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A Setting: The City of Sethennai
Because I’ve spent long enough tinkering on this that I might as well share it with a population of more than a half-dozen potential players. Also it could almost certainly use an editing pass, and I don’t want to lose it all next time my computer dies.
So, a collection of densely packed plot hooks in the shape of a city
City History
The City of Sethennai is quite possibly the oldest city in the world, or at least the oldest still inhabited. When the first Dwarfs and Goliaths fled the Titans for the coast, they found ziggurats already rising from the water and tunnels dug beneath their feet, ruined by some already ancient cataclysm. Supported by fertile soil and full waters, they built their own city over it, and welcomed their own gods to it, a center of resistance to the Titanomarchy that became an empire in its own right.
Centuries passed and power drifted inland, to the mountain palaces of the Titans’ Giant heirs and the divinely appointed heroes who sometimes overthrew them. The City was rich, but peaceful, its soldiers only raised when one princess or another took it as a capital during a civil war. Such was the case when the first ships appeared from the East.
The adventurers from the League of Free Cities had been spurred across the sea by visions of fortune and glory, overwhelming the defenders with armies of goblin slaves and the ability to evoke demons far beyond what they could deal with. Their leader Sethennai proclaimed himself Emperor and renamed the city in his honour, taking it as his capital. After his assassination some years later the ‘empire’ fell into an anarchy it has never quite recovered from, but the name has stuck, and for the two hundred years since wonders and riches have flowed across the eastern ocean while mercenaries and adventurers have poured west in ever greater numbers.
The city’s ruler for the last fifteen years has been Prince Cael, an adventurer universally believed to be supported by the League’s political rivals back East. If so, they got what they paid for – experts and financiers have been imported and sponsored, and trade opened to anyone capable of paying the reasonable import duties.
Until two years ago, he had been the picture of brutal decadence, rousing himself from luxurious hedonism only to brutally deal with any threats to his power. Recently though, he changed – sponsoring vast expeditions into the ancient palaces of the interior and the ruins buried on the city’s outskirts, and installing a self-proclaimed Hierophant whose heresies had earned her a death warrant back East in the city’s grandest temples (violently banishing the cults which had held them since the Conquest in the process).
One week ago, at exactly noon, the sun vanished from the sky for one minute, and the entire city was filled with a deafening scream. Since then, the Prince’s grand palace has been sealed tight, with ingeniously horrifying magical defences ensuring that anyone who tries to force a door or window isn’t around to try again. Everything’s very rapidly falling apart, and the city’s traditional power brokers are reacting like so many rabid weasels in too small a cage.
It is, then, a perfect opportunity for people with the will to seize it.
Districts
The Palantine
If Sethennai is the oldest continually inhabited city in the world, the vast palace complex which crowns its central hill is probably likewise the oldest building still in use. Its foundation is burrowed deep into the hill on which it stands, to the point that some delvers and historians have theorized that it was once a truly massive pyramid now mostly buried by the ages. Rising out of it are two great peaks - impressive ziggurats in their own right - of obvious dwarven make, fashioned to house their ancient Ancestors-Kings and gods in suitable splendor, and since renovated and built over to house the city’s rulers and most favored priesthoods. Surrounding them are a dozen smaller peaks, each the estate of one of the city’s foremost patrician families, teeming with retainers and servants. The land around them is pristine and perfectly manicured, full of wondrous botanical gardens and menageries for the amusement of Sethennai’s greatest citizens.
Location of Interest: The Throne
A palace built on the ruins of a palace built on the ruins of a palace. The grand ziggurat which the city’s rulers have called home since time immemorial is built into and sits at the peak of its highest hill, the highest point in the sky for dozens of miles in every direction. Its labyrinthine apartments, kitchens, vaults, galleries and corridors house the Prince and his family, dozens of favorites and notables, and hundreds of guards, servants, retainers and entertainers.
Or, well, housed.
One week ago, the sun vanished from the sky, and a scream echoed through the city. Since then, the palace complex has proven impenetrable. Every door and window is closed, and attempts to open them by force have fared...poorly. In a ‘never going to walk again’ sort of way. Scrying and other means of magical surveillance so far attempted have simply failed. No one has tried to escape, and no noises have been heard - the whole complex is simply silent.
