Nephatar

Nephatar is a large city on the south east coast of Myruthea and is currently a part of the Trans-Oceanic Empire.

Industry & Trade

Nephatar was a fishing town long before it was officially declared to be a city in 467 APC, and fishing has always been an important element of the local economy, a fact reflected in the title the first king chose for himself and in many of the traditions and stories associated with the area.  
Nephatar - Silver Street by DMFW with Leonardo AI
  Fishing alone, however, would never have made the city into the powerful centre it became when it was a transport hub for river and trans-continental trade, firstly by sea, starting in the age of the Water Kingdoms and then later by air as well at the time of the Four Aerial Courts.

History

Before there was a city at the mouth of the great waterway we now call the Nepha River, there had been a small fishing village, its origins thought to date back as far as the age of the Long Thaw but with no known precise date and undocumented until it was briefly referenced in some of the surveys and land claims of greater lords during the age of the Twelve Wise Ones. The settlement was never considered noteworthy during the entire period of the Old Pale Empire, although it grew steadily to become an unimportant town which might have remained in obscurity if it were not for the dramatic events that established the modern city and from which it dates its true foundation.   In 466 APC, a bold local fisherman by the name of Walthar Bass made a famous name for himself when he led a voyage to Punjuki, the first successful sailing between continents since the Planar Conformation had put a stop to oceanic voyages due to the risk of sea monster attacks. On the strength of this, he began a programme of further sailings, and next year, on 11th Mald 467 APC, he declared himself the Fisher King of Nephatar, founding not only the city but the first of the Water Kingdoms which marked the start of a new age of the world. Subsequent rulers have been known as the Fisher Kings and Queens of Nephatar, ever since.   The image below is an artist's impression of the first Fisher King returning to his home town with the ambitious ideas that would reshape its history and the history of the world.  
Magicians' End - The Fisher King founds the city of Nephatar by DMFW with Midjourney
  When three major Water Kingdoms merged to form the Arcane Supremacy in 1196 APC, Nephatar retained its independence and although it could not match the combined might of its three formerly separate rivals which the Arcane Supremacy now controlled, it was still the second most important power of that age.   Under the Puzzle Lords Directorate the influence of the city ebbed slightly as some of the older cities in Myruthea regained a fraction of their former glory and the continent of Tinturbean received a lot of the focus of development, including the building of the city of Quarowl. Nevertheless, Nephatar remained a city of some significance throughout the entire period and it would return to the first rank in the age of the Four Aerial Courts during the first three centuries of the third millenium.   At this time it became arguably the first amongst "equals" within the four great competing aerial courts, projecting authority and influence by airships and balloons as well as by more traditional naval means. The illustration at the head of the article shows Nephatar at the height of its power in this age when it had become an enormous city state.   The coronation of the Fisher Queen Aketheema in 2231 APC was a famously extravagant event, at which the other aerial courts all paid dutiful homage, including a fabulously expensive gift of Arcane Amplification Perfume from the City Council of Highloft.   In subsequent years the power and influence of the city again receded like the tide, as it lost out globally to competing centres of power under the Moderators' Council and suffered more badly than most during the Time of Terrors. The worst single incident was the Battle of the Rising Deep which took place in 3324 APC. The Fisher Queen Shellesha conducted a famous successful defence of the city against a monsterous attack from the armies of Ralsimoor and their natural and supernatural allies, orchestrated by the mage Pezulruth Veld. Many lives were lost in the conflict before the enemies of the city were beaten back.   Later in the Age of Shadows, too, the city suffered badly from the forces of the Dark Domains and its population fell again.   Yet ever since its ascent to power in the Age of the Water Kingdoms, Nephatar has always been a vital hub in the economy of south east Myruthea. Even now, diminished as it might be from the heights of its former glories, the city remains a much valued part of the modern day Trans-Oceanic Empire and holds the role of regional capital ahead of those older neighbouring cities which it has permanently surpassed.

Points of interest

The Gulls' Clock Tower is a combination of a light house and monument to civic timekeeping which stands on a rocky outcrop off the northern coast of the city.  
Magicians' End - Nephatar - The Gulls' Clock Tower by DMFW with Midjourney
  From here, the clocks have rung out the bells to mark the time of day since 1582 APC when the tower complex was first constructed under the aegis of the Puzzle Lords Directorate and the Fisher King John Redtail.   The Gulls' Clock Tower has been rebuilt on two occasions, following catastrophic storm damage in 3612 APC and 5073 APC, but apart from those short interludes there has always been some version of the lighthouse standing here against the sea.
Magicians' End : Myruthea
The continent of Myruthea
Founding Date
11th Mald, 467 APC
Founders
Alternative Name(s)
The City of Fish
Type
Large city
Inhabitant Demonym
Nephatarian
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Related Traditions
Magicians' End - Walthar Bass by DMFW with Night Cafe
Magicians' End - Queen Aketheema 01 by DMFW with Midjourney
Magicians' End - Fisher Queen Shellesha Portrait 02 by DMFW with Night Cafe

Articles under Nephatar



Cover image: Magicians' End - Nephatar in the Age of the Four Aerial Courts by DMFW with Midjourney

The Water Kingdoms

467 APC to 1195 APC

The Water Kingdoms marked an important step forward in the reclamation of Magicians' End after the upheavals of the Planar Conformation, when it became safe enough to risk sailing the seas again and new, bold, powers arose to supplant the Flame Kindgoms of Punjuki.

The Age of the Long Famine

1830 APC to 1919 APC

A period of prolonged drought and high temperatures caused by a short term increase in solar radiation. The Puzzle Lords Directorate lost control over government which retreated into less sophisticated local power structures no bigger than city states.

The Four Aerial Courts

2076 APC to 2412 APC

The Four Aerial Courts is a name given to a period of history dominated by powers that used great fleets of airships and balloons.

The Time of Terrors

3004 APC to 3641 APC

An age dominated by a number of maverick mages who ruled competing fiefdoms with little regard for the welfare of their subjects.

The Second Popular Ascendancy

3642 APC to 4288 APC

The Second Popular Ascendancy restored a degree of stability to Magicians' End after the chaotic age of the Time of Terrors.

The Mad Mage's Autocracy.

5940 APC to 6168 APC

The powerful magician Ixthamon had complete control of the realm during the age known as the Mad Mage's Autocracy.

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