Wednesday, January 31, 2024

House Moonstar

House Moonstar

Members: 22

Matriarch: Luady Alathene Moonstar. (moon elf) High Priestess of Selûne

Heir: Hormuk Moonstar, eldest grandson of Alathene. 

Race: dusk elves, moon elves, and half-elves. 

Trade & Interests: astrology, cartography, Selûnography, exploration, magic, navigation, and sea trade (Pearled Harp Trade Co.).  

Holdings: Moonstar Villa (Residence- Sea Ward, Waterdeep), A Marid’s Flagon (Tavern- Hook Ward, Calimport), The Blushing Mermaid (Feasthall- Dock Ward, Waterdeep), The Pearls (Residence- Emerald Ward, Calimport). 

Religion: Selûne and Mystra

Lady Alathene
House Moonstar is one of the oldest elven noble families in the Realms. Ennobled in the Year of Bright Nights, 985 DR in Waterdeep. 

A house of mostly dusk elves, an ancient elven race that has endured the Crown Wars and internal division. 

Dusk elves differ from typical elves in that dusk elves have pale to dusky skin and have light blue or violet eyes; and rather than being tied to the terrain around them like others elves, dusk elves are linked to dreams and to the night itself. They are attuned to the magical concepts of darkness and shadow which can sometimes be considered sinister in nature to those uninformed. 

Dusk elves are too known for ambitious explorers and are traditional followers of Selûne or sometimes Mystra; House Moonstar is no exception as many ambitious explorers from House Moonstar are credited with the discovery lost lands and strongholds as well as reclaiming ancient elven ruins and dungeons in the Cormanthor and around various Fallen Lands

House Moonstar operates several interests along the western coast including the Blushing Mermaid Feast hall Waterdeep, a well-known for its luxurious atmosphere, privacy, and unique dining experience; the Pearled Harp trade company out of Calimport that boasts three heavy cargo ships who regularly employs privateers and guild agents to see business is uninterrupted. 

House Moonstar also has ranking clerics at Lighthouse of the Moon in Calimport, the Temple of Selûne in Baldur's Gate, and in Waterdeep. House Moonstar, specifically Lady Alathene, is responsible for the creation of The Moonlight Maidens, an exclusive all-female cabal of arcane magic spellcasters dedicated to Selûne. The Moonlight Maidens empowers women spellcasters, explorers, and collectively furthers the dogma of both Selûne and Mystra. 


House Moonstar allies: 

  • Jonnes- a human house of nobles who gained their fortune and notoriety through seafaring shipping between Luskan and Athkatla. Faith: Valkur
  • Volahrn- a Calishite-branch house in Calimport. Faith: Mystra
  • Deepwinter- a small dwarven clan of astute Shield dwarves most of who are lore keepers and adventuring bards. Faith: Marthammor Duin



Family History: 

Lord Vanrak the Dark Ranger
During the Time of Troubles Lord Vanrak Moonstar returned from an expedition from Myth Drannor to be by the side of his ailing father Andvarran. 

Lord Vanrak loved his father deeply. 

It was said Lord Vanrak prayed by his side for fourteen days to restore and heal his father from a wasting disease but no relief was had. 

Then, on the darkest of nights, Andvarran died coughing and convulsing despite Vanrak’s constant vigil and clerical attention. 

Lord Vanrak's body, mind, and emotions  were weakened by his arduous travels and the extreme vigil, he was overcome with such grief and vile bitterness from the death of his father that he shifted blame to the inept House's priests of Selûne and incompetency of the clerics of Mystra. 

That dark summer night, when Vanrak assumed leadership of House Moonstar, he publicly split from Selûne’s church, cursed them and their pompous goddesses, and turned to a dark faith- one that would relieve his suffering. 


