Monday, January 15, 2024

Calimport


Calimport is the oldest continuously settled human city in Faerûn, and possibly the world. Measuring 6 miles from east to west and 3 miles from the coastline to the northern tent city drudachs, it is home to approximately 450,000 people with each city Ward the equivalent in population to any large city elsewhere in the realms. Anyone can find most anything they wanted in Calimport, if they are willing to pay a high enough price. Calimport, it is said has more to offer in trade than even Waterdeep.

Calimport’s architecture is dominated by tall slender minarets, squat golden domes, and colorful decorative arches. Much of the city is constructed from magically sculpted stone, mudbrick, or a combination of magic and masonry all fully painted with vibrant colors, with different shades of brick laid in decorative mosaic patterns, complemented by bright splashes of paint and the occasional glint of metal. 

Each sabban has its own color palate while each Ward has a corresponding element- fire, air, water, earth, and magic. Vibrant colors associated with these elements are used as the tones for the ward's public buildings, walls, and byways. 

Many of the buildings in Calimshan have round, smooth domes of metal or metal-plated wood, while others sport more classic faceted domes of glazed bricks. Flat roofs are the norm across the Pasha’s lands, however placing a dome atop one’s building is a sign of prosperity. Most of the structures are sculpted by transmutation magic provided through a mason's guild, oread contractors, or the like. 

The arch is a central structural feature in nearly every building. To make life bearable within the often-hot surroundings of the southern Realms, most buildings are filled with scalloped archways and pillars to support the ceilings compared to walls that cut down the circulation of air. 

Minarets are a common site in the central wards. They are slim, round, or beveled towers of two or more stories with numerous balconies and a rooftop parapet or dome. While the ground floors are often stifling and cramped, the second and successive floors show why towers are so common. They allow folk to have their homes higher into the breezes where the air is cooler and the stench of the city is lessened. 


Unlike most cities, few of Calimport’s streets are named. The streets are only important to those forced to use them. The wealthy never walk on the actual ground without rich carpets first laid out. Travel is certainly possible at ground level, as archways allow such movement between sabbans and wards, but movement at street level is socially and literally looked down upon. Despite this, there is still a great amount of traffic on the streets at ground level. 

The walls that separate the drudachs and sabbans also form byways all their own, and it is upon this primary ‘road’ the wealthy and upper-class travel within the city. Where one drudach wall meets another, there is access to a network of byways that connect throughout Calimport. Intersections at various archways allow access to the ground where steps are set into the walls. In various areas of the city, buildings are constructed so their main floors are even with the byways of their paying customers. 

Deeper still exists a world below ground. Winding between the deep wells and springs that supply the city with water is a dark complex network of sewers and tunnels. The undercity of Calimport is said to contain forgotten streets, whole buildings, and sabbans long buried, forgotten, and built upon after great destructive events. Called the Muzad it has it own laws, citizens, and leadership. Here dark faiths congregate, forbidden magic is practiced and rat-folk live in numbers. 

In addition, there are desert Calishite nomads and ifrit tribes, as well as caravans who are constantly camped on the city’s outskirts, meaning the city boundaries and population ebb and flow with the trade season. The port in Calimport is arguably the largest in the world. Consisting of two city Wards, the port is able to safely harbor six hundred ships behind tall sea walls. 

 


Calimport 

(Magical Port City) Lawful Evil (+1 Law, +1 Corruption) Metropolis

Base Value- 16,000 gp (+85% 29,600 gp), Purchase Limit- 100,000 (+65% 165,000 gp)
City Qualities (Shares qualities with each ward.)
  • Cultured (+1 Society, -1 Law, always counts as a prosperous city for the purpose of perform checks.)
  • Decadent (+1 Corruption, +1 Crime, +1 Economy, +1 Society, +10 Danger. Increase Base Purchase Limit by +25%.),
  • Financial Center (+2 Economy, +1 Law. Base Value and Purchase Limit +40%.)
  • God Ruled (+1 to magical items)
  • Guilds (+1 Corruption, +1 Economy, -1 Lore)
  • Legendary Marketplace (Legendary Marketplace (Double the settlement’s Base Value and Purchase Limit.),
  • Magically Attuned Increase spellcasting by two levels
  • Planar Crossroads (+3 Crime, +2 Economy, +20 Danger. Increase spellcasting by two levels, and the Base Purchase Limit by +25%.)
  • Under-City (+1 Lore, +20 Danger).
Danger +60
Government Overlord (The Pyl-Pasha, the community’s ruler, a single individual.) 
Population 450,000
Magic Items  Minor X,  Medium 4d4+1,  Major 3d4+1. 
Spellcasting 8th (12th)
Corruption +2 (+8)          Crime +4 (+10)          Economy +5 (+11)
Law +0 (+6)          Lore +0 (+6)  Society +2 (+8)
 


