The World of Teréth End - Gazetteer - Tasserus - Dekàlas

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"...I stood beneath the dried carcasses peering into the dark tent.  The sun beat heavily upon my back, sapping all strength and will to bargain.  The fine dust of the Ooldyuh marketplace filled my mouth and nostrils.  The merchant spoke quickly, a blend of the Old tongue and some caravan lowspeak.  I placed my hand on the book's cover replying '500, no more.'  The man scowled and muttered some more profanities.  I withdrew my hand and stepped backward into the plaza, suddenly aware of the three closing behind me."

- recollections of Idus

Azàlari

Capital: City of Azàlari
Population:  1,032,400 (Uren 82%, Gnorm 4%, Dwürden 3%, Sha'al 3%, Shul 1%, other 7%)
Cities:  Azàlari (65,320), Shiraddam (15,830), Dur'ajn (12,300), Samigir (11,420), Nazzir (11,370), Tirya (10,500), Indra (9,450)...
Government:  Dekàlan Monarchy
Ruler: High Lady Illodor Jun Kardam the Second of Azàlari
Religions:  Zalan (Nala...)
Imports:  Gold, iron, raw minerals, silver, slaves
Exports:  Livestock, spices, textiles, exotic goods
Alignment:  Any

Nor Kalas Azàlari is one of two southern city-states of ancient Dekàlas that lies on the continent Tasserus.  An ancient trading port, many of the city's inhabitants worship the Dekàlan Goddess of Luck and Thievery, Zalan.  The parlors and dens of Azàlari are known throughout the seafaring world.

A desert city, Azàlari sits on the edge of the Great Esh, a trackless waste that covers much of Tasserus.  A steady stream of caravans and fleets enter and leave the sun-baked city daily.  Traders from all kingdoms and empires eventually find their way to the city's docks and bazaars where all things may be found, purchased, and sold.

Dekàlan History

Before the conquering of Azàlari, the kingdom of Azal had existed for hundreds of years.  Believed to have been the remnants of a more ancient empire, the Azali lived in small towns along the northern coast of Tasserus.  The people of the area worshipped ancient spirits that were believed to have fashioned the peoples from the desert sands.  A pantheon of god-spirits were revered at mountain, coast, and desert shrines.  Nearly all of these places were destroyed by the year 1 HK.  The only god-spirit to survive was Zalan, who offered hope to the desert people.  The priestesses of Zalan promised the faithful that she would see her people through this dark time, and restore Azal to its former glory.

Priests of Zalan were summoned to Tor Tremendum for the coronation of the first High King.  By the Azali Queen's request, the Zalan priests performed the required Letting.  She was stabbed with silver daggers by each of her priests, encouraging them that their cuts would 'deliver our people'.  This ceremony also had the purpose of accepting Zalan into the Dekàlan pantheon.  The High King next charged the priests of Zalan with finding a High Lord for the city-state, which they did.  The 1st High Lady of Azàlari, Aula I was crowned in 4 HK.  In the history of Azàlari there have been very few male rulers.  It is believed that the priestesses of Zalan have seen to it that only daughters ascend the throne.  The only Lords to be crowned have reached maturity through subterfuge.

Within two generations, all wishes to divide from the Dekàlan Empire vanished.  The Empire raised and supported armies to defend against the many enemies of the Azali people.  For the first time in hundreds of years, the people flourished and the threat of extinction was lifted.

By 70 HK, the balance of power had turned across Tasserus.  Azali armies rode across the Vast Untamed, seeking out the homes of their old enemies and destroying them.  Neighboring kingdoms surrendered or fell beneath the Dekàlan onslaught.  Whole populations were absorbed into Azàlari's burgeoning slave trade.  The expanding influence went unchecked until 113 HK, when the Dekàlan forces first encountered the military might of the Sha'al.  Here began the Azali-Jadth Wars, a conflict that would not resolve itself for 80 years.  In the end, Dekàlan forces succeeded in landing near Jadth with slave armies, and the promise of the freedom should they be victorious.  (see Jadth for more details)

Post-Dekàlan History

When the chalky dust cleared, the Temple of Zalan lie in ruins.  The limestone columns lay shattered in the streets, the grand dome a mountain of white rubble.  The remaining priests gathered in disbelief.

The effects of the End War on Azàlari were minimal.  Though the Temple was ruined, the city was never successfully invaded.  After the Dekàlan warships were lost, the harbor bombards kept the enemy ships from shore.  A few landed along the coasts but met great resistance from desert forces.  Those land invaders that were not killed returned to their ships and fled.  For these reasons, Nor Kalas Azàlari did not experience the struggles associated with occupation and rebuilding that other Decalan city-states did.  The only city-state to suffer less than Azàlari is Jadth, which Acentran forces never found.


References

1. Ooldyuh Marketplace - A notorious City of Azalari bazaar where most things can be bought or sold if one doesn't mind dealing with disreputable merchants
2. Balar - Location of the Shrine of the Golden Chest, a Temple of the Blood
3. Damradaa - Mountain location of a Temple of the Blood found in northeast Azálari
4. Hadikar - Location of a Temple of the Blood
5. Mandarim - Location of the Shrine of Bones, a Temple of the Blood
6. N”l (ni-ihle) - Location of the Shrine of Horom, a Temple of the Blood
7. Shaybayad - Location of a Temple of the Blood
8. Shirradam - Location of the Shrine of the Goat, a Temple of the Blood
9. Takir - Location of a Temple of the Blood

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Places

Dur'ajn
Indra
Nazzir
Samigir
Shirradam
Tirya

Dekàlan Lands

Azàlari (of Zalan)
Candal (of Kandlan)
Jadth (of Sudul)
Ildûn (of Draun)
Lanàdus (of Iráen)
Oth (or Roth)
Panath (of Path)
Taldàna (of Amra)
Ummon (of Irul)
Viríllis (...)
Zyrr (of Zyrr)

Tasseri Lands

Balaal
Caphar
Cajir Jirraz
Esh
Jadth
Kijam
Qamar
Serephar
Sha'ala
Ta'amah
Vast Untamed

Geography

Teréth End is a Dekàlan name meaning "Whole of the Land".  This terrestrial world consists of five continents,

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Land)
Terèthor (Uncharted Land)
Vulmura (Center Land)

nine seas,

Acentran (Inner Sea)
Dekàlan (Western Sea)
Endless (Last Sea)
Great South (Inhuman Sea)
Kirydian (Emperor's Sea)
Odimis (Northern Sea)
Path (Sea of Eels)
Vulmuran (Forbidden Sea)
Zaloo (Eastern Sea)

and three moons.

Mamra (Green Lady)
Woad (Blue Moon)
Nuléun (Elfin Moon)

Ref. PHB (Player's Handbook), © Wizards of the Coast