Wednesday, April 17, 2024

The Muzad

Muzad

The following is rumors, speculation and some truths about Calimport’s underdark city. Most of the information herein should be considered suspect and at best unreliable. 

The undercity contains lost city streets, collapsed bridges, buildings, and ancient, forgotten areas collectively known as the Muzhajaarnadah, the "city of shadow", or simply the "Muzad". 

The Muzad is said to be nearly a half mile deep. It was formed over the millennia from all the times Calimport was rebuilt over the dynasties as newer sections of the city were often built atop the old ones. 

Government

Secret Syndicate- A group of dark religious Chosen priestess rules the Muzad.

Elsura, Irtemara, and Nemeezka

Ward Qualities

Darkvision (Most of the citizens have darkvision or have adapted to subterranean  environment), Notorious (thieves guilds), Resettled RuinsSubterraneanUnholy Site (Dark gods).

 



 

Known by a multitude of names from the Muzhahajaarnadah to the Undercity, Dark Calimport, and most often just the Muzad, the deeper city beneath the streets of Calimport is just as lively and dangerous as the surface metropolis above. 

The Undercity of Calimport is more than just a series of sewers and water ways- there are whole streets, buildings, courtyards, great halls, and other areas long buried and forgotten. With the many series of disasters to strike the city over the centuries, it is easy to understand the destruction was built over after time.


Since it encompasses the sewers and areas beneath, the Undercity ranges from 20 feet beneath the raised streets of Palace, Grand, and Emerald Wards to nearly a half-mile beneath Calimport's sewers.

There are so many mysteries hidden in the depths and the darkness of Calimport Muzad that they compare equally to the ruined wonders of Myth Drannor and the horrors of Undermountain beneath Waterdeep. 



The Upper Muzad

The original streets of Palace Ward, Grand Ward, and Jewel Ward are now paved over for ease of movement for the elevated social classes above them. The intent was to provide larger areas of mobility for the slaves and servants beneath the streets and out of sight, and the only lights down here are either torches carried in hand or what light streams down through the stairwells leading up to the new street level or the gates leading out into the open-air Port or Outer Wards. 

While it has taken some time, there are now many indigent people living beneath these streets, mostly free slaves (the Nadhari), ratfolk and other races such as the Caligni who find places of darkness home. 

In many places, the Upper Muzad is still normal aside from its bricked-over sky. However, at certain points near the western outskirts of the Undercity, under the Pasha's Palace, are gaping shafts, tunnels, and stairs leading deeper into the Muzad. These places are areas of interest among the power players of the Dark City who vie for control over these major accessways to the surface and the city. 


The Temple of Old Night

Shar's greatest stronghold anywhere on the Realms, the Temple of Old Night and its female dominated clergy control a third of all the territory in the eastern undercity. In effect, they control the dungeons and dark passages beneath Caravans, Crypt, Hammer, Maker’s, Quill, Wizard, and sections beneath Hook Ward including the ruined Church of Waukeen and Khanduq of the Coinmother in the Khanduq Ward. The actual central temple and altar for the Dark Goddess lies beneath the Wizard Ward.

The Temple of Old Night is the oldest of worship sites for Shar in Faerûn, and is the oldest plot of unholy ground in the World. Many know that the temple is beneath their feet, but since they do not know the extent of it, they fear Shar and her darkness even more. 

The high priestess Irtemara el Eradsari 'the Dancer before Dawn' easily controls numerous powers of the surface world directly or indirectly through the Temple’s machinations of numerous illicit businesses in Calimshan.

Other known Chosen of Shar are Elsura el-Shaheed, a former avatar of Loss for the dark goddess during the Time of Troubles and Nemeezka, a succubi and handmaiden of the night. 


Cleric of Shar


The Sewers

The sewers are 15-foot- and 30-foot-wide sewage-filled tunnels with sluice gates and some flowing water. Access paths alongside the main tunnels allow a slightly more sanitary passage through them, but these paths are far from being safe walkways. And the sewers are not simply filled with waste and refuse.... they also contain a caged and stunted Otyugh at key sewer intersections. These smaller than their larger cousins are maintained by the public works guilds for the purposes of waste management. 

There are at least two separate sewer systems in Calimport, one of which was nearly destroyed centuries ago and replaced by the newer sewers as discussed above. The abandoned tunnels, while partially collapsed and destroyed or blocked in places, provide homes and byways for other creatures capable of maneuvering the tight spaces and reaching long forgotten cellars of buildings buried into the Muzad.

These Lost Sewers have been conquered in most areas by a number of wererat consortiums which number no less than 500 wererats in total throughout the Muzad, in at least seven separate collectives. Their leaders, more cunning than previous wererats, have linked their Lost Sewers with the current sewers, and they use these to attempt to usurp the surface controlled thieves’ guilds from the Muzad. Other lycanthropes have joined with the wererats in the form of six wereboar enforcers.

Monday, April 15, 2024

The Djen Coliseums (The Efreetum and Sabam)

The Djen Coliseums are two major arenas within Calimport's Trades Ward. While somewhat different, they are both are filled with colorful sails and tapestries and are dedicated to the entertainment of the masses and the powerful. Each arena seats 50,000 people at maximum capacity. 

The massive size of both arenas allows them to be seen easily from neighboring wards. 

Each arena is made from magically formed stone and is structurally sound despite its frequent use and ancient construction that dates back to the early days of genie rule. 

The wealthy and affluent enter the arenas from the byways, their paths lead up wide ramps that allow these individuals to enter the arenas between the second and third levels where carpets are common for the majority of the upper class seating. Many rickshaw drivers and stable masters alike make themselves available at these entrances. 

