazy. The sight of so much bare flesh is part of the reason the Thulbanian Games were cancelled: it was all too tempting for hungry dragons tired of unwrapping their meals.

Chessentan athletics (though not including nudity) are spreading and gaining popularity across Mulhorand and Unther, brought by Chessentan mercenaries. In Mulhorand, the Great Games are held biannually in the Great Arena of Skuld. Mostly Chessentan mercenaries compete here, along with a few Mulhorandi. The Chessentans usually win, but the Mulhorandi, stung by the challenge, are improving quickly, especially in the wrestling.

Battles & Warfare

The culture of Chessenta is obsessed with physical conflict. In peace time, this manifests as athletics, but usually this means war. This dedication to warfare has suited the Chessentans well, for their nation has prospered through (or despite) the conflicts of its rival cities. In truth, the economy and culture have simply adapted to become fuelled by regular warfare.

People who perform great deeds on the battlefield are officially known as War Heroes, one of the greatest honours a Chessentan can receive. To be declared a War Hero, one’s deeds must be witnessed by a commander of noble rank, though acclamation by the soldiers is sometimes enough. The title is not given out on a whim; there is rarely more than one Hero in a battle, and not all battles will produce one. Nor is it likely for someone to become a Hero twice (though it’s not impossible). Sometimes Heroism is declared posthumously; although the only benefit is a grave in the noble burial grounds with a marker to recognise their deeds, dying gloriously in battle is considered a sure-fire way to achieve the status, and many try.

For those War Heroes who still live, many benefits are gained. They are officially known as “Hero of …” with the name of the battle added to their title and considered part of their name. They may then add heroic emblems to their shields and wear a copper ring on the third finger of their left hand. They often receive extra pay too. But most importantly, a Hero is considered to be part of the noble class; even a slave can be elevated to the nobility by becoming a Hero.

Most Chessentan warriors who originate in the armies and organized mercenary companies wear standardized gear, supplied by their city or employer. Officers, adventurers, and Heroes tend to pick up whatever weapons and armour they find and prefer (especially if magical); some like metal, others favour leather or animal hides, others prefer to wear no armour at all, choosing instead a light toga that is cool and comfortable. The hot weather that dominates Chessenta restricts the use of the heavier armours however.

The hoplite warrior is the typical heavy infantry of Chessenta, tough and brutal soldiers who fight in close formation, and whose combat consists mainly of shoving each other until somebody dies. They typically wear breastplate, splint or banded mail armour, and carry steel shields, spears and swords. Their helmets have large horse-hair plumes, with higher rank leading to more elaborate styles.

Light infantry are typically skirmishers, known as peltasts. The heavily armed and armoured hoplites usually scoff at these sticks-and-stones throwing runners, then sulk after they’ve been picked off one by one by people they were too slow to catch. They usually wear light armour, either padded linen, boiled or studded leather vests, or even no armour at all. Their weapons are bows, slings and javelins.

Different equipment is used for different purposes, and combat styles and equipment vary across Chessenta. City guards usually carry ready crossbows as they don’t need to skirmish and clubs to subdue criminals. The orcs and half-orcs of Airspur prefer larger swords, such as falchions and bastard swords. The Chessentan armies of ancient times once carried tridents and spiked shields until close formation combat became popular and inadvertently stabbing one’s comrade didn’t; these can still be found in a few places. Chessentan weapons and armour are usually made of steel, but old bronze pieces are still used for ceremonial occasions.

Clothing & Fashion

Chessenta is a warm and dry land, though it is cooler than the other nations of the Old Empires, so people commonly dress in loose, flowing robes, togas, chitons, sleeveless tunics and dresses. These are usually made of cotton and are light and cool. Sometimes they include capes that fall to their knees and cover their shoulders, and leather breeches are worn underneath when the weather is not so good. Leather sandals that tie around the legs are common. Clothes are more or less the same for both men and women, with different styles and a wide variety of colours.

Jewellery is quite popular for those who can afford it. Circlets are used for keeping long hair out of one’s eyes and face, though these are typically used as crowns by rulers. Other types of jewellery are bracelets, choker collars and arm bracers. Ornate brooches and pins are used to hold together togas.

The Chessentan people often have curly hair; some let their hair grow long or into bangs, while others crop their hair short. Most Chessentans are clean shaven. Some, particularly followers of Anhur, shave their heads apart from a long braid of hair at the back.

All levels of Chessentan society dress more or less the same, from nobles to slaves, though the quality of clothing is marked. To distinguish the social groups, certain items of clothing or accessories have become unofficial badges of class and power, or lack thereof. These indicate the level of respect and caution that other people should afford them.

For example, only mages and the crippled are permitted to carry staves. The traditional garb of the Chessentan mage is a toga-like robe of soft cotton cloth called a tegahn. An ornate brooch in the shape of the mage’s personal mark fastens the robe at both shoulders.

Elsewhere, the nobility typically wear the royal insignia of their family, such as badges, rings and arm-bands. Only War Heroes are allowed to wear a copper ring on the third finger of their left hand. Most slaves are required to wear a beard, and are forced to wear a simple string tied around their wrists.

Economics

“The fields are rich with grain and fruit, the cattle are fat, the mines are rich, and the traders to the North are angry.” The Sceptanar of Cimbar

It is said that if Chessenta were a united nation under a wise king, it would easily dominate and conquer the Inner Sea entirely through economics. The land is fertile enough and has enough materials to make the realm a trading power of the first rank. But since its leaders are much more interested in spending their money and resources on petty wars and rivalries, the merchants around the Sea of Fallen Stars can breathe a lot easier, though they dread the coming of Tchazzar.

The governments of the various city-states encourage prosperity for all, so that tax revenues can remain high. They usually place a 15% tax on all exports, which accumulates as traders travel from city to city. This ensures revenue for the cities to fund public works, city-wide celebrations, and most of all, wars. In exchange, free trade and independence are encouraged, from city merchants and craftsmen to farmers and fisher folk. Competition is rife, but the quality of goods rises as a result. As the governments and nobles spend all their tax revenue on public works and warfare, the majority of the realm’s money lies in the hands of the middle classes, who remain influential and prosperous.

As most vital supplies of food and resources lie behind enemy lines, the Chessentans rely on a network of merchants to provide them with their goods. The city-states would prevent the supply of goods to their enemies, but there are plenty of alternative routes and supplies, so they simply raise taxes by a small amount. Some cities have found themselves funding the wars against them as a result.

The merchants form merchant companies in one city and try to ally themselves with similar companies and guilds in other cities so that they may have a broader market to sell their goods. They also place agents in distant lands to look for new products and markets when wars do cut off existing supplies.

The primary market for Chessentan traders is nearby Thay, usually via Mourktar. In times of shortage, they purchase their food from here. They also import slaves and export their criminals to work in Thay, which is considered to be worst punishment possible. The bulk of Chessenta’s magical weaponry and enchanted trinkets also come from Thay.

There is also a strong alliance between Chessentan and Durpari merchants; since a journey across the Inner Sea is considered to be too long for the industrious Durpari, Chessentan merchants buy their surplus and then resell it in Cormyr and Sembia for a large profit.

With the exception of the Greenfields of Mulhorand, there is no region of the Old Empires that is more fertile than the Akanal. Much of the foodstuffs produced in Chessenta are grown here; the fields feed Reth, Airspur, Cimbar, Soorenar and Akanax. There are many types of crops and root vegetables grown here.

The farms north of the Akanamere raise cattle and sheep for meat, milk, skins and wool. There are also groves and small forests of fruit trees, primarily olives, and grape vines. Olive oil and wine are popular products of here.

The hills and mountains are rich in valuable metals, including iron, silver, copper and gold. Chessentan iron is considered to be of high quality, and is in demand in the west, along with the gold and silver. There are talented smiths in Chessenta who turn these metals into finished products, most notably in Akanax and Maerduuth. Another major export is artistic objects, including paintings, instruments and statuary.

In addition to goods from Thay, Chessenta also imports horses, which are used by the cavalry of the various armies and mercenaries. They also import foodstuffs and products not common to their land, including cheese, pork, glass and perfumes.

Mindful of war and disaster, most cities keep a reserve of magically preserved food, which can last up to three years. It is also rumoured that they keep hidden caches of treasure to be used in emergencies, enabling cities to purchase victory with magic if absolutely necessary. Sadly, most have been lost to time, plundered by invading forces or spent already.

The governments of each Chessentan city-state mint their own coins. They are stamped with a ruler’s face on one side, and a divine symbol or a mark of a battlefield victory on the reverse. Every city has minted their own coins, and now the markets of Chessenta are filled with dozens of different forms of coinage. Some have spread, others have fallen into disuse.

A copper piece is generally known as a bit. A silver piece is known as a talent or as a dir (plural dirham), while a gold piece is known as a drake (usually with a symbol of Tchazzar) or as a deen (plural dinars). Other coins peculiar to Chessenta are the authokh and belbolt (usually known simply as the bolt).

The authokh is a square coin stamped out of delmed silver (a technique of preventing tarnishing that turns it a translucent green and reduces shine). It has a small central hole that allows to be strung onto a pay-thong or wire loop. On one face it bears an engraved ring of twelve leaves encircling the hole, on the other, twelve radiating daggers. It is thought these represent twelve old cities of Chessenta. Although it was originally worth 12 gp in Chessentan, it is today universally valued at 5 gp.

The belbolt is a thick, heavy gold coin of a curious shape. The circle has two shallow, matching cut-outs in its edges. The result resembles two axe-heads fused back-to-back with curved blade-edges outermost. The meaning of this shape is uncertain, but they are today worth 20 gp.

Food

The Chessentans are famous for their feasts and drunkenness, so much so that throughout the Inner Sea, “Chessentan” is a byword for drunkenness. The reputation is well-deserved, though not entirely accurate. It is not for the alcohol that the Chessentans feast and drinking; it is for the opportunity to celebrate and enjoy life with friends and family. The pleasures of food and drink are secondary, though still quite important.

Feasts are common in Chessenta. Every special day and occasion is cause for celebration with a feast and party together with singing and dancing, and even many that aren’t. Even everyday meals have become known as “feasts”: morningfeast, middayfeast and eveningfeast.

Due to the highly fertile fields of the Akanal and the waters of the Akanamere, food is plentiful in Chessenta, and the people have more than enough to eat and export. Beef, lamb, mutton and many kinds of sea food grace Chessentan feasts, along with many root vegetables (carrots, parsnips, turnips, beets, and potatoes) and grains (wheat, oats, sugar). Olives and olive oil are frequently used in meals, and grapes are common for fruit and wine. The few things that aren’t common in Chessenta are imported: cheese, pork and spices.

Chessentan wine is said to be among the finest in the Realms, and it is heavily in demand in the west for its rich character. Despite their reputation for drunkenness, the Chessentans actually water their alcohol down, and consider foreigners who drink it straight to be uncivilised drunkards. They do this so they can feast and party longer, and then they go on to drink more of it.

They also drink coffee, usually in the morning after a night of celebrating. Chessentan coffee is usually a very thick and black drink, and sometimes an even stronger sweet syrupy liqueur. Some say that it is because of the coffee that the Chessentans have so much energy.

