elf welcome to kismet's D&D

ABOUT PLAYING

bar
knotwork corner spacer

THE CITY OF ELTABBAR

knotwork corner
 

Related Links ›

leaf Running an Evil Game leaf Thayan Name Generator leaf Religion in Thay
  leaf Slavery in D&D leaf Thay By Region leaf Samora
  leaf My Setup leaf The City of Eltabbar leaf Thayan Noble Houses
  leaf Thay Character Creation leaf The City of Tyraturos leaf House Valgon in Eltabbar
  leaf Thayan Character Names leaf A Thayan Timeline leaf House Valgon in Tyraturos
  leaf Kismet's Guide to Thay (blog)        
fantasy canal city

OVERVIEW

Genre: Political Era: 1370s Age: Storied
Reputation: Praised/Hated Virtue: Confidence Vice: Vanity
In Brief: It is known as the center of Kossuth’s worship, the slave trade, politics, and art; it is also the second largest city in Thay. Eltabbar has a rivalry with Bezantur, the most populous city in the empire.

RECENT HISTORY & MYSTERY

Event: Earthquake Event: Census Reduced Event: Leader Pregnant
Desire: To Destroy Eltab Desire: Revenge: Desire: An Important Item
Details: The major quake that came from the release of Eltab has left the city quietly perturbed since. Rumor has it that the Census was reduced in response to the event, since it was likely that nobles were to blame for his release. Dmitra Flass's pregnancy has made the reduction in nobles allowed in the city even worse, as potential suitors for the child are everywhere. The desire to find a way to destroy Eltab is assumed to be strong amongst the Red Wizards, who have made no public statement about it. If anything, many are coming up with contingency plans and hoping to avoid Eltab's revenge, which is sure to come eventually.

INHABITANTS

Population: 123,120 Government: Magocracy Security: Intimidating
NPCs: Szass Tam, NE male lich Nec10/Red10/Acm2/Epic7 (zulkir of necromancy and the most powerful of the zulkirs); Dmitra Flass, LE female human Ill7/Red8 (tharchion of Eltabbar); Dipren Qarto, LE male human Ftr 16 (leader of the city guard); High Flamelord Iphegor Nath, LN male human Clr 13/Dis4 of Kossuth (leader of Kossuth’s faith in Thay); Kwinset Tanzirk, LE female human Wiz6/Red6 (administrator of the slave market); Bilhar Sentolan, NE male human Rog 13/Asn4 (master of the thieves’ guild)

APPEARANCE

Access: Often Visited Repair: Luxury Impression: Tolerant
Sanitation: Spotless Lighting: Good Water Source: Lake & Magic
Landmark: Tharchion's Palace Landmark: Wizard's Eye Landmark: Flying Patrols

Details: Eltabbar is well populated but usually forbidden to foreigners who are not slaves. Even Thayans from other places must receive permission when they wish to visit, so the city's upper class areas are not as densely populated as they could be. Non-industrial sections are elegant and well kempt, with magical lighting and public art frequently available, while the lesser areas remain dingy and lit by oil lamps and torches (though not as dingy as Bezantur or Tyraturos). The slave quarter has high walls to keep its ugliness out of sight as much as to keep the prisoners inside.

The city is made up of floating islands that were magically arranged along the shore of the lake, extending out into it; new ones have been added as needed. There are sections of the city with paved streets and courtyards but many places have waterways instead. The lowest inhabitants deal with dirt and mud. Each major district (even the inland ones) is bound on most sides by main canals.

The Wizard's Eye is the great gate to the south, leading in from the Slave way, and it has been witnessed unleashing horrible spells in the past. Most of the locals are haughty in general because they are aware that they are in the center of the Thayan empire. This is where Thayans aspire to go on their honeymoons, or to find the best marriages. It is also where all Thayan bards yearn to perform.

GEOGRAPHY & CLIMATE

Climate: Temperate Terrain: Aquatic Natural Features: Lake

Details: Since it is at the heart of the Thayan weather control net, Eltabbar's weather is uniformly mild, with late night scheduled showers like the rest of Thay. Lake Thaylambar is plentifully stocked and reportedly home to portals to the Elemental Plane of Water, which replenish waters that would otherwise be horribly sullied by now. The mountains that rise steeply to the West are the Thaymount, where the greatest Red Wizards have heavily guarded compounds. The major road that cuts through Thay, known as The Slave Way, leads directly to Eltabbar from the coast.  The road is carefully kept and slaves are marched over it instead of teleported, so as to break their spirits by the time they arrive in the heart of their prison.