Those with more resourceful means will watch contests from their magic carpets suspended over the arenas. 

Outside either arenas are aspirant warriors and swordsmen who showcase their burgeoning skills hoping to impress coin out of arena attendees or attract the attention of a patron. Other side acts include voluptuous dancers, talented musicians and clever slight of hand magicians. 

 



The Arena Sabam is the westernmost arena and the larger of the two. It charges attendees from 5 cp for unshaded bench-row general seating to 10 gp per person for full shade luxury seating. 

The Arena Sabam also imposes mandatory wagers ranging from 5 sp to 50 gp. 

Its main arena field, or pitch, is an emerald green magical championship polocrosse field complete with silver painted lines and golden goal posts. Around this immaculate field is a well-groomed, twenty lane chariot and horse race track that is one mile in diameter. 

The Arena Sabam has five chariot and horse racing events at highsun on the 4th, 16th, and 28th days of each month. These events last 3-4 hours. 

More popular than chariot and horse races (in Calimport) is Calishite polocrosse

Developed in ancient Calimshan Polocrosse is a team sport that is a combination of polo and lacrosse that allows the use of minor magic and alchemical effects during game play. 

It is played on a field (the pitch) while on horseback. Each of the six riders uses a stick to which is attached a racquet head with a loose, thread net, in which the ball is carried. The ball is made of alchemical rubber and is approximately four inches across. The objective is to score goals by throwing the ball between the opposing team's goal posts.

In addition, specially tailored alchemical substances can be deployed throughout the game by each team to hamper and confound players, horses and goal attempts. Game rules and team structure are designed to force players to pass the ball about amongst themselves, making it a better skilled, faster sport.

The Arena Sabam hosts evening polocrosse games every tendays. Events last 2-3 hours. 




The Arena Efreetum showcases gladiatorial-style games featuring famed warriors against gruesome captive monsters, savage gladiatorial slaves, and dire animals of all sorts. 

Throughout the combat attendees are given the ability to crowd-fund alchemical tinctures or even potions to aid or heal their favorite fighter. 

Attendees throw coin into the arena to show support to the victor after an especially entertaining kill or combat. 

War-priests of the Red Knight, Tempus or Talos serve as master of ceremonies with many followers of martial faiths having their own section of seating. 

There is a shrine to the Red Knight at the Arena Efreetum. 

There are dozens of martial-art dojos and ludi around Calimport that make for great inter school drama that plays out on the sands. 

Efreetum has events every 10-day and on each of the high holidays (Midwinter, Shieldmeet, Greengrass, Midsummer, Higharvestide, and the Feast of the Moon). 

All classes of people attend the Efreetum- it charges NO ADMISSION.




 

Sunday, February 18, 2024

The Guilds of Calimport

Guilds are the life blood of Calimport. Nearly every Calishite is a member of at least one guild associated with their level of education, skills, or personal interest. 

It is not uncommon for guilds to dissolve and reform with a renewed charter. Some guilds have strict requirements of their applicants, there is a fee to join any guild, and everyone is required to have a guild sponsor or letter of recommendation before a guild application will be considered. 

Guildhalls in Calimport are often combined businesses, meeting halls, and living quarters for many of their members but their primary function is to serve as a central headquarters for the guild. These are often clustered in close proximity to khanduqs and bazaars where their members' skills and usefulness are best utilized.

Non-mercantile guilds can be roughly categorized into city labor and public works guilds, service industry and crafters, special interest, and skilled labor force.

 


City labor and public works guilds: 

Guild, guild hall, (Ward) guild prestige 

  • Brotherhood of Chandlers and Lamplighters “Illuminators”, Memnon’s Fingers (Quill Ward) Also a minor arcane guild of illumination and divination magic specialists. Platinum guild.
    • This unique pentagonal building is known for its five minaret towers- each four stories at the intersections of the building's structure. Magical fires remain ever-lit atop the minarets. This effect and the off-white glazing and the brick patterns of the minarets make all five towers appear as gargantuan candles. 
  • Circle of Architects, Engineers, and Planners, Taanith’s Khanduq (Khanduq Ward) Silver guild.
  • Adnan el Beza
    Sultan of the Wizard Ward
    and Caliph Arcane
  • Guild Arcane, The Auret (Wizard Ward) the premier and primary wizard guild. Platinum guild.
    • Seven stories tall and more than 75 feet wide at its base, this seemingly solid gold minaret is among the most impressive sights in Calimport. Magical sigils scrawl themselves in what seems to be a liquid gold skin of the otherwise doorless minaret. 
  • Jinnborn guild of Dock-Workers and Harbor CleanersWaterman’s Hall (Hook Ward) Copper guild.
    • Water Siraati Jinnborn watermen appropriated these responsibilities from the Harbormaster's guild ten years ago. 
  • Jinnborn guild of Offal-Movers and DungsweepersThe Lumaldah (Trades Ward) Copper guild.
    • Earth Siraati Jinnborn procured this guild ten years ago. 
  • Order of Bricklayers, Brickmakers and Street PaversYlar's House (Trades Ward) Silver guild.
  • Order of Stablemasters, Farriers, and GroomsThe Violivery (Grand Ward) Copper guild.
  • Plumbers and Sewer-Workers, El Muzaddhishadah (Shackles Ward) Copper guild.
  • Oread guild of Stonecutters and MasonsSadidahjalan (Makers Ward) Gold guild.

