Ish

A large empire nation in the Southwest area of Atheles.

 

The Empire of Ish has survived for over 1500 years. It was formed by Da’atra Tiria, a powerful warlord who banded all the tribes together. He was from the deep Southern lands of Ish, and he claimed heritage to the gods of the desert. This belief still holds to this day, those of the Tiria family believed to being part gods and those related to him as the trueblooded Ishians.

 

Da’atra and his chosen, Empress Taraherra, were both gifted in magic, and used the life power of slaves to build and solidify their empire. The Wizards of Ish were formed, their power gifted to them by the gods through Da’atra. With the use of vast armies of slaves, Da’atra and his wizards subjugated the other kingdoms of the south. Through magic Da’atra and his wife lived beyond the normal life of humans, and their many children took over positions of power throughout the Empire. The empire was taken over by their first son, Ka’atra, who continued what his father began, and built the city of Ish, which surrounded a large lake in the middle of the southern desert.

 

  • 4134 TM The Empire of Ish (called the Ishian Empire in the North) is formed in what becomes known as the Southlands. The first emperor of Ish is Da’atra Tiria. The Tiria family still rules in Ish now.
  • 4175 Terramahut builds the City of Pathanamitta near what is now the Foothills of Tuk.
  • 4356 The City of Pathanamitta is destroyed by the invaders from Ish. The city sinks into the desert, cursed by Taraherra, the wife of the emperor.
  • 4362 The City of  Raza Buraka is built by the escaped Warlord Tel Amarn. He escaped the destruction of Pathanamitta 6 years before.
  • 4383 Tel Amarn dies and his City of Raza Buraka sinks into the desert falling to the curse of Taraherra also.
  • 4695 Emperor Kalah bans the use of books. During this time many of the ancient texts and tomes are burnt. He also empowers the Desert people of the Jal Dur desert, promising them their own nation if they rid the wildelands of the elves. This leads to a genocide of the wild elves and though they finally push back and defeat the desertmen, they are left weakened and forever scarred.
  • 4699 The Mages of the West are formed. Ruled by three wizards they congregate in a large keep( Keep of Ismaren in the Misty Moor) along the Western coast ( Above the Vale of current times). Distrusted, they spend most of their time in solitude.
  • 4729 The Mages of the West create the Gatestone. Fearing what they have created, they lock it away deep within their keep.
  • 4740 Disagreements lead to war between Selar Dor and Pardalor. This is the beginning of the 30 Year War.
  • 4743 Small border skirmishes between the Ishian Empire and the Westlands begin.
  • 4745 The Ishian Empire begins invading the Westlands.
  • 4757 The Ishian wizards invade the keep of the Mages of the West. Most are killed and many of their books are destroyed. The Gatestone is found and used to transport large groups of the Empires armies through out the West and Northlands.
  • 4769 The Ishian Empire, worn down by years of war, pull their troops back and fortify their borders. 
  • 4977 The beginning of the Fourth Age. Years of hardship follow as the remnants of the Warlock-king’s army are still strong and cause problems all along the North and Westlands. The Ishian Empire becomes solitary, allowing no traffic to and from their country. The process of rebuilding and relearning is slow.
  • 5690 The Ishian Empire opens its borders and allows small bits of traffic. Much of the knowledge of the past is lost, the West and Northlands are no longer under the control of a single king, but instead separate entities. Bordon is still looked upon as protector of the Westlands and an uneasy peace settles over the land.
  • 5698 South Keep, once a single fortress outpost along the Ishian border, starts to become a well known trade town.

 

Wizards of Ish

 

The Wizards of Ish keep their secrets close. Once trained they are never allowed to leave the ranks of the Sorcerers. Of all the magic groups, theirs was the most untouched during the Disappearance and their stronghold in the center of Ish remains as it has for over a thousand years. But whatever knowledge they may have, they keep to themselves.

Much like the rest of the Ishian Empire their policies are strict, and death or slavery is a just punishment. 

 

One of the biggest differences between the Wizards of Ish and the majority of other magic using groups, is their use of slaves as power reservoirs for magic. Powerful wizards can have a stable of slaves, blank eyed and pale, who are kept on leashes as a source of power for their magic.

 

Ansely, Mage of Eredar, Eastlands

 

From the Encyclopedia Atheles

 

“We are all but servants.”

 

Ishian wizards view themselves as conduits of God, and therefore as priests instead of workers of arcane magics. The wizards of Ish call themselves the Najur, an ancient word for servant. They, like most in the Ishian Empire, worship Tanthu-Ra, a sun deity. This is why all in the priesthood wear yellow robes.