Lord Vanrak's allies: 

  • Pastor Sambar Moonstar- venerable councilor, dusk elf, and former cleric for House Moonstar. Pastor Sambar is Lord Vanrak's accomplice after his parting with the church and mentors a cabal of eight dark priestess called the Infinite Dark to administer Vanrak's will. 

  • Sai Malkarion Brokengulf- introduced to Lord Vanrak thirty years ago as a promising human squire during Vanrak's shorter winter exploration campaigns. Malkarion grew up to be a powerful swordsman under Vanrak's supervision. He has long blond hair and a full beard, Malkarion eventually grew to stand taller and stronger then his peers. His and Vanrak's fellowship turned into a companionable friendship over the years as Malkarion became a notable paladin which made his fall after Vanrak's even more tragic. Today Sai Brokengulf follows a dark faith and loyally serves Vanrak. 

  • EsveleEsvele is beautiful and terrifying evangelist. Slim of build and average height with long black hair, tawny-hued skin covered in tattoos, and dark eyes. Born in Waterdeep to House Greycastle, Esvele was taken by thieves and sold into slavery to a dark church in Calimport before her first blossoming. It is said her words can break a man and leave them powerless in her presence. She has gone by several names including Esvele of House Greycastle, Esvele Zahrah, and Furiosa of House Agundar. 

  • Shaalabhak- little is known of Vanrak's roguish drow ally from Calimshan. 



Almost three decades later, the House Moonstar remains openly divided, between those who follow Lord Vanrak the 'Dark Ranger', his disciples, and those who follow his sister Lady Alathene and her Moonlight Maidens. 

Last summer, Vanrak successfully organized a small mercenary the Black Gauntlet to terrorize and take control of Waterdeep's Dock Ward throwing guilds and businesses into chaos. While this was going on, Vanrak's allies plumed various libraries looking for specific books. 

Later that month, after a moonlight prayer vigil Lady Alathene petitioned the Masked Lords of Waterdeep to strip her brother of all titles and exile him, providing evidence of his heinous crimes.

Convinced, the Masked Lords ordered Vanrak's immediate arrest but when the City Watch went to apprehend him he and his dark disciples had fled Waterdeep. 

Lady Alathene initiated her own plan and called in allies to the House. She activated the Moonlight Maidens, called in favors with thieves guilds and looked to Glyster, a bronze dragon for aid.

Thursday, January 25, 2024

Ithal Jonnes and The Sultan's Scimitar

Sultan's Scimitar
The year after the Time of Troubles- 1359 DR (Year of the Serpent) 
Rashid el Djenispool, the Syl-Pasha of all of Calimshan, was murdered one night by one of his favored jhasina. Caught covered in blood and with the murder weapon, the jhasina was publicly accused of her crimes, found guilty and beheaded for her betrayal before dawn. 

The grieving was short for the late Djenispool, and celebrations soon began in Calimport to welcome the return of his heir- Punjor el Djenispool, the new syl-pasha, soon to return from a diplomatic mission. 

Unfortunately, treachery struck House Djenispool again as all the food and drink at the welcoming party held on the Sultan's Scimitar, the enchanted flagship of the young Djenispool heir, was poisoned as it sailed back to Calimport, killing Punjor, his family, harem, and his entire royal court. The entire Djenispool royal line was killed off in a matter of days. 

At a highly publicized trial, two conspiring pashas were tried and found guilty of more than 30 murders. The Sultan's Scimitar meanwhile was stolen during the Darkstalker Wars and was never seen again. 


*Jhasin and jhasina are the words in Alzhedo for what are often merely called harem slaves. The words also loosely translate to handsome and beauty. The jhasinnar and jhassinni have a higher station than other slaves and arguably sit higher socially than many among the labor class. The education of a harem slave makes the best of them equal in social value to those the skilled labor class, for they are literate and versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties.



Ithal Jonnes
Ithal Jonnes is a tall charismatic half-elf with brown hair that has paled over the years, a rugged and confident exterior, with blue eyes like the color of the sea. 