Language

In Chessenta and the Wizard’s Reach, the dominant tongue is Chessentan, a language closely related to Untheric with strong Turmic and some Chondathan and Shaaran influences. Untheric itself was originally used, but was finally abandoned around 200 years ago as Chessentans preferred not to use the language of their old enemies. It is still used as a second language, but usually only for understanding neighbouring Untherites, and reading ancient writings.

Chessentans write predominantly in the Thorass alphabet, although Dethek runes are used for the Untheric language, and occasionally for Chessentan. The nature of the two scripts makes Thorass suitable for writing on scrolls, and Dethek suitable for carving into stone.

The frequent wars of Chessenta, and the large population of soldiers, mercenaries, conscripts and retired veterans has caused many terms of military and mercenary life to enter into everyday Chessentan speech. “Break a blade!” is a common term wishing someone good luck, just as “break a leg” is used in the theatre elsewhere.

Chessentan names are closely related to those of Turmish and Aglarond, usually with a few more hard vowels and sibilant letters added. It is not uncommon to find names copied directly from Turmish and Aglarond, as well as a few from Chondath, Mulhorand and Unther, though Untheric names are usually rare due to the general unpopularity of the country. A few older names can be found that survive from the ancient days of Chessenta, deriving from the ancient Turami, Jhaamdathan and Mulan languages. These are rapidly going out of fashion, especially for girls, as they are widely regarded as ugly.

Each Chessentan typically has a first name followed by a family name. Female names usually end in a vowel sound, while male names usually have a hard consonant, but there is no real pattern. A few Chessentans go without the family name if they have been disowned or orphaned.

People who have gained fame or notoriety, or have a lost a family name, sometimes gain a nickname. This nickname might commemorate a deed, be the name of their personal symbol, or be based around a distinguishing feature or disfigurement. Some nicknames are chosen by their owners to cultivate their image, or they are invented and given by others. Some people like their nicknames; others despise them, no matter how well they catch on. Examples of these nicknames include Silverhawk, Forktongue, Dragoneye, One-ear, Ironfist, Honeytongue, Wisebeard or Beastslayer.

[These are examples of typical Chessentan names. Many of them come from Chessentan NPCs, some who are famous, some who are not and you’ll never hear of. You may choose one of these if you like, but beware of plots involving mistaken identity.]

Male:
Chessentan:
Aeron, Aronidas, Augustus, Azurax, Belvorides, Cassarian, Curnatheres, Daelric, Deiros, Demetrion, Eurid, Furifax, Gurxandon, Hamilcar, Haraxius, Helyos, Heptios, Hercubes, Hippartes, Jaerios, Kestus, Khrulis, Leco, Leppidon, Lukos, Maelos, Malanthus, Marcellus, Muctos, Naeros, Nicos, Olorpus, Oriscus, Ovros, Perithor, Pharaxes, Phillipus, Posius, Povros, Prisus, Pyrimestes, Stilmus, Sturion, Thareus, Themis, Themothys, Therescales, Theris, Thersos, Thurik, Tyrol, Viulvos, Vorptios, Xandos, Yarlos, Yarynous

Old Chessentan:
Alskander, Bashar, Bendensar, Brolkchant, Chard, Chethar, Crarl, Draz, Gasteban, Hlaundurym, Iarnan, Ilcanorr, Iltravan, Kabbarath, Lhrek, Masoth, Maxiladanarr, Mhaumask, Morgalshym, Morka, Morthander, Murzig, Rynath, Rueldarr, Soldim, Skoalam, Urler, Urabbastrar, Vidad, Wessalen, Zuthoheq

Female:
Chessentan:
Ariadne, Artema, Artula, Cylla, Elmraeda, Eriale, Halonya, Idriane, Iuna, Kaestra, Kreodo, Lastraeya, Libia, Mera, Numestra, Phaelo, Saestra, Sinylla, Tiranna

Old Chessentan:
Yashur, Wynu

Last:
Chessentan:
Aentius, Agomondes, Anastis, Aporos, Arturia, Corynian, Dapritus, Dyranni, Heldeion, Jedea, Martiro, Morieth, Nathos, Porolos, Pralamas, Saelis, Sphaerideion, Therscales, Whaelidon, Zora

Old Chessentan:
Asarda, Chall, Gondoalyn, Grael, Hekkatayn, Hulmescar, Indomurr, Jarsyn, Karanok, Khaldyn, Kodolan, Marlgrask, Melphans, Melrorn, Mordane, Nuchin, Stormstaern, Telthaug, Thilymm, Tholokh, Torstren

Law

The legal system of Chessenta uses a revised version of Unther’s Code of Enlil, which was followed in that land for at least most of its history. Its principles called for “justice, the destruction of evil and wickedness so the strong shall not oppress the weak, and the land shall be enlightened.” It is a collection of case laws, describing all sorts of crimes and the appropriate punishments.

Chessenta reduced the severity of the Code and added to it the concept that anyone convicted of a capital crime has the right to defend themselves before a jury, which must render a unanimous verdict. Another declares that when a tyrant oppresses the people, a person who slays him is blameless. Some say that this is the most enlightened concept of justice in the Realms. Certain tyrants see otherwise.

The legal system of Chessenta is strongly influenced by the clergy of Assuran, or even directly controlled by them in Akanax and Mourktar. Hence justice is swift and the punishment appropriate to the crime. There is a strong sense of vengeance, and eye-for-an-eye justice (sometimes literally), but the judges rarely get caught up in legal loopholes; they obey the spirit of the law rather than the letter. In some cases, the accuser and the accused may fight it out in special arenas, where it is believed that Assuran guides the battle to ensure that appropriate justice is served.

There is a long list of punishable offences; however punishments are usually not as harsh in Chessenta as they are in Unther. They consist of four levels: fines, imprisonment, banishment and execution. Imprisonment can sometimes involve a period of convict slavery for the worst offenders. Public troublemaking (such as starting a fight or causing a riot) and corruption are punished with banishment, while murder and treason are punishable by execution.

The revised Code of Enlil is used across Chessenta, in Reth, Airspur, Cimbar, Soorenar, Mordulkin and Mourktar. However in Luthcheq, sentencing is decided by the whims of the mad Karanoks, while in Akanax, a harsh and biased military tribunal is in charge.

The recent takeover by dragons in parts of Chessenta and Threskel has introduced some changes to the legal system of several cities. Dragons have become exempt from many crimes (such as eating people), and they have become heavily involved in the legal process (by eating people). The list of executable offences has risen as a result.

Leisure

Chessentans spend their leisure time in many ways, but mostly they enjoy pastimes of physical contest, intellectual endeavours, entertainment and carousing with friends and family.

Chessentans will get together to play at sports and athletic events, as well as combat, usually in single-person contests rather than team games. They compete with each-other to see who is best at some activity, and strive hard to outdo their friends, though usually this is a good-natured rivalry.

This rivalry extends to games, such as chess, checkers, othello, go and backgammon. Even in the seediest dockside taverns, patrons are usually found playing and gambling over these games instead of the usual cards or dice. Chessentans prefer strategy games without a great random element, as most would rather succeed on their own merits rather than as a result of simple chance, though succeeding against the odds is certainly acceptable. Most Chessentan games also have a warfare theme. A popular misconception is that the game of chess was invented or named after Chessenta, though most sages agree that this simply isn’t true.

For entertainment, people will go the theatre to watch plays, which range from highbrow works to lewd, bawdy comedies and melodramas. Listening to minstrels is also popular, as well as readings, debates, and speechmaking. More visceral entertainment can be found in gladiatorial combats, which usually aren’t fatal but are popular with all levels of society.

Some people with an interest in such things will go to listen to philosophers, who frequently spread their ideas or argue with each other in the streets. Anyone is free to question others and speak their own ideas here. The practice results in a mixed bag of higher education for many people.

At all other times, Chessentans love to get together for a feast and a celebration with friends and family, and don’t always need a reason to. They usually hold or attend such a feast once every tenday or so, though usually these are relatively smaller affairs. Much larger feasts are held on public holidays or for special occasions.

After all this, Chessentans love to sleep, either sleeping off a hangover in the morning or having an afternoon siesta.

Mercenaries

With so much warfare occurring in Chessenta over the centuries, the realm had become famous for its mercenaries. Many mercenary companies come across the Inner Sea to join in and gain wealth and prestige, while plenty more are home-grown: generations of conscripts have become talented warriors defending their home city-state from another, and found that in times of peace they had no other skills to support them.

Chessenta has become famous for its mercenary companies, for their skill in battle or their availability. Even foreign forces passing through the area to other lands become known as Chessentan mercenaries, a mistaken impression that they are quick to exploit. States throughout the Vilhon Reach, the Inner Sea and the Old Empires have learnt to rely on Chessentan mercenaries, even Mulhorand.

Some companies are proud, honourable professionals who are always make sure that they fight on the right side. Others are brutal, vicious thugs who have no qualms about who they work for, and take up banditry and piracy when times are tough. Many have achieved great fame and prestige, one way or another.

The business of contracting mercenaries has become just as important as the actual battle. A game of complex manoeuvrings has developed where cities compete with each other over contracts, often buying up companies to simply prevent the other side from utilizing them, or to make themselves appear more powerful than they really are. The very best companies might be contracted, then left on guard duty so another side could not get access to them, while cheap fodder are used for the actual battle, rather than wasting the good warriors. The Heralds of Faerûn police the business of contracting, confirming and registering companies and employments and securing their pay.

This manoeuvring takes a darker twist, as poisonings and diseases are commonplace. An enemy ruler or even a merchant prince might have their agents poison the food and drink of a rival’s forces, but their aim is not to kill. A dead mercenary can be replaced. A sick one must be treated and still be paid while their comrades must work harder on longer shifts. Thus mercenaries are required to only partake of supplied and tested food and drink, but as this is usually cheap and bland, slip-ups do occur.

Philosophy, Science & Magic

“The way to eternity is through a sound body, an inquiring mind, and a creative spirit.” Saying in Cimbar

In other realms, when sages seek to understand the universe, they invariably mean to understand magic better, and their reason why is usually to gain more magical power. When one explores the nature of the universe, it is done in a very practical style: one travels to the outer planes or casts some spell of divination, makes observations, and then writes a treatise to be kept in the dusty library of a sage such as Elminster.

But in Chessenta, study of universe is done in an abstract and philosophical way. A Chessentan philosopher considers what he knows of the world around them, and then seeks to apply that knowledge further a-field, or to other topics. Instead of measuring the circumference of Toril by using magic to measure it directly, these philosophers use clever mathematics. And in doing so, they learn a whole more than the magician did.

They don’t learn such things just to write them down and forget them, or to seek power. They consider the universe for its own sake, and love to explain it to other folk. In Chessenta, and especially in Cimbar, teachers and philosophers are recognized as the pinnacles of human achievement.

A vast range of topics are considered by Chessentan philosophers: astronomy, physics, mathematics, geometry, biology, medicine and the human condition. Technological inventions are also taking off, with many Chessentan philosophers interested in Mulhorandi pressure and steam engines.

Many philosophers of like mind and world-view band together into groups where they can discuss their ideas, support each other and lobby to have their views accepted. Most form simple clubs that meet in taverns, others form their own schools. Some develop experimental communes outside the cities where they can live according to their philosophy on how humans should behave. A few even create secret societies and cults that work to enact their philosophical ideals upon Chessenta. One such secret society is the Numbers Cult, which attempts to translate magic into mathematics and vice versa and create equations that will conquer the world.