They are ranked very high within the culture of Ish, with the Grand Priest even being considered higher than the Emperor.

 

They occupy the Temple of the Sun, a large squat building made of black stone.

 

They take volunteers from the citizenry to give themselves to God. This means that they willingly become vessels for the wizards to take energy from for spell casting. The Najur see them as disciples, who become vessels to the all power of Thanthu-Ra. 

 

The Rebellion – Mages who fight against the tyranny of the Empire and the Wizards of Ish

 

The Rebellion is a rather new group of mages who oppose the rule of the Emperor and the Wizards of Ish. They are hunted mercilessly throughout the Empire, but as magic has reawakened, they have grown in numbers and in power.

 

Secret is their strongest advantage, so very little is known of them.

Jan Melgrin

Merchant trader. Many different items importing and exporting.

Small business, but has ties with the Wanderers.

Knight Commander Damien

Knight Commander Helderr Damien

Race: Human

Age: 54

Damien was born in Kowal to poor parents and has worked his way up from being just a city guard to being the commander of the Red Guard.

Kowal

Kowal, the Grey City, is a large settlement in the Eastlands. It is the capital of a city-state that claims a large swath of land along the Weron River. It was an independent city-state separate from Endamas and Uthgard until the latter part of 5707 when it joined the Uthgard Kingdom.

The city of Kowal has reigned over its barren lands in the East since the end of the Great War. Ruled by the Zadeku family for years beyond memory, the city has been content with its own business for hundreds of years.

The City of Kowal

  • Statistics: Crime 6; Danger 5; Economy 3; Law 5; Knowledge 3; Magic 1
  • Highest Stat is 10, lowest 1
  • Size: City, Seat of Barony
  • Government: Aristocracy
  • Economic System: Feudal capitalist
  • Population: 10,800

 

 

The new banner of Kowal, instituted in 5707 after rejoining the Uthgard Kingdom.

Old Banners:

Banner of Kowal during the prominence of the Red Guard. The red background symbolized the power of the tower and its piety.

 

Wards

  • Towerview
  • Westgarden: Westgarden grew as the city became a manufacturing hub during the 3rd age. This area became quite bohemian and flourished. When the plague hit, this ward suffered the most. Now, many buildings sit empty. The Tower still taxes this area, which has led to mass vacancies and the growth of the Squats.
  • Squats: Small square buildings on the city’s edge were once the grand idea of the city to house newcomers as they settled in the city for jobs. Once they had earned some cash, these newcomers would move to another ward. As the city declined, this became a section of town that was neglected and forgotten. The Tower did not ever tax these dwellings, so they grew and became a ward in their own right. Now people live here to avoid the taxes and oversight of the other wards.
  • Middleborough
  • Grand Heights
  • Woodward
  • Oldtown
  • Dworvtown
  • Chimneys
  • Waterfront “The Houses”

Places of Interest

  1. The Walled Tower
  2. Darkwinter Tavern
  3. Sascha’s Storehouse
  4. The Den (Wanderer’s Guild)
  5. Ash Cloud Theatre
  6. Factory District
  7. Dworv Town
  8. Melgrin’s Warehouse
  9. Shen’s Mansion
  10. The Broken Chip
  11. Marn’s Refuge
  12. The Cats Herbs
  13. Bizarre Bazaar
  14. M Bar
  15. The Kowal Library
  16. Kowal Barracks
  17.  
  18. The Greystone
  19. The Druid Grove of Thay

The lands surrounding Kowal

 

Organizations:

  • Wanderers Guild
  • The Companions – Thieve’s consortium
  • Sons of Silence
  • Melkowski Family – Crime Family
  • Edge Company – Mercenaries
  • Red Dagger – Thieve’s Guild (new)
  • Children of the Light

About:

  • 2/3 population died in first plague.
  • low population.
  • Magic is punishable by death.
  • Mass graves all along outer border.
  • War with tyr hurt city
  • Ghul raids make trade hard

Industries

Kowal produces a lot of corn during the summer season, feeding its citizens, and allowing trade with our settlements. But it’s main export is metal. Before the great war giant foundries were established and Kowal provided much of the arms and armament for Uthgard. This factories and know how have survived, and Kowal’s factories work day and night smelting ore and producing metalworks for Tyr, Uthgard, and Endamas. While the roads in and out of Kowal are dangerous, they are guarded well for incoming shipments of ore and exported goods. It is a rough life in the factories of Kowal, but one can scrape by with a decent living by working in them.

