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Arkthaz, Gateway to the East (ark-thaaz)

"The blue sands seek to engulf the city whole as a turbulent ocean storm devours ships caught in its maw. Her walls are thick like the mountains, and her streets are lined with lights that shine like the stars themselves. Arkthaz stands proud and tall against the wilds, her children strong as bulls. Long may she stand, and long will she be the mother to merchants sheltering them within her bosom. No man or woman need fear while resting within her warm embrace." - Line 53 of the Psalms of Arkthaz. Author Unknown.   Arkthaz is a long-standing trading outpost that straddles the edge of the Azure Desert and Halcyon Plains. The city is nicknamed the Gateway to the East for many merchants from within the Timaran Empire travel here to begin their journey across the desert to reach the rich kingdoms of the East. Founded as a mutual meeting ground between many of the different tribes, and families of the desert and plains it has grown to be a prosperous city-state.   The city is full of beginnings and endings as many either find it their end goal or their beginning to the next phase in their life. Being on the outer edge of the empire it has greater autonomy than many other cities. That is not to say that the empire does not keep watchful eye on them. The Empire's most famous prison called Morlock can be found north of the city embedded into a mesa. The prison is also home to the Blue Dragon Flight which often patrols the edges of the desert. Arkthaz sits in their shadow but due to a treaty formed near the founding of the empire Arkthaz enjoys many protections and freedoms. One of them is that no dragon flights are allowed inside the city walls.   The city continues to grow and prosper as a new interest in ancient antiquities has drawn many imperial scholars to the city to search out the lost cities of the Somarian civilization. Many adventurers have also gathered in the city to search for ancient tombs and to clear them of any monsters that have taken residence. The city also has attracted many merchants from the far east to the city who are eager to trade their wares and hope to set up trade treaties with Arkthaz and the Empire. The city is also home to many guilds and factions each trying to boost their own wealth.   Arkthaz is a city of opportunities and many who come are filled with dreams. They hear of the wealth that could be made, the freedoms the city has in the empire, and the melting of cultures that occur here. While many search to live out their dreams there are many who take advantage of that and the city is also filled with many thieves' guilds that compete for territory in the shadows of the city.   No matter the reason everyone is welcome to the Gateway to the East.