COMMERCIAL

Industries: Art, drugs, foodstuffs, markets, mining, music, pearls, rope, ship supplies, ships, slaves
Shortages: Slaves and goods of all kinds are imported. The city does not tend to make its own weapons, armor, or other metal goods. Animal products are beneath them, and food crops are imported so that drugs can be fostered along the inside of the country.
Tech Level: Magical Mass Transit: Sporadic Area Services: Private Only
Notes: Magic is the order of the day but it is not squandered. Slaves provide labor for menial tasks, such as cleaning, so that magic can be used for greater ends. There is a city watch, including a regiment of soldiers with flying mounts, but it is generally on the lookout for escaped slaves, spies, and problems caused by creatures or magic. It can be called to a citizen's defense for bribes but otherwise rarely interferes in private matters. Noble families (and anyone who wants reliable security) are expected to invest in their own defenses.

RELIGIONS

Major Temples: Bane, Kossuth, Mask, Oghma, Siamorphe, Waukeen.
Minor Temples: Azuth, Gargauth, Gond, Jergal, Loviatar, Red Knight, Shar, Shaundakul, Talona, Tempus.
Hidden Shrines: Cyric, Samora.
Notes: The churches of Eltabbar all require regular tithing and/or service, although they are careful not to cross the will of the Red Wizards. Most churches use discounts and special services as bargaining chips over the majority of the populace; such things are never assured, except for Red Wizards. Nearly all temples are confined to one quarter of the city, though shrines of Cyric pop up and are destroyed often and it is also rumored that a new goddess has set up shop elsewhere in the city. Most religious celebrations are conspicuously grand and wend their way past other temples to show off their treasures.

THREATS

Disasters: Earthquake Disasters: Limnic Eruption Disasters: Magical
Downturns: Population Decline Downturns: Business Setback Downturns: Lost Guardians
Minor Threats: Creatures from the portals in the lake, magical runoff and experiments gone wrong
Major Threats: Noble squabbles, wizard maneuvers against each other, slave uprisings, major magical mishaps, sabotage

Details: Volcanic eruptions have been successfully diverted thus far but the resulting earthquakes have not, though some seismic activity seems to be the result of experiments above and below the surface. Limnic eruptions on the lake are infrequent but normal, as are attacks by dragon turtles and other monsters. Magical mishaps from sanctioned and private experiments are fairly regular, and magical waste can also be a problem.

The relatively recent escape of Eltab from beneath the city has had unintended consequences. The city is no longer threatened by map-making, since the main binding rune embedded beneath the canals shattered. The rune's imbued adamantine pieces exploded outward, sometimes embedding themselves into inhabited buildings. Possessed of strange magic, these pieces are very valuable but produce unstable effects of various kinds and are mostly kept secret by those who have found them. Recent reductions in the census have sent nobles out of the city, causing delays and soured business deals.

 

HISTORY

923: The city is founded one year after Thay won its independence from Mulhorand. Placing the new nation's capital away from its borders seems only natural, but is said to have darker motives. While streets and sections are magically created and expanded on and around the lake as needed, no maps are allowed to be made of the city, on pain of death.
1030: The zulkirs are declared the rulers of Thay from the capital; it is one of the only times all of them are seen in public together and is commemorated in the art of the city.
1320: As Thayans flee the Wizard's Reach because of the Great Inner Sea Plague, spies and troublemakers both local and from outside reach Eltabbar. Intrigues follow.

1325:

  • A civil war erupts amongst the noble houses of the city, which have grown bloated with family members, soldiers, and resentment. Major houses fail to band together to seize control of the capital because each of them wants to rule in its own stead. Minor houses throw in their lot with major ones or hunker down to wait it out, with only a few leaving the area. The zulkirs give the city a month to settle its own matters before threatening to step in (and crush them like bugs). On the eve of the crackdown, desperate heads of houses manage to regain control.
  • After this point, the Eltabbar Census is established. Each noble family is only allowed to have a set number of blood relatives hosted in the city at any given time; a handful of others can stay for up to six months, but are sent elsewhere when their time is up. A closer eye is kept on a family's soldiers and reinforcements, and all are expected to be registered with the local military forces of the tharchion. Build-ups are punished and rerouted. The Census limits grow and shrink as the tharchion wishes.
1336: A limnic eruption occurs without warning in Lake Thaylambar, leading to deaths of those on the lake that day.
1344: Nobles of Eltabbar scheme to sabotage the first enclaves set up abroad by the nobles of Bezantur. They fail to keep the enclaves from forming but do delay them and lead to the deaths of some inconvenient Thayans abroad.
1357: Thayans of the Priador clamor to enter the city as the Salamander War threatens their homes, but only some are allowed; the others are turned north and east. While a number of noble houses in Eltabbar leave the Priador to its fate, some seize the opportunity for glory and send their own into the fray.