Jonnes was raised in the affluence of Waterdeep nobility but as a half-blood he was hindered and would never formally see his full potential. Because of this Jonnes owes his early unorthodox experience to the dangerous cobbles and dark alleys of Waterdeep's Dock Ward. 

Building a reputation at a young age Jonnes soon attracted the attention of the Rundeen and the Shadow Thieves and other cartels who maneuvered against Jonnes when he interfered with their profits and the balance of underworld power. 

The ship's device
Jonnes openly opposes slavery and the trafficking of sentient beings. 

Over the next twenty years Jonnes earned the respect of many fellow Waterdeep Houses like House Moonstar and benevolent organizations like the Harpers. He has also built a long list of clandestine contacts including allied clients and underlings in most every major city along the Sword Coast, and has likewise also made many enemies in the underworld from Waterdeep to Calimport. 

His first mate is a capable half sea-elf mage from Calimport named Anskela whom he took on as first mate and his navigator is Bantu, a Calishite ex-pirate captain. 

Anskela
Jonnes venerates Valkur 'Captain of the Waves', god of sailors, naval warfare and tactics and donates to every shrine in every port and observes every high holy day. 
Bantu


On one such day Valkur visited upon Jonnes an omen- and a call to adventure. This vision lead him to a clockwork device that, among other things, would assist him in locating a lost enchanted Calishite ship. 

That winter Jonnes began to put together a crew of capable rogues (the player characters) to find the  lost Sultan's Scimitar- a ship for him to Captain. 

Monday, January 22, 2024

The Second Era of Skyfire (Calishite Time of Troubles) and The Darkstalker Wars

The Time of Troubles was a cataclysmic event in Faerûn taking place over the course of 1,001 days concluding in the Year of Shadows (1358 DR). It was a period during which the deities of Faerûn were forced to walk the earth taking mortal avatar forms. 

Stripped from divinity, their sacred domains were scattered across the forests, plains, and deserts of Faerûn. Several deities died during the Time of Troubles while a handful of mortals rose to divinity.

Other names this cataclysmic period are known by included the Arrival, the Avatar Crisis (Cormyr), the Godswar, the Second Era of Skyfire (Calimshan), and the Godsfall.

The Time of Troubles was precipitated by an attempt by Bane and other dark gods to usurp power directly from other divine entities. Having a mortal of unbreakable faith sever one of the beams that held reality together thereby allowing these dark gods the ability to rewrite reality. 

The resulting calamity immediately killed all seven gods of magic and relegated every god (except for the guardian god Helm, who protected all Celestial Stairways) to walk among their followers on the earth. This included the gods of demi humans and pantheons far removed from the Faerûn continent. 

The immediate effects of this were manifold. No longer was there a question as to the existence of the divine, furthermore; divine magic ceased to function altogether unless the cleric was within the vicinity of their deity's avatar or domain aspect. Arcane magic ceased to be regulated by its god-steward and therefore became dangerously unpredictable. Genie-kind from around the world shed themselves of their bonds of servitude and venerable dragons awakened to dreams of divinity. Finally, the characteristically immortal and aloof deities, while still powerful beings, were now vulnerable and dwelling among the civilizations of Faerûn.

In the North the Time of Troubles saw exiled Avatars, would-be dragon gods and Waterdeep nobles fight to claim divinity for humanity and defend it from the dragons before the gates to the divine realms were closed.

To the south, it was genie-kind who gathered powerful, destructive elemental artifacts that spawned the godsfall. History refers to this as the Second Era of Skyfire after the noble genies Calim and Memnon renewed their realm-ending conflict in Calimshan- now invested with divine power. The genie-kind from around the world to returned to Calimshan, some endowed with divine essence, were compelled to re-establish bloodlines and create a divine race. 