Calimport wards are typically divided into three to four Sabbans or ‘boroughs’ and sub-divided into multiple Drudachs or ‘subdivisions’ totaling seventeen wards, fifty three sabbans and one-hundred sixty-six drudachs. Many are walled communities while others are unprotected creating a puzzle piece effect with sabbans fitting up against adjacent walls to the sabbans in other wards. 

Each sabban (borough) has its own walls, arches, and gates to allow passage to adjacent communities. Three to five drudachs (subdivisions) in each sabban contain at least one major villa or residence and a public source for water. Each sabban also has an array of defensive minarets rising from one of its outer walls or a sadidah which garrisons the sadimmin (Calimshan elite national guardsmen). 

Each sabban also contain guild halls, a post directory, bathhouses, places of worship as well as numerous khanduqs (permanent markets), grocers and warehouse space for trade. The local authority figure in a Sabban is called a Sabbalad (mayor). 

Smaller than a sabban, a drudach has its own amlakkhan (barracks) which garrisons the amlakkar (city watch), defensive walls and byways, and stables for beasts both exotic and mundane. A drudach hosts its own landmarks, coffee baristas, hookah taverns, feast halls, inns, religious sites, and row houses. The local authority figure in a Drudach is called a Druzir (representative).

It is not unknown for a Vizir to be acting Sabbalad of a Sabban or a Sabbalad to serve as acting Druzir of a Drudach as well. 

 


Wards of Calimport


Armada Ward (Port Ward- Water) This ward sits behind high walls and secure gates. It is primarily home to the docks and barracks constructed for the Calishite Navy, though there are various civilian buildings in here as well. The Navy virtually ceased to exist during the Genie Wars but has been rapidly expanding again over the last two decades. It has been difficult to recruit sailors and marines, and anyone wandering into the ward without a good reason is liable to be pressed into service.

  • GovernmentMilitary-The Sultan of this ward is the current highest ranking naval officer or his designee. 
  • Ward QualitiesAcademic (naval, geography), Artist’s Colony (expert services, crafter workshops, shipwrights, charts, maps), Deep Traditions (Naval and military training), Militarized (garrisons and minarets), Strategic Location (sea exploration, harbor establishment).



Caravans Ward (Outer Ward- Earth) This ward lies on the eastern fringe of the city and is used as a staging area for merchant caravans. The entire ward is dusty, dirty, and filled with beasts of burden. The privileged and wealthy tend to avoid this area. This ward is considered port and outer because of its location on the eastern outskirts. It has the majority of the carters, drovers, stables, and caravan services in Calimport.

  • GovernmentPlutocracy- the wealthiest trade companies and influential merchants control this ward
  • Ward QualitiesFamed Breeders (animal husbandry, animal handling), Rumormongering Citizens (information gathering), Holy Site (gods of Fate and Fortune), Notorious (rivaling guilds), Trade Post (caravan mastering, merchant outfitter, merchant services, guides, imported goods).  



Crypt Ward (Outer Ward- Air) This ward is dominated by cemeteries, temples, khamarkhas, and markhouts. Often called the Dead Ward or the Skulls Ward by the people who frequent here; this ward is a solemn final resting place for those in Calimport.

  • GovernmentCouncilA group of sages, and undead hunters leads the ward.
  • Ward QualitiesCity of the Dead (necromancers, philosophers), Eldrich (mediums, magic schooling), Holy Site (gods of Order), Notorious (religious activism, black market connections, thieves quarter), Unholy Site (gods of Death and the Dark gods).



Dock Ward (Port Ward- Water) Lying on the southern side of the city and facing the harbor, the Dock Ward is crowded with ship moorings and warehouses. It also has more taverns and festhalls than any other ward in the city.

