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THE
TRUBAN
CAPITAL
THALAMBATH |
Thalambath is the exotic,
current capital of the Santharian province of
Truban, located along the western edge of the
Ráhaz’Dáth Desert, directly south of the prominent
volcano, the Norong’Sorno. Known for its longstanding independence from the
rest of the region before the Santharian Kingdom,
its powerful magic and artistry, and the Black
Castle of the ancient Chosen,
Thalambath himself, Thalambath the city is now an economic and trading
powerhouse. Older than most cities in Santharia,
Thalambath’s roots come from the ancient peoples of Kaizoumetrá, and some of
this heritage still lives within its long reclusive walls.
Foreign and mysterious despite being a major city in the
Santharian kingdom, Thalambath is a prime location
for travelers due to its exotic art and impressive architecture, its network of
hot springs located at the base of Norong’Sorno, and the rich pleasure ships
that roam the coastal waters.
Despite its draws, however, many distrust Thalambath, for it is a city of
intrigue, both mundane and arcane, and has long been a rival in
magical power to Ximax
in Southern Sarvonia. Despite rumours of evil
sorcery however, the citizens of Thalambath are prideful of their culture and
heritage, and either don’t believe in whatever rumours abound, or simply do not
care.
Description.
Thalambath is an exceedingly hot city, known for its violent sandstorms and
thick, warm air. Rain is rare, but
wind and lightning are prominent especially
in the later months, leading to more rumours of vile sorcery from visitors.
The steps of ground beneath Thalambath create a many-layered, rising and
magnificent visage to those who approach the ancient city. Built on the ruins
of the Kaizoumetrá city of Merioch and on the dried lava that originally washed
over that city, Thalambath’s buildings run over hills and caverns. The richest
districts and manors reside along the base of the Norong’sorno volcano, where
the landmass has raised from layers and layers of dried lava beds, and tower
above the rest of the city. Because of these layers, the city appears taller
than it actually is, as even one-story buildings may rise over taller buildings
due to the location of their construction. Dark red stairs and sand-covered
roads weave up the cliffsides throughout the city, while many of the lower
alleyways dig deep into natural crevices, covered by arches and bridges, or
even entire streets. Though these narrow paths offer much in the way of shade,
they act as a siphon for the warm air that
clings to the city, choking its inhabitants during the day but warming the city
during the nights.
Despite the relative lack of firewood, Thalambath remains an everlit city.
Braziers and torches throughout the city offer ever-present light in most
sections of the city, including the covered alleyways, and the black smoke that
rises into the air from these burning
ornaments can be seen a stral away. Most braziers are filled of burnable oil
harvested from evoor fish and
carteloreen, and are ignited by a strike of
a burning stone.
More prominent than these torches however is the Norong’sorno itself, which
looms ever-present over the vast city. The volcano often throws out clouds of
white and grey smoke high into the air, and
lava runs freely down the western edges of the mountain out of lava tubes and
vents, emptying out into the sea and over the strip of land that buries itself
deep into the ocean at the northwestern edge of the Truban Gulf. Once such
lavastreams destroyed much of the old town of the Kaizoumetran people, Merioch.
Now, every year, more and more great black manors are built onto and into the
volcano’s face, reaching to ever-greater heights over the rest of the city. And
at the very back of the city, nestled against the great volcano, lies the
ancient monument around which Thalambath was built - the Black Castle.
Thalambath is, in fact, several cities, that have merged over time to form the
great capital city. The original city arose long before its current
inhabitants, the ancient Kaizoumetrá city of Merioch. Though this city was
wiped out during the Norong’sorno’s catastrophic eruption thousands of years
ago, efforts to excavate the remains of the city continue to this day.
Thalambath’s history does not start with Merioch, however, but rather the Black
Castle of Thalambath, and of that
construction, there only exists the myth of its formation by the ancient
Chosen, Thalambath himself,
following the end of his long journey during the
War of the Chosen. Around this
ancient monument sprang the first beginnings of the city, and this original
construction is now known as Old Thalambath. Stretching vertically down from
the volcano to what was once the delta of the Norong River, when a lake existed
in place of the Norong’sorno, Old Thalambath lies at the very northern edge of
the city, comprised of many continually restored and ancient black manors and
temples.
The second city that comprises Thalambath was the city of Nosir. Built along
the Bay of Nosir, Nosir was originally a port town that supplied trade goods to
Old Thalambath. As Old Thalambath grew and built its farming community into the
western peninsula, the expanding trade between the two cities allowed both to
grow, until they eventually merged to form the capital city of Thalambath.