Of course, that means that all its secrets and riches are there for the taking. Or that’s the growing consensus - at least three separate groups have camped out near various gates and major entrances, each preparing their own scheme to break in and seize everything within. There’s no fighting between them. Yet.
Faction of Note: The Hierophant
Yri Cenred is many things. A self-proclaimed ‘experimental theologian’. One of shockingly few mortal humans to piss off the Illyrin clergy enough to be specifically declared Anathema. A member of the Commonwealth’s very exclusive list of ‘Enemies of Reason’. Empirically immune to thunderbolts from cloudless skies and most other signs of divine disfavor. Easily one of the most powerful mages in the city. And, for most of the last two years, its High Priestess and Hierophant.
No one knows quite how her first meeting with Prince Cael went, and whether she was responsible for her change in personality or if he sought her out because of it. All anyone knows is that shortly after she arrived in the city a few days ahead of Imperial Witch-Hunters looking for her head on a pike, Cael forcibly expelled the Khasali cults which had occupied the Palantine’s grand temples since the Conquest, and installed her in their place with the newly minted title of Hierophant for the city. Since then she and her growing coterie of acolytes (bright-eyed, motivated and young, though you can flip a coin as to whether their hands are stained with ink or blood) have been extremely busy, though no one can say exactly what with. Certainly they haven’t held any public rituals or services. Despite the costs - both political and monetary - in protecting and sponsoring her, Cael never seemed to question whether it was worthwhile.
The general opinion on the streets is that she’s probably to blame for anything and everything worth complaining about. The only real divide is between those who think she bewitched the Prince and turned him into her puppet, those who think she’s the one who killed him, and the moderates who think the correct answer is probably ‘both’.
Foundrytown
The New World is absolutely full of exotic reagents, fuel sources, and materials to craft and invent with. It is also absolutely full of people who will pay in your currency of choice for finished goods, armor, weaponry, and whatever nasty alchemical tricks you can keep from blowing up in their face until they want them to. Foundrytown is the sprawling mass of smokestacks, workshops, factories and markets that has spilled to the north of Sethennai’s walls, exploiting both opportunities to the fullest while limiting the chance that some idiot will burn half the city down (again). Robber barons, militant workers, loose fraternities of tinkerers and half-trainer artificers, and the occasional rogue clockwork or alchemical monstrosity all jostle for space and control of the beating heart of Sethennai’s economy.
Faction of Note: The Grand Bazaar
Official Imperial theology accords true dragons a place of honour - the Princes of the Earth, entrusted by Heaven with containing the fury of the elements within themselves so as to render the world peaceful enough for cultivation by the younger races - and forbids very few things to wyrms willing to play the part. (Principally, do not become undead, a god in your own right, or an archdemon of the elements. Though some justification can usually be found for how any sufficiently problematic dragon is actually doing one of those).
And Tyramara the Magnificent, the Fire of the Deeps has not technically done any of those things. Still, the ancient wyrm has little interest in allowing the wasting disease which has crippled her continue to spread, and her solution is unorthodox enough that she thought it prudent to abandon her palace-lair in Imir and relocate to the New World, six treasure galleons worth of her hoard in tow.
One of the city’s wealthiest residents from the moment she landed, she has bought a plaza in Foundrytown and offered her sponsorship to nearly every tinker and engineer who cares to set up shop there, provided they help sustain and improve the mechanical and hydraulic prosthetics that supplement and replace her dying organs. She has promised a full half of her hoard to any who can permanently deal with her condition, a fortune men have killed for in the past, and certainly will again.
Faction of Note: The Hellworks
They’re not officially called the Hellworks - there are, in fact, absolutely no devils involved. Still, between the billowing clouds of soot and steam pouring from their chimneys at all hours of the day, the severe architecture, and the bound spirits who keep the looms running at all hours of the day and eagerly take any opportunity to leave anyone who gets too close crippled or maimed to vent their anger - well, the name stuck.