 


Trades and service industry: 

Guildguild hall, (Ward) guild prestige 

  • Bakers Guild, The Twelve Ovens (Trades Ward) Silver guild.
  • Basketmakers GuildTwelve Reeds House (Makers Ward) Copper guild.
  • Cobblers SocietyThe Dao’s Step (Emerald Ward) Also a minor arcane guild. Platinum guild.
    • This guildhall gains its name from a children's story about the first shoes created by the First Trader of Calimshan. In essence, a powerful dao was jealous of the opulence and cleanliness of the other genies, since his feet were always muddy from walking on and under the ground. The First Trader created the first slippers so the dao could appear as prosperous as the other genies. Thus, shoes and slippers are seen as social climbing tools more than mundane footwear. 
  • Council of Bowyers and FletchersThe Quiver (Palace Ward) Gold guild.
  • Dutiful Circle of Binders and PrintersThe Bindery (Grand Ward) Also a minor arcane guild. Platinum guild.
  • Janar el Vyrsatyr
    Sultan of the Jewel Ward
    Druzir of the Octel Drudach
    Silversmiths Guild Officer
    Entertaining Society of Innkeepers, Casino owners, and Taverners (rivals with Sylph hookah parlors), Everfull Jack (Hook Ward). Platinum guild.
  • Glassblowers and Bottle-Makers, The Desert’s Gifthouse (Grand Ward) Gold guild.
    • Near the top of the two-story minaret attached to the two-story building is a 6-foot-high hourglass that magically flips itself within its minaret stand upon filling its bottom level. The sands within are blood red, and the hourglass takes four hours exactly to fill each time. As the top base of the hourglass is of gold and the bottom of silver, folk can roughly gauge time by the Desert's Gifthouse. 
  • Glaziers Society, Shiinalidajh (Grand Ward) Also a minor arcane guild. Platinum guild.
    • Among the brightest of buildings, Shiinalidajh is covered with cornflower-blue glazing and its roof tiles are a dazzling white.
  • Grocers and Farmers Guild, The Shanates' Bounty (Trades Ward) Silver guild.
  • Ifrit guild of Metalforgers Guild, Hammersring Hall (Hammer Ward) Gold guild.
  • Jeweler’s Guild, Lupalidah (Jewel Ward) Also a minor arcane guild. Platinum guild.
  • Kindly Order of Silversmiths, Seven Chalices Trading House (Emerald Ward) also a minor alchemist guild. Platinum guild.
  • Lock and Finesmiths’ Guild, Aratabarh (Jewel Ward) Gold guild.
  • Office of Money-Lenders, Coinsmiths, and Pawn-Brokers, The Counting House (Faiths Ward) Platinum guild.
    Omar Borkan Al Gala
    Pasha of the Order of Clerks, Scribes, and Scriveners
  • Order of Clerks, Scribes, and Scriveners, The Graven Word (Quill Ward) Also a minor arcane guild of Ink specialist mages. Platinum guild.
  • Order of Dyers and Weavers, Loom Halls (Wizard Ward) Gold guild.
  • Order of Goldsmiths and Gilders and Banking Guild, The Gilded Coin (Jewel Ward) Platinum guild.
  • Order of Perfumists, Apothecarists, and Soap-Makers, House of the Veil Gizara (Palace Ward) Also a minor alchemist guild. Platinum guild.
  • Order of Skilled Coopers and Barrel-Makers, Bahil-Bakadah (Maker’s Ward) Silver guild.
  • Order of Skilled Wagonmakers and Coach Builders, The Wagon House (Caravans Ward) Silver guild.
  • Pewterers’ and Casters’ Guild, Casters' Claim (Maker’s Ward) Silver guild.
  • Rigid Order of Armorers and Shield-Makers, Shield Hall (Hammer Ward) Silver guild.
  • Sail and Rope-Makers League (mostly Sylph and Air Siraati Jinnborn), Kealza’s Home (Hook Ward) Silver guild.
  • Shipwrights' GuildFurlesahdah (Hook Ward) Gold guild.
  • Skilled Circle of Cooks and TastersThe Circle’s Ovens (Palace Ward) Also a minor alchemist guild. Platinum guild.
  • Skilled Smiths and Metalworkers Guild (rivals with Ifrit Metalforgers), The House of Five Rings (Hammer Ward) Gold guild.
  • Society of Diligent Gemcutters (rivals with the Jeweler's Guild), Four Bezels (Jewel Ward) Platinum guild.
    • This building is a marvel to behold; its low domes appear to be dazzling translucent azure gems of monstrous size, bezel cut and attached to the roof.
  • Sylph guild of Innkeepers, Gambling halls and Hookah parlors owners, The Veiled Dance (Hook Ward) Platinum guild.
  • The Most Splendid Order of Tailors, Keffiyehdah (Palace Ward) Also a minor arcane guild of abjurists. Platinum guild.
    • Fashion in Calimshan is held in higher regard than personal protection, so it becomes the responsibility of the highly skilled tailors who bring together fashion and function. 
  • True and Skilled Guild of Weapon-Makers, Syrimatarah (Hammer Ward) Gold guild.
  • Trusted Order of Wheelwrights, The Nazullah (Caravans Ward) Silver guild.
  • Vintners, Distillers, and Brewers Guild, Sunned Barley Villa (Trades Ward) Also a minor alchemist guild. Platinum guild.
    • Joining the guild is not difficult, but remaining in the guild without becoming part of the Golden Sands brewers or distillers is nearly impossible.
  • Wood Carvers Order, The Treant’s Khanduq (Khanduq Ward) Silver guild.