In its modern incarnation, Thalambath now serves as the capital city of the
Truban province as well as one of its major trading
hubs. Many trading barges enter and leave the city every day by sea, and
caravans travel outwards from the eastern edge of the city to smaller outposts
within the Truban province.
In addition to foreign relations, a Ximaxian enclave
has also long been a prominent (if not trusted) presence in the city,
facilitating joint arcane and alchemical research. There are even rumours that
a functional portal exists within the enclave for rapid transit between these
two bastions of magical might.
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Architecture.
The architecture of Thalambath is old, but well preserved, thanks to
long-developed methods of building construction. Most buildings are made out of
blocks of sandrock, reddish-orange to more expensive black blocks that are
stacked on each other and kept together with a paste made from Firestar. Most
of the common blocks are made out of the local sand and applications of
firestar, while the blacker blocks are built out of the darker sand from the
Lands of Pain to the north. These sandrock blocks are extremely durable even in
heavy wind and prevent significant overheating in the interior of the
buildings.
While the majority of buildings are constructed of these sandrocks, the more
elaborate manors and estates are made of pure nor’sidian. These come in black
shades. Nor’sidian is much more expensive, as the material only forms in
specific conditions from lava and must be heavily refined, and its strength
makes it difficult to carve into usable blocks, so only the most affluent tend
to use it for construction. The Black Castle of
Thalambath is known in part for
its entire construction being out of nor’sidian, despite its great size.
Nor’sidian is extremely durable and heat resistant, and thus buildings
constructed out of it weather time extremely well, as seen by the Black Castle
which, despite its age and desert location, was very well-preserved until the
collapse during the Year of the Unification, when the King of
Santharia supposedly retrieved the Heart of
Thalambath from the ancient keep.
The characteristic style of most Thalambath buildings is for the simple but
monumental. Most are common shapes, like tall pillars or squares, but these are
built to such heights and widths as to awe the viewer with their impressive
girths. Many of the most important buildings have simple carvings or sometimes
paint, but only the rich black manors are actually known to have complex
building structures like statues. The more common shapes however are massive
stone fortresses and sharp, diamond-topped pillars, facing down the viewer with
large, sloping walls and few windows. The most important of these are black,
built of pure nor’sidian, but even the ones of stone use the darkest shade
possible. All of these stone buildings, like the other structures, are simple,
imposing structures of sloping walls and flat roofs.
Most common buildings are anywhere from one to four stories high, straight
rectangular in shape, often with a flat, square roof with the walls of the
building reaching up to provide an exterior floor. Some of these roof-walls may
end with sharp angles at the corners for aesthetics. Buildings with more sturdy
construction often have wooden or stone supports for the roof, and these
supports can sometimes be seen jutting outwards from the sides of the building
under the roof. Many of these roofs are decorated with small, desert-friendly
and low maintenance gardens or with racks for drying clothes in the sun, while
others might have small worktables for pottery making. Many have some wooden
stakes raised into the air onto which a coloured cloth drapery is held,
blocking the sun and allowing one to sit
outdoors during the day. These common buildings are built of stacked sandrock
blocks, dark red or reddish-brown in colour.
The windows of most buildings are relatively small, either slitted or with a
curved arch, and many poorer buildings have wooden stakes jutting out at an
upwards angle, which hold a drapery over the window and block out the injera.
More well off construction might have wooden or sandrock shutters. Many of
these shutters usually have open holes to allow
air to flow freely through the buildings while blocking out the sun, though
those shutters that do are often sealed and unable to be opened to prevent
thieves from easily entering. Only the very rare building uses glass, despite
Thalambath’s ability to produce it, as these windows become easily tainted by
sandstorms and do not allow airflow.
Buildings are usually connected together and closely situated on streets like
walls, so many have archways and pillars that span over the many alleys of the
city and provide optimum shade. In some locations the archways are fully built
and provide an open-air second story, thus completely shading the lower alley
and allowing a second walkway to keep busier streets from becoming too crowded,
while the bottom remain lit with torches. The second story alley, and other
alleys without the second story and without adequate archways, usually sport
coloured cloth draperies spanning over multiple sections of the alley to
provide shade.