One of the most obvious consequences of Prince Cael’s turn towards the esoteric these last years, the ' ‘Royal Sethennai Weaver’s Trust” is the brainchild and absolute domain of the Lady Binder Katerine sol Dalme sol Telrin ir’Paimon. An Illyrin magister with heterodox opinions on the proper uses of magic, popular opinion is divided on whether it’s more accurate to say Cael invited her to reside in the city, or just offered her asylum before her elders had a chance to properly condemn her.
Regardless, after six months of operation she - and her half-dozen strictly bound and extremely unhappy ifrit, and several hundred eminently replaceable more mundane workers - are already well on their way to supplying all the clothing and textiles Sethennai’s teeming masses require single-handedly, produced at a scale and speed far beyond what any traditional artisans guild could hope to compete with.
Crossroads
Dominating the Old City - synonymous with it, really - that the district is called the ‘Crossroads’ is often considered something of a cruel joke by new arrivals. The ��Labyrinth’ is usually offered instead. Ancient stone tenements and storehouses are basic facts of geography, surviving through conquest and fire, and over and around and through them are generations of newer building - mansions of imported oak and marble, shantytowns of cannibalized carts and derelict ships built on rooftops, and nondescript inns and stores conveniently built on top of trap doors and tunnels leading to much more exciting locales. Natives of a neighborhood who know all the secret passages and blind alleys can quickly get to anywhere they like. New arrivals are strongly advised to pay well for a reliable guide.
Faction of Note: The Dreamers
There’s something under the harbor. There always has been. There probably always will be. Most people can go their whole lives without noticing it, but a certain few find living in the Old City a haunting experience, their nights spent dreaming of drowned palaces and impossible angles, their days spent lost in alleys and markets that have never existed. Inevitably, they come out of a daze and find themselves perched on the waters edge, staring into the filthy, polluted depths with an intense sense of longing.
Called the Dreamers, they’re an eclectic and informal fraternity, living in makeshift houseboats or the cheapest tenements that press against the water. Quite a few simply sleep on the streets. They’re something like a religion, and something like a guild - the most personable and talkative are merchants, selling the fish that others catch, the strange relics and minor treasures that their divers retrieve from the harbor, and the often beautiful - if always uncanny - art they produce. They take care of each other and, though no one has ever seen a dreamer raise a hand in anger, every attempt by syndicates or rival cults to extort or expel them has ended with their opponents going mad, screaming and clawing at their flesh in the middle of the night, or found poised in some elaborate and improbable suicide. After the third time, everyone more or less got the idea.
No one knows who leads them - if anyone does. Insofar as they have a public face, Zoe Alvane is it - a street urchin who ‘found the sea’ before she had hit puberty, for the last few years she has been the one who spends seemingly every hour of the day ensuring her ‘aunts’ and ‘uncles’ have food and shelter, and looking after the other beggars and poor in the neighborhood while she can as well. She’s also the one outsiders deal with when they come looking to buy information - it’s a disquieting fact of life in Sethennai that the Dreamers’ know almost everything there is to know about almost everyone. They are generally content to be left alone, and Zoe is very sympathetic and willing to offer personal advice and play the part of fortune teller to anyone desperate and willing to trade or do a favor - but it’s generally agreed that trying to force information from them is a bad idea.
Faction of Note: Ironfang Mercenary Company
When Prince Cael seized the throne, he didn’t do so single handedly. He needed trained, disciplined soldiers to seize the Palantine and coastal forts, ensure no one escaped the palace, and keep order on the streets while the messy business of extinguishing the previous dynasty was carried out. For all this and more, he relied on the professional expertise of the Ironfang Company.
Formed around a core of hardened hobgoblin veterans of various border wars and colonial filibusters in the Free Cities, the Company has for the last fifteen years been the Prince’s favorite tool for securing his interests, keeping order, and bloodily making examples of any threats to his rule. For their trouble, they’ve grown fat and happy - a steady paycheck and yearly bonuses have left every officer with a townhouse, and most common soldiers with coin for families and apartments for them to live in.