  • GovernmentCouncil- A group of councilors, guild masters or members of the aristocracy, leads the ward.
  • Ward QualitiesGambling (feasthalls), Morally Permissive (drinking, sex, gambling), Notorious (rivaling guilds), Strategic Location (fishing, seafaring services and naval exploration), Trade Post (maritime outfitter, fishmonger, shipping trade, merchant services, imported goods).



Emerald Ward (Outer Ward- Magic) This ward is similar to the trades ward in that it is primarily mercantile business. What separates it from the lesser trades ward is that having a business here indicates your business is on the verge of reaching the upper crust of the lesser classes in the city.

  • GovernmentOverlord- this ward is ruled by an appointed Sultan who, in-turn has handpicked all Sabalads and Druzirs in his ward. 
  • Ward QualitiesProsperous (art dealers, fashion, magic craft), Notorious (rivaling guilds), PeacebondingRacially Intolerant (elves, half-elves), Trade Post (expert services, textiles, footwear, merchant services, imported goods).


Faiths Ward (Outer Ward- Fire) Calimport’s oldest temples are within this ward. There are also countless shrines, statues, and other memorials along the roads, meaning that virtually every known god is represented in some way. Famously, there is even a shrine dedicated to the “Unknown God,” which was created as a catch-all to ensure none were excluded.

  • GovernmentTheocracy- (This ward is ruled by its patron faith: secular and theological power are one and the same here. Priests, clerics and oracles decide every facet of life in the faiths ward.
  • Ward QualitiesAcademic (theology, history, ancient traditions), Holy Site (gods of Fortune and Fate, Nature and Wrath), Pious (healing, religious ceremonial services), Notorious (dark arts, rival church vs guild), Unholy Site (shrine to the Dark gods).



Grand Ward (Central Ward - Magic) This ward has the largest and most prominent market area in the entire city. This central ward is second only to the Palace Ward in terms of wealth. Spacious, beautiful houses and walled estates are the norm. It is also home to the Cajaan Market, which is the largest physical marketplace in Calimshan. A small number of vendors here even sell magic items.

  • GovernmentMagical- The Grand ward is ruled by an individual or some say individuals with unknown magical power who, in-turn handpicked all Sabalads and Druzirs in the ward. 
  • Ward QualitiesAcademic (illusionist magic schooling, language), Artist’s Colony (expert services, crafter workshops), Magically Attuned (magic plants, cultivation of magic plants, herbalism, apothecaries), Famed Breeders (exotic birds, animals), Well Educated (sage services, scribes).



Hammer Ward (Outer Ward- Fire) This ward is the home of heavy laborers (blacksmiths, armorers, weaponers, etc.). This ward is filled with sounds of hammers banging and forge working.

  • GovernmentPlutocracy- the most prestigious and renown crafters hold positions of leadership in this ward 
  • Ward QualitiesArtist’s Colony (armor smithing, blacksmith/metal forging, crafter workshops, weapon smiths), Defiant (bounty hunters, warrior training, outfitting), Notorious (rivaling guilds), Resource Surplus (metal worked items), Rule of Might (trail by combat)




Hook Ward (Port Ward - WaterThis ward takes in the remainder of the public docks (the eastern third) and actually contains the shipyards that service the port. While many of the wealthy make little distinction among the Port Wards, Hook Ward stands out as an area equally balanced between commercial and military influences. It has a far more subdued military presence than Armada Ward, and it is far cleaner and more organized than the rowdy Dock Ward. One of the factors that also separates this ward from its adjoining Port Wards is the predominance of maritime temples.

  • GovernmentCouncil- ruled by a council of rich influential Merchant Pashas rumored to have connections to every guild in the Hook ward. 
  • Ward QualitiesBroad Minded (gather information, exploration/guides), Decadent (entertainment, dancers/performers, feast halls), Notorious (rivaling guilds), Morally Permissive (gambling, courtesans), Prosperous (imported goods)



Jewel Ward (Central Ward- Magic) This ward is home to gemcutters and whitesmiths. Beneath the jewel ward is a darker side and it the site of more than 60% of Calimport’s illegal weapons and black market magic trading.

  • GovernmentSecret Syndicate- An unofficial, clandestine group rules the ward—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.
  • Ward QualitiesArtist’s Colony (expert services, jewelers, crafter workshops), Notorious (rival guilds, black market, illegal magic), Prosperous (gem and jewelry merchant), Rumormongering Citizens (information gathering), Timid Citizens (citizens are quiet and keep to themselves. crimes sometimes often go unreported.)