The richer manors take on much more complex designs, often of a morbid or
Marresquean style. These buildings can reach many stories in height, towering
over the rest of the city, and are often exquisitely curved and sharp. Many are
topped by simple black or gold domes or rippling spires, and the walls of the
manors usually angle inwards towards the upper floors. These manors usually
have fewer windows than more common buildings, though the windows that are
present are generally highly embroidered, with golden metal in elegant shapes,
and many are made of glass. Artistic edges and angles jut out from the upper
stories of these manors, giving fearsome appearances, and some are adorned with
carvings of grotesques, demons, and other statues. The interiors of these
buildings, primarily the flooring, are often coated with obsidian or otherwise
heavily polished stone, and rugged with the most expensive cloth materials
available.
Thalambath buildings are also known for their ‘reverse’ art style. While many
cities strive to show off artwork openly, such as with statues or building
paint and murals, Thalambath prides itself instead on the personal, private art
of its citizens. A building might have a plain exterior wall, with no
ornamentation whatsoever, while its interior is covered from floor to ceiling
in colourful paints, tiles, and cloths. Only the most important buildings, such
as mystical monuments and temples, decorate themselves openly with symbolic
carvings and writing.
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Layout. Thalambath’s layout is highly organized, owing to its
strong government. While, long ago, the city utilized a more organic
construction, nearly every remnant of this has been swept away. Now, wide,
straight roads weave through evenly-sized square blocks throughout the city.
The major roads go from north to south and east to west. Aside from these
primary ‘border roads’, a third type cuts down diagonally through the city
blocks. There are only two of these angled roads in the city, and where they
intersect lays the major congregational location in the city: Eltar Square. The
two diagonal roads that go through Eltar Square are considered the lifelines of
the city. The street from north-east to south-west, known as Khaled Street,
starts at Thalambath’s northern-most east gate and runs through Eltar Square to
the waterfront. The second street starts at the foot of the Black Castle, and
is thus known as Thalam Way. Thalam Way crosses down through Eltar Square and
terminates at East Gate, which leads out into the desert east of the city.
The Eltar Square
Eltar Square is the heart of the city. Though most of the important government
complexes and noble estates are located at the base of Norong’sorno, the
majority of the city’s trading happens in Eltar, overseen by the Templum of
Trade in the north-west section of the plaza. Brightly-coloured stalls line the
streets, which are separated into two floors. Most trading carts pass through
the wider streets underneath while walking traffic is relegated to the upper
level.
All merchant stalls are under government control, and require permits from the
Templum of Trade. As these stalls are controlled and financed by the
government, they are of significantly more permanent construction than
traditional ‘wooden stalls’ one would normally think of. These stalls often are
constructed out of the same stone and plaster of nearby buildings, and most
are, indeed, inside a single large trade building. Most do their business on
the upper floor, but have a walled stock room on the bottom floor that is
stocked by the trade caravans. These stock rooms are usually linked to the
upper stall through either stairs or a hole in the ground with a levy. Despite
the government control of trade outlets, however, that doesn’t stop the
occasional squatter or sideline hawker from plying their wares when they can
get away with it, though the guards are usually quick to mop up these illegals.
Aside from trade stalls, hosts of other personal-related industry are also
present in Eltar, including inns, a local barracks and jailhouse, bordellos,
and taverns, all overseen and most residing within the large Templum of Trade
building.
The Foot of the Black
Castle
Comprising of both the Black Castle as well as the surrounding city blocks, the
Foot of the Black Castle is, as named, the location of the Black Castle of
Thalambath. In the center of it
all lies Castle Square, located at the intersection between Royal Way running
east and Viseur Street running south, and which was the original hub of Old
Thalambath. As the centerpoint of the Foot of the Black Castle, Castle Square
still stands between the most powerful locations in the city, with the Black
Castle to its north, the Temple of the Arcane to its west, and the Templum of
Seven to its east. Viseur Street itself runs directly out of the steps of the
Black Castle to the waterfront, intersecting with Khaled Street near the
water’s edge at Niban Square. Thalam Way also starts here, running south-east
from Castle Square.
- The Black Castle
The most famous building in Thalambath and perhaps one of the most renowned
constructions in the world, the Black Castle is the supposed resting place of
Thalambath himself. Sealed from
the rest of the city by a great black wall, the Black Castle can only be
entered by Keep’s Gate, north of Castle Square.
The Black Castle is a great black monument, rising high into the air and
carving deep into the mountainside. Its bottom level comprises of the first
quarter of a pyramid in shape, which flattens out two stories up. Above the
base is a large rectangular rising, reaching some four or five stories into the
air, and indented deep into the structure.
