Lankhmar (LAYNK marr)
First Impressions
Lankhmar is richly described as a populous and labyrinthine city rife with corruption, "the City of the Black Toga." It is decadent or squalid in roughly equal parts and said to be so shrouded by smog that the stars are rarely sighted (the city's alternate name is "the City of Sevenscore Thousand Smokes"). Located next to the Inner Sea, Lankhmar is visited by ships from across Nehwon and is the center of nearly all trading routes.
The city is ostensibly ruled by an Overlord and his nobility. The Thieves' Guild is influential, too, and controls Lankhmar's abundant criminal element.
Streets in Lankhmar are often evocatively named (e.g. the Thieves' Guild is located on Cheap Street near Death's Alley and Murder Alley). Commonly referenced locations are the Silver Eel Tavern, behind which is Bone Alley, and the Golden Lamprey Inn. The religious center of Lankhmar is the Street of the Gods (the Gods in Lankhmar), along which numerous (and often bizarre) cults seek to arrange themselves in order of popularity. The true gods of Lankhmar, however, are feared rather than worshipped. These "Black Bones" (mummified ancestors of the Lankhmarian) occasionally leave their temple and battle threats to the city—or threats to their own position as the preeminent religion within Lankhmar.
It is rumored that beneath Lankhmar is an underground city inhabited by sentient rats.
A visitor standing outside the massive walls of the Imperishable City glimpses a sight akin to a great beast lumbering on a riverbank. Crenulated walls fashioned from ancient, massive stones surround the city, caging in its riot of buildings and teeming populace. Rising above the walls, the visitor sees spires, towers, minarets, garrets, and high-pitched rooftops forming a jagged silhouette against the sky. These structures cluster together like copses of trees, being most noticeable in the northern expanse of the city where the Street of the Gods and its many fanes run close to the minaret-crowned Rainbow Palace and redoubtable fortress of the Citadel. Philosophers’ garrets and astrologers’ towers line the Street of the Thinkers to the south of the Street of the Gods, further adding to the aerial growths. The skyline drops lower as one turns his gaze south, but even in these low-lying areas of the city, the rooftops of tenements, grain silos, and the odd and ancient forbidden temple can be glimpsed.
The air above Lankhmar is black with smoke from countless chimneys, forges, charnel pits, garbage pits, incense censers, crucibles, and so forth. This pollution is further darkened by the regular river fogs and sea mists that roll over the city when the sun plunges towards the horizon. It is little wonder that Lankhmar is also known as the City of Sevenscore Thousand Smokes and that the color black is the official hue of its nobility and civic forces. Inside the city walls, the streets wind crookedly in many places, the surrounding buildings seeming to lean drunkenly across the thoroughfares, often turning the city’s many alleyways gloomy with shade even at high noon.
The roads, depending in which quarter one finds himself, are paved with ancient stones, tiled with ceramic bricks mortared with brass, lined with uneven cobbles, or simply expanses of filthy, stinking mud that seldom dries. Whatever their makeup, the streets of Lankhmar are never empty during the daytime; each is awash with humanity, livestock, wagons, carts, palanquins, horses, mules, and even stranger beasts, as its inhabitants strive to earn enough smerduks to survive another day. Like a beast, Lankhmar is ever-hungry, consuming without appeasement the contents of innumerable wagons, ships, caravans, trader’s packs, and smuggler’s bags. It also seems to possess a hunger for lives and not a morning passes without the sound of the Death Cart’s bell being heard in the streets, calling out for and collecting the dead of the previous evening. Lankhmar is a place where, as the Northern barbarian, Fafhrd, once observed, all adventurers, either big or small, have their beginnings.
The city, with its excitement, riches, and dangers, sings a siren song that draws would-be adventurers from nearly every land in Nehwon. Many disappear into the city’s underbelly, never to be heard from again. A few, however, write their names in the annals of Nehwon’s history.
The City Districts
A narrow, tortuously winding alleyway debouches onto a crowded avenue. Merchants hawk their goods to any who will lis ten, and to a number who would rather not listen. Traffic, mostly pedestrian but including an occasional horse or a wagon drawn by plodding oxen, fills the road like a babbling stream.
You pass among the shops and stalls, dodging the clutching fingers of eager merchants. Strange odors of exotic spices and bizarre incenses fill the air. The noise constantly assaults you at a tumultuous level.
You turn a corner, and the clamor of commerce fades into the distance. Now the droning of chants fills the air. Folk in a variety of strange dress beseech the passersby to partake of the delights promised by any number of religions and cults. Indeed, virtually any imaginable god can find worshippers along these crowded blocks.
You walk further, and the air changes again, now carrying the scent of murky river water only slightly freshened by a salty breeze. The smells of fish and smoke join to dominate all other scents as you pass among the towering grain silos and crowded warehouses. The cursing of dockworkers, loading and unloading a dozen galleys and river barges, punctuates the background of city sounds.
A turn to The North takes you to the luxurious, tree-dappled estates of the wealthy and noble-born. It is possible to forget, for a time, that not far off steams acrowded ghetto as disease-infested and poverty-stricken as any in the world.
This is Lankhmar, City of Adventure, in all its glory. Rich, poor, religious, debased-all of these and more can be found here.
It all depends on where you look.
Demographics
Approximately 10,000 citizens reside within Lankhmar's city walls. 100,000 more live outside its walls in villages that immediately surround it as well as farms that sprawl in all directions.