 


Skilled labor force: 

Guildguild hall, (Ward) guild prestige 

  • Carters, Coachmen, and Caravans Society, The Costerest (Caravans Ward) Also a minor warrior guild. Silver guild.
  • Circle of Butchers and Dressers, Chathaodah (Crypt Ward) Silver guild.
  • Hashmuk yn Romoshin
    Cleric of Myrkulos
    Nykkar Guild Member
    Circle of Dentists, Physicians and Midwives, Home of the Healers (Quill Ward) Also a minor alchemist guild.  Gold guild.
  • Distinguished Society of Enforcers, Mercenaries, and Sellswords (rivals with the Thugs), The Strong Arms (Shackles Ward) Also a minor shrine to Hoar. Silver guild.
  • Fellowship of the Nykkar- Guild of Undertakers, The Sahalarka (Crypt Ward) Also a minor arcane guild of necromancers. Platinum guild.
    • This building contains the offices, living quarters, cellar storerooms, and workrooms for Calimport's undertakers and the managers of the Crypt Ward's burial services. Located here is a shrine to Myrkulos the Death Diviner, the decorations however and many of the services performed herein have more ties to the long-dead worship of Jergal (as it did when Myrkul was the preeminent god of death before the Time of Troubles).
  • Daud el Vehmet
    Sultan of the Khanduq Ward
    Cleric of Azuth
    Pasha of the Spicemonger Fellowship
    Guild of Drovers, Shepherds, & Animal Handlers, The Cattlemens’ House (Caravans Ward) Copper guild.
  • Undine Guild of Fishermen, Whalers, and Undersea Hunters, The Harpoon Minaret (Armada Ward) Silver guild.
  • Guild of Skinners, Tanners, and Leather-Workers, Sadufah's Tannery (Trades Ward) Silver guild.
  • League of Harbormasters, and Ferrymen (rivals with the jinnborn Watermen), Maridah (Dock Ward) Gold guild.
  • Master Mariners Guild, Shipmates’ Hall (Dock Ward) Platinum guild.
  • Mighty Guild of Warriors, Bouncers, and Thugs (rivals with the Enforcers), ? (Various) Copper guild.
  • Order of Fishmongers, Shelamardah (Dock Ward) Copper guild.
  • Order of Hunters and Furriers, Osiirdah (Crypt Ward) Copper guild.
  • Packers Guild, Algharabadah (Hook Ward) Copper guild.
  • Spicemonger FellowshipThe Miatarra (Khanduq Ward) Silver guild.

 


Special Interest: 

Guild, guild hall, (Ward), Platinum guilds

Rahim yn Uarel
Cleric of Milil
Full Member at the Chorus Council
  • The Chorus Council (Bard College and Entertainers guild), Vimahlydah (Quill Ward) Platinum guild.
    • Quarter of their members are Air Siraati Jinnborn. 
  • Fellowship of Surveyors and Cartographers, Eyesafar Hall (Wizard Ward) Platinum guild.
  • Guild of Archeology, Expedition Services, and Research, Residence of Del'Hazzir (Rivals with mappers fellowship), (Hook Ward) Platinum guild.
  • Jhasinnar Sodality, a prestigious guild of courtesans, The Silkhanduq (Palace Ward) Also a minor shrine to Siamorphe. Platinum guild.
    • Jhasin and jhasina are the terms in Alzhedo for what are often called harem slaves or courtesans. The words loosely translate to handsome and beauty. In Calimshan, the jhasinnar and jhassinni have a higher station than many among the working class Calishites. The education of a courtesan makes a jhasinnar equal in social value to those the skilled labor class, for they are versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties.

 


Guild Membership

Most Calimshan guilds are built on a three-level membership structure: apprentice, journeyman, and finally full member. 

Each guild level comes with different requirements and cost associated with membership based on their prestige that gives them many benefits, including valuable training and resources depending on the guild’s charter.  

On the streets, one identifies themselves as a guild member with a Guild Mark. 

The level of guild prestige is measured, like most things in Calimport, by the value of coin. This coin-based prestige rating speaks to the exclusivity of the guild, amenities and training the guild offers. the value the guild has upon the community, and skill required for that guild. 

  • A copper level of guild prestige, like its coin namesake in Calimport is called a unarche guild.
  • A silver level of guild prestige is called a decarche guild.
  • A gold level of guild prestige is called a bicenta guild.
  • A platinum level of guild prestige guild is called a kilarche guild. These guilds are the most exclusive and elite. To join a kilarche guild one pays the bicenta guild membership and must perform a service or make some kind of contribution to the guild or its members. 


Apprentice 

An individual can be an Apprentice in no more than three guilds at one time. 

  • Apprentice in a copper prestige guild: 1,000 gp
  • Apprentice in a silver prestige guild: 2,000 gp
  • Apprentice in a gold/platinum prestige guild: 3,500 gp
Benefits:

  • Apprentice level guild members receive 7.5% share of profits from guild acquired jobs. 
  • Apprentice level guild membership reduces some of Calimshan’s enhanced economy on Arcane Marks, as well as goods and services related to the guild and its charter. 
  • Downtime guild training can be obtained as an apprentice until 5th character level. 

*Raw crafting materials related to the guild’s type and function are purchased at regular list cost with all guild membership levels. 


Journeymen 

After at least two successful apprentice guild assignments, an individual is eligible to become a guild Journeymen. An individual can be a Journeymen and be in no more than two guilds at one time. (Jx2 or J&A)

  • Journeymen in a copper prestige guild: 3,500 gp
  • Journeymen in a silver prestige guild: 5,500 gp
  • Journeymen in a gold/platinum prestige guild: 7,000 gp
Benefits:
  • Journeymen receive 15% share of profits from guild acquired jobs. 
  • A Journeyman level guild membership further reduces Calimshan’s enhanced economy on Arcane Marks, as well as goods and services related to the guild and its charter. 
  • Downtime guild training can be obtained as a journeymen until 9th character level. 


