"12d of Eren, 646--
A joyless crowded place crouches darckly above a rocky harbour.
High lanterns flikker from anchent walls, relicks of a
past that lays heavily on the stones of the City. Here
I have lived for fourty years, trudging through the black streets
and breething dead aire. I can not begin to describe the
melancholy shared by its residents; the mutual sense of foreboding,
shared doom. Most that arrive at the gates have been cast
by unkind fate onto its shores. It seems there are a thousand
whays to reach Oth by no whay out. No roads lead far from
the citywalls, and few ships can manage the terrible harbour
and crashing coasts. I write now, overcome with emotion.
I think it's happiness. The price even now seems
small. Only minutes after leaving port I feel free, at
last, I am free."
- last entry in small journal found
among the lowtide flotsam of the
Cre Dulnar
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Oth
Capital: City of Oth
Population: 520,000 (Uren 93%, Urdar 2%, Halvers
1%, other 4%)
Cities: Oth (298,400), Terazya (15,200), Genter
(14,630), Erhet (5,340), Tavernton (5,210), Wesridge (4,900),
Northaven (4,360)...
Government: Dekàlan Monarchy (Merchants'
Guild)
Ruler: High
Lord Edgur Rott the Third of Oth
Religions: Roth
(Evissor, Kandlan,
Sudul, Woad...)
Imports: Cheese, gems, produce, raw minerals, textiles,
wine, exotic goods from all lands
Exports: Ale, armor, furnishings, firearms, gunpowder,
metalwork (clocks, locks...), timber, weapons
Alignment: LN, CN |
Nor Kalas
Oth, the northern most city-state of the ancient Dekàlan
Empire sits above the ragged harbor Kre
Dulnar. A massive city of some 300,000 residents,
the city is surrounded by lush verdant farmland and thick primeval
forests. The walled city of Oth itself is covered by an
omnipresent oily black pall which rotates above a towering mountain
of iron, which is the Temple
of Roth. This massive edifice is the same artifact
described in ancient texts that the God Roth instructed his
people to build so that he might come to the world and live
and work among them. The Iron Temple's vents and chimneys
still glows with internal fire, evidence of eternal furnaces
and forges deep within its walls.
Surrounded by deep forest, sea, rocky hills,
and towering mountains, the City is divorced from the world
surrounding. An ocassional ship passes across the sea's
horizon but few draw near to the harbor's rocky maw. Those
rare ships that do stop keep their distance, not wishing to
be visited by the City's shadows. Fishermen have claimed
to see the skeletons of ships that drew too near, their fractured
masts standing in the harbor's murky depths.
Bordering the City to the north are the Northwoods,
an ancient stand of hardwoods that was once the empire's border,
the end of the "civilized" world. The forest is an invaluable
resource for the City, providing endless quantities of lumber
and game. It is also a source of dread for the people,
harboring all forms of mystery and creatures that prey on the
wayward.
To the south and west of the City stretch the
Black and Fractured
rocky hills. The priest of Roth
tell that the faithful were brought to this place in ancient
times because of the land's abundant mineral resources so that
the Temple could be built
according to the god's plan. The surrounding hills have
produced the richest ore mines in the known world, and now lay
riddled deep with tunnels and mines. It is told that many
of the mines were spent and abandoned long before the first
High Lord was crowned. Others claim that the oldest mines
are not human mines at all, and that the area was picked-over
long before the Roth faithful claimed the hills as their own
by providence.
The City is serviced by an efficient and old
sewage system. There is no running water, though crumbled
aquaducts in the South and West suggest there may have been
at one time. |
Regions
Kreyard (Harbor Ward):
Kyard
(Keep Ward):
Naryard
(North Ward): The Naryard
exists upon three hills in the northwestern portion of the City
of Oth. The curving hilly streets here are sandwiched
with crowding buildings. The Naryard is divided into two
regions, the Lowardra and
the Morardra.
The Lowardra are those low areas at the bottom
and along the lower hillsides where the old cobble streets are
deeply rutted and the ruts are littered with trash and the buzz
of rats and flies. Tens of thousdans live here behind
the closed shutters and decaying facades. Many of the
city's once pleasant common squares and circles are now trash
heaps, harvested by stray dogs and the most destitute Humans.
Higher on those same hills the streets become
cleaner and the houses and building fronts appear better repaired.