Government

Arkthaz is a large settlement that sees many travelers from many cultures stay within its walls. Since the city's founding, its leadership and ruling body have changed many times to accommodate all the people that have since come to call the city their home. It was in the year 742 that the city underwent its latest change that led to the current administrative structure.  
Lugal: The title of the ruler of Arkthaz. Lugal is the title given to the ruler of Arkthaz who oversees the administration of the city. The title is normally passed heredity but a new Lugal can be installed with a unanimous vote from the Arkthaz Merchant Guild. The Lugal appoints the other key positions within the city to aid him in running the city. The current Lugal of Arkthaz is Jahi IV, known among the people as Jahi, the Passionate. His family has been ruling over the city for almost 100 years.   Dubsargal: The title of Senior Scribe. Dubsargal is given only to those who are trustworthy and honest for they oversee the scribes of the court. They are responsible for drafting and sending official correspondence, tracking goods in the city, and keeping a record of the court and the king's deeds. While not overseeing all these personally the Head Scribe is in charge of appointing scholars to efficiently and expertly finish these tasks. Gizzal of Martal is the current Dubsargal and is a childhood friend of Jahi. He comes from the Martal people who travel the sands around Mount Tabal. It is well known that while Jahi was traveling with his father to visit the various tribes that Jahi became separated and wandered around the edge of the ice field. It was thanks to Gizzal who was out hunting found the young king and protected him from a wandering Werejakel. Since then Gizzal was sent by his family to watch over the young king and when Jahi become king was appointed as the Dubsargal.   Dubgal: The title of the assistant to the Scribe or 2nd scribe. The Lugal does not appoint a person to this position but instead approves whoever the Dubsargal wishes to be his second-in-command. The Dubgal assists the Dubsargal in his duties and takes over his responsibilities if the Dubsargal is incapacitated due to illness or away on travel. In the unfortunate chance that a Dubsargal dies unexpectedly or is found to be negligent of his duties, the Dubgal is usually the first in line to become the next Dubsargal. The Current Dubgal is Namkuzu of Perdera. He is the brightest a best of the scribes and was hand-picked by Gizzal to become his successor. Gizzal is also his mentor.   Massu: The title of the general of the army. To become the Massu one must be serving in the army of Arkthaz and lived through at least 5 battles or have a hundred kills to their name. The heirs to the Lugal title usually serve in the army to prepare them to lead the army and to gain familiarity for when they ascend the throne to choose their future Massu. Most who are chosen as the general of the army are chosen among the leaders of the 3 divisions are the leaders among the 30 battalions. It has been rare but there are cases of leaders chosen from among the lower ranks. The Massu oversees the entire army of Arkthaz, protects the city against foreign forces, and enforces the laws of the city. They are given the authority of the Lugal to command the army if the Lugal is not present for a campaign or operation. Urbarra of Arkthaz is the current Massu and was the Massu that served under Jahi III. Jahi IV kept him and there are rumors that Ubarra may soon be replaced with Urmah of Arkthaz.   Manala: The title of the Treasurer. The Manala is responsible for keeping track of the taxes collected, paying the debts owed by the city and the Arkthaz Merchant Guild, and ensuring that money that flows into the city is always tracked. The reports generated from the department are tracked by the scribes and are scrutinized by the Dubsargal and Manala to ensure that the Manala and his workers do not steal from the city. Like the Dubsargal to be appointed to this position requires one to be trustworthy and honest. The current Manala is Minussa of Kaldesha. She is the daughter of one of the influential Ibiras found in the Arkthaz Merchant Guild. There are rumors saying that her father bought her position.   Manal: The title of the workers who serve the Manala. They are chosen from among the merchants of the Arkthaz Merchant Guild.   Qadi: Judge. Keepers of the Law. To become a judge one must be apprenticed under one for 10 years. Must be able to recite the law and the commentary on the laws. After gaining the approval of their master they must perform the test to the Dubsargal proving they know the law and passed a test of applying the law by their mentor. These can be either mock cases or real cases. Once they pass the test they are given a personal seal to show they are a true Qadi. A person can bring their case to a Qadi. If they don't like the decision they can attempt to appeal to another Qadi who will reaffirm or reject the original decision. The dispute is then taken to the Grand Qadi a council of the oldest and most respected Qadi who will then decide which interpretation of the law is correct and the decision is to be abided. A Qadi is expected to give detailed examples from other cases and present commentary so that any other Qadi can come to the same conclusion they did.   Ibira: Title of a Leader in the Merchant of the Arkthaz Merchant Guild. This is an elected position in the guild that only has 12 seats. Every 4 years elections are held and all available guild members vote on who gets to be an Ibira. Most often those with the influence, charisma, and money are the ones who normally get elected. They oversee and make decisions that affect everyone who is a part of their guild and can hold what is a Nabalam to hold a vote to oust the current Lugal and replace them with one who the guild votes for. This can only happen with a unanimous vote.

Industry & Trade

Arkthaz is first and foremost a trade city. Many of the exotic goods of the east pass through here before heading to the western markets or even being shipped off towards the Entwining Sea. The city primarily makes its money from taxing these caravans and the businesses that cater to them. The inhabitants of the city grow small gardens to supplement their diets but most of their food is imported from the Amara Republic or the Timaran Empire.    Imports: Wheat, fish, cattle, pepper, muskmelon, eggplant, watermelon, okra, and coffee   Exports: wool, tin, copper, silk, salt, and turquoise