Khanduq ‘Market’ Ward (Outer Ward - Air) This ward is primarily Marketplaces and Khanduqs. 

  • GovernmentCouncil- governed by a council of merchant Pashas who keep the local Sabbalads and Druizrs on the payroll
  • Ward QualitiesAcademic (transmutation mage school, botany), Artist’s Colony (expert services, crafter workshops, wooden items), Trade Post (spice, textiles, imported goods, merchant services), Notorious (high crime), Cruel Watch (watch is infamous for its brutality, effectiveness, cruelty and corruption.)


Makers Ward (Inner Ward- Fire) A primarily business ward which resides close to the caravan ward making this ward a prominent business place. The Maker’s Ward headquarters many of the skilled trade guilds and is also home to a large number of artisans and other creative folk, such as writers, poets, sculptors, and the like. Some parts of the ward are thick with workshops that always seem full of activity. Inter-guild rivalry is ever-present, and street brawls between guildmembers are not uncommon.

  • GovernmentOverlord- this ward is ruled by an appointed Sultan who, in-turn has handpicked all Sabalads and Druzirs in his ward
  • Ward QualitiesAcademic (history, liberal arts, language, poetry, music), Artist’s Colony (expert services, crafter workshops, carpet weaving), Cultured (crafting musical instruments, educated), Defiant (free thinking), Notorious (rivaling guilds)



Palace Ward (Central Ward - Air) The richest ward and most affluent in the society. Much of the Calimport leadership resides here.

  • GovernmentOverlord- administered by the office of the Syl-Vizir himself and his military appointees
  • Ward Qualities: Defensible, Racial Enclave, Famed Breeders, Holy Site (Plaza of Divine Truth), Sacred Animal, Royal Accommodations (Syl-Pasha's Palace)



Quill Ward (Central Ward - Magic) Just north of Wizards Ward is an area of scholars, scribes, and sages. Most of the city administration is performed here and it also has the largest libraries in all of Calimport.

  • GovernmentCouncil- administered by a council of learned scribes and librarians who delegate one member to sit at the Table of Sultans 
  • Ward QualitiesAcademic (arcana, geography, history, local), Artisan’s Colony (books crafters, crafter workshops), Cultured (bard college, entertainment, crafting musical instruments, libraries), Eldrich (magic school/research, mage for hire), Romantic (theater)



Shackles Ward (Outer Ward- Earth) This sprawling, unwalled region on the western edge of the city is home to much of Calimport’s slave population. Few people reside here willingly, and one is most likely to meet outcasts and outlaws among the acres of abandoned hovels. Anyone wandering into the ward without a good reason is liable to be pressed into service. 

  • GovernmentOverlord- ruled by a military officer appointed by the Palace who, in-turn handpicked all Sabalads and Druzirs in the ward
  • Ward QualitiesMilitarized (warrior training, handle animal, warrior outfitting, soldering), Notorious (thieves quarter), Rule of Might (trial by combat),
    Rumormongering Citizens
     (information gathering), Sacred Animal (caracal feline)



Trades Ward (Outer Ward- Earth) As its name states, this ward is the elder mercantile ward and still the primary area in terms of trade with the northern shanates (outlying estate farms), since the Trade Road enters the city directly into this area. It is also the ward with the highest concentration of taverns outside of the Port Wards.

  • GovernmentCouncil- controlled by a council of quarreling Pashas who control various aspects of the fighting schools, the gambling, and trade in and out of the ward
  • Ward QualitiesAcademic (fighters’ school, ride skill, handle animal), Artist’s Colony (brewing, expert services, crafter workshops, stonework), Famed Breeders (dogs, horses), Morally Permissive (arena fighting, drinking, gambling), Trade Post (caravan mastering, merchant outfitter, merchant services, guides, imported goods).



Wizard Ward (Central Ward- Magic) The bulk of the city's magical might live here. Many strange things in this ward including permanent illusions and colorful magical displays.