Despite the lack of real combat - and the need to take on locals as new recruits, as more and more soldiers retire or die over the years - Captain Azaersi is a leathery old warehouse who has never let her troops grow soft. Even week the grand parade ground in Crossroads echoes with screaming drill sergeants and the crack of muskets, and it’s an open secret that the Prince paid to import stocks of grenades and munitions from Quepta for her arsenal. No one knows quite how she plans to deal with the sudden disappearance of her patron and employer, but for the moment the Ironfang seem content to keep order in the corner of Crossroads around the arsenal and parade ground that they call home.
The Ruins
The ruins are not, legally, part of Sethanni, and absolutely no one with anything resembling sense would ever actually choose to live there. No one actually knows where the eponymous ruins come from - or at least, no one can agree which section is from where. Shantytowns of the most despised and desperate and built on top of their predecessors, which are built on top of battered and broken pre-Conquest ziggurats and homes, which are built on top of - well, some of it is just a natural cave system, and no one is sure about the rest. Or ever found just how deep it goes. Aside from the casualties of the Prince’s attempts to map it, the Ruins are inhabited exclusively by those that would be strung up or burned alive if they tried to live anywhere else, or those sufficiently dedicated to their greed or ambition that they’re absolutely certain they alone can unlock the secrets and find whatever wonders are buried beneath all the traps and monsters. Not great company, either way.
Faction of Note: The Weavers’ Masquerade
Sethennai never really followed its ‘sister cities’ in the League in religion, with a sort of tolerant anarchy of different gods and sects almost always predominating over the gleefully blasphemously sublime demon-cults that the conquerors originally brought with them. But the small cultists that did exist at least enjoyed a luxurious, privileged irrelevance, with sanctums in the city’s grand temple. That finally changed when Cael seized the temples for his new Hierophant - and every relic and sacred text in them, as bloodily as necessary. Which with demon worshippers meant a massacre - letting one escape and beseech their patron for aid in crafting some horrible vengeance being generally agreed to be a terrible idea.
Not that that actually worked, of course. One acolyte managed to escape - no one’s quite sure how, but then, probably best not to ask unless you’ve got a particularly strong stomach. Well, that’s one of her stories, anyway - she goes by Maia Dayal, Beloved of the Architect, Wearer of Ten Thousand Faces, and sometimes she prefers to say she’s a recently arrived priestess from Celmy, or a street urchin who found enlightenment entirely on her own. As might be expected by the self-proclaimed title, she also changes her face (and build, age, species…) about as often as everyone else bathes.
While she has shown no interest in actually taking bloody revenge on the Prince, Dayal has done plenty to earn the price on her head. The Masquerade that has grown around her is a carnival of wonders and horrors, where all manner of temptations are offered to the truly desperate, debauched and vile. Skinweavers and facetakers always need raw material, and secrets and deaths can both be easily bought for the right price - though in keeping with their patron, the Masquerade is hardly a safe or stable place to do business, and offending the wrong cultist can easily lead to a shift from ‘visitor’ to ‘canvas for artistic expression’.
Faction of Note: The Keendream Expedition
Over the last two centuries, the actual facts about the pre-Conquest city has (with few exceptions) been buried under the weight of legends, rumors and (when necessary) several tons of rock. Despite this (or because of it) whenever things get bad (...worse) for the original population of goliaths and dwarves who can trace their lineage back to that time, stories about some hidden savior or buried relic that will free them spread like wildfire. This is just such a time.
Ilidak Keendream Kathu-Viano is an explorer from a family with some grounds for its claim of being pre-conquest nobility. For the last year he has worked on commission for the Prince, leading a large and incredibly well-armed expedition into the ruins across the water from the Old City, digging into them in search of..something. No one who knows the goal has been willing to talk, but certainly it has involved hiring every historian and scholar with anything like knowledge of the city before it was Sethennai (not to mention half the charlatans and rumor mongers who might know something).
Once news of the Prince’s disappearance reached Kathu-Viano, work shifted from its previous sedate pace to something much more determined. Certain paranoid minds have said it’s almost like he was waiting for this. Other, moderately less paranoid ones have pointed out it’s a bit odd that the government-sponsored expedition is so short on patricians and city notables and so high on mercenaries form the interior and goliath clans with far more reason to listen to Kathu-Viano than the Prince, should some conflict break out.