Guilds and Factions

Desert Travelers Guild. This is a guild made up of guides from individuals found living on the edges of the Azure Desert. Any merchant guild looking to do business with the kingdoms of the east must hire a guide from this guild for safe and speedy passage across the dangerous desert land. They are one of the most powerful factions in the city.   Timaran Merchant Guild. The Empire has a merchant guild representing their influence here in the city and functions like an embassy. The head of the guild sees to it that Timaran merchants are not mistreated and makes sure they receive a fair price for their goods and a fair price for buying goods in Arkthaz.   Arkthaz Merchant Guild. The city's merchant guild oversees and manages all business within Arkthaz. Any place of business pays dues to the guild to operate as a shop or free-stall merchant and for protection from foreign merchants. Any dispute with a foreign merchant is settled by the guild. The guild also works with many merchant companies as well as individual businesses. The ruler of Arkthaz renews the business rights of the merchant guild every 10 years.   Leaping Lion Merchant Company. The largest Merchant Company in the city that deals with importing grain from the empire to feed the population of Arkthaz.   Azure Mason Guild. The Mason guild works with many of the brick layers guilds to build and maintain the city against the harsh desert sun and brutal sandstorms that assault the city. They command tremendous influence in the politics of the city and in what gets built or repaired. It is not uncommon for rich patrons to pay a premium to place their projects ahead of general city repairs which has led to many projects falling behind their original competition date.    Blue Rope Guild The Blue Rope Guild is the primary guild responsible for crafting the finest rope used by the city's inhabitants and the many adventurers. With the many ruins found outside the city buried deep under the sand good rope is a necessity to pull the forgotten treasures out of their tombs. It is an open secret among the Adventurer's Guild that the Blue Rope Guild is a front for one of the city's many thieves' guilds known as the Blue Shadows. The Blue shadows use the Blue Rope Guild to find big scores that adventurers or treasure hunters make and extort or steal the treasure out from under their noses. Newcomers are warned to stay away but since their rope is the best many still end up getting their rope for their expeditions from the guild. Experienced ruin delvers use proxies to hide their purchases but the guild is relentless in finding their next big score. Other Adventurers are known to sell or buy information from the Blue Shadows seeing it as an easier way to make money than to risk their lives exploring ancient, monster-filled, trap-riddled ruins.    Arkthaz Adventurer's Guild Branch. The Adventurer's Guild is an international organization that has many branches throughout the nation of the world. While not all beloved adventurers serve many purposes in the world from monster hunters, and exotic gathers, to assassins. No job is off-limits to the guild but members may not always be protected depending on the work they take. The Guild offers coordination and assistance to anyone looking to be an adventurer and is often a hub and safe place for those in the profession. Per the treaty, with the Timaran Empire, the members of the Adventurer's Guild are exempted from the conscription of Mages that is mandatory throughout the empire. The Arkthaz Adventurer branch is well known for taking in mages (this is used to describe all those with magical talent) into their ranks for those who are able to reach them. Anyone seeking to join the guild however must be of 18 winters of age to join but there are many who lie about their age to join the guild. This branch is quite large and contracts with the city itself to hunt dangerous desert monsters and the occasional fugitive of the Empire. This is rare as the Empire tends to deal with such matters themselves.

History

The city has humble origins as being nothing more than a rest stop for the many caravans and merchants crossing the Azure Desert on their way to the lands of Amara, Timara, or Veranos. Garash of Arkthaz established the original walls of the city in 166 to protect against the monsters of the wilds particularly a nest of Blue Dragons that had started to take residence in the nearby mountains. Garash and his family protected the travelers between the lands and as they did many flocked to their banners and chose to live in the city that took on the land's name, Arkthaz. For many years the community grew and the lineage of Garash flourished as he became king of the land of Arkthaz and many of the other tribes came to rally behind him.    This started the Garash dynasty which lasted for four generations until Garash IV consumed by his greed launched a campaign to bring all the other tribes under his rule. The disregard of tradition and the laws that his fathers had laid down made him many enemies causing the remaining tribes around the edges of the Azure Desert to rally against him. His forces were defeated at the Battle of the Twin Bulls and he was captured and killed by his own soldiers who brought his head to the other tribal leaders in an attempt to bargain for their lives. The soldiers were killed for striking their king instead of letting the king face the judgment of the tribes.   The tribal leaders in the aftermath of Garash IV death debated among themselves who would take the throne since the only heir was Garash's son Amah who had just seen his 8th winter. Before the civil war could continue Saghaza of Tabal help broker peace by establishing a trust where each of the 12 tribes would send a representative to oversee and administer the city and the kingdom. This council would also have the power if they all agreed to oust the king should he prove to be a tyrant. This council known as the Umin would become the Merchant Guild of Arkthaz many years later. The tribes returned to their own lands and the council oversaw and guided Amah until he came of age.   Amah ruled justly like his forefathers before him and for another generation more of kings, the city, and the lands were safe and prosperous until the lands and kingdoms saw in the heartland of Timara the Timaran Kingdom gazing longingly at their lands. They had called upon the dragon goddess Tiamat and she had granted them her broods. Since the time of Garash the blue dragons still roamed the desert and while they had been kept at bay they were cunning and could not be edricated. Namshita the king of Arkthaz saw the signs for he was quite wise despite his young age. While the other nations prepared to smother the Timaran kingdom before their lands could be claimed like that of the dwarves and the elves Amah saw that between the kingdom's dragons in the west and wild dragons in the east that Arkthaz could not escape unscathed. Namshita brokered a peace treaty between the kingdom and Arkthaz ensuring that the city and kingdom would stay neutral in the coming war.   Namshita proved to be wise indeed as in the great Battle of Cobolt Lake the forces of Veranos, Amara, Damamin, Fena, Sela, and Dun-Khaz were crushed and all but the new kingdom of Sela-Dunkhaz were forced to swear fealty to Timara and become linked to the new Timaran Empire. Namashita protected Arkthaz and per the treaty, the wild blue dragons were either tamed by the empire or pushed out further into the desert. Sadly the reign of Namshita proved short as the treaty was only with the city and not the other tribes found in the Azure Desert so many of the tribes were taken as slaves or pushed to near extinction. Namshita was so filled with grief that he took his own life after being unable to protect his fellow brethren. This ended the line of Garash. A new king was chosen from the Umin, Temen of Laagdaal. For many years the Temen line ruled but the city slowly lost much of its land due to weak kings and the strength of the Empire.    The Umin who were to help protect the people of Arkthaz from the king becoming a tyrant became themselves tainted by the Empire's influence. It was in the year 868 that Urash, a woman of great known as a guide for desert caravans learned of the corruption within the Umin. She led a revolt that resulted in the ousting of the Umin which was reorganized as the Arkthaz Merchant Guild. She become the first queen of Arkthaz and bore a son named Jahi. Under Urash's guidance, the city started to regain some of the lost glory of the line of Garash and reorganized the city to be as it is now. Jahi I continued to rule under his mother's insight and there was much rejoicing. Through her connections, they even sought to restore the tribes of the Azure and once again remind the people of their heritage. For nearly a hundred years now under the Urash line efforts have been made to rediscover the lost history of their people and restore Arkthaz back to its zenith.