  • GovernmentMagical- ruled by the Archmage of the Auret
  • Ward QualitiesAcademic (arcana, lore, history, nobility, planes, nature, necromancy), Eldrich (magic schooling, necromancy services), Magically Attuned (magic crafting, cultivation of magic plants, astrology, seer), Mythic SanctumWell Educated (libraries, sage services, procurement of rare substances) 



Muzad The Undercity contains streets, buildings, and ancient, forgotten areas and was collectively known as the Muzhajaarnadah, the "city of shadow", or simply the "Muzad". The Muzad was anywhere from six feet to nearly a half mile deep. It was formed over the millennia from all the times that Calimport was rebuilt; rather than clear rubble, newer sections of the city were often rebuilt atop the old ones.
  • GovernmentSecret Syndicate- A clandestine group rules the ward—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.
  • Ward QualitiesDarkvision (Most of the citizens have darkvision), Notorious (thieves guilds), Resettled RuinsSubterraneanUnholy Site (gods of Death and the Dark gods).

**Each Ward has a population equal to Large City and has its own qualities that stack on Calimport’s settlement qualities. 

Tuesday, January 9, 2024

Customs/Superstitions/Environment

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. 

 

 Superstitions and Traditions

  • 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). 

Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.

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




Monday, January 1, 2024

Calimshan

   Calimshan

Lying along a planar fault line is Calimshan, an ancient magical region that traces its origins as far as nine millennia to a time when two evolved genie Sultans- Calim and Memnon, who brought their war to our world. Their conflict transformed south-west Faerun into a battlefield and introduced humanity to the realms; however, in time a great kingdom would rise from the ashes while other kingdoms in the Realms were in their infancy. 




 


Elves 

The elves were custodians of this land countless years ago but were driven out by the genies in ancient times. Those few that remain prefer not to be noticed in human lands. Calishites, distrust the elves because of their secretive nature, but also envy their facility with magic.
 
The only exception to this are the high elves, the Eladrin, which for some unknown reason Calishites considers Eladrin equals. 

 


Halflings

Native Calishite Halflings owe their origins to the genies who, among humans, kept halfling slaves. Those that remain are wealthy, frugal little merchants or can be found in the employ of influential pashas.

Calishite Halflings are typical of other halflings save for their shrewdness and callous business dealings. 

 

Dwarf

Dwarves have been scarce in Calimshan for most of its history. A few can be found in the cities, where they are recognized for their superior metalworking or mercenary skills. 

There are Dwarven sabbans in every major Calimshan city.  

 


Human (Calashite)

Calimshan natives are humans with deeply tanned brown skin, and brown eyes. Uncommon are purple or sometimes silver eyes. Hair is always black straight or wavy that turns silver with old age. 

Men are typically 5’9” – 6’ 3” and commonly hold positions of power in Calimshan at nearly all levels of society even among demi human races. There are exceptions, women who are taller than average (over 6’) are said to be ‘touched by the gods’ can be found in leadership positions. However, most women are 5’ 10” tall or under. 

Harem women are required to wear brass wristlets or a ring as a sign of their obligation. Both sexes prize clothing as a way of expression so colorful dress and rich dies are status symbols. Headdresses such as large turbans or keffiyeh are commonplace while women cover themselves with veils and abbas

Weapons and fighting disciplines are also a form of expression for nearly everyone who carries a blade. Wielding a scimitar over a jambiya says something about that individual, including the style of one’s armor too. 

 


Half-Elves

Half-elves in Calimshan tend to hide their heritage, pretending to be fully human lest be regarded as second class citizens. With attention to appearances half-elves are usually indistinguishable from humans or sylphs save for their bright green or ice blue eyes. 

 


Genasi

Genasi are more populous in Calimshan than in any other realm of Faerûn making them the second in population behind Calishite humans. During the Second Genie Wars, (the Calimshan Time of Troubles), genasi from around the world shed themselves of their human guise and returned to Calimshan en masse. It was a return of power for the genasi during this time. 

Mysterious undine genasi are a rare sight in Calimshan outside an ocean port city. Oread are likewise rare but are said to reside in the Muzad in numbers. It is the mighty ifrit and the affluent sylph genasi who are by far the most common of the genasi in Calishite society. 

 

 
Ifrit 'Sons and daughters of Memnon'

These individuals whose ancestry can be traced to beings of elemental fire: the efreet, Ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire’s dynamic, ever-changing energy and its destructive, pitiless nature.

There are many known ifrit tribes that roam the Calim desert. In Calimport ifirt houses are great metal forgers and run Hammersing Hall. Owning a suit of enhanced ifirit forged armor is a symbol of prestige in some social circles. They are also brutal fighters with many arena champions being ifirit combatants. 