Pillars surround this large stone slab, each carved to depict a
ráhaz’estár wrapping around the
stone, with jaw wide open. These pillars support a flat roof, upon which is
carved a variety of arcane runes and symbols, some believed to be an ancient
human evolution of Old
Styrásh, or an original runic
language of its own, but most meaning has been lost to time. The base is
flanked on its south-east and south-west corners by two obsidian obelisks. At
the entrance to the Black Castle, a small flat rise stretches out 10
peds south, and is ringed
by seven pillars on its left and seven on its right, supporting a thick stone
roof. These seven pillars each depict a robed figure in humbled prayer, meant
to represent the Seven. It is rumored that these pillars were only carved after
the Black Castle was actually constructed.
- The Temple of the Arcane
The Temple of the Arcane is a series of buildings lying against the mountain to
the west of Castle Square, and are everlit of a dull blue colour from glowing
arcane enchantments, crystals, and runic carvings. Despite the vast size of
these buildings, they are surprisingly sparse of population on the inside - for
only few are deemed worthy enough to be admitted as what are known as the
Thalam Wizards. All sorcerers within Thalambath are required to join the Temple
- foreign magic is forbidden within
Thalambath. Even Ximaxian envoys require explicit
approval and honourary positions within the Temple to be allowed to partake in
Thalambathian studies.
- The Templum of Seven
The Templum of Seven is the political capital of the city. A large building,
the Templum is comprised of a domed center, surrounded by three wings of
rectangular build, and flanked on corners by smaller domed towers. At the front
presides two black pillars, as well as statues of the Seven. A stone ledge
stretches out from the center of the dome, from which official proclamations
may be held.
The Seven of Thalambath reside within the Templum, and each have their primary
quarters within the building, in the northern wing. The central dome structure
is for the most part a wide-open space, filled with statues of each of the gods
as well as finely engraved walls and flooring. The top of the dome is where the
Seven conduct private business, along with the Viseur.
The western wing comprises of the Templums of Coin and Construction, where the
Councils of like name meet to overview matters, while the south wing contains
the Templum of the Sword and the Royal Throne for military and civic duties.
Each wing utilizes similar design philosophies to other rich locals of
Thalambath, though the carpeting in each is of a different hue for the purpose
of identification. The south wing is dabbed in indigo carpets and tapestries,
due to its duties over royal charges. The west wing is coloured in a variety of
blues, and the northern wing is known for its bright crimsons and golds.
Old Nosir – The
Waterfront
Old Nosir is the section of the Thalambath comprising of the majority of the
original territory of the harbour city of Nosir. Today, it primarily consists
of warehouses, inns, and homes for the local dockworkers.
The Waterfront, particularly the docks and harbour sections, are where the
majority of the daily activity in the city commences. Even though the primary
trading hub of Thalambath is Eltar Square, much ‘local’ trading happens in the
docks, at Niban Square.
The docks themselves are primarily constructed of wood. However, recent
construction projects have aimed at replacing the old and decaying wood for
massive nor’sidian blocks reaching deep into the bay. Currently, only a fifth
of the docks are built of nor’sidian. The most important traffic is directed to
these docks, such as shipments from far away in Nybelmar
or Aeruillin. Two pleasure ships, the Royal Sail and the
Etherus, also have access to these great
docks.
- The Ship Houses
The Ship Houses are an older construction that were the inspiration behind the
latest nor’sidian revamp of the docks. The Ship Houses are massive stone
structures, some nor’sidian, along the western edge of the bay that reach deep
into the sea to provide covering during storms for wealthy vessels. In
addition, the dry docks are located in some of these Ship Houses, where new
warships and barges are built.
Renting a Ship House is an incredibly expensive venture. Only a very few
companies can afford them, so there have been no new Ship Houses built in over
a century.
- The Templum of Sail
The Templum of Sail is a large building ringing Niban Square. As its name
indicates, the Templum of Sail controls all matters of port work, ship
construction, and the provision of Trade Coins. Over the last several decades,
the Templum of Sail has been granted more and more of Thalambath’s funds, in
order to provide even more incentive for merchants to come to Thalambath
instead of Strata. Despite this increased economic
power, however, the Templum of Sail’s workers are no more wealthy than any
other. Unlike other Templums, the Templum of Sail is overseen by an Archwizard
and a garrison of Templar Knights, charged with making sure that the Templum
does not abuse its impressive funds for personal gain.
- The Harbour Estates
The Harbour Estates are located along the north-eastern edge of the bay, and no
port beyond personal estate docks extend here. These massive, nor’sidian
buildings comprise of both permanent noble estates as well as secondary estates
for those nobles who occasionally want to rest in the view of the bay.
