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Cothussiph

Cothussiph, the Aj'Snaga Fortress on the Sea of Mists  

History of the City

Cothussiph arose centuries ago on the shores of the Sea of Mists, in a bay that never freezes over even in the harsh winters of the D'Hroha Peninsula. Founded as a trading and military outpost, the city soon became a stronghold of the power of the Aj'Snaga, a race of serpent-men who were regarded with suspicion elsewhere but who here established themselves as the ruling race.   Unlike other cities, Cothussiph was built by them and for them. Here, other races were always seen as unwanted guests or useful servants. Over the centuries, the Aj'Snaga imposed their own laws, their own cult, and their own aesthetic: temples dedicated to ancestors or serpents, statues of warrior ancestors, a cruel and proud aristocracy.   During the *Century of Lanterns* (800-900 N.E.), the city reached the height of its wealth thanks to maritime trade. Caravans and fleets brought riches from the north and south, and the Aj'Snaga nobles flaunted their luxury and power, building palaces and fortresses. But with the crown's decree to close the trade routes, the flow of gold stopped, and the economy began to decline.  

Current Status (1314 N.E.)

Today, Cothussiph has fewer than 50,000 inhabitants. Much of the city lies in ruins, the merchant districts are ghosts of stone and wood, and the harbor accommodates only naval vessels and fishing boats.   The Aj'Snaga, while retaining power, have seen their wealth dwindle. The city's nobility thrives on past glories and intrigue, while the common people retain pride in their lineage, despising any other race that dares set foot within the walls. The swamps surrounding the city protect but isolate: the fog and mud make it a dark and hostile place, an ideal refuge for rebels and the desperate.   The greatest threat is posed by the slave rebel, who have embraced Izlafeth's crusade against the kingdom and have taken refuge in the swamps. The Aj'Snaga view them as traitors and beasts to be exterminated. To address the crisis, Queen Arafdalia has sent General Myklos, an Aj'Snaga respected for his discipline and ferocity, to the city. His task is to subdue the rebels and free the city's troops for the Mazur campaign.   Meanwhile, Lord Epareos, one of the wealthiest Aj'Snaga merchant nobles, attempts to save the city's economy. Through legitimate trade and shady dealings with pirates and slavers, he seeks to restore prosperity to Cothussiph, even at the risk of further tarnishing its reputation. Lord Epareos is constantly spied on by the Mystikí, who fears enemy infiltration and dark contamination.   Amid this tide of pride and hatred, the unique figure of Brother Kaldren, an Aj'Snaga monk of the Cult of Brumbarr, emerges. In a city that glorifies the supremacy of his lineage, he preaches humility, compassion, and justice for all, Aj'Snaga and otherwise. He is considered almost a heretic by the nobles, but respected and revered by anyone who has lost everything.  

Important Characters

  • General Myklos
  • A tough leader, loyal to the queen, with a stern demeanor, icy eyes, and unyielding discipline. He believes his duty is to eliminate the rebel slaves with brutality and speed, but the complexity of the swamps and the rebels' knowledge of the territory have put him in difficulty. Myklos is respected by his men, but the civilian population fears him, seeing him more as an occupier than a savior. A symbol of Aj'Snaga military power, he embodies discipline and contempt for the enemies of his lineage.  
  • Lord Epareos
  • A merchant of Cothussiphian origin, now one of the most economically influential men in the kingdom. Having returned to his hometown, he seeks to restore its prosperity through trade deals, both legitimate and illicit. Some see him as the city's only true benefactor, others accuse him of exploiting the crisis to further enrich himself.  
  • Brother Kaldren (Aj'Snaga)
  • An atypical monk, a follower of Brumbarr, a rare example of kindness and mercy in a city founded on contempt for others. His figure stands out like a flame of hope, but many accuse him of undermining Aj'Snaga pride with his preaching.  
  • Althea the Red (Aj'Snaga)
  • An enigmatic figure, owner of one of the most famous taverns in the port. She is actually an informant who works for both merchants and swamp rebels. No one knows to whom she truly owes her loyalty. Her information can change the outcome of a battle or a negotiation.

    Locations and Resources

  • The Misty Seaport
  • Now nearly deserted, but once a hub for merchant ships. Military facilities keep it bustling, while the civilian docks fall to pieces.  
  • The Marshes of Cothussiph
  • Unhealthy expanses of stagnant water, natural canals, and dense vegetation. They are home to bandits, rebels, and monstrous creatures. The swamps make any military operation extremely difficult, favoring rebellious slaves.  
  • The Noble Quarter
  • Sumptuous palaces showcase the decadent luxury of the local lords. Statues and mosaics glorify their lineage and their contempt for other peoples.  
  • The Ghost Quarter
  • Once a commercial hub, now abandoned. Smugglers and dark cultists are said to lurk among the ruins.  
  • Brumbarr Monastery
  • A place of peace and charity, ruled by Brother Kaldren. It is one of the only spaces in the city where Aj'Snaga and outsiders can gather together without fear of violence.  
  • Fishermen's Market
  • The economic heart of the city today. Despite the crisis, fishermen continue to bring in their catch, keeping at least part of the population afloat. It is also a hub of clandestine trafficking.  
  • Epareos Bank
  • One of the few remaining active economic institutions. From here, Lord Epareos coordinates his activities and keeps the few remaining trades afloat.  

    Folklore and Details

  • Locals believe that swamp spirits protect rebels, making them impossible to capture in the inner reaches. Some claim they are manifestations of ancient peoples defeated by the Aj'Snaga.
  • A popular saying goes: "Whoever is born in Cothussiph carries mud in his bones," reflecting the harshness of life in the city.
  • Every year, during the winter, fishermen celebrate the Night of the Floating Lanterns, when hundreds of lights are released across the bay in memory of dead sailors.
  • According to legend, the marshes hide ancient temples of now-forgotten serpent deities.
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