In the final hours, at the Plaza of Divine Truth- at the base of the Celestial Stairway, it was the Avatars of Amaunator, Azuth, Bhaelros (a triumvirate god of nature's forces), Ilmater, Selûne, Zaltec (Tempus), and Waukeen who defeated noble genies Calim and Memnon and made free the stairway to heaven for humanity's gods to reclaim their cosmic realms.

That same day, a collection onyx tablets called the Codex of Customs was handed down at the Plaza of Divine Truth from 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 ceremonies, and outlined rules of engagement regarding domestic merchant house warfare.

The *Ascendency are the pantheon of Calishite gods that triumphed over the return of Calim and Memnon during the Second Era of Skyfire.

 


The Darkstalker Wars resulted from the sudden power vacuum created within the Shadow Thieves, after the massive and sudden deaths of all Bhaal-worshiping assassins that coincided with their god's death during the Second Era of Skyfire

For years under the ruling House Djenispool, the Shadow Thieves were allowed to control Calimshan's underworld. Their exclusive status gave the syl-pasha only one enemy to fight rather than dozens. 

After Bhaal's death the Shadow Thieves closed ranks and withdrew from exercising direct authority over illegal operations in Calimshan while they reorganized. 

Abruptly, the Calishite underworld was again free of external control, and many small affiliations of thieves and assassins tried to grab as much power as possible as quickly as they could. 

Blood flowed freely and within a few months, Calimshan's many criminal ventures were controlled by no fewer than nine differing factions including the Night Masks, the Dark Dagger, the Rundeen, Asp Thieves, and other lesser factions vying for scraps of power- the Darkstalker Wars

For two years the Darkstalker Wars were fought mainly among the criminal element. Hardest hit were the remnants of the Shadow Thieves who lost valued associates during the Time of Troubles. The Dark Daggers, drow-dominated consortium of thieves and assassins who were nearly killed off for its efforts. As greedy as the Calishite underworld was, its members would rather work with each other than submit to the drow. Finally, also seeing negative effects were the Rundeen Consortium who for decades controlled illicit trade from the shadows. 

Monday, January 15, 2024

Sabbans and Drudachs

 

There are 17 wards about the city, as per the syl-pasha's command that all of the sabbans save the Pasha's Sabban be organized within wards; whether a ward contained two, three, or four sabbans was determined by the status of the sabbans. (In other words, the richer the sabbans, the fewer of them within that ward.)


The Sabbans

The next major division of Calimport is by sabban, an enclosed district or neighborhood. The 53 sabbans of Calimport each act as a miniature city of their own, with their own peacekeepers, water supply, businesses, and more. They do not, however, have autonomous powers and must answer to the syl-pasha who rules both the capital and the nation of Calimshan. While many details and features make each sabban unique, they all share some basic traits. 


The Sabban Archetype- In terms of general physical details, here is what can be expected in every sabban:

  • Walls: The entire sabban is surrounded by a wall of mud brick either topped or covered in stonework . In many sabbans, the sabban's mark is set high into all of the walls facing into the sabban, which act similarly to street signs. This mark also is set into the keystone of the arch leading out of the sabban while the other side of the keystone is stamped with the new sabban's mark. 
  • Arches & Gates: All sabbans have arched gates within their walls (and beneath the byways atop them) that are shut and locked at night. The gates usually are a double set of hinged metal gates locked by padlock and guarded by the soldiers assigned to the sabbans on either side of the gate arch.
  • Drudachs: Each sabban contains three or more drudachs, which subdivide the sabban with more mud-brick or masonry walls. These help to define areas and their people by social class. 
  • Villa: At least one major villa exists within the walls of the sabban, and this is the traditional house of the sabbalad, the ruler of the sabban. Often enclosed behind its own defensive walls, the sabbalad's villa usually consists of at least three buildings (or one large building with distinct wings) and one khamarkha (a family mausoleum). Forces loyal only to the sabbalad and his house guard each villa (sometimes resulting in clashes with the local amlakkar). It is often one of the largest landmarks in the whole sabban, as its walls rise higher than the drudach-wall byways.
  • Water: Every sabban provides at least one public source of water for its residents. This is most often a communal well from which everyone draws water for all manner of things, including watering one's animals. Many villas have separate wells, allowing the rich to be less dependent on sabban resources. Long lines of commoners waiting to draw water from the well often form, especially during the hottest days.
  • Minaret: Each sabban has a defensive minaret rising from one of its outer walls, and the minaret exits both onto the byways and the ground. The minarets average 20 feet wide and 40 feet tall, and contain at least a score of defenders. Often the only way to tell which sabban is under its protection is by noting the location of the minaret's ground-level exit. If the sabban is wealthy, the minaret may be glazed (at least on the minaret's dome) a color corresponding to the sabban mark. These minarets are often connected to other buildings resting on the wall- the amlakkhan or the sadidah (garrison) most commonly, but sometimes to the walls and garrisons of the sabbalad's villa so the sabban's defenders can instantly gain higher ground for missile fire and other advantages.
  • Sadidah: The sadidah holds sadimmin (soldiers) or Nallojal (sailors or marines, if in a port ward) or Farisan (elite troops). These troops are all sworn to watch over and defend their garrison and sabban when commanded by their sultan commanders (who oftimes also command the sabbalad of the sabban). Where the minaret is attached to it, the sadidah has four or more stories, and the amlakkhan average two or three floors for garrisons, armories, and immediate access to the byways from the second-floor exits.
  • Guildhalls: These buildings are often combined businesses, meeting halls, and living quarters for many of their members. Their primary function is to serve as a central headquarters for their respective guilds. These are often clustered in close proximity to khanduqs (see below) and bazaars where their skills or goods are sold.
  • Ward Message Board: Arch or public square- usually on a 5' diameter, 10' tall stone column, shaded from the sun with arches and tapestries is the ward's message board. From public announcements, apartments for rent, vizir decrees, contract jobs, lost persons and general information message board. To prevent vandalism, there is one amlakkar posted at all times. 
  • Khanduq: These permanent market and warehouse areas are the points around which the city grew. While markets surround the khanduq from outside its walls, the rarest goods or items of greater value are bought and sold within the khanduqs (despite a tradition of selling all foods in proximity with one another). Common clothes and textiles are found in all bazaars, but furs and rare silks and precious fabrics would be sold within the safer (and more expensive and exclusive) khanduq's courtyard markets. For moderate fees, these places also provide the secure storage of precious items and sums of money for those who have expensive assets but no safe holds in which to put them.
    • Public water source.
    • Grocer
    • Business- apothecary, armor smith, weapon, profession services 
    • Souk- haberdashery, household items, male or female personal outfitter and clothier
    • Magic Shop, alchemist or scribe, magic trader. 
    • Food Vendor- food cart, baker, butcher. 
    • Craftsmen- fine smith, blacksmith. 
    • Coffee Shop
    • Launderer- laundry services for the working class residents of the Sabban. 
    • Street Cart Vendors- pipe weed, melon vendor
  • Market/Bazaar: Calimshan birthed the market form of the bazaar, where particular streets (even the impromptu streets of tent markets and the like) formed exclusive markets where goods of a type were sold in proximity to each other (thus, leather bazaars, metalwork bazaars, sages' bazaars, etc.).The open-air tent and cart markets collect at the fringes of the professional and permanent khanduqs. Bazaars always splay out into web-works of streets that grew in set patterns around former temporary tent-and-cart markets. Set in patterns millennia old, there are 'proper' patterns to bazaars, whether temporary or permanent. Closest to the permanent khanduq markets, bazaars spread out concentrically around the khanduq or laterally along street and block patterns. Grouped by types of goods are carts and shops for foods, spices, wines and ales; next are hardier items like clothes, leather-goods, wooden goods; the outermost bazaars are the heavy items like metal goods and weapons (which are always farthest from the gates of the khanduqs). Surrounding the bazaars (either above them in second story shop fronts or among the other services and goods) are supplementary services, businesses, and people seeking work, from mercenaries and sages seeking employment to scribes looking for books to copy for fees.