As South Gate lies nearly directly to the east of these estates, land travelers
from Strata are granted their first image of
Thalambath’s nobility through these buildings.
- Niban Square
Niban Square is the former central square of Nosir. Ringed on its south side by
the Templum of Sail and adorned at its center by a statue of an ancient oared
warship, Niban Square is the primary tourist attraction for those coming from
sea. As Khaled Street begins here and moves north-east to Eltar Square, the
majority of traders pass through Niban as well. As such, Niban Square is
essentially a miniature Eltar, and possesses many inns, taverns, and shops.
Unlike Eltar, trade is largely unregulated here, and most cheap wares are
provided here. Niban feels more like a traditional market square, as it is
lined with wooden stalls and bright tapestries by the many merchants who cry
day and night for travelers to buy their goods. Of significant stock is fresh
fish, primarily bonehead and
flyer crab, caught from the bay and
prepared for sale by local fishermen.
A small branch of the Templum of Trade exists here, within the Templum of Sail
building. Its duties are much reduced in comparison with the main Templum, and
primarily only deals with renting out merchant shops and overseeing local
disputes. Should any one business become too large, however, the Templum will
force them to move to Eltar Square.
The North Estates
The North Estates are the luxurious districts in the northern-most section of
the city, resting against and building up into the Norong’sorno. Not only the
living space of the affluent, the northern regions are also home to some of the
prime tourist attractions of the city, including the Norong’sorno Hotsprings
and Lava Tubes.
- The Hotsprings of Norong’sorno
Thalambath sits atop the burning fire of the
Norong’sorno, and over the centuries pools of boiling hot
water were discovered within the volcano’s
caverns. While this water is most often
cooled and placed in containers for drinking, some enterprising nobles came up
with the idea of building a resort within the caves, where the naturally hot
water could be used in the form of spas and
saunas.
The hotsprings consist of one large public bath, several individual baths, and
various sizes of steam rooms. The hot water
is first cooled slightly to prevent scalding the flesh, and then funneled into
various pools and baths, where it is kept at set temperatures by a series of
furnaces. The hotsprings employ multiple servants to see to the needs of the
bathers, and, like other resort locations in the city, offer everything from
massages to food.
The Farmlands
Lying to the west of the city are the farmlands. Here, what few crops can be
grown in the Ráhaz’Dáth are cultivated for the
city’s consumption, directed by the Templum of Tilling. The soil off the
Norong’sorno is incredibly efficient for plants, however, and rain is much more
frequent here than in other parts of the desert, so Thalambath has been capable
of providing for itself substantially over the years.
- The Western Residential Districts
Home to the hundreds of farmers that till the fields on a daily basis, the
residential districts on the western edge of the city are some of the oldest
buildings in Thalambath. Most of the buildings are connected to each other and
rise three stories into the sky, with each individual family comprising of a
single story. Unlike the darker buildings inside the city, the buildings here
are relatively light, ranging from light yellow to orange.
Each family story generally comprises of a single main room and one or two side
rooms, usually allocated towards bedding. These rooms are much less decorated
than the richer structures inside of Thalambath, and most only have relatively
simple carpets of brown tanned hide or cloth and silverware of hardened clay.
The East Gates
The East Gates are the series of four gates leading out into the
Ráhaz’Dáth. Of the four, only three are currently
being used, as the oldest one in the north has been sealed due to lack of use.
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Location. Thalambath is
located along the western coast of the Ráhaz’Dáth
Desert in the Truban province, directly south of the Norong’Sorno volcano.
It sits atop the old city of Merioch, and many dig sites are spread throughout
the borders of the city. Because of this underground, and the build-up of dried
lava from volcanic eruptions eons past, the surface of Thalambath is not
entirely flat, and the city is comprised of several rising layers.
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People. Many exotic
people have inhabited Thalambath over many centuries. Though the
Truban province is traditionally thought to be the
domain of the Shendar and
Stratanians alone, Thalambath has
existed even before those refuges and tribes arrived. Though most refer to the
citizens of the city as Stratanians
ever since Strata’s former political importance in the
Santharian Kingdom, native Thalambathians see that
title as an insult. Instead, those who carry the heritage of the original
settlers of the city still call themselves Kaizoumetran, shortened in modern use
to Kaizranian, and they believe that they still carry that ancient blood.