The Stacks
Museums, exhibitions, satellite campuses, mystical archives, storehouses of eldritch knowledge, and one actual wizard tower - if the faint taste of ozone in the air doesn’t warn you what you’re getting in for leaving the city’s eastern gates, then the architecture certainly will. Wedged between variously reputable bookstores and inquisitives, different formalized and longstanding campuses are dedicated to the arts of conjuration, enchantment, sparkcraft, and practical cosmology. Competition for new discoveries and to fully unlock ancient secrets are good natured and nonviolent - at least, that’s all you can get out of anyone left standing once the smoke clears.
Faction of Note: The Bookhounds
The Bookhounds aren’t any sort of formal organization - and at least half of them would roll their eyes at the name - but rather a loose network of gutter mages, disreputable academics, private inquisitives and researchers for hire, and people with a little talent or cash to burn and far too much curiosity for their own good. They act as a sort of volunteer police force in the Stacks, passing each other clues and leads and doing each other favors to track down stolen (or escaped) relics and curses, stop idiots from unleashing anything really dramatic, and generally help people and save the day. Not to mention accumulate really impressive bags of tricks and rare books themselves in the process.
While they don’t have anything like a real leader, the group’s beating heart is Nikos Roth, an Esheri academic who arrived in the city as a fresh-faced student on a three month expedition a decade back and who never intends to leave. Running a small, incredibly ramshackle-looking secondhand book store wedged between two tenements, he nonetheless has one of the more impressive collections of occult lore in the city, and is more than happy to trade for more of it, or connect anyone in need with a specialist who can help them. As more than one would-be thief has discovered, he’s also a fairly talented mage, and for all that being entirely self-taught has left him with some obvious holes in his training, it’s also left him with some tricks that basically no one comes prepared to counter.
Redgate
Once, Redgate Prison stood alone, a fearsome warning of the Prince’s power to anyone looking south from the city center. Eighty-some years of steady urban sprawl later, most of its inmates would probably just need a running start from the prison walls to land back home. Filled mostly with those whose dreams of a new world fell flat, but with too little cash or too many enemies to get home, the slums of Redgate are a natural habitat for street gangs, drug peddlers, flesh traders, and everyone else looking to take advantage of the desperate and vulnerable. The prison itself - and its infamous and heavily armed wardens - has stumbled into being the center of law writ large, dealing out summary justice for criminals that are (correctly) assumed to be beneath the Prince’s notice.
Faction of Note: Regate Prison
Sitting on a steep hill across the water from the Old City, Redgate prison was at one point a fortress, but for generations has been put to use housing the city’s worst, most dangerous, and most profitable criminals. Given the sprawling, crime-ridden slums that now surround it, its wardens also work as a sort of brutal police force, keeping the pretence of order on the street and preserving the Prince’s Peace. Usually.
The problems with discipline start at the top, really. The Prison’s infamously brutal First Warden is also its oldest and most dangerous prisoner. Before the Conquest, Vrocdruk was one of the city’s lesser gods, enthroned in one of the Palantine’s grand temples. When Sethennai - the man - defeated him, he chose to pull his demons away before they could tear the god into so much bloody aether. Instead he was crippled, lessened, and bound to a new home in the fortress and a new purpose; defending the city and its rulers. Later, less skillful, princes altered the binding, making him responsible for most crime and punishment and hoping that his sacred nature would make the native dwarves and goliaths more obedient.
Vrocdruk is still crippled, still bound to the prison, still forced to obey the orders of the city’s acclaimed ruler, and still extremely unhappy about it. He takes any excuse to work out his unhappiness on criminals or troublemakers with the incredible bad luck to catch his direct attention. His wardens largely follow his example, often acting less like agents of justice and more like a particularly well armed gang - to the point of semi-officially collecting fees for ‘security’ from nearby businesses, supplementing the cash extorted from prisoners and their families for both necessities and luxuries while incarcerated.
Sootcliff
Trailing south of Foundrytown, on and under the steep slope beneath the city’s western walls, the densely packed tenements of Sootcliff are certainly stained grey enough to earn the name. Existing primarily as a source of blood and sweat to feed into the ever-hungry foundries and assembly lines to the north, The buildings are cheap, massive, and constructed at the lowest possible cost, with all the consequences you would expect from that. With easy access to weapons and alchemical supplies from Foundrytown and (literally) beneath the notice of the Old City, Sootcliff is famous as the home of militant bands, revolutionary conspiracies, disgraced artificers, and generally anyone who has a dream for a new world and a plan that will require a lot of explosions to get there.