The Drudachs

Every native of the city has her own nicknames or the drudachs they frequents. While the palace views one neighborhood as Twelvetors Drudach, many of its neighbors call it the Blades Drudach or the Mameluk's Drudach (in reference to its large military forces garrisoned there or their commander and his alleged origins among the slave class). There are 166 drudachs contained within Calimport. 


Just like the sabbans that contain them, there are details that make each drudach unique, but they all share basic structural traits. Below is a generic drudach for DMs to se as a template for their own Calimport campaign. There is no standard size to a drudach and only a minimum of services and sites that each must contain. In general terms, though, most drudachs have from 10 to 30 buildings, many of which only remain standing as they are tightly clustered against one another and are all supported by the byways/walls of the sabban/drudach. The minimum amenities of a drudach are: 


  • Archways/Walls: Like the sabbans they are part of, drudachs each have their individual walls, topped by the byways for the affluent. However, very few drudachs have gates or guards at the points where one drudach intersects one or more other drudachs. Instead, simple archways link alleys or tunnels under or through other buildings (limiting a building to second-floor and above businesses or lodgings, since the first floor is a throughway).
  • Religious Sites: All drudachs have at least one temple or shrine, and some have other random holy sites. Not all are officially recognized temples, but they can be pilgrimage sites where occurred events important only to those involved or to the religions and faithful of the gods or prophets involved.
  • Entertainment: While the public wells provide the basics of refreshment, there is never less than one each of a tavern, inn, or festhall in a drudach.
  • Stables: Usually a 1-story hovel with no cellar or lower level. A common sight in all drucachs, these are reasonable beast accommodations for camel, riding lizards, ostrich, baluchitherium, or sometimes bison or oxen. 
  • Business/Place of Trade: While one drudach from each sabban contains a khanduq and permanent marketplace, the others each hold a less formal bazaar formed of carts around a central court or along a wide street. Richer drudachs substitute businesses within permanent buildings, like many cities to the north.
  • Government Buildings: All drudachs contain at least two administrative buildings for the drudach and greater sabban. These include the houses and villas of the druzir and sabbalad, city-owned warehouses and granaries, public registrars (for ownership of land and goods), public stables, and so on. The sadidah or the amlakkhan do not count against these minimums, as they are necessary regardless.
  • Amlakkhan: This is a garrison of amlakkar (the watch) or soldiers, all sworn to watch over and defend their sabban. Where the minaret attached to it has four or more stories, the amlakkhan average two or three floors for garrisons, armories, and immediate access to the byways from the second floor exits.
  • Row House/Living Quarters: Of course, there are numerous other buildings for use as living quarters for those working in the drudach. There are other uses for the general buildings, and many of them overlap with other sites noted above or among the sabban's features (one person's apartments in a row house acting as an impromptu shrine to a god, rooms or buildings owned by the syl-pasha for places to secret spies and goods, etc.).

Drudachs from the Sabban's Perspective: Often, individual drudachs having competing businesses within one sabban often leads to strife and street wars among those working to embrace the Calishite dream of opulence. Thus, many sabbalads have stratified their drudachs toward providing particular services for the greater sabban. In other words, like bazaars which only sell food or weapons or sage advice, some drudachs are limited to being a trade drudach, entertainment drudach, residential drudach, or government drudach. While more efficient and organized for the sabbalad, only those drudachs destroyed by fire or other disasters and rebuilt (and reorganized into this scheme) have been able to stratify their people and sites in this manner. Thus, many more of the city's eastern sabbans are structured this way, as that area of the city seems more prone to fires and destruction and to newer ways of life.

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