Considered a rich and untainted blood, the most important and powerful positions
in Thalambath hierarchy are reserved for pureblooded Kaizranians alone. Even
with the efforts to keep the races separate, however, mingling has left the
marks of a Kaizranian to be only slight. Most Kaizranian families are simply
traced back by patriarchal bloodline, even if there are no physical traits
remaining. Others can be recognized by a sharpness of features, notably the
eyes, and a dusky, rather than tan, skin, but even these are recognizable from a
Stratanian or
Shendar by only by a keen eye.
This class distinction is a prominent aspect of Thalambathian society. The
city’s longstanding independence has allowed it to maintain its ancient values,
and Thalambath has made strides to keep foreign influences out of its
development. In Thalambath, those of valued blood have higher power, and those
who have lesser power have lesser blood. Blood is always given as the
explanation for one’s power - while pureblooded Kaizranians have naturally
greater status, an impoverished Kaizranian is considered to have somehow tainted
or cursed blood which dulls the value of his blood, thus preventing him from
rising to higher power. The purest blood is that of the Seven, and the Thalam,
as the Kaizranians believe that such blood is what fuels
magical power. Those arcanists who do not
possess pure blood, such as the magi of Ximax, are considered to be the
equivalent of thieves, making covenants with demons in exchange for the power of
magic, and that such stolen
magic is vastly inferior to the might of
pureblooded arcanistry.
Up until active trading began, Thalambath was highly isolated, and limited
access to the region to only specific individuals. While in modern times, the
city is far more open to travelers, non-citizens still require a Trade Coin to
walk freely in the city, and often face discrimination. These coins are granted
to all travelers coming by sea, but must be returned to legally leave the city,
again by sea. Being caught in Thalambath’s borders without a passcoin is
considered a criminal offense and can be punished with hefty fines with one
warning, up to exile or even death for repeat offenders, who are classified as
foreign agents.
This strict form of border monitoring has been one of the largest factors for
the strife between Thalambath and the
Shendar over the centuries, as Thalambath has been known to arrest or
execute Shendar that are found within
Thalambath’s borders, despite the
Shendar’s nomadic lifestyle. Currently, Thalambath maintains heavy patrols,
walls, and defensive outposts at its borders. Foreigners and traders are
funneled through the trade routes, but even then, they must acquire a Travel
Coin at the border keep or other outposts.
Overall, however, the people of Thalambath are a private, suspicious, but
prideful population. They place great value on their culture, pleasurable
activities, knowledge, and artwork, and believe that many provinces are jealous
of Thalambath’s wealth and status, a jealousy that they fear has the potential
to turn into full-scale war despite the peace within the
Santharian Kingdom. Nevertheless, Thalambathians do not overtly desire
conquest and have stayed out of many of the wars that have plagued other
kingdoms prior to the unification. They would rather build down, not out, and
have an intense scholarly pursuit to uncover the secrets of the Kaizoumetrá
empire and other ancient facts as well as a swelling of pride that leads to the
pursuit of the perfection of self. Most who can afford it and aren’t already
wizards are either historians or artists. While the city may not be as outwardly
colourful as Strata or Varcopas,
they make up for it through their architecture, carvings, and personal works of
art such as body art, tapestry, pottery, and paintings. Most citizens have
lavishly decorated interiors, and adorn their homes with the visual history of
their own life experiences. Many citizens can read and write, as they pride
themselves on their expansive knowledge, and even the poorest citizen is a
scholar, using the interior walls of his house as a journal to write of his
discovers instead of bound notebooks or parchment.
There is a dark shadow over Thalambath’s inhabitants, however. While the kingdom
of Thalambath has for the most part not been bothered with war over other
nations, it has kept a strong grip over its own. Foreigners are not the only
ones who feel the chokehold in Thalambath’s looming walls. The city is very
silent for a trading capital, and deals are made quietly and cleanly, for while
Thalambath is a city of fine luxury to the hardworking, those who slip between
the cracks are forever beyond aid, and no crime, however small, goes unpunished.
One needs only look up at the immense black citadels to realize the power of
Thalambath’s authority. Though some crime will always remain, Thalambath has
been quite successful in controlling the majority of it within the city walls.
However, the desert is a vast place, and there are rumors of a criminal network
that operates outside the city walls. Many trade franchises have been shut down
over the years under the suspicion of being a front for one of these criminal
enterprises.
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Government.