Faction of Note: The Painted Doctors
Less a single organization and more an extraordinarily loose confederation of - often feuding - crimelords, the Painted Doctors are a fraternity of (largely half- or self-) taught alchemists who have over the last year grown to be the dominant criminal guild in Sootcliff. The name sometimes refers to the incredibly distinctive tattoos each ‘Doctor’ has covering much of their body, universally agreed to be somehow enchanted or cursed. Otherwise it refers to the incredibly alien and vibrant skin tones that their test subjects and muscle develop after repeatedly ingesting their ‘miraculous’ potions and tonics.
While possessing remarkably little actual magical talent among them, the Doctors have perfected the recipes for several extremely useful potions - several incredibly addictive drugs, a half dozen forms of acids and grenades, and a dizzying variety of enhancing tonics to improve themselves and distribute to their thugs - and have managed to keep both the recipes and their sources for the necessary reagents entirely secret. This has left them in the enviable position of being able to promise anyone signing on with them that they’ll be able to more or less become a regenerating ogre for an hour whenever they need to fight, while their opposition has had to settle with advising their men to stock up on fire and acid.
The leading light of the Doctors is one ‘Dr’ Fadre - almost certainly not his real name - an alchemical savant whose ‘miracle cures’ are bought and resold across the city. A flashy and well dressed sort whose patronage has turned several of Sootcliff’s most prominent dens of vice into something close to palaces for those who can afford it, he’s said to be far less interested in the nuts and bolts of running a criminal empire than enjoying its fruits and indulging his passion for the Sciences. It doesn’t hurt his reputation that he doesn’t look a day over thirty, and has for as long as anyone has known him.
Chance
Facing Oldport from across the river’s mouth, the docks of Chance are significantly new, cheaper, and altogether more ramshackle. Not really a part of any conscious design, Chance grew organically as the city sprawled beyond its original walls, essentially smuggling docks so successful it was easier to legitimize and start taxing them than it was to hang everyone involved. They now provide the city with a constant infusion of nerdowells and fortune seekers, and the district around them takes great pride in fleecing new arrivals of every penny to their name by the end of their first night on land. Hostels and boarding houses are usually safe, traditional vice dealers less so, and anyone selling treasure maps or magical amulets not at all. Still, they’re probably more harmless than the various mercenary recruiters and ‘exiled princes’ promising to give new arrivals exactly the thrill and fortune they came searching for.
Faction of Note: The Red Ocean Trading Company
What is now the Red Ocean Trading Company has gone through several dramatic changes over it’s eighty years of existence. First a privateer fleet hired by the Free City of Celmy during the First Armada War. Then eventually growing strong enough to seize several islands as an independent pirate state, before being crushed by the Esheri Navy during the Second Armada War. It’s remnants learned a bit of humility from that, and it is now seemingly content with its existence as either (depending on who you ask) a obscenely profitable shipping firm, or one of the most widespread criminal syndicates in the world.
The Company’s significant interests in Sethennai - nearly half the docks in Chance, guides and guards for anyone heading into the Interior, and fingers in quite a few less legitimate pies as well - are ably represented by Captain Arun Prem, a(n in)famous adventurer and scoundrel in his own right, apparently enjoying his semi-retirement behind a desk by getting outrageously drunk with his favorite mercenaries and criminals every night and swapping incredible (and implausible) old war stories.
There’s plenty of rumors, of course - that he’s here in de facto exile after angering the Company’s mysterious senior leadership. That he’s a thousand-year-old vampire and is the Company’s mysterious senior leadership. That he ate a kraken’s heart, and is immortal as long as he doesn’t lose sight of the water. That he’s biding his time to prepare an army before heading inland to carve a new kingdom for himself. That he’s only in the city for as long as it takes to carry out some truly spectacular heist. That he killed Prince Cael in a secret duel and trapped his soul in the pocketwatch he wears at all times. And so on. Of course, other rumours say that he started all of those himself to preserve his mystique as he grows fat in his old age.