 

 Sylph 'Sons and daughters of Calim'

Born from beings of elemental air, sylphs are a shy and reclusive race consumed by intense curiosity. Sylphs spend their lives blending into the crowd, remaining unnoticed as they spy and eavesdrop on the people around them. They call this hobby “listening to the wind,” and for many sylphs it becomes an obsession. 

Sylphs are great information gatherers and are said to be well sought after diplomats and can speak any language after hearing it. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger.

Sylph houses in Calimshan are known for their fine hookah parlors, inns and gaming houses in many wealthy drudachs

Asherati 

Asheratis a people who live below the sands of Calimshan, rising to the surface to hunt for food, socialize and trade with the ifrit or the sylph, and make war upon their human enemies. As merfolk are to the sea, asheratis are to the sands.

An asherati appears as a humanoid with smooth skin the color of rust. An asherati can make its skin glow as if with an inner fire, giving off a piercing illumination that suffuses through sand. An asherati has no body hair and eyes the color of ivory. The lithe asherati is a graceful swimmer of the dunes, and thus eschews excessive clothing or equipment, wearing only hide armor. 

 



Society

Calimshan society is a great lover of art, music, wealth and magic. Toward that end, there certain constants in high society every Calishite works toward: profitable business, entertainment, servants, and magic.

In Calimshan, meals are a celebration of life and prosperity. There are two meals a day, and both are followed by coffee. The morning meal is a simple affair, consisting of hot bread followed by a fig or date. For those with money, a small pastry or cake is also common.

The evening meal begins (and sometimes ends) with a chicken or fish broth, full of vegetables and roots, with a side of hot bread. For those who can afford it, broth is followed by a meat course, usually mutton, fish, or chicken, seasoned with onions and garlic, and consumed with pickle paste or yogurt. Chicken sausages are also popular.

Vegetables accompany the meat dish, including white beans, lentils, chickpeas, eggplants, peppers, cabbage, squash, carrots, spinach, and many others. Desert consists of pastries, date and fig cakes, and whatever fresh fruit is available. Popular with all classes is the honeydrop, a thumb-sized candy made of honey mixed with an edible gum. Many Calashites maintain their own household garden. 

A typical day for a Pasha: mornings include routine stretches and yoga at sunrise followed by prayers then a morning meal with coffee. The later morning is spent inspecting one’s business interests then in the afternoon, the pursuit of new opportunities including family and business meetings. 

Late evening typically involves a massage at a bath house sauna followed by a visit to the hookah parlor or some other form of entertainment feast hall for an evening meal. 

Entertainment comes in all kinds of forms from feverous spontaneous street music and dancing, martial sparring, street plays and dramas, gambling at the arenas, and games of domino in smoky hookah parlors. Calishites are known to debate how best to spend their late evenings. 

Tradition states one should never start eating until the eldest person at the table has downed his or her first bite of food.



Clothing

Calishite clothing is always loose and airy because of the heat. It is common to wear a headcloth, called a keffiyeh, to protect the face, head, and hair from the wind and sun. Some prefer a turban to a keffiyeh.

Cotton trousers and muslin shirts or tunics are the standard clothing for the lower and middle classes. This is usually complemented by a decorated cotton vest, with more elaborate decorations indicating greater status. Bright colors are the norm, even among the poor, with green, yellow, pink, blue, and red all common.

In poor weather, a light cotton robe called an aba is added. 

Upper class clothing is similar but more likely to be made of silk, fine linen, velvet, and satin. Those with money often wear a kaftan, especially on formal occasions. Deep, strong colors are preferred by the wealthy, including gold, crimson, royal blue and purple. Gold and silver thread are used to create fantastic patterns on all clothing.

Sandals and slippers are worn throughout the land, with boots reserved for those engaged in dangerous activities, such as soldiers and adventurers.

 


Travel within Calimshan

Most of Calimshan’s major cities and towns are accessible by water, hence a lot of travel within the country is done by ship. 

There are merchant caravans regularly journeying between all major population centers. Sand Ships are also used by desert tribes, raiders and some exclusive merchants. It is also possible to hire a flying carpet in Calimport, though there is a single vendor supplying this service, and patrons must be “people of note” in Calimport or carrying letters of recommendation from the same.