Thalambath is ruled over officially by the Seven and the Royal Viseur, and the
assembly of these eight figures is known as the Presidium. While the Seven have
ultimate power, the Viseur is more often than not charged with direct authority
of the city, and strong Viseurs have been known to have a significant hand in
controlling the Seven. This is particularly true in modern times, as the Viseur
also plays a second role as the King of the United South ever since Thalambath
succeeded Strata as the capital for the
Truban province. The role of Viseur is chosen by the
Seven, but can only be removed by a majority vote, thus the removal of a
politically savvy Viseur is rare.
For a brief time, the Viseur’s title as King of the United South was the
Tristan, following the previous Truban rulers from
Strata, though this was quickly changed by the Presidium to reduce the influence
of the Stratanian culture.
All government powers in Thalambath are arranged in offices known as ‘Templums’,
and each Templum has control only over one facet of city life. Each Templum is
controlled by a Pryus, who is the highest ranking Thalam Sorcerer in that
organization. The Pryus has ultimate authority over his Templum, and is in
charge of establishing the chain of order in his Templum and relaying its status
back to the Presidium.
Thalam Wizards occupy many of the highest positions in Thalambathian government,
and are only subject to higher ranking wizards, Pryus’, the Viseur, and the
Seven. All Thalam are exempt from most common laws, and a Thalam’s word will
almost always be taken above any commoner’s word.
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Climate. Thalambath is
extremely hot despite receiving more annual rain than its competitor,
Strata. While its large buildings and enormous walls
provide excellent shading in many paths through the city for most hours of the
day, the nor’sidian stone
used to construct the larger manors and walls results in extremely warm
air. Stepping outside of the buildings
assaults one with thick, dry air that hangs
lifelessly and in the warmer hours of the day can even suffocate those who are
unprepared. This hot air results in the heavy
heat ripples seen by those approaching Thalambath from a distance.
Rain in Thalambath is exceedingly rare, like most locations in
Truban, however, its location along the coast and the
winds traveling through the Nirmenith Mountains and Mount Norong’Sorno sometimes
manage to bring rainfall to the city during the winter years, averaging only a
few times a year, sometimes as much as once or twice a month in ‘colder’
winters, though there is more along the western peninsula, even some rare
rainstorms, allowing decent farming in that region. More often than rain however
are heavy winds and sandstorms coming out of the eastern edges of the city,
which result in thick black and grey clouds, thunder and sometimes lightning
that strikes the tall buildings, and near-hurricane strength dry
winds. These
winds mostly impact the high walls of the city, and are then funneled
through the buildings to the point that an unwary individual may be knocked off
their feet and choked from the large amounts of sand and dust carried by these
winds. These powerful gusts are also not cool
as one would expect them to be, and assail one with a hot force that makes one
wish for no wind at all.
These winds are so violent that even those
inside of the buildings can hear them as they impact against the walls,
threatening to rip the ancient city from its berth. Ships tied to the docks
along the Aetyram Sea must be securely fastened and their rigging is safest
completely removed and placed below decks or in the stone warehouses along the
shore. Even then, however, ships are often torn apart by these
winds, and most captains avoid the city
entirely when there is proof of an approaching storm, or pay the exorbitant fees
for one of the massive stone Ship Houses along the waterside.
These hurricanes occur more often than rain, and can happen as often as three to
four times a month in winter months and as often as once or twice every two
months during warmer seasons.
Night in Thalambath does not do much to significantly cool the city like the
frigid temperatures one would expect from other locations in the desert. The
stone and nor’sidian buildings keep the heat trapped long after the
sun has gone down, and nights remain fairly
warm, though much more bearable than during the day.
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Flora. Unlike some of
the other major cities in Truban, Thalambath has
limited amounts of flora outside of its farms. While some independent citizens
might grow vegetable gardens on their roofs or on window ledges, there is very
little visible greenery within the city beyond some sparsely placed sarauno
cacti, adan’sonia trees, brown grass, or other small shrubbery. Some of the
noble districts however grow vineyards within their estates, used in the
production of the most valuable wine in city, Thalambath’s Blood.
There are, however, many irrigated farms west of the city and along the northern
districts of the city where the mineral-rich soil from dried lava flows and more
prominent rainfalls allow better crop growth. Whatever Thalambath cannot produce
for itself it imports from other lands or villages.
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Fauna. Thalambath has a
more diverse system of fauna than might be expected from an arid city. Like the
rest of the desert however, most of these animals are quite subtle in practice,
and many hide during the day, though the shade has allowed some to thrive while
others sleep.
