The following are random traditions, folk-lore, and information on the Calimshan environment.
- The currency in Calimshan are flat, polygonal coins that are always struck with the Imperial Seal of Calimshan on one side and the profile of the current ruler on the other.
- In Calimport the rectangular copper coin is called unarche or 'river', a round silver coin is called decarche or 'moon', a triangular electrum piece a centarche or 'tear', and the pentagon shaped gold piece a bicenta or 'sun'. Finally, the cross-shaped platinum piece in Calimshan is called a kilarche or 'star'.
- Authority runs from the Syl-Pasha, who is believed to be a grand caliph and empowered by the gods, old and new.
- The Vizir is the chief authority and can administer the Syl-Pasha's justice. It is the Vizir's duty to keep the peace, hear petitions, and mete out justice and punishments.
- Punishments for criminals can include public lashings, death, and stripping of property, wealth, and titles; an alternate punishment is to be forced to “the island”. A secret penal island off the coast.
- Magic and its use is managed by the Auret- the guild arcane in Calimport.
- Personal expression is important to native Calishites, nearly everyone can perform vocally, dance, or by instrument.
- Fashion and colorful clothes are trendy among rich and says a lot of person.
- All Calishites and especially the genasi express themselves and the element they most identify with. Brown and green fabrics for those who wish to be grounded and favor Earth. Whites and grey tones for elemental Air, the blue color palate for the Water element, and red and crimson colors for Fire.
- Weapons also fall into this category of personal expression. For the element of air: daggers, throwing stars and bow weapons. For those who favor the earth in their combat prowess: hammers, maces and most bludgeoning weapons. Flashy scimitars, the kopesh sword and other curved blades for elemental fire. Finally, for the water element: pole arms, the trident, spears and javelins.
- It is not uncommon for people to change dress according to the colors associated with the day of the week.
Everyday of the week has a song and a regional prayer-offering dedicated to it. - Popular leisure activities in Calimshan include: enjoying coffee and smoking in hookah lounges, enjoying extended baths in massage parlors, and playing dominos or parleys of chance in gaming houses.
- A popular sport among all social classes and children is pickelball.
- Greyhound racing, exotic horse and ostrich racing are popular gambling fare for the wealthy. For everyone else there are two brutal gladiatorial colosseums.
- Spontaneous street dancing and performances often accompanied by percussion provided by on lookers can be a regular occurrences in larger market areas and ward intersections.
- The palm of decadent feasts harvest is a yearly Harvestide celebration among the rich.
- Spell Duels among spell casters and Pashas are almost a daily cooccurrence that often causes serious collateral damage.
- Having a horse is a sign of wealth as is having an ostrich or axe beak mount.
- Magic Carpets are a sign of wealth and affluency.
- Owning a suit of ifirit forged armor is a sign of prestige.
- Every household maintains a garden for personal use plus one or two sheep or chickens.
- Necromancy is socially acceptable if done tastefully, fire magic and most evocation magic is distained.
- The most common magic items are the Sipping Jacket (usually fitted with potion of endure elements), items that grant endure elements, Magic Turbans and magic Lanterns.
- Heavy metal armor is almost non-existent in the near tropical environment of Calimshan.
- The city functions on the prosperity and success of the guilds.
- There are anywhere from 60-70 merchant, public works, private, and clandestine guilds operating in Calimport at any time.
- Calimport is a polytheistic society and contains over 300 religious sites and temples.
- Twice a day, between the hours of 6-7 am and 6-7 pm, the native Calishite population, and the secular community stop all daily activity and chant prayers toward the direction of the Plaza of Divine Truth- the location of the Celestial Stairway.
- In Calimshan, the first time a baby laughs is very special. Whenever this landmark is passed, the family throws a party to celebrate, and the person who made the newborn giggle is traditionally expected to supply the food.
- It is considered rude not to offer a guest a drink of water or to offer them salt at mealtime.
- In the Crypt Ward during Midwinter, people disinter dead relations from family crypts, and rewrap the bodies. Music and dancing ensue as participants parade the bodies around the tombs, and eventually return them to their resting places. This observance makes the point that the dead are always with us and should never be forgotten.
- Cats are revered and closely associated with cemeteries and the dead. This comes from many realms stories where cats lead spirits to the afterlife.
- A common insult “May you find sand in your bed tonight”
- It is unlucky to step out of bed with your left foot.
- In Calimshan it is forbidden to ferry the dead on the Calim river lest invite famine on the land.
- It is believed that a silver mirror will stop a dark folk from stepping through shadows in its presence.
- Sitting at the corner of the table is bad luck. The unlucky diner will allegedly never get married. Some say the bad luck only hangs around for seven years.
- Toasting with Water is to wish death upon someone, according to superstition. This tale is derived from a myth where the spirits of the dead would drink the water from the river of forgetfulness to forget its earthly past before it passed on into the underworld.
- In Calimshan to dream of any genie is a sign that you have a secret enemy.
- If a friend gives you a knife, you should give him a coin in return, lest your friendship will soon be broken.
- “May your feet never be soiled by dirt,” a common Calishite farewell.
- Instead of putting their lost baby teeth under their pillows in order to get gold from the genies, children in Calmshan instead throw their teeth onto the roofs of their houses and make a wish.
- One should never give someone yellow flowers in Calimshan, for instance, because that usually symbolizes deceit, betrayal, or a break-up. Similarly, red carnations should never be given to the living. They tend to be associated with graveyards and are therefore an ill omen in any other context.
- Kids observe Mother's Day in intriguing fashion in Calimshan. Traditionally, the youngins sneak into mom's room and tie her feet up with ribbons before she wakes. The idea is that way she won't be able to get out of bed and do any chores on her special day.
- Shaking hands is perfectly acceptable. But never do it in a doorway. Always make sure you're all the way inside before you offer a hand. It's considered a bad omen to shake hands on the threshold because that's where the spirit that guards the house resides according folklore.
Environment
The climate in Calimshan is near tropical and can sometimes reach very hot conditions. Metal armor is almost non existent except for enchanted medium armor up to a breastplate. Heavy armor is not used in Calimshan.Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth).
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.
Desert Creatures of Calimshan
Animals: camels, jackals, elephants, sand cats, vultures, desert rats, coyotes, ostriches, desert lions.
Reptiles: horned lizards, asp snakes, gila monsters,
Vermin: scorpions, giant vermin, ant lions, beetles
Other: dragons, axe beaks, albino lizard men, weresharks, wererats, cinder wolf, basilisk, genies, behir, humans, dwarves, flind, knolls, elves, eladrin, half-elves, halflings, genasi, jinnborn, drow, dark folk, tieflings, undead, and rat-folk.
Magic Plants of Calimshan
Lemon Trees, Ambrosial Lotus, Goodberry Bush, Gravebane Petals, Palm of Decadent Feasts, Poison Siphon Trees, Salvation Cacti, and Sheltershrub


1 comment:
Great post, very interesting
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