The greatest and wisest of the philosopher-mages is Heptios of Cimbar. Although he is said to be the most powerful wizard in Chessenta, he has abandoned the mage’s life to wander the streets of Cimbar and speak to the crowds about all manner of topics. Mostly the commoners ignore him, or grow angry at his patronizing attempts to educate them and throw stuff. Some have even tried to kill him. But Heptios has survived all this thanks to magical shields.

Politics

“Only a fool trusts a Chessentan.” Common saying outside Chessenta

It is said throughout the Old Empires and Vilhon Reach that only a fool trusts a Chessenta. While this may be a harsh overstatement, it does have some basis in truth. The leaders of the feuding city-states are highly competitive and ruthless, and not above underhandedness and deviousness. National politics changes fast, and the rival city-states make and break treaties so fast that only the most astute politicians can keep track of who is working with whom at any given time. Some can’t, and some wars have gone on after a cease-fire has been declared.

Chessenta does not have a central governing body or ruler, not since Tchazzar and the first Empire. There is not even a central council to discuss Chessentan and international affairs, though Cimbar sends ambassadors to all coastal cities except Luthcheq. This keeps a dialogue going among the cities to discuss trade threats from other lands. The only time the cities will band together is when they are threatened as a whole by a foreign power, and reluctantly at that. This has happened only once however, when Unther tried to reconquer their lost lands and Cimbar and Akanax threatened each other into cooperating.

Each city is ruled by a traditional ruler, usually drawn from one or more noble families. They must usually listen to the advice of a council that discusses the city’s problems in a private forum. The council members are typically elected from the ranks of property-holding male citizens, usually minor nobles, merchants, and War Heroes. The king can ignore their advice, but if he does this too often, he may be ousted from power.

There are no regional divisions in Chessenta; the city governments claim as much territory as they can reasonably govern and sometimes more. Most lay claim to the entirety of Chessenta and surrounding lands, with varying levels of seriousness. What land they can claim and choose to defend is theirs, up to the point where someone else decides otherwise.

Territories and small communities are usually ruled by a local strongman or council, sometimes locally appointed (or conquered), sometimes installed by a larger conquering city. They offer allegiance to city governments in exchange for troops in times of need. In wartime, they are expected to provide troops to the city’s army, though few ever do (but complain loudly when they feel neglected).

The rulers of Cimbar, Akanax and Mordulkin all claim to be the true Overlord or Great King of Chessenta, and add this to their titles, except for the purposes of protocol where it creates strain between governments. The claim is effectively meaningless however. Most just call themselves King or Queen.

The following are the ranks of the nobility of Chessenta. These vary a lot due to history and culture, and often for the sake of being different. Various nobles sometimes craft their own fanciful titles. Many more are to be found.

Sceptanar: A wizard-king of Cimbar, formerly the wizard-viceroy of Tchazzar, and now the title of Tchazzar himself.
Nornar: Duke or city ruler
Melarch, Tarlarch, Yoevyarkh: Variations on Nornar.
Marquar: Marquis
Klelandar: Viscount
Thardoun: Earl
Deltharkh: Baron
Corlar: Knight or baronet

Sailing & Pirates

Due to the poor winds on the Bay of Chessenta, with the seas often going calm for days at a time, the Chessentans have had little advancement in naval technology for many centuries. Their ships are galleys, coasters, dromonds, biremes and triremes, usually propelled by many slaves or desperate sailors at the oars while the sails fall slack. Chessentan ships are usually named after various creatures, monsters and myths of the sea, often mixed with familiar terms, such as Sea Hag, Soorenar Shark, Karanokraken or Tchazzarfish.

The Chessentan coastline has many small harbours and quays where vessels can come ashore, except within the Adder Swamp. Most of these harbours are occupied by towns or cities, and often fortified against invasion or piracy. Due to the dangers of war, bandits and monsters on land, travel and trade across the Bay is dominant for all but the inland cities.

Piracy in Chessenta is punished harshly, usually with the death penalty or harsh slavery, along with the confiscation of the vessel and goods. This is because most of the pirates are themselves Chessentan and rarely from the Pirate Isles or elsewhere. Foreign pirates don’t want to be caught between two warring factions.

Piracy is an integral part of Chessentan warfare, and most of the pirates are actually privateers carrying letters of marque from their home city-state. Their intent is more to disrupt commerce and sabotage the enemy’s abilities to wage war than to steal treasure. A common prelude to war is to raid another city’s shore districts and burn their ships, docks and warehouses.

Slavery

Slavery is practiced in Chessenta, although it is less widespread than in Unther or Mulhorand. Unlike in those countries, it is widely considered a virtue to reward slaves for hard work or jobs well done, and a slave-owner can grant a slave freedom at any time, often for exceptional work, while mistreatment is a criminal act. No station in society is barred to a slave: a slave who champions in athletics or battle can rise straight to the nobility.

Slaves typically fulfil household duties, such as cooking, cleaning, gardening and other household chores. This can also include looking after the slave-owner’s children. Other slaves are put to work in the owner’s business, and they often rise to important positions in the company. Sometimes the owner will hand his business over to an experienced and trusted slave. There are no wages, but these slaves often learn skills that serve them well when they earn their freedom.

Serfs on the other hand are paid minimal wages and given land of their own to farm, grow crops and raise livestock, while providing a portion of the land’s produce to the owner. In actual practice, the differences between serf and slave are minimal.

Not all slaves are so trusted or well-treated. Some, usually criminals, are forced into service in dangerous places, such as the mines, armies or the arenas of Soorenar. Conditions here are particularly unpleasant, being both unsafe and wretched, and the slaves suffer cruel treatment. But in battle or the arena, at least, a slave can earn great fame.

Slaves in Chessenta arise from a number of sources. Many are simply purchased from slave-traders, usually via Thay, Unther or corrupt elements in Mulhorand, and are kept as household slaves or serfs. People who have become bankrupted are often forced into slavery to pay off their debts, and take up similar duties. For the worst duties, convicted criminals are commonly used, while prisoners of war are usually made to repair public works damaged in war. And for someone down on their luck, voluntary slavery is a popular choice, for the provision of food, shelter and future advancement.

Most slaves are kept illiterate, usually out of lack of interest on the owner’s part. Exceptions exist where literacy is important for a slave’s duties, and in the city of Cimbar, where it is compulsory that all citizens and slaves be able to read and write. Slaves are not branded as in Unther, but are forced to wear a simple thread around their wrists to identify them as slaves. This is a symbolic mark of bondage; they are easily broken, but escapes are for the most part rare. Slaves may shave or cut their hair, but most owners require them to wear a beard (uncommon in free Chessentans), at least until they are sure that they will not escape.

Slavery is said by some to be a part of the natural order. Some philosophers (usually those with a vested interest) claim that some people are naturally servile, and of course many of these people become slaves. This view is popular mainly for the free labour it brings. However, a number of noted philosophers have been calling for a ban on slavery, viewing it as immoral and contrary to basic human freedom. Most people have ignored them so far, but the numbers of those would abolish slavery are rising.

Society

As in the other nations of the Old Empires, there are three social classes: the nobility, the middle class, and the slaves and serfs.

The rulers and nobility are usually Mulan humans, descended from those who originally rebelled against Unther. They typically live in palaces in the cities and villas in the countryside. No occupation is closed to them beyond family pressures, but due to the frequent wars in Chessenta and the acclaim given to War Heroes, most are warriors. A fair few mages and priests do come from the noble class however, usually those lacking in combat skills.

The middle class of Chessenta bears a greater resemblance to the tradesmen, merchants and farmers of the western Realms than to the tightly controlled realms of Mulhorand, Unther or Thay. They control most of the money in Chessenta, and the city governments believe that it is in their best interests to let the middle class thrive so they can rake in the taxes. As a result the middle classes enjoy a greater amount of freedom and influence than elsewhere.

At the very bottom of society are the slaves and serfs, who perform much of the vital work that keeps Chessenta running. Most are criminals or debtors, but they have a real possibility for advancement.

On the whole, the social divisions in Chessenta are balanced and content with each other, but there is a dark side to Chessenta’s culture and enlightenment. In the cities of Mordulkin, Soorenar and especially Cimbar, many peasants, mercenaries and young people like to get together and listen to demagogues, shout and occasionally riot, pillage and murder. They have a strong distrust for foreigners, and protest many things - almost anything it seems. Many nobles and haughty philosophers scornfully call them the Mob, and those who do are subsequently not popular with them. It is said that the people of the Mob don’t see themselves as the problem, that they think everyone else is the problem, and that they don’t appreciate what they’ve got.

The Mob is usually roused by agitators, rabble-rousers and demagogues, anyone with an axe to grind and a way with words. Some are politicians seeking power and popularity, others are champions of a certain philosophy, and others still simply seek fame and strife. Although some have raised the mob in support of important and beneficial issues, all too often it has been for petty causes.
This message was last edited by the GM at 14:10, Wed 03 Jan 2007.
DM BadCatMan
GM, 13 posts
Sat 7 Oct 2006
at 04:10
  • msg #4

Chessentan Geography

Geography

Chessenta occupies a broad plain that rings the great Bay of Chessenta in the south-eastern section of the Sea of Fallen Stars. Its lands are rich and fertile, with the fields supporting large crops and herds, and the mountains are full of minerals and metals both useful and precious. It is however a warm dry land, though cooler than the other Old Empires or the Shining South, with warm summers and mild winters. Snow is exceedingly rare, but not impossible. Broken mountain ranges, rugged highlands and winding rivers break this plain up into several geographical and geopolitical regions. In parts there are cool lakes and steaming swamps.

The border of Chessenta is said to begin in the west at the Akanapeaks, separating the realm from Chondath. It continues south to follow the shores of the Akanamere and the fields of the Akanal, then turns eastwards around the Maerchwatch and the Adder Peaks in the south, against the Chondalwood. The border then turns northeast, following the shores of the Winding River, rubbing up against the lands of Mulhorand-occupied Unther, and the Methmere. Finally, in the east, the Riders To The Sky separate Chessenta from free Unther, and stop at Threskel, which tries not to be included in the Chessentan border. The northern shores then face Aglarond across the Wizard’s Reach.

Historically Chessenta was been divided into several geographical regions that arose from the time of the Untheric colonization, or perhaps even the original Turami habitation, and no longer have much to do with modern Chessenta. The names of these old regions can still be found in the names of towns, cities and features of the landscape however.

In the west and southwest is the Akana, evidenced by the Akanapeaks, the Akanamere lake, the Akax river, the fertile fields of the Akanal and the city of Akanax. This region also includes the various towns dotted around the Akanamere.

A thin slice of land in the south is the Adder, running from the Adder Peaks to the Adder River and north to the Adder Swamp. This whole area was named when the invading Untheric god-king Gilgeam was bitten by one of the local snakes, and nearly died.

The Adder region was laid down over the older Maer region in the south and east. The name of this region appears frequently in Chessentan geography, from the town of Maerduuth to the Maerthwatch hills, then to the Maerchwoods, and the towns of Maerch and Maerior. Across the Winding River can be found the Methwood and the Methmere.

The old Chessenta region covered the lands of the northern shore and around the Bay of Chessenta. Due to the dominance of the settlements here, the name has extended to cover the whole realm, and the original place names are all but obscured by history.