Full Guild Member

After at least three successful journeymen guild assignments, an individual is eligible to become a Full Guild member. An individual can only be a full member of one guild- regarded as his or her or her Primary Guild. An individual can only be a full member of one guild at any time. However, they may be a journeyman or apprentice in one other secondary guild. A full guild member usually forsakes all apprentice memberships in other guilds. 
  • Full guild member in a copper prestige guild: 7,000 gp
  • Full guild member in a silver prestige guild: 8,500 gp
  • Full guild member in a gold/platinum prestige guild: 10,000 gp

Benefits:

  • A Full Guild Member eliminates Calimshan’s enhanced economy on Arcane Marks, as well as goods and services related to the guild and its charter. 
  • Full guild members receive 20% share of profits from guild acquired employment. 
  • Downtime guild training can be obtained as a full guild member until 13th character level. 


Full Guild Member Tiers, Guild Officers and Pasha

Once becoming a Full Member, common inner guild organization tiers are as follows: 

  • Full guild member, Full guild member Tier II, Full guild member Tier III. 
  • Full guild members pay half the full guild membership cost (see above) to ascend to Tier II and again to Tier III. 
  • Once a Tier III Member, that individual can elevate to Guild Officer I then Guild Officer II and finally guild Pasha. 
  • Guild officers are exempt from further membership fees and elevate themselves in the guild differently. 
  • There are no more than one Guild Officer I, Guild Officer II, or Pasha in a guild. 
  • Guild officers receive 30% or more share in all guild profits. 
  • There is no limit to what a guild Pasha earns. 

Friday, February 16, 2024

Manual of the Zaratan

Manual of Monsters (Zaratan

Aura: minor divination; CL: 3rd

Slot: —; Price: 2,450 gp; Weight: 5 lbs.

Description

A manual of monsters is a heavy, hardbound tome of lore; often crafted with a hide cover and containing many pages of illustrations of various beasts, along with the known lore about them.

Each manual of monsters gives information on a single creature type (the Zaratan). If the wielder studies the manual for 15 minutes each day, for 24 hours he gains a +8 bonus to Knowledge checks made to identify creatures of that type and their powers and weaknesses. 

Each manual of monsters can be used for study only once each day—after that its words and illustrations blur into illegibility until 24 hours have passed. These magic tomes are among the most commonly created magic lore books; they are called bestiaries, collections of creatures, folios of fiends, or mystic menageries.

Construction Requirements: Craft Wondrous Items, augury; Cost: 1,225 gp.

Note: Normally a wonderous magic item, this small book is actually a Captain's log of someone who had been tracking the great mythical creature. It was found in a cave. 

Sunday, February 11, 2024

Calishite Economy, Arcane Marks, and Calishite Mosaics

Calimshan Enhanced Economy

Through its history, Calimshan has been one of the wealthiest lands in all the world. Northerners may well wonder how a small, desert country has come to enjoy seemingly perpetual prosperity. The answer is craft and trade.

Calimshan sits at a kind of global crossroads, with goods flowing into the land from all points of the compass.

Calishites value the mercantile arts in the same way some northern lands value the martial arts. A Calishite spice merchant can tell you how much a pound of ginger is worth in Shou Lung, the likely price it will command in Waterdeep, how much it will cost to transport it, the probability of loss, and the exact margin that can be squeezed from each leg of the journey. Such knowledge readily translates into coin.

The Time of Troubles saw trade sink to a low point, although it never disappeared— soldiers still needed to be fed, clothed, and armed. 

While most Calishite agricultural produce is consumed locally, there is an overseas market for the fig wine fermented along the Calim River. The perfumers of Calimport enjoy an excellent reputation, with their products in high demand in northern Faerûn.

Calimshan is also home to many world-class artisans and crafters. Their fine ironmongery, including items such as needles and wire, is exported everywhere. Calishite carpets and jewelry is also prized. Finally, there is an insatiable market for the minor magic items turned out by the workshops in Almraiven.

To summarize, Calimshan’s native advantages have enabled the country to quickly bounce back from the Time of Troubles.

In Calimshan, retail markets- magic items, weapons, armor and the like are 10%- 50% higher than the listed base price to reflect the rich opulent Calimshan markets. This increase also applies to magic item creation costs. Return on selling items remain unchanged.

*Membership in a guild has the potential to offset the Calishite economy upcharge depending on the guild’s charter, the character's membership tier, rarity of the item, and by what means the item is purchased (i.e. legitimate, black market dealings or other means). 

For example: for materials to scribe scrolls, a character could buy the materials at a vendor or shop and haggle at retail price, or join a scribes guild, arcane guild, or scriptorium to overcome all or a portion of the upcharge. 

See also Haggling in House Rules

Racial and social prejudices or favoritism in certain markets can also affect a character’s encounter with Calimshan's enhanced economy.

 


A Place to Stay

Lodging quality refers to the inns, row houses, parlors, and taverns that cater to all manner of Calishites and visitors. The quality of an establishment reflects the number of amenities, level of privacy, as well as the furnishing of the rooms. 

Dining quality credits the merits of the kitchen, variety of the menu- from food to smoking products, the cleanliness of the help and the superiority of their coffee.

LODGING QUALITY

  • Excellent- Excellent implies the lodgings, inns, row houses, or the like to be of unequaled quality: triple listed price for these accommodations. 
  • Good- indicates average city lodgings: double listed price for these accommodations. 
  • Fair- indicates average lodging and rooms: list price for accommodations. 
  • Poor- unknown outside the Shackle Ward, indicates below average lodging and rooms: half price for accommodations. 