Oldport
Facing out to the harbour but safely ensconced within the city walls, Oldpot is, as the name implies, one of the oldest ports in the new world - and certainly one of the busiest. Fully loaded merchant ships arrive daily, their cargoes emptied and replaced with the plunder of the New World almost overnight so they can return home on the next turn of the wind. Beyond the grand ports themselves, this district is home to all the most respectable shipping companies, merchant banks, hotels, and townhouses and apartments, as well as all the official consulates and embassies that Sethennai plays host to.
Faction of Note: First Bank of Sethennai
Despite only being as old as Prince Cael’s reign, the Bank already feels like an eternal and irreplaceable part of Sethennai. This isn’t something people are necessarily happy about, but its leadership had done a truly amazing job at keeping dissent to grumbling and resentment of the inevitable, and not actual resistance. They’re good at that sort of thing, even when they used Prince Cael’s (and, thus, the City’s) massive debts to his foreign benefactors as justification for taking control of the city’s tariffs and tolls, and began rigorously enforcing them, possibly for the first time ever.
Combined with a legal monopoly on the ability to mint coins, this has of course made the Bank incredibly wealthy. But not to the degree that might be assumed - the riches collected are to a large degree shipped back east to foreign creditors. Of the remaining, quite a bit is invested with as much an eye for politics as strict profit.
Executive Director Salman Ticaret, like most of his staff, is a Sethennai native who sought education in the Commonwealth (like most, he took a new name on gaining citizenship). Along with modern accounting and investing techniques, he came home with a firm grasp of political economy - and so for the last decade and a half has been more than happy to offer favorable rates to well positioned patrician and merchant houses, in exchange for their own favors and consideration in turn. The result is that the bank’s marble halls and adamant vaults house information as much as money. And Ticaret is perfectly willing to invest both, if the opportunity is promising enough.
Foreign Interests
The League of Free Cities
The League of Free Cities is not so much a single power as a collection of fiercely independent deomcratic city-states held together by the intertwined private empires of their leading citizens, deep and interdependent trading relationships, and a common religion that the rest of the world calls demon-worship - they view this as deeply offensive. Also they’ve been doing it for hundreds of years and they’re not all dead yet, so clearly everyone else is just doing demonology wrong. Politics are a mess of knives in the dark and openly bribing the voting populace with feasts and spectacles, with glory and riches to anyone who can hold the mob’s favor for long.
Demonic evocation - and the arts learned as a result of it, like fleshweaving, orienomarchy , breaking reality down into elemental chaos and shaping it to your whims, and so on - are in the rest of the world generally met with very thorough execution, making the freethinkers of the League the world’s bleeding edge in magical innovation. The entire culture of the League is also nearly custom-made to produce bold idiots willing to do what it takes to get rich or die trying, and the various Free City’s Adventurers Guilds are (in)famous the world over.
Until recently, the Free Cities considered Sethennai, if not one of them, then at least a younger sibling or benevolent dependency. Prince Cael’s coup has been taken as something of a wound, and the merchant interests who have lost out as he opened trade have made sure that in the decades since his name has become synonymous with bloody-handed tyranny. The first broadsheets celebrating his death will sell out in moments, and the acclaimed merchant adventurer Vyas Asraya, said to be en route to the city, is said to be very optimistic about future trading opportunities.
Holy Illyric Empire
Technically speaking a vast and sprawling feudal state unified only in the person of the Sovereign (Empress of Illyrin, Queen of Belthaya, Defender of the Hierophant of Imir, Grand Duchess of Abhari, etc, and so on, and so forth), the Empire dominates the better part of two continents, and in terms of size and prestige is unquestionably the foremost state on the globe. It is also a bureaucrat’s nightmare, its aristocracy distracted from their internal feuds only when they need to defend their ancestral rights from central overreach.
Ancient controls and long established relationships make Imperial binders the most fearsome conjurers and thaumaturges in the known world, a process not at all hurt by the wholesale incorporation of any powerful spirits or terrestrial god who will sign on the dotted line into the official pantheon. Illyrin Paladins are also easily the most storied heavy cavalry the world has ever seen, and Abharic necromancers are generally held to be the heirs (or direct pupils) of the inventors of the craft.