The Adder River And The Adder Swamp

The Adder River is a wide, slow and muddy river that creeps down from the Adder Peaks by the town of Saden and along the Maerthwatch to empty into the Bay of Chessenta. The river itself would be easy to navigate if it weren’t for the Adder Swamp, which blocks the mouth.

The Adder Swamp is a humid and steamy marshland, thick with lush vegetation of twisted trees and reeds, dangerous creatures like plant monsters, insect swarms and giant reptiles, and hazards such as bogs, swamp gas and quicksand. It is also known for its numerous deadly snakes. Legend has it that the God-King Gilgeam of Unther was once bitten by an adder while crossing the river and nearly died, an event that gave the region its name. No one knows what kind of snake could nearly kill a god, but few are willing to find out.

The Adder Swamp is inhabited by two warring tribes of lycanthropes, wererats and werecrocodiles. The two live in a state of constant war and competition that has led to both being reduced to savagery and dwindling numbers.  They scavenge and raid the surrounding lands for food and weapons, and eat any one they can catch. A half-sunken, ruined city on an island at the edge of the swamp is thought to be their home.

A recent addition to the swamplands is Ursuma, a circus town populated by strongheart Halflings. They live in an uneasy peace with the lycanthropes.

The Adder Swamp is also a good source of salt for the Chessentans, but collecting it is dangerous work. Likewise, very few people are willing to traverse the swamp unless they absolutely have to.

The Akanal

The peninsula between the western and southern arms of the Akanamere is known as the Akanal (also known as the Akanul). It is some of the richest and most fertile farmland in the Old Empires and all Faerûn. Large plantations of cash crops line the shores, which deliver over half of western Chessenta’s food supply, feeding Reth, Airspur, Cimbar, Soorenar and Akanax.

Many of the wars that have been fought in Chessenta have been over these lands and access to their crops. Today, much of the Akanal is subjugated by Akanax, and pays it regular tribute. There are many small villages and towns subject to Akanax here, including Gal, Villon, Oslin and Maerduuth.

The Akanamere

This great fresh-water lake is the largest in the Old Empires, and dominates the whole south-west of Chessenta. It is connected to the Bay of Chessenta by the river Akax, which is navigable down its entire length by small and medium sized ships. The Akanamere (also known as the Akanamen) is rich in fish, and the lands around it quite fertile.

The northern shore is also the site of many farms that produce cattle, sheep, wool and grapes for export to the rest of Chessenta and elsewhere. This brings great wealth to the farmers here, though orcs of the Akanapeaks often raid their herds. The south eastern shore is known as the Akanal. Akanax and the towns of Rodanar, Maerduuth, Oslin and Gal lie on its shores.

A few pirate vessels plague the lake, seizing fishing stocks and raiding coastal towns. Various sea monsters are said to live in its waters, and mudmen - creatures made of mud - and magical waters have also been reported. Small tribes of lizardfolk wander the shores.

The Akanapeaks

This mountain range contains the highest peaks in Chessenta, with the exception of Mount Thulbane in the east, and has historically formed the western border with Chondath. The only known pass through the Akanapeaks is the Gap of Reth, although it is little used now that the people of Reth severed all ties with Chessenta. They and the Chessentans mine for iron in the safer areas.

The western slopes of the Akanapeaks are home to a large orc tribe, known as the Flaming Spike. These orcs are known for their ferocity, and have a reputation for barbarism and cruelty, although this is likely exaggerated by human soldiers looking for a fight. They once numbered around 50,000, but recent wars have reduced this number considerably. Now there are thought to be about ten to twenty thousand. Recovering, they are fast becoming strong again.

The orcs live in a series of dwarven mines originally carved over three millennia ago and now abandoned by the dwarves. They often raid for cattle and sheep herds on the northern shores of the Akanamere, but rarely attack humans. In fact, most battles between them have been initiated by Chessentan soldiers and mercenaries; the garrison at Rodanar is especially eager to kill them. The orcs, not wishing to give the equally ferocious Chessentans any more provocation, are more aggressive in eastern Chondath, raiding Hlath and Nun instead.

In the 1340s and early 1350s, the orcs attacked Chondath, but were beaten back and suffered heavy losses. They subsequently rose up against Reth and Cimbar in the Gap, and were similarly beaten. They then fell to infighting, and a bloody civil war erupted. Many orc and half-orc refugees of these wars fled to Airspur, where they took over and saved the city from its oppressors.

Bay Of Chessenta

This great bay is considered by many to be the best natural harbour in all the eastern Inner Sea. It is deep and the mouth well closed, protecting the ships within from all but the worst storms. But because of this, the Bay rarely has favourable winds, often going calm for days at a time. As a result, the Chessentans still use galleys driven by oars, though the Bay remains the hub for nearly all travel within Chessenta. It has also been home to the most terrible naval battles seen in Chessenta, and was the site of Tchazzar’s triumphant return to Chessenta, where he destroyed two warring fleets from Cimbar and Soorenar.

At the north-eastern end is the Watcher’s Cape, a long peninsula that juts into the Sea of Fallen Stars to form the eastern side of the Bay’s mouth. At the very tip stands the Drakelight, an 800-foot high lighthouse spire supported by magic and lit whenever a fleet of pirate ships is spotted entering the Bay. Traditionally it was garrisoned by troops from Luthcheq, Mordulkin and Soorenar, 100 from each, in a rare display of co-operation. By an ancient treaty, since the time of the Tchazzar’s first Chessentan Empire, the tower was well supplied and defended; even if the cities went to war with each other, the soldiers in the tower were to remain neutral and stay out of the conflict, though there were frequent disputes. Now, the Great Bone Wyrm has ordered that the tower be manned by three red dragons in exchange for tribute from all three cities. When pirates are spotted, the dragons light the Drakelight, and then fly over to drive them off. It is not known who built the Drakelight spire or for what purpose; most assume it was built by Tchazzar during the first empire, but some think it is a monument of a much older empire or something else entirely.

The waters of the Bay are home to warring groups of sahaugin and aquatic elves, and sharks are a common predator. There are also tales of shipwrecks full of treasure, magical waters and mudmen.

The Maerthwatch

Also known as the Hills of Maerth, the Maerthwatch are a series of low and rugged hills between the Akanamere and the Adder River. They are known for their many rare minerals, and a number of ancient mines dot their slopes.

The Methmere, The Winding River And The River Of Metals

The Methmere is a long, narrow lake with a winding coastline and clear blue waters, lying between the Riders To The Sky Mountains and the Methwood. The lake is known for its large population of salmon, trout and bass, as well as for the sea monsters that dine on the fish and the few dozen fishing vessels that ply its waters. There are no major settlements near the Methmere, except for a few isolated encampments of bandits and refugees from the Unther-Mulhorand war on the western shore.

The lake is fed by the Winding River, which begins in the Adder Peaks. The river is the longest and wildest in the Old Empires; it is both extremely swift and treacherous with churning white waters, and even the bravest navigators refuse to sail it. The lands around the river are inhospitable and desolate, home only to assorted monsters and crazy hermits.

The Methmere empties into the Alamber Sea at Messemprar via the River of Metals. It is far slower than the Winding River, and gets its name from the large deposits of precious metals, especially gold, that muddy its waters. There have been several gold rushes at various points in the river, but few attempt to pan it these days when dragons fly out of the mountains to claim the riches and eat the prospectors.

The Methwood

This large, hot woodland is filled with cypress, date palms, cedar, juniper and mulberry trees, with lots of vine growth. The vegetation is very thick and difficult to travel through without using a blade to cut the thick vines. The Methwood forms the eastern border with Unther.

There are also a number of elephants, monkeys and leopards in the area. More exotic creatures include several viciously territorial chimeras and the old green dragon Skuthosiin “the Venomous”.

In ancient times, a number of Untheric druids and nature-worshippers built great tiered homes in the trees, but they left or died over a hundred years ago. Now the forest in inhabited by small tribes of elves.

Legends tell of a lost city of the original Turami inhabitants of Unther, dating back to the time of the Imaskar Empire, buried deep in the Methwood. If so, it has never been found, even by the adventurers of Unther at its zenith. Most dismiss this legend as mere fancy, though this has never stopped people looking for it.

Riders To The Sky, The Jade River And Dragonback Mountain

The Riders To The Sky Mountains are actually mostly hills, ranging between 3000 and 5000 feet in height. They form the south-eastern border of Chessenta with Unther. Their highest peak is Dragonback Mountain, a long dormant volcano at the northern end of the range. This is named for its spiky dragon-like profile, as well as the number of dragons that lair in and around the area.

The eastern sides of the Riders have mostly been cleared of monsters, but are inhabited by some bandits and outlaw tribes who raid into Chessenta and Unther. The western flanks along the edge of the Winding River are much wilder however. Here there are troll villages, duergar in the underground caverns, and rumours of drow.

On the southern end are a number of cliffs that are home to giant bird-like lizards known as tuuru. Legends tell that these huge creatures were once used as mounts by warriors of Unther in ancient times. However their current size, weight and strength make such tales doubtful; either a larger variety existed or the story is a hoax. The hills also sport ruins of an ancient bird-man civilization hunted to extinction for sport a century ago by mercenaries from Chessenta.

Despite the dangers, the Riders To The Sky are home to a number of small mining communities. They trade their ore with the merchants of Thamor, and sometimes to Mourktar, though the wars in Unther have made this problematic.

Flowing down from the western slopes of the Riders To The Sky is the Jade River. The greenish hue for which the river is named is the result of a combination of algae and run-off from the caustic mining operations of the duergar. After an initial steep descent, the river winds slowly over the plains of Threskel, and empties into the Bay of Chessenta just south of Mordulkin.

Smoking Mountains

The Smoking Mountains are a chain of volcanoes that run across Unther from Chessenta in the west. The eastern end is considered dormant, with occasional puffs of steam exiting its vents, but few eruptions. The western end is much more active, with the two major volcanoes, Mount Fussel and Mount Temmikant erupting frequently.

But in 1372, the lesser peak, the Burning Mountain, erupted explosively, raining down hot ash for nearly a hundred miles in every direction. The Burning Mountain itself was almost destroyed in the blast. The explosion displaced many assorted monsters, reclusive mages and dragons from the rest of the range, most of which went north. Rulers of the southern cities of Chessenta hired mercenaries and adventurers to prevent them from reaching civilized areas. Trapped, the creatures went to ground in the Maerchwood, the Methwood, the foothills of the Smoking Mountains and the lands around the Winding River.

Between the southern flanks of the Smoking Mountains and the Black Ash Plain of Unther, the gold dwarves of the Great Rift have established a number of settlements, with strongholds, foundries and smelters that utilize the volcanic fires. These dwarves rarely have anything to do with Chessenta due to ancient enmities with Unther. They are known for their toughness and resistance to heat and their strong oral traditions.

In the volcanic depths and in Mount Fussel, it is said that there are many strange creatures of fire with many heads and snake-like bodies, which breathe fire and swim in the lava. Legends tell of a lost god called Typhon buried here, whom the locals appeased with worship and sacrifice.

Threskel

Between the dormant volcano Mount Thulbane and the Riders To The Sky lies the sparsely settled land of Threskel. Although the folk of Threskel have long considered themselves independent, this isolated region has always been claimed by Unther and Chessenta at various times in history. They have little in the way of national character, instead having aspects of both Untheric and Chessentan culture.