The most common ‘pest’ animals are, like most cities,
mice, both of the foreign
dune mice variety that have adapted to
the city, as well as the more local flying mice, also called sand mice. The
flying mice of Thalambath are small, sand-coloured rodents, and have only a
short, stubby tail. Their hind legs are large and powerful, however, and these
mice can leap long distances. Beyond
just leaping, their skin stretches, and they are able to glide over expanses of
air, allowing these mice to traverse easily between the multiple layers of
Thalambath. They come out mostly during the night, and tend to scavenge on food
left in the streets or in warehouses.
Offsetting these highly mobile pests are the Rahaz’Norong, or more commonly
"Thalambath Snakes". These non-poisonous and quick snakes are a dark,
sandy-coloured reptile that tends to keep to the shadows of the city, but are
awake during the day, where they seek out the sleeping mice. Most citizens of
the city leave the snakes in peace in order to remove the
mice, so the snakes have learned to
ignore human presence and are quite tame to be
around.
Aside from the wild denizens of the city, many of Thalambath’s richer population
keep boar-faced coyotes or ly’caón as companions. The coyotes are slender,
sooty-furred dogs that were once diggers and
scavengers in the ash-covered hills of the Norong’sorno, and many are still used
as hunters of the Thalambath mice.
However, many have come to serve as simple household pets. Most are gray or
dull-yellow, and have long, narrow snouts and large, fan-shaped ears. The
ly’caón are similar in appearance to the coyotes, but are not as prominent
around the Norong’sorno.
Some common livestock are also bred on the farms west of Thalambath.
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Resources.
Surprisingly, Thalambath is an excellent source of fresh water in the
Truban province. There is plenty of rain for farming on
the peninsula, and the hotsprings produce gallons of fresh mineral
water daily. Most of this
water is collected and sold in coyote-hide
waterskins. Thus, Thalambath has been an exporter of fresh water to the rest of
the region for many years, even before it expanded openly to major trade.
Other popular trade items include
nor’sidian, Firestar mortar,
obsidian, lead, copper, rhyolite,
quartz, brimstone, burning stones,
clay, feldspar, and glass, as well as various tapestries and other forms of
artwork. In times of excess production, some grainery and wheat from the western
peninsula farms are sold, as well as fresh fish. Iron and gold are also mined,
but rarely exported in their raw form, instead being used extensively in their
respective crafts.
A major item that Thalambath is known for exporting is
weaponry. Due to the
mithrilan salt acquired from
trade with the Shendar, Thalambath
has developed an exceptional business for
weapon forging. Using traces of
mithrilan in everything from kitchen knives to large, double-handed
swords and maces, most
weapons produced in Thalambath are stronger
and lighter than if they were built elsewhere. Thalambath does trade some of the
raw mithrilan as well, but most
of it is used straight away and then the end products themselves are
subsequently exported.
One of the most recently expanding franchises has been the trade of gem beetle
jewelry, exotic and richly coloured ornaments made from the glassed carapaces of
Truban’s native gem beetles. This form of jewelry, while expensive, is
significantly cheaper to produce than equivalent ornaments made from actual
gemstones, yet they appear just as regal and elegant as any true gem.
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Myth/Lore.
Thalambath, due to its age, has a wealth of myths and legends that have remained
in circulation for the many eras of its existence. Foremost of these is the name
of the city itself: Thalambath,
the ancient Chosen, rumoured to have built or even somehow transformed into the
ancient Black Castle that still stands to this day. - The historian
Gean Firefeet retold the following
myth, which can be found inthe
Compendium to New-Santhala:
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How Thalambath turned into a City.
The legend goes that the building is the wizard
Thalambath in own person. The
chronicles of the ancient city begin with a passage starting at the end of
the War of the Chosen, when according to the legend eight riders arrived in
the south. They were refugees from the Great War, wounded and battered in
many a battle and seeking a place for peace after years of horrifying war.
Their leader was named Thalambath. He was a wizard, powerful and skilled,
but had tried to avoid the mayhem of war by staying neutral in the dispute
of White and Black Wizards. The fighting parties, who both tried to convince
him to choose their side, eliminated his small realm in the north and tried
to destroy him, but failed. With his seven servants the weakened wizard
roamed the countryside, hiding from his pursuers, who gave up the pursuit in
the end. The eight went south, in the hope to find a few likeminded people
to cooperate with, but found nothing but destroyed and burned cities, only
inhabited by a few remaining citizens. So the heart of the wise sorcerer
darkened and it is said that he slowly began to hallucinate at nights, while
sitting weak and halfsleeping in his saddle at daytime. Madness came over
him and a few small communities were destroyed by his seven powerful heralds
before they arrived at the last spot he hoped to find a friend. |
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