 


Leadership

In Calimshan, the Syl-Pasha rules over all. He is king, warlord, and emperor by all accounts. Hand-picked by the Syl-Pasha is the Syl-Vizir a chamberlain that handles the Syl-Pasha’s daily affairs and the royal budget, the Syl-Vizir is also the Sultan of the Palace Ward and sits at a Table of Sultans

Each of Calimport’s wards has its own system of governing: a military chain of command, elected council, or by plutocracy, each ward has a Sultan (Governor) or designee who answers to the Syl-Vizir at the Table of Sultans

Below the Sultan, each ward has a Vizir or magistrate who sees to the day to day affairs of the ward in addition to administering the Sultan’s commands. A Vizir is also the court of law for their ward. Below a Vizir is a Sabbalad or mayor of a sabban. Finally, lower in rank than the Sabbalad is the Druzir, the alderman for the drudach 


Second Era of Skyfire

The godswar or the time of troubles lasted one-hundred and one year and wrought havoc, upended governments and in some cases changed the typography of the world. 

In Calimshan the godswar saw the return of the genies Calim and Memnon and their renewed war for power between the Sultans. Genasi from all over the world assembled in Calimshan to join the fray, full of elemental power and shed of their human heritage.

In the final conflict it was the avatars of Nature, Order, Wrath and Darkness who prevailed over Calim and Memnon and delivered the people from the genie lords. 

After the time of troubles the god-powers ascended to their divine courts, diminished in some ways but with renewed covenant with their followership. A reciprocal relationship between god and mortals. 

The day after the Ascendancy the new god-powers appeared at the Plaza of Divine Truth and presented Calimshan with the Codex of Customs: a collection of onyx stone tablets streaked with platinum veins that contain the laws and the commandments by which all Calashites conduct their lives. 

It has been twenty-seven years since the time of troubles.  



Codex of Customs

After the time of troubles, a collection onyx tablets called the Codex of Customs was handed down from the Divine Palace by the Ascendency as a framework for the laws and daily customs of Calimshan and its people. It established a legal structure, demanded daily prayers, and reinforced old customs such as restricting the wide use of fire save for cooking or religious practice and outlined rules of engagement regarding domestic merchant house warfare. (See below)

The Ascendency are the pantheon of Calishite gods that triumphed over the return of Calim and Memnon during the Time of Troubles. 

 


Daily Prayers

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. Nearly everyone prays in the morning however for most, prayers in the evening are impractical and sometime interfere with business. 

So that individuals do not have to carry prayer rugs around (though some do), all business and public areas have, prayer rugs to use. 

 


Law Enforcement

Each ward in Calimport employs a group of city guards known as the Amlakkar or “Armed Watch” under the command of the ward's Vizir. The number and quality of guards depends upon the wealth of the ward. The Amlakkar exists to keep the peace and to ensure tax collection goes smoothly.

Amlakkar guards do not investigate crimes or apprehend criminals. Rather, each citizen has the right to arrest and prosecute anyone who interferes with their property or person. Since not everyone has the ability to apprehend an assailant, it is common to hire private justicars (also known as “thief takers”) to effect the arrest. 

The arrested party is taken before the local magistrate who hears the evidence and makes a pronouncement on the case. The magistrate is always the Vizir of the Ward or his designee. 

Magistrates judges cases using a combination of local traditions and the Codex of Customs. There is no formal appeals process, but a Sultan can set aside the judgement of any Vizir.

There are strict laws regulating the use of fire and nearly all evocation magic. Compulsion and mind affecting magic are bad for business and therefore illegal. 

The magistrate can impose fines, order immediate public corporal punishments, or even sentence someone to death. Long-term imprisonment is generally not an option in Calimport. 

 


Rules of the Land...

  • Codex of Customs is the order and laws etched on onyx tablets handed down by the Ascendency at the Plaza of Divine Truth. 
    • Living tablets that convey the gods' will and divine guidance. 
  • Compulsory magic and other mind affecting magics are illegal in Calimshan. 
  • Necromancy and animated skeletons are accepted in some circles. 
  • Vizirs are Magistrates who administer the laws as set forth by the Codex. 
    • Theft/burglary | 20-40 public lashings, confiscation of personal property 
    • Disorderly conduct/ public mayhem | 20-40 public lashings + 2-4 days in the stockade and confiscation of personal property. 
    • Assault/destruction of property/magical crimes. | all above plus branded. 
    • Murder | all the above plus exile from city where offence took place. 
    • Multiple Murder or Repeat offenders go to THE ISLAND\

  

Rules of Engagement 

When the pashas war against each other, the aggressors must eradicate the entire rival group in a single attack. If one defending member survives, then that individual could appeal to the Table of Sultans, and if found true then the entire city could turn on the attackers. 