Points of interest

Castle Arkthran, the bazaar castle.  Located in the center of the city is Castle Arkthran and within its walls, the daily market is held. Traders from all over set up stalls here to sell their goods to other vendors and representatives from the surrounding lands.   Inn of a Thousand Moons.  The most famous inn in Arkthaz that is said to be the gathering place for many influential artists, poets, and philosophers in the region. It is also one of the oldest with its founding dating back just after the founding of the city itself.   Perfumer's Rest.  A well-known brothel in the city is known to have men and women of all different races at its establishment. It is a regular meeting place for many merchants who go for food, drink, and entertainment and for a night's company if they feel lonely. It is not uncommon for trade deals to occur here over a cup of tea.   Gardens of Namshita.  Built by the late king his trusted friend Urda and his family took it upon themselves to maintain the garden and keep it free to the public. It is a popular gathering spot to avoid the summer heat and is beloved by everyone in the city.   House of the Ancients.  This is a home belonging to an antique collector named Utena. She allows those for a small fee to enter and browse her collection of ancient civilizations found in the Azure Desert and beyond. Many would-be or wealthy collectors come here to find new pieces for their own collections.   Lane of a Thousand Stars.  The street that stretches from the west gate to the east gate of the city, it is lined with a thousand lamps that are said to illuminate the lane like daylight. It can be seen from outside the city walls and it is said to guide travelers who approach the city at night.   Eagle's Plateau.  The nearest high point outside the city that overlooks the whole valley. It is small but a popular place to camp to see the city at night.

Geography

Arkthaz lies in the middle of an arid, sandy plain with the city lying in the center of a maze of mesas. The surrounding mesas provide a buffer to the town from the harsh eastern desert winds that blow out towards the west. To the east of the city lies a desert valley surrounded by the mesas and a small mountain range. This desert plain is home to many herds of animals that shepherds take out in the summer and bring into the city during the winter. Past the mesas lie the sandy dunes of the azure desert and its namesake blue sand. All the water of the city comes from an underground river that pours out into several different aquifers that the city's wells tap into.

Maps

  • Artkthaz, Gateway to the East
    The city of Arkthaz is an ancient fortress built many years ago to guard traders and merchants at an intersection between lands and cultures. Found on the edge of the Azure Desert it rests within a valley of mesas protected against the blue dunes and the deadly storms. It is a place to relax and where the Empire's rules are the weakest.
Founding Date
166
Alternative Name(s)
Merchant Fortress, Border of the Empire
Type
City
Population
11,790
Inhabitant Demonym
Arkthians
Owner/Ruler
Owning Organization

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