The western and central plains are flat and sandy, a relatively arid landscape that is buffeted by strong winds that stunt the growth of almost any crop. It is only in the relatively verdant fields along the northern bank of the River of Metals that any kind of farming activity can be done.

Between the cities of Mordulkin and Mourktar on the eastern and western edges, the remainder of Threskel’s human population are concentrated along the River Metals. They live hardscrabble lives as fishermen, horse ranchers or miners in the Riders To The Sky Mountains. On the far north-eastern side lies the Long Beach, a prime fishing ground with several small hamlets.

In 1365 DR, Alasklerbanbastos and his flight of dragons came out of the Riders To The Sky Mountains and seized control of the whole Threskel region. All the cities and towns here now send tribute to nearby dragons; though hungry dragons are draining fish stocks from the Long Beach, and are apt to scoop up small fishing boats as they do so.

Mount Thulbane And The Fields Of Pryollus

At the north-western corner of Chessenta is the extinct volcano Mount Thulbane. It is also known as the lonely mountain, for it is connected to no other mountain range, and stands completely alone, looming over the plains of Threskel and the straits of the Wizard’s Reach. It is also the highest peak by far in either Chessenta or Unther.

Legend has it that Mount Thulbane is the home to the god Assuran, who lives on its peak and broods over the lands of Chessenta and Unther. This tale has yet to be proven, but it is known that the dragons loyal to Alasklerbanbastos lair somewhere on the mountain. It is to these dragons that the leaders of Mordulkin and Mourktar send regular caravans laden with tribute to the slopes of Mount Thulbane.

At the foot of Mount Thulbane lie the Fields of Pryollus, where the Thulbanian Games are held every few years to determine the greatest athletes in Chessenta. The games have stopped for several years, however, due to the risk of attack by dragons.

Underdark

Chessenta’s Underdark is part of the Darklands region, though it is sparsely inhabited (as far as anybody knows). Most settlements belong to dwarves, both gold and grey, and are much nearer to the surface than to the Underdark, in the Smoking Mountains and the Riders To The Sky Mountains respectively.

There are tales of monsters lurking beneath the Akanapeaks, and troglodytes beneath the Maerthwatch who occasionally raid the surface for food, tools and people to eat. Nearby are great salt caverns that supply the salt deposits found in the Adder Swamp. Beneath the Smoking Mountains and the Black Ash Plain is the Spawning Deep, which is home to many creatures of fire that swim in the lava.
This message was last edited by the GM at 08:11, Thu 21 Dec 2006.
DM BadCatMan
GM, 14 posts
Wed 11 Oct 2006
at 14:34
  • msg #5

Chessentan Towns And Cities

“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.
DM BadCatMan
GM, 16 posts
Mon 6 Nov 2006
at 07:09
  • msg #6

Dragons of Chessenta

Alasklerbanbastos

Alasklerbanbastos, the Great Bone Wyrm, is the hidden lord of Threskel and the self-proclaimed Dragon King of Old Unther. He is an ambitious and calculating would-be ruler of both dragons and humans. He is literally just the skeleton of a huge dragon stripped of flesh, with small sparks leaping between his bones and bright burning eyes.

Alasklerbanbastos first achieved notoriety in Chessenta when he emerged from the Riders To The Sky in 1322. Together with a coterie of dragons, he launched a summer-long reign of terror and wreaked destruction in Threskel and Chessenta. The dragons disappeared just as quickly as had appeared.

He returned in 1365 and launched his invasion for real. With an army of dragons both alive and undead, led by his lieutenant Jaxanaedegor, he threatened the communities of Threskel into submission. Now each has a guardian wyrm loyal to Alasklerbanbastos, and pay tribute to the Great Bone Wyrm.

Alasklerbanbastos’ oldest and greatest enemy is Tchazzar, and the two dragons have been warring for many centuries.

Jaxanaedegor

The self-proclaimed Lord and Viceroy of Threskel, Jaxanaedegor is a long surviving and ambitious old green dragon, and the most prominent lieutenant of Alasklerbanbastos. He claims the lands of Threskel as his domain, drawing strength by terrorizing the surrounding communities. Unable to abide the touch of daylight, and with a decrepit appearance, there are rumours that he is some kind of undead.

In 1365, Alasklerbanbastos rewarded his most loyal dragon servitors with fiefdoms in Threskel and Chessenta. The catch was that they had to go and seize these lands themselves. While some schemed more than they acted, Jaxanaedegor was the most successful, and flew over the cities of Mordulkin and Mourktar, demanding that the human kings pay regular tribute to the Great Bone Wyrm, or be replaced with those who will.

The leaders of these cities paid little heed to these claims, until Jaxanaedegor returned with several dracoliches and destroyed many trade caravans of these cities. Now they send regular caravans laden with tribute to the slopes of Mount Thulbane to appease the dragons.

Tchazzar

Known as the Father of Chessenta and the Invincible Warrior, Tchazzar, son of Rauthstokh “Redbones”, is the Sceptanar of Cimbar and god-king of Chessenta. He is a powerful and ferocious red dragon, with glossy scarlet scales and obsidian black wings and horns with sharp, serrated edges. His lair is in the Great Palace of Cimbar, a palace built to his specifications the last time he ruled Chessenta, from which he can survey his incipient empire.

Tchazzar first came to prominence as a human War Hero who liberated Chessenta from Unther in 929 DR. He was a mighty warrior who rode upon a red dragon and used it as his standard. With his tireless sword he united the city-states and conquered Unther, seized the Wizard’s Reach and ate into Chondath, and ultimately forged the Chessentan Empire.

He established Chessenta as a truly independent land and ruled it long and well. He was a master of the intrigues and interests of his people, and steered them into a golden age of wealth, prosperity and culture. He was a famed glutton and debauch of many feasts (now apparent as a sign of his draconic nature), but most of all he was a brilliant warrior and strategist. His reign lasted nearly a century.

In 1018, an army of sahaugin invaded the shores of Chessenta. For once, Tchazzar didn’t gather up his armies, and instead rode north alone to face them. He bade his armies “Feast and take ease, while I sharpen my sword once more.”

He was never seen again, save for flickering visions that appeared simultaneously in the throne-rooms and council chambers of all Chessentan cities. They showed images of Tchazzar standing atop a heap of butchered sahaugin, bloody sword in hand, smiling and saying “Know that I have won my greatest victory.” The Invincible Warrior was seen no more, and his body was never found. Without him, his empire collapsed in less than a century.

After his disappearance, people came to revere him as a deity, and his church arose to become one of the most popular hero-cults in Chessenta. Despite all the strife and ruin that followed, it remained popular, and Tchazzar became the symbol of Chessenta itself, powerful, brilliant, and dangerous.

Even when he was alive, some sages suspected that Tchazzar was not a human who used a dragon as his battle-standard and rode a dragon into combat, but was the dragon itself. His strength, his battle-prowess, his prodigious appetite and occasional breath of flame made it hard to hide. It has been said that the whole legend was part of a grand plot to attract worshippers and become a god. Most Chessentans who knew did not care, only happy to have a strong leader who brought strength and prosperity to their country.

During the Time of Troubles, Tchazzar emerged once more, and flew victoriously over Akanax, Cimbar and Mordulkin, urging his people unite and restore the glory of Chessenta. Further flights showed him sprouting extra heads of different colours, and it was apparent that he had been transformed into an avatar of Tiamat. In this form, Tiamat defeated Gilgeam, and Tchazzar was not seen again.

Chessentans still revered the memory of the legendary warlord, but most of his worshippers began to see him as an aspect of the Dragon Queen. The church of Tiamat began to take over Tchazzar’s hero-cult.

Then in 1373, near the end of the Dracorage, Tchazzar was returned to Toril. He materialized above the Bay of Chessenta in the midst of a naval battle between Soorenar and Cimbar. In his rage, he destroyed both fleets. Then he flew across the Bay and routed the warring forces of Luthcheq and Mordulkin. Then he went on a rampage driving out or destroying many rival dragons and dracoliches.

Tchazzar flew to Cimbar, and after a brief battle with the city’s overmatched defenders, he quickly installed himself in the Palace and declared himself Sceptanar. He plots and schemes to solidify his rule and rebuild his empire. His return has reignited hope in many Chessentan people that their country will once again be united and prosperous.
This message was last edited by the GM at 12:57, Wed 03 Jan 2007.
DM BadCatMan
GM, 17 posts
Wed 8 Nov 2006
at 14:49
  • msg #7

Organisations Of Chessenta

Although most Chessentans owe their allegiance and loyalty to their home city-states and no further, there are nonetheless are number of organisations and factions that have or seek a nation-wide influence. These include mercenary companies, religious cults, monkish orders, secret societies, philosophical schools and artistic troupes. Most are benign or neutral, others are scheming and malevolent, though it is often surprising which ones is which.

Church Of Tchazzar

The Church of Tchazzar has long been associated with the nation of Chessenta, ever since the red dragon liberated the country and made it what it is today (such as it is). Its followers believe that Tchazzar will lead Chessenta into a new golden age. Though they have been saying that for centuries, the return of the Father of Chessenta has added weight to their claims, and the Church has grown popular amongst the Chessentan people once more.

Centres Of Activity

Worship of Tchazzar is concentrated in Cimbar and Soorenar, with the Cimbaran branch the largest. Other churches have started forming in Airspur and Akanax, but they are small, and face opposition from existing faiths. But after the rulers of Luthcheq burnt some Tchazzarrans and were in turn incinerated by dragons, few foreign leaders dare crack down on the growing ranks of followers in their cities and risk the wrath of Tchazzar.

Members

Priests of Tchazzar espouse the glory of battle, conquest and victory; the dominance of the strong over the weak; the glory of Chessenta and its people; the superiority of dragons, and Tchazzar above all. His followers believe that Tchazzar will lead Chessenta into a new golden age of conquest, power, and artistic and intellectual achievement.

Followers of Tchazzar are not simply power- and glory-hungry warriors and brutal killers, though many are. Others are strongly patriotic Chessentans, keenly interested in defending their great nation from outsiders and restoring it to its former glory.

The bardic arts are commonly pursued, with many of the faithful training themselves in some form of performance or the arts. Philosophy and theology are common topics of discussion, and many members are quite knowledgeable about magic, religion and history, particularly Chessentan. They enjoy listening to or telling tales about Chessentan heroes, especially ones about the exploits of Tchazzar.

Members of the Church are dispatched as missionaries to all parts of Chessenta and other lands to tell the stories of Tchazzar’s victories and to spread the word about joining his Church – mainly as veiled threats about the impending second empire. Other missions involve searching for dragon eggs, fighting enemies of the Church (such as the Church of Entropy, the Cult of the Dragon and the followers of Alasklerbanbastos), and securing Chessentan authority. Everything else revolves gathering as much power and glory as possible.

As with most Chessentan hero-cults, only the strongest and bravest individuals are given the opportunity to join the Church of Tchazzar, and they must be experienced and dedicated in their field. While the Church accepts all types of people, it is most popular with warriors. Those who prove themselves worthy become Protectors of the Church, and begin to be sent on assignments. New members of the Church must show any treasure or magical items they find to Tchazzar, who chooses the ones he likes to add to his hoard, and lets them keep the rest.