DINING QUALITY

  • Expensive - double listed price
  • Moderate - listed price
  • Cheap - half listed price




Magic 

Magic use and its creation is highly monitored and sanctioned in Calimport by the Auret- the arcane guild in Calimport. 

To purchase magic, enter certain warded areas, and have access to Calashite mosaics are all possible when in possession of an Arcane Mark. An arcane mark can be obtained through guild membership or purchased directly from the Auret. 


The Arcane Mark


Less than a half inch wide, typically made of bronze or electrum, these metal bands are permanently fused together on the wearer’s bicep, wrist or in rare cases the ankle. 

They are reputed to be counterfeit proof and only Auret leadership knows the secret enchantment and construction process. 

Around these metal bands are engraved runes, elemental symbols as well as religious, guild, family or patron symbols making Arcane Marks highly personalized

The purpose of the Arcane Mark is deeply rooted in Calimshan history from when the genies and genasi ruled. They are are a tribute to the origins of Calimshan and to the elemental genie-kind of old. 

Arcane Marks also allow individuals full access to magic in Calimport. This includes legitimate buying, selling or trading magical items, scrolls, potions, spells, as well as access to Calashite mosaics (see below) or magically guarded drudachs of Calimport. 

Not only does an arcane mark articulate the wearers status in high society it also identifies someone as a person of magical means and resource. Arcane marks can be thin decorative collars, cuffs, bracers, or wristlets; some with personalized embellishments. 

To purchase, sell, or trade any form of magic or magic item or to use a Mosaic, one must have an Arcane Mark of equal or greater level than the Caster Level of the magic, magic item, or mosaic. 

Without an Arcane Mark mosaics will not function and the penalty for trading magic without a proper arcane mark in Calimport, if caught carries a penalty of 20-40 public lashings, confiscation of the property, and black-listed in the eyes of the Auret. 


Arcane Mark tiers are detailed below and are upgradeable. 

  • Lesser Arcane Mark gives it's possessor the ability to buy and sell magic items, scrolls, potions, spells up to CL3 as well to Calashite Mosaics that effects don't exceed 3rd level. 1,000 gp
  • Basic Arcane Mark gives it's possessor the ability to buy and sell items, scrolls, potions, spells up to CL6 as well to Calashite Mosaics that effects don't exceed 6th level. 1,500 gp
  • Major Arcane Mark no restrictions on buying, selling or trading magical items, scrolls, potions, or spells and access to all Calishite Mosaics2,000 gp



Calishite Mosaics

An almost unheard-of magical construct outside of Calimshan, the ancient mages of the ancient Shoon Imperium devised ways to embed magic into beautiful mosaic stonework, allowing permanent magical effects to be placed on floors, archways and within walls or rooms. Calishite mosaics are a delicate, beautiful blending of magic and colorful stonework that are static sites of magic. 

Some locations of powerful Calishite mosaics are a closely guarded secret but more common ones are widely known. 

Examples include: 
  • Mosaic of Candle Lights: At the Graven Word, Headquarters of the Masterful Order of Clerks, Scribes, and Scriveners is a mosaic that creates a floating sphere of white light that emits brightness equal to that of a candle. Users can move this sphere as they desire with our concentration. 
  • Mosaics of Seeing Stones: In the Wizard Ward at the Savras Temple of Seekers is a Seeing Stones mosaic except the duration of the effect is for 8 hours. 
  • Dragon Maw Mosaic: The Dragon's Maw in the Hammer Ward there are two buildings joined by a glazed tile facade creating an illusion of one building. An elaborate metal superstructure was built around the lower front building in the shape of a dragon's head and torso, its wings arcing back to merge with and support the upper most balconies of the taller building. The glazed tiles and mosaics that cover and fill the metalwork skeleton of the dragon are a dazzling sapphire-blue hue, and the metal horns and teeth of the head are offset with white marble mosaics. Those who can access this mosaic receive the benefits of Fate Revealed for 24 hours until the subject activates its benefits. 
  • Mosaics of endure elements: The most common in Calishite society, and the most attainable for most Pashas. Subjects in the area of this beautiful soothing mosaic enjoy the effects of the endure elements spell.
  • Mosaic of purity: Another common mosaic in Calimport, this mosaic acts as a neutralize poison effect. The most popular of these are located at the The Silver Circles Inn and Bathhouse in the Hook Ward. 
  • Mosaics of scrying: Contact with a particular formation within the mosaic allows the caster to mentally scry the true thoughts of others in contact with the other parts of a room mosaic (such as a mosaic laid into the floor of an audience chamber).
  • Mosaics of sending: When casters touch these, an illusion of the caster arrives at any of the mentally-chosen other mosaics of sending linked to it. The illusion acts as a project image in terms of communication, allowing the illusion to act as eyes and ears but not allowing spellcasting at the sending site.
  • Mosaics of protection: Similar to the shield spell but larger than one person and acting in a radius, these mosaics lie beneath the beds of royalty. The shield can be activated either verbally, or it automatically. This mosaic can also be set to protect rulers on thrones.
  • Mosaics of spell-storing: If the person standing upon one of these mosaic knows the command words, she can merely walk to the mosaic, touch or step on it, and activate the spell as if she wore a ring of spell-storing. These mosaics are rare, and are among the most powerful of mosaics.
  • Silver Mosaic: At the Sahalarka in the Crypt Ward, this mosaic depicts holy warriors defeating hordes of undead. Bringing a weapon into this mosaic confers the benefits of silversheen for a brief time.
  • Mosaic of warmth: As expected, these were placed within the decorations in the baths and kept surfaces, bathers, and waters warm.
  • Mosaic of remembrance: This mosaic, located high in the Arcane Guild, can be used to cast the memorize page spell an unlimited number of times per day. See Censor of remembrance

Thursday, February 8, 2024

The Treasure

The Collection
A unique set of matching women's earrings, a necklace, pair of stylized bracers and a broach with two exquisite rings. Each one of a kind and masterwork pieces. 