The ‘Book of Customs’ states alliances are not allowed in these kinds of hostile maneuvers, and there is a minimum one year interim time between attacks on a group, house or faction to allow for rebuilding of assets and centralizing power. 

Prolonged covert warfare between two factions, by means like assassination, are not forbidden in practice, but is only tolerated for a short time, after which the city's pashas will eventually force the two factions to enter open war. 

Wednesday, November 1, 2023

Palmanova and the Mutant Circus (Luke Cage Season Finale)


Luke Cage, John Proudstar, James Barrett and Marcus Makhailov successfully handle the torrential 8-hour drive from Rome to arrive at Palmanova in the early evening where everyone hoped Ellie would be reunited with her own kind- her family. 

Along with meeting the mutant circus performers Colossus, Nightcrawler, Storm and Pasquale- Luke and the heroes finally catch up with Dino Minniti and learns why he and his friends have been on the run over the weekend...

The Runaways...

Dino Minniti- Grandson of the former Minister of the Interior Marco Minniti

Thomas Banderas- friend/fellow altar boy of Dino and son to the Roma Chief of police. 

Izabella and Donica Raggi- (twins) Olympic gymnasts and daughters of the Mayor of Rome- Gifted

Dino and Thomas Banderas, altar boys at the St. Clemente's Basilica, discovered the mutant Michael Ferega on the day of the Event pleading for help deep in the bowels of original church- in the restricted part of Clemente’s Basilica. 

Dino fought with Rev. Santiago Hfarris (one of the Chilean scandal priests) while Thomas freed a battered and abused man from the steel animal cage. Michael was the man's name and when he was free from the animal cage Michael gazed upon his abuser and turned Rev. Hfarris to stone. 

Michael was a mutant, a humanoid male with angel wings, pointed ears, curled horns from his brow. He is a member of Pasquale’s Circus Maximus and was separated from his family and captured by Rev. Santiago Hfarris and others of his dark cult. They violated him, cut off his wings and used him to channel their malevolent magic. 

Banderas ran to the Hotel Mercure across the street and stole a shuttle van with the intention of going to the police with Michael and his terrible story but the world was chaos that morning. 

So Dino Minniti and Thomas Banderas went to the only friends they could trust and called up Izabella and Donica Raggi, the Mayor’s twin daughters, who sounded distressed over the phone...  

As the girls were preparing that morning for a 4-hour drive to a school competition up north- the 'Event' occurred and half of all life in the universe was extinguished. 

Confused and looking for answers Donica came across an unsecured secret workstation (neither of the girls had ever seen) this gave the Donica and her sister access to secure computer files. Files that revealed to the twins their mother and the family had previously unknown clandestine and questionable origins. 

Their mother is daughter of Karl Kraus (HYDRA) and married to Andre Severini (INTELLEGENCIA). Their mother was forwarding both causes and using the philanthropic organization (IGH) to compile an inventory of enhanced DNA samples from blood and organ donors from across the world. With a doctor or scientist agent in every major college and hospital around the world the INTELLEGENCIA is attempting to create the god-serum for super powers. 

Their computer intrusion was detected, the girls were in danger and had to flee. That's when Dino and Thomas called. They agreed to meet up, they exchanged stories and agreed that the first thing to do was to return Michael to his family in Palmanova. 

As Dino and the other Runaways relayed their story the sound of a helicopter broke the calm. As Ellie was trying to heal Michael, her long lost brother, Kraus agents attacked in four armored SUVS and one black armed and armored helicopter. 

Nightcrawler could teleport the circus and all his fellow mutants but such a task usually took extra effort and a few minutes to build up the energy. With Ellie mimicking the Nightcrawler- the teleport only took 3 rounds to complete. 

Magic was used, SUVs were damaged and ran asunder as Colossus and multiple mutant clowns helped the heroes hold off the black suited agents. With the tension at an all time high, Luke Cage Season 3 ends with the protagonists and the mutant circus teleporting safely to as yet unknown location. 

Thanks for a great game guys!

Luke Cage


James Barrett


John Proudstar


Marcus Makhailov