Here, the oylers still
go about their evening duties and Merchant
Guard maintain their prescribed order. The homes and
buildings of the Morardra are no less crowded than those below,
but along the north wall some have enclosed gardens. On
the eastern edge of the Naryard, the Morardra homes often have
balconies overlooking the slope of uneven rooftops and the raging
Cre Dulnar beyond.
An aspect that is unique to the Naryard are
the oldumra. The oldumra
are warehouses or factories where indentured persons and families
toil endlessly for a business or guild. Those that work
in each oldum are bound by contracts called Oldan
Num which can compel work from individuals and families
over more than one lifetime.
Prayard
(Temple Ward): The Prayard
is the southwestern most region of the walled-city. Dominated
by the Temple of Roth, the prayard is also the filthiest of
the city wards, soiled by the intermittent drizzle of oil and
soot. Despite the grime and darkness, the Prayard is also
one of the busiest wards due to the giant common known simply
as the Temple Square.
The Temple Square serves as a vast marketplace almost
a mile to a side where the city's merchants come to sell and
barter wares.
Sulyard
(South Ward):
The
Barrens: Like a raw sore, The
Barrens stretch from one side of the city to other. The
Barrens was formed centuries ago when an earthquake rocked the
city, opening a deep ravine along the Run
Dul riverbed. The resulting fires devastated a wide
swath through the center of the Prayard and Harbor Ward. The
region was never reclaimed by the city's inhabitants as the
newly formed chasm opened dangerous entryways into the Lower
Streets. |
People
At one time in the distant past, there may have
been some characteristic that defined a man or woman as natives
of the City of Oth or the areas surrounding. If that is
true, it is true no longer. The City is an amalgamation
of races, ethnicities, and cultures, all brought to this unfortunate
place and stirred into one undefineable mass. Add several
centuries of blending to this recipe with the ocassional newcomers
sprinkled into the mix, and you are left with the City as it
currently exists.
Although it is impossible to discern what people
might have be the true natives of the brooding city, it is possible
to identify other races and people that have arrived over the
centuries and managed to retain some cultural and racial identity.
These people are without exception, minorities.
The Noth are
typically a slender long-limbed and dark-skinned people, with
a rolling language unlike most others. The dissimilarity
of the language suggests that their native homeland is far removed
from Oth. Noth children are quiet by tradition, disallowed
from speaking in public until the time of adulthood.
The Paldan
are a tan-skinned people believed to have arrived from the distant
East. Their hair and eyes are generally dark and their
size is unremarkable. Older Paldan are stereotypically
overweight. The men traditionally grow bald early while
women proudly fashion their long dark tresses into elaborate
weaves. |
Dekàlan
History
The date of Oth's founding is something of a
mystery, shrouded in the annals of the Temple of Roth and Dekàlan
pre-history. The first pilgrims of Roth are believed to
have arrived at Nyr Platan
around 230 HK. According
to the religious history, the priests of Roth were led to this
mineral-rich area by divine guidance. They found an ancient
forest and hills and mountains laden with iron and precious
metals. There are some early tales of battle between these
pilgrims and the natives of the area, but the stories are sketchy
and the original inhabitants' identities lost. Perhaps
the most compelling element of this history is that there is
little and conflicting mention as to whence the pilgrims came.
There are some that believe they were pushed Northward
by the Empire's expansion, while others believe it more likely
that they came from the East, and areas later known as Acentra.
The pilgrims' first duty was to build a temple
and workshop for their deity. High Priest Tuszum II, the
earliest named cleric of the the Roth religion, is credited
with receieving the plans for the temple via divine instruction.
Building began in earnest. After some time the First
Temple was completed. The First Temple is not believed
to have stood long, and was soon destroyed by fire. The
Second Temple was built from stone, but later destroyed by earthquake.
The stone foundations of this temple remain at the heart
of the current structure. These destruction of these temples
was not viewed as retribution but rather Roth's urging toward
construction of a more worthy temple. Many years would
pass before construction of the Third Temple was resumed. In
the late 5th century HK, the surrounding hills and mountains
were honeycombed with mines, and the landscape erupted with
large foundries and furnaces. It was during this time
that the god's name was changed (or revealed to be) Roth,
meaning "Iron God" in their pre-Dekàlan tongue. The
name "Oth" is a variation of this, meaning Iron, or City of
Iron.
According to the Skoru
Dyazan, a record compiled by the historian Dorom
the Elder, the Empire first arrived at Oth in 412 HK, having
heard tales of a mountain of iron being built there.