Laws

  • People own property, but must pay the lord a tax on land and income.
  • Magic is forbidden and punishable by death.
  • Thievery is punishable first by loss of a finger, second two fingers, and third by the loss of a hand.
  • Gambling is legal, but in a house of gambling there is a 50% tax on winnings.
  • If accused, both the accuser and the accused are treated the same until the trial. The accused must prove innocence, not be proven guilty.
  • For witchcraft, older methods of torture may be used.

There is the Steel Guard for the Baron’s household, City Guard for people, overseen by the Sheriff, and the Red Guard, a church-backed organization. Magistrates rule the court system and are appointed or dismissed by the Baron.

Landscape

Weron River to the south. Lesh Forest to the East. Urtgen forest to the North West

Kowal lands including all townships and villages.

Townships, settlements, and villages:

 

Locales Alphabetical:

 

Groups Alphabetical:

 

Personalities Alpahbetical:

Major Events

  • 5703 – The Baron’s son, Arnexi, returns from Eredar where he has been silenced for being a Ravager.
  • 5704 – The Red Night. Novro 27th. After a riot and fire in the city, Kowal falls under martial law, and the Red Guard go house to house looking for mages.
  • 5706 – Catastrophe of the Greystone. The Graystone is burned to the ground in a strange event that many can not remember clearly.

Kowal Gaming Resources:

  • Kowal Lifepath

Maps:

Adventures:

Kowal Library

The Kowal Library is a public library that allows any citizen access to books. They are always looking to purchase or find new or old books.

It is also home to the Society of Librarians.

The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.

The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.

History

The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.

Becoming a member

Becoming a member of the Library costs 10 gp and a signature. The new trustee will be issued a  bronze coin which will be imprinted with their fingerprint which they will also leave an impression for matching in the member’s book. This allows the member to check out a single printed book from the first floor, and to visit the top floor which holds rare and one of a kind tomes.

 

Gaming:

Get the Kowal Library Map: Patreon / DTRPG

Lesh Forest

A large forest to the south east of Kowal.

Lord Jim’s

Lord Jim’s is a small tavern right in the heart of the Fish Town market. It is a popular tavern in the area and is known for its cheap drinks and rot gut liquor. The proprietor, Jim, is a gruff man who doesn’t take kindly to any nonsense in his bar. Overall, the smokey, worn bar is welcoming to all, if a little on the rough side.

Lorthain Tamen

Lorthain is a little taller than an average man, but his muscled frame makes him imposing. He is quiet and thoughtful, but when he is merry, his laugh fills the room. His hairless head makes him easy to pick out in a crowd, or find on a battlefield. His dark brown skin shows the scars and wrinkles of many decades of travel, looking to be over 40 cycles of age.

Background

Lorthain was born in the Tower; his father was a refugee from the Southern Empire of Ish. His father became an Archeon and his mother a librarian at the Tower. He enjoyed his time growing up among the ancient tomes and empty passages and took the mantle of Archeon with pride and reverence when he was old enough. He was assigned to Malynn when Malynn was a young initiate, as all Archeons are assigned to Luminar by the Tower; but they have grown to be good friends.

Motivations

Lorthain follows the law of the Tower to the letter. If someone is believed to the a Ravager, they must stand trial; and if found guilty, they are silenced. There is responsible use of magic and there is not, there is no gray to him in this area. His second goal is the protection of his friend Malynn.
If the adventurers end up in the drinking tent, Malynn will be waiting at a side table. He is playing a card and token game with his companion. When he sees the group read the following.

M Bar

M Bar, also known as Monster Bar, is a hidden pub in the Northeast part of Kowal.

M Bar is in the converted cellar of Etahn Belbane. Etahn was a merchant for many years until his traveling caravan was attacked by newly returning creatures. As his livelihood was wiped out, he picked up a bow and sword, and began to hunt the beasts that invaded his homeland. After many years of this, he hurt his leg, and settled down to retire.

He was not a person to sit still, so he converted his cellar into a trophy room, showcasing creatures, skeletons, and more from his many hunts. People came to see these oddities, and one thing lead to the next and he began serving drinks. It was nicknamed Monster Bar, but he shortened it to M Bar to not scare off potential clients.

He lives in the house above with his longtime partner, Lonald. Lonald is quite eccentric, often requesting people address him as Sir Lonald.

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