Those who show exceptional loyalty or talent are sometimes offered a chance to join the Blades of Tchazzar. The Father of Chessenta is the only one who makes this offer, and this usually involves tests of skill, usually in combat. The Blades are an elite fighting order, directly under Tchazzar’s command, and are sent on his most important missions.

High ranking priests of Tchazzar are known as Drakarchs (or Wyrmlairds elsewhere). Typically they are the older, wiser and meaner veterans of the old Church before Tchazzar returned, when they used to be in charge. They typically trained themselves to become more like dragons, particularly Tchazzar, using spells that grant resistance to fire, fire effects and draconic fire breath abilities. Powerful Drakarchs sometimes ride red dragons, though this practice has fallen out of favour since Tchazzar returned and it become obvious that Tchazzar was the dragon, and not a human who rode one.

There is no particular dress code or combat style for followers of Tchazzar, who may wear any armour and carry any weapon they like when in the field, though colours of red and black are common. Some choose the breastplate, shield, spear or sword combination that is so traditional in Chessenta, with the symbol of Tchazzar painted on the breastplate and/or the shield. Others seek to emulate their lord by dressing in scale armour with red cloaks, helms that resemble dragons and tabards with Tchazzar’s symbol. Longswords, and/or swords with saw-bladed edges (to resemble a dragon’s teeth) are common, though not mandatory.

Enemies And Allies

The Church of Tchazzar has found a few enemies since its resurgence. But as most these enemies are evil groups who threaten Chessenta, most people are happy to be on the Church’s side. A few priests of other religions and rulers of other cities who feel threatened by Tchazzar’s return also work to oppose the Church, though most do secretly and carefully.

The Church of Entropy, based wholly among the Karanok family of Luthcheq, cracked down on the faith by trying to burn some clerics of Tchazzar found operating in the city. Tchazzar and his followers rescued his priests, and killed some Karanoks in the process. Now the cults of two false gods are set against each other, though all of Chessenta backs the Tchazzarrans against Entropy.

Thanks to the ancient rivalry between Tchazzar and Alasklerbanbastos, the conflict has filtered down to their respective followers. As a result, the Church and the Cult of the Dragon and the other dragons and humans who follow the Great Bone Wyrm are deadly enemies, and seek to thwart each other at every turn.

Despite their close ties, the Church of Tchazzar has little to do with the Church of Tiamat, upon Tchazzar’s orders. He wants to clean the Tiamat influence from his faith and design his own religion, and he and the Church are too independent to want to appear beholden to another deity or their faith.

This policy does not extend to other organizations however. Clerics of Tchazzar have forged good relations with several other churches and the various hero-cults in Chessenta, particularly among the followers of Azuth and the Red Knight. The expected conflicts with the other war gods in the region are yet to erupt.

History

Named after the great war hero Tchazzar who liberated Chessenta from Unther in 929 DR, the Church of Tchazzar was founded sometime during the first Chessentan Empire, and devoted itself to worshiping the Invincible Warrior. Even then many sages suspected Tchazzar was really a red dragon, but most Chessentans did not care, simply happy to have a strong leader who brought power and prosperity to their country. As well, it is highly likely that the Church was founded by Tchazzar himself, either in person or posing as a lackey, though this fact is also considered irrelevant in this day and age.

When he disappeared in 1018, the Church became one of the many hero-cults that are commonplace in Chessenta. With the loss of its head, the Church shrank in power and influence, but despite the ruin and strife that followed, it held on and maintained some popularity. The Church of Tchazzar survived for the next four centuries in one form or another, as an official religion, a fringe cult, an underground secret society and as a mercenary company.

A revival was lead in the 1300s, with priests of Tchazzar proclaiming that he would soon return to lead Chessenta into a new golden age. Few leaders took them seriously, though their demagoguery made them popular with the common people. His brief appearance during the Time of Troubles, flying over the skies of Chessenta renewed people’s faith, and gave weight to the priests’ claims.

But when that red dragon sprouted extra heads and became an incarnation of Tiamat, people began to worship Tchazzar as an aspect of the Dragon Queen. The Church of Tiamat moved in, and threatened to wholly subsume the original hero-cult of Tchazzar.

In 1373, Tchazzar returned to re-establish his rule over Chessenta, and take his place as head and god of the Church. The influences of the Church of Tiamat were removed, and the church gained new life and popularity. Hope was ignited in many Chessentan people that their country would soon be united and prosperous. The Church grew in power, and became more popular than ever before.

Cult Of The Dragon, Mourktar Cell

In a realm so full of dragons, it is no surprise that the Cult of the Dragon should be found lurking in Chessenta and Threskel. Ruled by the Great Bone Wyrm Alasklerbanbastos himself, and their first dracolich, the Mourktar Cell has grown to be strong and influential, as well as the soldiers in a war between dragons.

Centres of Activity

The Cult can be found mainly in the Threskel region, in occupied Unther, and to a lesser extent in eastern Chessenta. They are most active in Mourktar, the city where they were founded and for a long time made their base. When Alasklerbanbastos seized power over Threskel in 1365, the Mourktar Cell (as they are still known), moved their operations to the Great Bone Wyrm’s lair beneath Dragonback Mountain.

Members

The Mourktar Cell has long been considered rather dogmatic by other Cult cells, for their emphasis on devotion to Bane and the collected teachings of Algashon over those of Sammaster. They have long experimented with forms of draconic undead, most of whom lurk within the depths of Dragonback Mountain or in large crypts in Mourktar.

The Dragon Cultists support themselves and their group by engaging in banditry on the open roads and criminal enterprises in the big cities, especially Mourktar and Mordulkin. They also support themselves through honest trade, and few can tell where the Cult ends and legitimate business and authority begin. They need this money to entice dragons to become dracoliches, and to fund their experiments.

Enemies and Allies

The Mourktar Cell has an alliance with the Church of Tiamat in Unther, though this is strained due to ancient conflicts. They have long opposed the Church of Tchazzar, due to Alaskerbanbastos’s jealousy for the Father of Chessenta, and his return has only rekindled their enmity. Open war has yet to erupt however, due to Tiamat’s patronage of all three factions and the consolidation efforts that they are going through. Many members are also followers of Bane, and the Cell and the Banite temple the Black Lord’s Altar in Mourktar enjoy a strong relationship.

History

Founded in 1005 DR by a follower of Algashon, the Mourktar Cell achieved early success by convincing Alasklerbanbastos to embrace dracolichdom when his rival Tchazzar ascended to divine status. The Great Bone Wyrm then became their leader, and has ruled them ever since.

By 1024, Alasklarbanbastos’ territorial ambitions had brought the Cult into conflict with the Church of Tiamat in Unther, who launched a series of violent attacks against suspected Cell members and their holdings. The Cell nearly disintegrated, and Alasklerbanbastos retreated to Dragonback Mountain.

This continued until 1365 when Alasklerbanbastos and the Mourktar Cell had regained enough power to attempt to conquer Threskel. The dragons, supported by Dragon Cult servants, installed themselves as rules of many towns and cities in the region.

Cult Of Entropy

The city of Luthcheq is ruled by the mad family of House Karanok, and the Karanoks are in turn dominated by the cult of Entropy, a group dedicated to the destruction of all arcane magic. They worship a strange deity that they call Entropy, a vast black sphere that hovers in their main temple. The entity says nothing and does nothing, but the cultists worship it fervently as the greatest of all gods. They think it is female.

Like the members of House Karanok, the cultists of Entropy seek the destruction of all arcane magic and the extermination of those who practice it and deal with them. Even magical creatures are threatened, including elves, dwarves and planetouched. They hate and despise arcane magic, and see those who use it as perverted and corrupt.

Centres Of Activity

As the worship of Entropy is found almost entirely within House Karanok, the faith is based almost entirely in Luthcheq and its immediate holdings. This city has the only known temple to Entropy in the world, known simply as the Temple Of Entropy. It is a grand white marble building adjoining the palace, and enclosed beneath a huge sphere of black glass.

Recently, junior members of House Karanok have purchased mansions in other cities around the Sea of Fallen Stars, where they are less well-known and distrusted. As a result, agents of House Karanok and the cult of Entropy are roaming further a-field. It is also rumoured that each of these mansions contains a “daughter” of Entropy.

Outside Chessenta, the cult is barely known, and almost everyone who has heard of it does not consider Entropy a god.

Members

The distinction between the cult of Entropy and House Karanok is very fine line. Almost every member of one is also a part of the other, and vice versa. Although rare, there are a few Karanoks who are not members of the church (though they still worship Entropy fervently), and a few rare cultists from outside the family. Due to the long oppression of Luthcheq, the numbers of non-Karanok cultists is steadily rising however.

Priests of Entropy wander the streets of Luthcheq carrying censors filled with burning witchweed to purge the city of magic and smoke out wizards. They also participate in rites to venerate Entropy and the sacrifice of wizards, usually by burning.

To the surprise of everyone who sees Entropy as a false god, they can cast divine spells, which they use to deadly effect in the hunt for mages. They can also summon monsters scaly reptilian monsters. Some are said to have a strange affinity for the spheres, able to command them and create their own.

Clerics of Entropy typically wear flowing white robes embroidered with a large black circle representative of Entropy. But as most cultists travel outside Luthcheq in disguise, it is hard to notice them until it is too late.

Enemies And Allies

Due to their utter hated of all things arcane, the cult of Entropy has very few friends and a lot of enemies. Almost any organisation that makes use of magic or has dealings with magical creatures is considered an enemy of the cult. Prime among these are the Mage Society of Luthcheq, the wizards of Mordulkin and the church of Tchazzar.

History

The Karanoks were already fierce and paranoid haters of the arcane when the cult of Entropy arose amongst them in 1346 DR. Official legend has it that Entropy herself appeared in a torture chamber in the Karanok mansion, and completely consumed the wizard who was being tortured there. Seeing this as an omen and as divine support of their work, the watching members of the House fell to their knees and began to worship the entity. They subsequently remodelled the mansion to make the sphere’s current location the main temple chamber, and organised a religion centred on the destruction of magic and its veneration.

The complete lack of action on Entropy’s part during the Time of Troubles didn’t faze the Karanoks or the cult. They saw this as proof that Entropy was greater than any god, and they carried on worshipping it without worries.

Their faith paid off in late 1370 DR when a momentous event occurred - Entropy gave birth to five daughter spheres. Many faithful Karanoks and cultists developed divine powers and an affinity with the spheres that allowed them to move them around and summon creatures from them. The Karanoks see this as a sign of the success of their efforts and an opportunity to further their eradication of arcane magic.

Kaestra Karanok, the high priestess of Entropy, was slain in 1373 DR by agents of the Mage Society working for Mordulkin. The subsequent war with Mordulkin, the routing by Tchazzar, and Tchazzar’s attack on Luthcheq have thinned the ranks of the cult and the Karanoks, and temple leaders have also gone into seclusion.

Dragoneye Dealing Coster

The oldest and most prosperous of the Chessentan merchant companies is the Dragoneye Dealing Coster. It is based in Cimbar, but has way-bases in Mordulkin and all the way to Suzail, Iriaebor and Elturel. It was begun by two merchant brothers, Iltravan and Chethar, who were tired of shipping things overland to avoid the Inner Sea pirates only to lose them to bandits on the long land routes west of Westgate, and reluctant to pay high fees to the merchant houses of Westgate to have their cargoes accompany the well-guarded caravans of the latter. They later took in two lesser partners, the Mhalogh of Mordulkin (a minor noble) and Bezenttar of Suzail.