Lore: Stories have circulated for years since the disappearance of the Sultan's Scimitar about this collection. They say the gold used in the jewelry was mined from the elemental plane of earth and the gemstones were a gift from genie. Furthermore, these were the jewels of the syl-pasha’s favorite jhasina. 


With the jewelry collection in a wardrobe are (5) Silver dancer’s garb/ jhasina outfits. 



A highly intricate and detailed  6”x 9” waterproof traveling book safe. 

Made from copper and bronze this book safe is inscribed with a basic arcana meditation taught to most apprentices across the realms and it has bloody hand prints on it that disappear, reappear and change position from moment to moment. It has a gold chain connecting it to a platinum Arcane Mark. The Arcane Mark itself is inscribed with runes and hieroglyphs, the book safe is locked and sealed with spell. 


Five traditional Calashite masterwork musical instruments. 


Four exquisite medium-sized richly designed carpets, each one is dedicated to one of the four elements. 

Calishite custom places specific stylish elemental carpets at designated areas of their home. An earth carpet, the most common in Calimshan, is traditionally placed at the entry or foyer to welcome guests. Air was designated in the east side of the house, it met the morning breezes that would blow away strife and carry positive intentions. For the west side of a villa, a carpet or tapestry of water symbolizes healing and purification. Most Calishite homes equipped with a bath are traditionally installed on the west side of the home. Finally a carpet or tapestry of elemental fire was reserved for the bedroom.  


Three small prayer rugs. Blessed to Bhaelros.

Twice a day, between the hours of 6-7 am and pm, the native Calishite population, and the secular community stop all daily activity and chant prayers or meditate momentarily toward the direction of the Plaza of Divine Truth. Prayer rugs to Bhaelros are the most common. Prayers 


A large tapestry with the calendar woven into the design that magically tells the date over a stylized landscape design that also indicates the sun and moon's position. The tapestry features the symbols of Lathander and Selûne in opposite corners but itself is not a religious item. 


Five beautiful karma sutra harem tapestries. 


A small golden censor used during summoning, commonly used for calling a familiar. 


Small palate of fire glazed mosaic magical tiles of various colors. A component to crafting a magical Calishite Mosaic. 


Rare wooden box containing magical horseshoes, a bridle and masterwork saddle. A makers mark indicates these were made in Keltar. 


Platinum box lined in red silk with a glass lid containing three dwarven cut Elemental Gems (Earth, Water, Earth)


Four cases of vintage Neverwinter wine containing six bottles each.


Five cartons (50 sq. yards) of fine silks in the radiant colors of the Djenispool royal line. 


A delicate crystal decanter with eight matching crystal glasses and a set of four silver candle holders with the Djenispool crest. 


In a small chest: a severely damaged deed to a commercial property in Neverwinter, trade agreements between Calimport and Neverwinter, a map of the Fey Wild, and the original message to Punjor Djenispool that his father, the Syl-pasha was dead. 50 gems and 1,500 gp. 




Saturday, February 3, 2024

Faiths and Churches

There are more than 300 churches, temples, shrines, and holy places within the confines of Calimport, however only the truly remarkable places stand out in this crowd:

  • Amaunator alpha god of courage, benevolence, light, nobility, and strength. Holy Shrine (Palace Ward)
  • Anachtyr alpha god of law, balance, trade, pride, retribution, and war. The Measure House (Faiths Ward)
  • Auril, Malar, Talos, and Umberlee- gods of the winds, beasts, and nature's wrath. Towers of Fury (Faiths Ward)
  • Azuth god of spells, runes, arcana, magic, and knowledge. The Sorcerer’s Hand (Hook Ward) and The Spell-Lord’s House (Quill Ward)
  • Bane evil god of tyranny, power, darkness, hate, and corruption. The Minarets Muzhadahr (Khanduq Ward)
  • Beshaba goddess of chaos, luck, trickery and malevolence. The Tycharradah (Jewel Ward)

  • Bhaelros omega god of primordial destruction, renewal, storms, and chaos. Plaza of Divine Truth (Palace Ward)
  • Denir god of art, knowledge, libraries, protection, wordsmiths, glyphs, and runes. The Gallery Majesta (Quill Ward)
  • Gond god of crafters, inventors, elements, metalworking, and knowledge. Holy Shrine (Makers)
  • Helm god of guardians, humility, protection, strength, and zeal. Minarets Guardant (Faiths Ward) and The Gauntlet Guardant (Hook Ward)

  • Hoar god of poetic justice, strength, the eyeless god of revenge and patron of jailers. Holy Shrine (Shackles Ward) 

  • Illmater god of endurance, compassion, freedom, wisdom, perseverance, and mortal suffering. Shrine of St. Asref (Hook Ward), House of the Calloused Hands (Shackles Ward) and many abbeys, convents, cloisters, and schools. 