Illyric interests have prospered under Prince Cael’s reign, but the last years have seen Sethennai become a haven for heretical priests and radical binders, something Ambassador Konrad Reingard has been rumored to be increasingly frustrated with, though no one heard a word from his Oldport estate since the chaos began.
The Sublime Esheri Commonwealth
A thoroughly modern and enlightened state, the Commonwealth is history’s gift to the cartographer, an empire with firmly delineated borders and clear, rationally determined administrative divisions. Governed by a Janissary Corps educated and conditioned from childhood to put principle above self interest and the good of the Commonwealth above friends or (nonexistent) family, the Esheri control far less land than the Illyrin Empire, but has been able to fight it to a standstill and even force it to abandon certain far flung dependencies over a series of wars across the last century.
Beyond a ruthlessly efficient system for taxation and conscription, the Commonwealth’s military might is credited to two sources - on the one hand, its marines are the finest and most disciplined line infantry anyone is likely to ever see, experts in the use of gas and artillery and famously cool under fire. One the other, their heavy automata are an answer to any conjured devil or bound beast, enlightened clockwork providing enough force to cleave through scales and enchanted plate without missing a beat. But the Janissaries are as happy as their enemies to admit that they prefer unfair fights - though they credit their infamous spy network to the fruits of their scientific studies of society and history, while their enemies instead blame the corrupting effects of gold, blackmail, and a complete indifference to the morals of those they work with.
While the Commonwealth does have an embassy in the city, it mostly exists as an appendage of the First Sethennai Bank, the private institution responsible for printing and guarding the solvency of the city’s currency, its entire upper rung staffed by experts trained in the Commonwealth and generally considered Prince Cael’s way of paying back their support for his coup. More recently, it has been rumored that the Secretariat has taken an interest in the struggles in the interior. Coincidentally, an ‘Academic’ has been seen floating around various less than reputable bars in Chance, ostensibly as part of a project to record the city’s myths and folklore.
The Warlord States
For the last two hundred years, the interior has been an evershifting patchwork of successor kingdoms, native revolts, monstrous empires, released horrors, and stranger things besides, the unending tide of weapons and adventurers ensuring that no single player was ever able to secure dominance (and the various rulers of Sethennai have certainly played their part in keeping things that way). At the moment the foremost powers are a giantblooded kingdom led by a messaniac priest-king claiming to be the reincarnation of a Titan, a personal union enforced at sword point between a Khasli pirate queen and a goliath ‘emperor’, a red dragon who has claimed an old giant palace and forced the dwarves living in the mountains around it to provide tribute and worship, and several dozen more minor principalities. It should go without saying that war is the natural state of being, and soldiers are sucked up like ships in a whirlpool.
Adventurers are the lifeblood of Sethennai, and they don’t only flow one way. A constant stream of veterans - either enriched or embittered - skulk, limp or run back once they’ve had their fill of the wonders of the new world, usually missing something important or carrying something priceless - sometimes both. The courts and inner circles of every powerful warlord are composed exclusively of this sort of hard, tricky and generally insufferable type of rogue, and they’re often the only agents trusted enough to be dispatched on delicate missions. The line between warlord and criminal kingpin or pirate magnate is also extremely thin - sometimes nonexistent - as smuggling, sabotage and assassinations are simply basic tools of statecraft in the ruthless arena of the interior. More than once, an ambitious Prince of Sethennai has attempted to recreate their ancestor’s short lived empire, only to be found butchered in their bed but the agents of one warlord or another.
The Warlord States view Sethennai as a vital artery for supplies and funding, and for manpower to refill their armies with disposable bodies for their constant border wars. On a grander scale, those with ambition view it as either a crown jewel and future capital, or a bleeding ulcer on the land which needs to be razed to its foundations. In either case, few are interested in a strong, stable government for it. Regardless of their opinions, sending emissaries and embassies to the city is the first (and often only) diplomatic initiative of every new warlord state - though in truth their role is often closer to mercenary recruiter and fundraiser.
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