The Faithless

In a land of mad gods, dead gods and fake gods, it is perhaps understandable that some people would rather have nothing to do with it and not worship any gods at all. These people are the Faithless, a society of people who get together to pointedly not pray to any deities, deny the power of the gods over mortals, and fight against the so-called tyranny of heaven. Most others point and laugh and make jokes about the eternal soul.

Centres Of Activity

Groups of Faithless spring up in the cities, usually where cultures are liberal enough to permit such notions, or where the actions of mad priests have given people plenty of reason to distrust and despise gods and their servants. The former include Cimbar and Mordulkin, the latter include Airspur, Luthcheq and recently, Mourktar.

Members

Faithless come from all walks of life and there is no typical type. It is however assumed that most are very careful, cautious people, almost to the paranoia. No one wants to get into an accident, get sick, injured or die when the chances of healing and resurrection are very slim indeed.

Enemies And Allies

Faithless have few enemies, as most don’t get up to any major trouble beyond protests and occasional vandalism. The more extreme Faithless usually oppose the religions of the mad gods that caused them to spring up in the first place, usually Bhaelros in Airspur, Entropy in Luthcheq, and Bane in Mourktar. Some other organised religions seek to stamp them out, but most are content to ignore them.

The Harpers

The Harpers have long endeavoured to fix Chessenta’s perceived ills, but despite all their efforts over the years, they have so far been unsuccessful, even disastrously so. The peace conference of 1367 collapsed due to interference from various factions, Harpers among them, and as a result, few Chessentans welcome a Harper. Most Harpers are outsiders, and do not understand the Chessentan way of life. They are distrusted and derided, even while so-called evil groups are welcomed and celebrated.

Members

Harpers could be anyone in Chessenta, but they are certainly not about to let their identities slip with potential enemies all around. Usually they are bards and rogues, and most are not native Chessentans. Perhaps much more than Harpers elsewhere, they operate mainly as bards, minstrels and storytellers, and find little opportunity for do-gooding.

Enemies And Allies

The Harpers oppose many factions in Chessenta that they see as villainous – the Cult of the Dragon, the Banites, the cult of Entropy and the church of Tchazzar – and are in turn opposed by them. But the various problems caused by Harpers over the years have given them a bad name, and most people of Chessenta distrust the meddling Harpers.

The Heptain

Led by Heptios, the archmage of Cimbar, the Heptain is a small band of philosophers that roam Cimbar teaching the importance of intellectualism and philosophy over superstition. They believe that rational thought must always overcome emotion, and that passions lead people along irresponsible and dangerous paths.

Centres Of Activity

The Heptain operates almost exclusively in Cimbar, and can usually be found wandering the streets and marketplaces dispensing philosophy. They also hang around the University, but they mainly operate out of the member’s homes. Branches have also started to spring up in the cities of Airspur, Mordulkin and Soorenar.

Members

The Heptain are marked by the characteristic brown robes and hood of Heptios, though there is no real dress code. They are analytical, logical and dispassionate, but their reputation for coldness and lack of emotion is mostly undeserved.

Enemies And Allies

The Heptain have no real enemies or allies, though they are usually a target for the Mob when it is roused. The Heptain’s disdain for the irrational behaviour of the common people doesn’t win them any friends, while the Mob dislike being told what to do and think. Mostly this conflict has come down to name calling and vegetable throwing, but magical shields have prevented some of the more lethal protests.

The Mage Society

The Mage Society is a secret organization of mages and mage-friends whose goal is to overthrow the Karanoks and return magic to Luthcheq. They work to save mages and other victims from the pyres, seek help from outside mages, sabotage the plans of the Karanoks and destroy the hated witchweed fields.

Centres Of Activity

The Society operates exclusively in and around Luthcheq, and is usually contained to the city by watchful gate guards, so leaving the city is often very difficult. They meet in secret hideouts around the city, magically and mundanely hidden in places like warehouses, taverns and shops. They move around often however.

Members

Members of the Mage Society behave almost like a cult, with prayers to Mystra and Azuth opening every meeting, and dress in hooded black robes. Always wary of impostors and spies, they employ magical disguises and false names when meeting with each other. They usually name themselves after animals (which their disguises usually vaguely resemble), and greet each other as Brother Dog, Sister Shark or Brother Hawk for example. They reveal their true identities to only a few trusted others, so that the group can learn what has happened if they get captured and attempt a rescue. Their commanders are known as the Three.

Members of the Society (and other Luthcheq mages) dress to blend into a crowd, and would usually rather not go out into public lest they get caught. Most live hermetic lives, venturing out only at night or when crowds fill the streets. They are very careful and cautious, due to the great risk of being caught and the terrible consequences. They are skilled at stealth and stealth magic, and illusions to hide their activities. They are forced to deal with the rare crime gangs of Luthcheq and visiting pirates to gain spell components and magical items at exorbitant prices, a practice they often leaves them at risk of being betrayed by unscrupulous criminals.

Enemies And Allies

The Mage Society are opposed by the Cult of Entropy and House Karanok in Luthcheq, who seek to wipe them out along with all other mages. They are aided in their endeavours by foreign wizards, particularly those of Mordulkin, Cimbar and even Thay. This aid is rare however, as few mages can safely get into Luthcheq to help.

History

The Mage Society (or the Magus Society as it used to be known) has existed in various forms since the Karanoks cracked down on arcane magic in 1324. Unfortunately, the group is occasionally infiltrated by spies or betrayers, as some wizards have been known to renounce magic and give up the society, usually while under torture or on the pyre. Then it is quickly set up, often with a staged execution of a mage or a lure to a meeting with a powerful foreign wizard. Then it is smashed by Karanok thugs, only to reform with survivors and new members elsewhere in the city. Early in 1373, the Society was nearly destroyed in just this way, but is now in the process of rebuilding.

The Master Thespians

Chessenta is home to many strange wonders, and some of the strangest are it’s Master Thespians, actors who employ magic to augment their talents to create truly memorable performances. It is said that they have the power to completely become their role, and even gain that person’s powers. Some whisper that these consummate actors are also master spies and political saboteurs.

Centres Of Activity

A few Master Thespians can be found in any city that has a thriving theatre industry: Mordulkin, Soorenar and most of Cimbar. Some have even found their way to Sembia where they explore the theatre there, though the actors of the two cultures have a heated rivalry.

Members

Like any actors, Master Thespians are larger than life personalities, prone to bold statements and great displays of emotion. Each seeks to be the “perfect actor”, a master of any role. Their powers are secrets passed down from master to student over a long apprenticeship, and are a combination of magic and clever acting skill. Most are exactly what they claim to be: actors plying their trade on the stage. But a few enterprising Thespians have found other uses for their abilities, as spies, confidence tricksters and adventurers.

History

It is said that the greatest of Chessenta’s actors was Vorptios Grael, who revolutionized the Cimbarran stage two centuries ago. He began experimenting with the idea that if one could properly assume a role, one could become the role so convincingly that they could obtain the knowledge, skills, and even some of the attributes of the person imitated. Vorptios succeeded in becoming what some called “the perfect actor”. He mysteriously disappeared following a performance as Elminster, but not before passing on a few of his secrets to his students.

The Numbers Cult

Rumours persist of a secret society known as the Numbers Cult, a group of madmen who attempt to translate magic into mathematics and vice versa, then create equations that will conquer the world. Most serious philosophers and wizards see the idea as ridiculous and false, but that hasn’t stopped anyone from trying.

Centres Of Activity

As a secret society that no-one is sure exists, the Numbers Cult is hard to pin down. Most suspect that if it does exist, its members can be found lurking in the colleges and universities of Chessenta. Prime among these would be the University of Cimbar. Areas of architectural or astronomical significance are said to be prime haunts.

Members

Over the years, a number of mathematicians have gone mad chasing down mathematical enigmas, whilst just as many wizards have lost their minds delving into dark secrets. Most wind up in mental institutions or die, but some disappear to continue their research. It is these people who are said to make up the Numbers Cult.

The Old Order

The Old Order enjoys a strong presence in Chessenta, where their interests in philosophy, lack of religious tradition and strong focus on becoming tough martial artists has found great popularity. Such are the links with Chessentan culture and history, some sages have speculated that the Old Order was founded in Chessenta, or at least was heavily influenced there, but the Monks themselves seem to neither know nor care.

Centres Of Activity

The Old Order possesses no large monasteries or temples like other religions and monastic orders. Instead they run small training and philosophical schools in the more liberal cities of Chessenta, and raise money with tuition fees and prize money.

Members

The Monks of the Old Order don’t worship any particular deity, or if they do, he or she or it is either now dead or never existed, either on the Material Plane of Toril or anywhere else. The Monks don’t particularly care about the identity or nature of their god: when asked, they contradict themselves, or utterly confuse the questioner with philosophical debate. They eschew worship, preferring to leave their nameless god alone (if he/she/it even exists). It is the nebulous nature of this god that makes scholars think of the hero-gods, false gods and theological battleground of Chessenta.

They instead devote themselves to the philosophy espoused by this nameless deity, although few are clear on exactly what this is. They are fond of philosophical debates and introspection, and can often be found arguing with other Chessentan philosophers, usually with infuriating vagueness.

The Monks can also be found competing in the various athletic events of Chessenta, and excel in many fields, particularly the martial arts. A few join the armies or mercenary companies and make for strange sight on a battlefield full of heavily armed and armoured warriors. Their styles usually, but not always, have a strong emphasis on defence and toughness - rumour has it that they attain ranks by being able to survive a beating by an ogre or some other large, strong monster without ever raising a hand in defence. As with everything else about the Old Order, this may or may not be true.

They also practice the arts of stealth, and dabble in magic, particularly in powers related to shadows and deception. There are confusing philosophical reasons for this, and although there are no apparent ulterior motives to this training, some ruthless Monks make a good living working as spies and assassins.

The Order Of St Dionysus

Followers of St Dionysus are devout followers of Ilmater and follow all the same dogma as others of that faith, but add that the suffering and anguish of others can be relieved by making them happy and helping them to enjoy life, with feasts, celebrations, good times and entertainment. They promote justice and peace in Chessenta, and organise joyous celebrations. Their work focuses mainly on the common folk of Chessenta, in both the villages and the cities.

Most Ilmatari saints have a flower symbol. The Order of St Dionysus has a bunch of grapes.

Centres of Activity

The Order of St Dionysus operates mainly in the countryside and small towns, but they don’t neglect the big cities. It is mainly active in Chessenta, and is the main representative of the church of Ilmater there, though it has the status of a hero-cult. It has also spread out to other places in Faerûn, and has a strong presence in the Bloodstone Lands.

Members

Priests of the Order (which includes monks and clerics) are hearty, jolly, down-to-earth types. Frequently drawn from the peasantry and focusing their attentions on these people, the priests of the Order are often looked down upon by the stuffier members of the church of Ilmater. They enjoy the theatre (particularly the bawdier tales), but most of all they love a big feast with plenty of wine. They also love a good barroom brawl, though they are always sure to heal and repair any damages afterwards.