  • Jergal scribe of the doomed, demigod of eulogies, tombs, necromancy, and burial rituals. The Registry- Holy Shrine (Crypt Ward)

  • Lathander good god of the sun and dawn, healing, chasity, protection and renewal House of the Holy Dawn (Jewel Ward) and The Dawn Belltowers (Crypt Ward)
  • Lliira goddess of illusions, secrets, shadows and magic. The Aurensahldah (Faiths Ward)
  • Chauntea the Earthmother and goddess of nature, plants and animals. The Aurensahldah (Faiths Ward)
  • Loviatar the evil goddess of pain, strength, knowledge, suffering and power. House of Nine Blessings (Shackles Ward)
  • Mask god of thieves, darkness, shadows, avarice, envy, and trickery. Telamuzhidah (Crypt Ward)
  • Milil, Deneir, and Oghma gods of art, skill and knowledge. The Scholar’s Priory (Hook Ward)
  • Myrkulos the Death Diviner, goddess of oacles, fate, and the dead. The Darkness Passing (Crypt Ward) and The Sahalarka (Crypt Ward)
  • Oghma omega god of knowledge and learning. Nualorminoalh (Crypt Ward)
  • Red Knight gender fluid god of cavilers, strategy, war, strength, tactics on the battlefield, generals and war leaders. Holy Shrine (Trades Ward)

    • Savras demigod of divination, fate, knowledge and law. Temple of Seekers (Wizard Ward)

    Lighthouse of the Moon
    • Selûne omega goddess of the Moon, stars, dreams, lycanthropes, travelers and explorers. Lighthouse of the Moon (Hook Ward)
    • Shar omega goddess of darkness, loss, evil, envy, magic, and power. Un-Holy Shrine (Hook Ward, Muzad)
    • Sharess daughter of the dance, demigoddess of physical sensations, ludic dreams, chaos, charm, and lust. Palace of Sharess (Hook Ward)
    • Shaundkul demigod of caravan traders, travel, rangers, protection, trade and travel. The Wind-Rider's Way (Caravans Ward)

    • Siamorphe female demigod of nobles and aristocrats, noble rule, human royalty and rights of inheritance. Holy Shrine (Palace Ward) 

    • Sune vain goddess of beauty, strength, obsession, red-flags, fire and passion. Sune's Abandon (Hook Ward) 
    • Talos evil god of chaos, fire, storms and lightning. Lightning's Tower (Hook Ward)
    • Tempus alpha god of warriors, chaos, protection, strength and war. Arms House (Trades Ward), Strong Arms Temple (Caravans Ward), and The Beacon of Battle (Shackles Ward)
    • Tymora goddess of luck, trickery, wealth, and fate. Halls of Fate and Fortune (Emerald Ward)
    • Valkur demigod of sailors, admirals, naval warfare and tactics. Holy Shrine (Armada Ward)
    • Velsharoon god of avarice, magic, death magic, envy, evil, and undeath - Holy Shrine (Crpyt Ward)
    • Waukeen goddess of commerce and trade, avarice, luck and fortune. Coinchapel (Faiths Ward) and Khanduq of the Coinmother (Khanduq Ward)


    At least once a week an divine entity will possess an oracle or cleric at the Plaza of Divine Truth. This avatar will hear grievances and prayers, conduct special ceremonies, and grant blessings. 


    Elemental Lords: commonly venerated by the genasi and jinnborn. 

    • Grumbar- earth, Pillars of Creation (Hood Ward)
    • Ishtishia- water, Palace of the Cresting Wave (Dock Ward)
    • Kossuth- fire, The Imperious Flame (Faiths Ward)
    • Akadi- air, The Minaret of Winds (Caravan Ward) 


    Places of worship for Pantheons of demi-human races in Calimshan are rare but when found usually take the form of a ornate statue dedicated to the deity or formal shrine or an altar in the privacy of one's home. 


    The IImateri

    Dotting the landscape of Calimshan are numerous abbeys, convents, and schools, all dedicated to the god IImater but named after the most devout among his church.

     

    There no less than 18 Ilmatari abbey complexes officially within the syl-pasha's lands. They are all spaced such that a traveler could find a safe place to stay each night after a day's travel. Nearly all of the complexes are walled enclosures, easily defended against bandits, hostile ifrits, and wandering monsters. 

     

    While most are rural complexes, but there is one notable exception: the great temple complex and hospital within Keltar, Ilmater's greatest temple on Faerun and the center of Ilmatari worship for the southern Realms. While the worshipers and priests of Ilmater have little political or monetary power, they hold considerable social influence among the rural populations and the slave class. 


    Since the height of the Shoon Imperium, Ilmatari priests have had one intriguing benefit among Calimshan's peoples. 

     

    Ever since a monk of Ilmater saved the life of the sole heir of the Qysar, the priesthood of Ilmater has been free from persecution by order of the Qysar. The emperor made a wish that seemed to encompass each and every noble at court and within the Imperial City of Shoon. The magic forced each and every family and noble in the realm to never to harm or kill an Ilmatari priest lest they suffer a grave curse upon themselves, their houses, and all those associated with their families. 


    Since that time, Ilmatari priests have operated within Calimshan without persecution or any problems beyond the major differences between Calishite custom and Ilmatari beliefs. This incongruity has allowed the church to operate within one of the richest lands for more than two millennia, obtain funds or gifts from rich worshipers, and build a great system of monasteries to better tend their faithful- the working class Calishite.

     

    ILMATER LG, god of endurance, compassion, freedom, wisdom, perseverance, and mortal suffering. 

    Ilmater teaches endurance and mortal suffering is a tool to spiritual enlightenment. That proof of character and meaningful spiritual growth are attainable through adversity, self-discovery, and enduring mortal hardships. Clergy of Ilmater include traditional clerics, pious monks, oracles, and in large cities urban druids can be found.