Monday, January 15, 2024

Calimport


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

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

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

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

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

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


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

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

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

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

 


Calimport 

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

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


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

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

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

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

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

 


Wards of Calimport


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

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



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

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



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

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



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

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



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

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


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

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



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

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



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

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




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

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



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

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



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

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


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

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



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

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



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

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



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

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



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

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



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

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



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

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

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