- Human: 50%
- Dwarf: 25%
- Elf: 14%
- Halfling: 8%
- All other: 3%
Government
Absolute Monarchy - a monarchy that is not limited or restrained by laws or a constitution. Rulerships passes by heredity.
Defences
Battlements & Crenellations around the entire city. Curtain Walls around the Noble District.
Industry & Trade
- Lending industry in the Cash District
- Gambling Industry in the Tenderloin District
- Entertainment in the Festival District
- Spices and Fungi in the Marsh District
- Grain fields at World's End
- Barley, Corn, Wheat, Rice, Lentil, Flax and Soy in fields surrounding the city
- Cattle, Sheep, Swine, Chicken, Duck, Geese, and Turkey in the farms surrounding the city
Infrastructure
Trade center by both land and sea. Lankhmar is also Nehwon's center of Grain, which is grown directly south of the city on an area of the land known as "World's End", or "End of the World" by those who despise laboring in its fields.
Districts
- Citadel district
- River district
- Noble district
- Temple district
- Tenderloin district
- Mercantile district
- Cash district
- Park district
- Festival district
- Plaza district
- Marsh district
Assets
Grain vats in the River District
Warehoused goods in the River and Mercantile Districts
Guilds and Factions
Maps
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Lankhmar
The City of Lankhmar. The City and Its Reach Though outsiders speak of Lankhmar as a single city, the truth is far less tidy. Within her weathered gray walls lies only the Heart of Lankhmar—a maze of alleys, arcades, and towers so tightly bound together that even sunlight must wedge its way through the smoke. The Overlord’s decree calls this the City Proper, yet all who trade, steal, or worship within her orbit know that Lankhmar’s reach stretches far beyond her crumbling ramparts. Within the Walls Inside those ancient walls live some fifty thousand souls, pressed into buildings that climb like weeds toward the sky. The oldest stone foundations date back to the city’s founding; the newest timberwork is already leaning. Most houses stand three to seven stories high, though in the denser wards—Temple, Crafts, and Mercantile—some rise eight or even nine stories, stacked room upon room until they creak in the sea wind like ships at anchor. Ground floors serve as workshops and taverns, glowing through their shutter slats at all hours. Above them live the families, apprentices, and tenants who crowd the narrow stairwells. Attics are rented by the night; basements are carved two, sometimes four levels deep, where cool air and secrecy are valuable commodities. Between these vertical warrens, bridges and balconies connect rooftops, forming a second city suspended in the haze. The streets below never sleep. Fishmongers bicker with drovers, hawkers sing above the din, and every window spills a different scent—tar, bread, incense, sweat. It is a crush of humanity and hope, and the city thrives because of it. The tighter Lankhmar squeezes, the more gold she wrings from her people. Beyond the Walls South of the Marsh Gate sprawls what the citizens call Southern Lankhmar, though no charter claims it and no Watchman will patrol it. Here, along both sides of the King’s Road, the city unravels into a chaos of workshops, huts, and half-built houses that stretch for several miles into the lowland mist. The road itself is the only thing resembling order—its rutted spine lined with stalls, wayhouses, and cheap inns serving travelers bound for the southern provinces. Off the road, the paths twist and multiply into a maze of dirt lanes and footworn tracks, where three-storied timber homes lean beside canvas-roofed market tents. Rain turns the ground to mud; in summer, the dust clings like smoke. Here, fifty thousand souls live and work—dockhands who couldn’t afford the city rents, freed slaves, wandering laborers, pilgrims too poor for temple lodging, and guildsmen fallen out of favor. The buildings vary wildly: sturdy stone workshops built by old guild carpenters stand beside wagon-houses patched with sailcloth and tin. Shanty towns bloom and vanish with the seasons, some so transient they are known only by the color of their tents. Yet even here, life thrives. Tinkers and smiths ply their trade; children run between wagons; and at dusk, the air fills with the scent of cooking fires and the low hum of song drifting up the King’s Road toward the gates. To most citizens, Southern Lankhmar is an eyesore—an ungoverned sprawl that feeds the city’s labor and filth alike. But to those who live here, it is freedom: a place without curfew, tax, or decree, where one can vanish or begin again. When night falls and the lights of the inner city burn faint on the horizon, the people of the south look upon those walls not with envy, but with pity. For they say the walls keep more than danger out—they keep the dreams in. The Breathing City Thus Lankhmar breathes. Each dawn, thousands surge through her gates to bargain, to beg, or to steal. Each dusk, the tide flows back to the ropewalks and marsh huts beyond. The city is one body with two souls—the walled and the unwalled, the lawful and the lawless, forever feeding one another. Those within the walls boast that they are true citizens. Those without say the walls are a prison, and freedom begins where the paving stones give way to mud. Both speak truth, for this is Lankhmar: ancient, perilous, and alive—a city that has not grown an inch in stone for five hundred years, yet rises ever higher toward the heavens. Meta-Note: On the Sewer Network layer, all Marker groups don't quite align with the buildings they mark on the base layer map due to a slight shift in scanning. Because of this, it is recommended to uncheck all marker groups when viewing Lankhmar on the Sewer Network Level, or to at least note that there's a slight shift.
Founding Date
1 FK
Founders
Alternative Name(s)
City of Seven-score Thousand Smokes, City of the Black Toga
Type
Large city
Population
Approximately 10,000 Within the city walls
Inhabitant Demonym
Lankhmarians
Location under
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Related Tradition (Primary)
Characters in Location
Related Reports (Primary)
Related Plots

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