1358:

  • The Time of Troubles takes its toll on Eltabbar as one of its major gods, Bane, is destroyed. Clergy of Xvim and Cyric war in the byways in the following weeks.
  • The ascension of Midnight to the role of Mystra causes deep concern for all evil wizards. A Convocation of Red Wizards is called on the winter solstice to deliberate options, plans to retain magic even if she refuses to allow them access to the Weave, and options for better gods. A host of magical duels, mysterious deaths, summoned creatures, and other problems result in political fallout in the next year.
1359: For one of the few times in its history, Eltabbar is placed on lockdown as the Tuigan horde is ushered through Thay. Enterprising Thayans engage in various plans to escape, make deals, smuggle Tuigans inside who agree to serve, and otherwise try to take advantage of the situation. Those who meddle too much with the delicate truce are later executed in the public squares of the city for all to see.
1370: Tharchioness Dmitra Flass weds Selfaril, High Blade of Mulmaster, leading to a tenday of grand celebrations and elaborate gifts across the city in hopes of gaining her favor.
1375: An earthquake that does not follow what is known of quakes tears through Eltabbar, leaving a decent amount of damage in its wake. It is later discovered that the quake was due to the escape of Eltab, the great demon imprisoned in a giant binding rune embedded beneath the city.

1376:

  • The celebration of Greengrass in the slave quarter becomes an impromptu orgy of sex and inebriation due to the influence of parties unknown. While there is some unrest as a result, widespread riots do not occur.

  • Explosions and sabotage rock scattered locations across the city on Midsummer and Shieldmeet. This is ultimately pinned on holy day activities of the clergy of Beshaba, striking back at enemies.
1377: There is a major soiree at the Flass estate, attended by nobles from Mulmaster as well as the locals in the hopes of securing the betrothal of Tharchioness Dmitra's unborn child.

City Districts and Notable Locations:

Civic district

  • Memorial to Thayd

  • Hall of the Zulkirs

  • Enchanted art displays for the various schools of magic in the district park

Fine shops

  • The hanging garden restaurant

Theater district

Arcane district

  • The testing center for arcane ability is on the university grounds

Finance district

  • Change and loan building

Temple district: Eltabbar corrals its temples into one district on their own island, "the better to keep an eye on the zoo."

  • Azuth (minor temple)

  • Bane (major temple)

  • Beshaba (major temple)

  • Cyric (public shrines that keep getting destroyed, so they are moved around)

  • Gargauth (minor temple)

  • Gond (minor temple)

  • Jergal (minor temple)

  • Kossuth (major temple; foremost in the whole faith)

  • Loviatar (minor temple)

  • Mask (major temple)

  • Oghma (major temple)

  • Red Knight (minor temple)

  • Shar (minor temple) 

  • Shaundakul (shrine)

  • Siamorphe (major temple with a hanging garden)

  • Talona (minor temple)

  • Tempus (minor temple)

  • Waukeen (major temple)

Tharchion's palace

Noble estates

Wealthy residential

  • Park

Average residential

  • Small park

Professionals

Shops

  • Taboo, Azonia's shop and hidden temple to Samora (in the mid to lower class end of the shop district)

Garrison


Marketplace district

Warehouse district

  • Augustus's ludus

Fisher's Wharf

 

Apartment houses

Caravan district

Inn/tavern district

Red light district


Slave quarter

Slum


Necropolis 

 

 
knotwork corner

If you like what you read here, check out my gaming books or help another way!

knotwork corner
bar

SEX & LOVE IN GAMES

     
Template provided by KVCHOST.COM

This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC, Paizo, or any other game company. This site strives to use any trademarks or intellectual property of Wizards, Paizo, and others under their respective policies. Their intellectual property and logos belong to each company respectively and this site is in no way a challenge to their rights. For more information about Wizards of the Coast and any of their holdings, please visit their website at (www.wizards.com). For information about Paizo and their holdings, please visit their site at (www.paizo.com). Original content/characters are © 2002-2017 Kismet Rose. Please link to articles rather than reposting. You may download, print, and share these resources for personal use but please do not claim them as your own or offer them for sale