They often shave their heads, and prefer to wear shabby brown monk’s robes, sometimes with armour underneath. Due to their love of food and wine, they are usually fat, rotund men and women. This doesn’t slow them down in battle however; they are dirty fighters in a brawl, favouring surprise belly slams and wrestling. Some are such prodigious drinkers that they have mastered mysterious forms of fighting that rely on being drunk.

Enemies And Allies

The Order of St Dionysus opposes all the evil tyrants and factions of Chessenta, particularly the Bhaelrassans and the Banites, as Ilmater opposes Talos and Bane. They have a particular enmity for the faith of Loviatar, and the feeling is mutual, which is ironic as the Loviatans have no known malicious intentions for Chessenta. The real dispute would seem to be over the faith of the people.

History

St Dionysus (also known as Dionysius) was a devout priest of Ilmater who operated in Chessenta several centuries ago. He worked hard to prevent the wars between the city-states and promote peace throughout the Realm; occasionally he was successful, but to no lasting effect. He was however more successful in protecting the common people from the devastating effects of war, by aiding farmers, curing the sick and injured, protecting them from raiders and keeping their spirits up with entertainment and feasts.

Upon his death (sources differ on exactly how; some say he died defending a village, others that it was due to excess of food and wine) he was declared a saint by the church of Ilmater. The Order of Saint Dionysus arose shortly thereafter, and become one of the many hero-cults that thrive in Chessenta.

The Renegades
The Renegades are literally that: renegade soldiers exiled from Akanax, the city of soldiers. Some merely sought gold rather than or as well as glory, others were failures or outcasts for some crime. Many chafed under the constant training and orders, or simply snapped under the pressure. But knowing nothing other than how to fight, most wound up back as soldiers, in mercenary armies like the Renegades.

They are led by the infamous Helyos, who is considered to be one of the toughest and meanest fighters in Chessenta. He was exiled from Akanax for some reason that remains unknown, and took to the mercenary’s life. He rose to the rank of lieutenant in a mercenary company belonging to the famed Stilmus, then tried to kill him to gain control. Helyos failed and escaped to form his own company of similarly embittered Akanaxian exiles. Helyos competed in the tournament to find the new king of Mourktar, and nearly won it, but narrowly escaped with his life.

The Renegades have a reputation for ruthlessness, brutality and excessive pillaging, and are a subject of fear throughout Chessenta. They will do whatever it takes to win. Their forces consist of heavy cavalry, heavy infantry and archers, together with some scouts and archers.

Akanaxian warriors are known as the best in Chessenta; although the Renegades are rejects, they still have the Akanaxian reputation as skilled fighters, and charge double normal rates. But they will twist the spirit of any agreement for the most benefit, with some employers finding themselves the unwitting perpetrators of atrocities and war crimes.

The Renegades have made many enemies, particularly Stilmus of the Society of the Sword, though they are on good terms with several pirate bands. They take any job if the price is right (less if against Akanax). They have no base city, instead wandering Chessenta in search of opportunity and plunder.

Sailors Of The Crimson Sea

Despite their name, the Sailors of the Crimson Sea are not pirates or privateers. The name is an elaborate metaphor: “the crimson sea” refers to a bloody battlefield, and “sailors” refers to soldiers who ply their trade upon that crimson sea. This is a source of endless frustration for the Sailors, who spend half their time explaining to people what the name means, and the other half explaining why they won’t take naval jobs.

Formed in the 1350s, the Sailors saw many hardships. In the battle of Thurgabanteth in Chondath, they had many casualties, including their commander Bendix. His lieutenants Lhrek Jarsyn and Iurnan Chall fought over the leadership, though Lhrek won out, with Iurnan becoming his top advisor.

The Sailors pride themselves on always being on the “right side” or any conflict they become involved in, though they will never work for free. They always uphold their side of the bargain however. They are also proud of their poetic name.

The company consists of heavy cavalry, heavy infantry and archers. They employ good tactics, though morale is low. They are careful in forests due to a past encounter with treants in the Chondalwood. They operate in Chessenta and Chondath, but their choice of good sides has earned them a few enemies among evil groups.

The Society of the Sword

This is the largest, oldest and most famous mercenary force in Chessenta. Formed nearly a century ago, they have earned great fame for their honour, integrity and skill. They have often been called upon to break the strength of one bandit or pirate clan or another. The Society’s first rule is that a good mercenary should be worth twice the price he charges.

The current leader is Stilmus, a scarred veteran of many conflicts. He is obsessed with honour. Once an agreement is made, he will uphold it both in letter and spirit. If someone tries to cheat him, he considers this a challenge to his honour. Stilmus has fought many duels to defend his honour, and has on occasion dragged his company along on a quest for vengeance. He has carried a long grudge against Helyos, who once tried to kill him for control of one of Stilmus’s old companies.

The Society of the Sword prefers high prestige jobs, and will not fight against weak opponents. They never indulge in looting, and any member caught looting is permanently expelled. They are proud warriors, but are less interested in glory than in doing a good job. They are currently based in Cimbar, where they assist and recruit from the local Watch.

Stilmus and his lieutenants are great tacticians and their company is deadly on the battlefield. The company consists of heavy cavalry, heavy infantry and archers. Every one of them practices constantly to hone their skills, and (except the archers) is a master of the longsword.

The Wraith Of The Inner Sea

The Wraith of the Inner Sea is a fleet of four ships that serve as privateers along the coast of Chessenta: the Sea Queen, the Sea Horse, the Sea Jewel and the Sea Quest. Though they’ll hire themselves out to any city (except Luthcheq), they are based in Reth.

Their commander is the “Sea Queen” Kreodo, a half-orc who began her long career as a slave of the Flaming Spike orc tribes. She escaped and fled to Reth, where she fought as a gladiator and had numerous adventurers, then later moved to Mordulkin, where she joined the thieves’ guild. Growing bored of that, she decided that she’d like to live on the sea, so she purchased a ship, hired a crew, and became a pirate.

The Wraith’s favourite tactic is to try to surround their prey from all sides, and then close in for the kill. Kreodo is a cruel enemy, though she treats her victims with courtesy. If they surrender, she’ll make certain they are treated fairly until they can be returned home. Each ship is equipped with mages who provide wind to the sails when needed.
This message was last edited by the GM at 11:46, Wed 03 Jan 2007.
DM BadCatMan
GM, 22 posts
Fri 29 Dec 2006
at 03:17
  • msg #8

The Theatre Of Chessenta

The Theatre Of Chessenta



Cimbar, City of Beauty and Culture, is home to many strange wonders, and some of the strangest are its master thespians, who employ magic to augment their talents to create truly memorable performances. As a result, the productions of Cimbar are without rival throughout the Realms (or would be, some say, if the writing matched the quality of their acting). As a result, a number of legends have sprung up around the theatre over the years.

Among these thespians, the greatest was Vorptios Grael, an actor who revolutionized the Cimbarran stage two centuries ago. He began experimenting with the idea that if one could properly assume a role, one could become the role so convincingly that they could obtain the knowledge, skills, and even some of the attributes of the person imitated. Vorptios succeeded in becoming what some called “the perfect actor”. He mysteriously disappeared following a performance as Elminster.

The actor Gurxandon Pralamas died of a heart attack in 1320 while performing “The Tragedy of the Twins” (a play about two of Tchazzar’s sons who, in their zeal to find their missing father, ended up killing each other by accident). Gurxandon, however, refused to die peacefully, and haunted the Orpheum Oceania theatre (the largest theatre in Cimbar’s port district) until his spirit came to an accommodation with the theatre management and the local priests of Lathander; he would leave the theatre in peace provided that he was allowed to continue his stage career playing whatever ghostly roles a play called for. Ever since, Gurxandon has thrilled audiences and terrorized critics (who insist his overacting is atrocious) and has been a capable mentor to many of Cimbar’s finest actors for the last fifty years.

Cimbar’s Five Most Popular Plays

"The Woman in Dread"
Phaelo Hulmescar is the greatest acknowledged playwright in Chessentan history, though she only wrote five plays. Written in 1204, this drama is set in Unther, and follows the trials of its leader character Marda. Her husband Korga, a great Untherite war hero, is dying, and she can’t stand the idea of losing him, so she arranges to murder him in such a manner that he comes back as a ghost. She succeeds, but is driven mad. She then launches a desperate attempt to open the Gate of Nergal so her husband’s spirit can survive, but this has disastrous consequences for all Unther. The drama is conducted in seven acts, three of which consist of the lead character, Marda, speaking in long dramatic verse. This play is also known for its intricate sixth act dance sequence, “The Dance of the Spirits”, which lasts for half an hour and (in the original scripts) called for ten spellcasters to cast spells at the appropriate moments to augment the performance.

"The Rivals"
Written by Demetrion Therscales in 1330, this is a black comedy about two wrestling rivals who go to extraordinary lengths to find ways to win an upcoming wrestling match. During the course of the adventure, they spy on each other, blackmail various friends, family and coaches, and use magic spells and the blessings of the gods to gain an edge. As the absurdity mounts, one of the combatants accidentally snaps the neck of the Sceptanar of Cimbar, the other goads the god Gilgeam into conducting a killing spree in the streets of Soorenar, they’re both magically transformed, fall in love with each other, and one of them (who’s been turned into his sister) gets pregnant and gives birth to his rival’s child. By the time the match takes place, the legend of the rivalry has spread through every city-state in Chessenta, who are ready to go to war just to cover their bets on who will win the match.

"Chorus of Dragons"
Written by Morthander Agamondes in 1342, this is an overwrought but still compelling musical tragedy of a heroic dragon-hunter in Chessenta’s inland reaches, the three women who love him, and the brother who hates him. This overly earnest soap opera is better appreciated for its music than its dialogue. Agomondes, who died in 1366, was known for his excesses in both work and personal life – a difficult thing to do in Chessenta. His last drama, “Shattered Helm”, a dialogue on Helm’s agonies during the Time of Troubles, will finally be produced next year.

"Feast of the Encambionated Men"
This play’s author is unknown, and it dates back at least six centuries. It isn’t really a play, it’s a drunken orgy, both for cast and audience, with the cast members taking the role of demons who at irregular intervals, have intimate relations with members of the audience while allegedly discussing ways to corrupt mankind. The audience is encouraged to be roaring drunk, and at performances wine flows like water in the Sea of Falling Stars. Serious playwrights consider it an insult to the craft, but it remains popular for obvious reasons.

"The Mercenaries"
Released in 1355 and written by the Poet (an anonymous title for any playwright who’s scared their work will encourage the Mob to kill him), this play is Chessenta’s most provocative piece of anti-war propaganda. In it, an idealistic man from a city state controlled by Akanax is forcibly recruited into the local militia, brutalized, and then corrupted so he does the same thing to others. It’s a brutal, bloody, dark and compelling condemnation of the civil wars that have racked Chessenta for decades and their effects on its peoples.
This message was last edited by the GM at 13:18, Wed 03 Jan 2007.
DM BadCatMan
GM, 25 posts
Tue 2 Jan 2007
at 04:38
  • msg #9

Re: The Theatre Of Chessenta

Portraits of Chessentans

Priestess and Noblewomen


Soldier and Commander


Bard, Priest and King


Farmer, Slave and Minstrel

This message was last edited by the GM at 13:57, Wed 03 Jan 2007.
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