"The iron mountain stands at
the center of this north city, dwarfing all buildings scattered
at its base. The people of the city work tirelessly on
its construction, hauling massive iron sheet and beams up the
long wooden ramps with the aid of large oxen. Each piece
is set in place with a prayer. The roads leading from
the surrounding hills are lined with iron-laden wagons carrying
an endless supply of materials to the builders of this wonder.
It is my guess that they will level every hill before
their mountain is half-built."
These emissaries were greeted by a High Priest,
whose name has been removed from the history. The ambassadors
met with representatives of the Temple and being amazed by the
works they found, offered on behalf of the High King that Oth
be accepted into the Empire. The High Priest is recorded
to have refused this "offer" as it would require the establishment
of a government centered around a High Lord, removing power from
the Temple. The ambasaadors left and the Temple prepared
for war. The remaining history is difficult
to distill from the accounts of Durum the Elder. Durum
was a historian, assigned to the armies of Ruun,
so his accounts often drift into exaggeration. This problem
is compounded by the fact that the original history is guarded
by the priests of Irul-Ruun
somewhere at the heart of Wyrthyr
Tor in Ummon. The
accounts of Durum the Elder are considered sacred by that cult.
Durum describes several exchanges of fighting between
the landed army and the followers of Roth. The fighting
does not end by his accounting until Ruun's army marches North
from Taldàna and captures
Oth. Important to the Irul-Ruun faith, is the account
that Ruun did not accept the surrender of the High Priest when
it was offered preferring instead to continue the fight until
the priest and his officers were captured and killed. Each
minor cleric of the Roth faith were taken to an area South of
the city. There they were given the choice of accepting
the new faith or perishing by dagger point. Those
that would not pledge allegiance to the Empire and new faith
were stabbed and thrown to the shoreline rocks below. This
place came to be known as Dagger
Peninsula. A stone still stands at this spot commemorating
the acceptance of Roth into the Dekàlan pantheon, and
his ascendancy to greater status.
Construction ceased on the Third Temple for
the remainder of the First Expansion. All efforts were
concentrated instead on the construction of weapons and warships.
When High King Lordrun I died in 432 HK, the people of
Oth returned to the holy work of completing the Third Temple.
In 744 AR, the High Queen sailed to Oth to be present
for the Temple's completion. This would be the first and
last High King or Queen to visit the northern city-state in
that capacity.
By the end of the 6th century AR, Oth had become
a busy trading port doing extensive business with merchants
from all reaches of Acentra and the formidable northlands. The
city became very prosperous in the years to follow and attracted
many merchants and craftsmen from overseas. In 680 HK,
the High Priest Duruun decreed that no apprenticeships should
be granted except to the Temple faithful. Furthermore,
all skilled labors were holy observances, and any non-faithful
found practicing these pursuits within the city were to be charged
with heresy. The High Lord of Oth readily enforced this
decree, which had answered the growing concern that many skilled
artisans were returning to their non-Dekàlan homelands
armed with valuable knowledge. In Vulune 680 HK, further
killings were held at the Dagger Peninsula where a
prison had been erected circa 480 HK. News of the
massacre spread swiftly along the shipping lanes, but ambassadors
arriving in Oth and Lanàdus
were turned away. Word soon reached the Elve Leyrdryel
that several of their brethren had been killed at Oth for not
accepting the Human god, Roth. Human merchants were rounded-up
in all Elve towns and ports for slaughter. Newly crowned
King Endmun IV of Oth (cr 681-703 HK) retaliated with the Order
of Avarlin in 681 HK which sent a small fleet of Dekàlan
warships to the small trading port. The soldiers burned
the town to the ground and dozens more Elve were killed. Oth
was soon embroiled in the three year Othelve
War. The Elve suffered terrible loses losing foothold
back to the Run Telabra.
The Elve refused to surrender the river border, fighting
to defend the line at great cost.
There are many questions surrounding this early
war. Many historians and scholars do not believe the Othic
army had the ability to confront the Elve alone. Although
there is no record of aid from Ummon
or other city-states during the conflict, it is believed that
the Elve strategies and defenses were betrayed by the Dwurden.
The Dwurden were old enemies of the Elve, and knew much
about their strongholds and weaknesses. Though no records
exist to suggest that the Dwurden provided troops to the cause,
it is widely believed that they offered strategic assistance
against their old enemies. Regardless, having reached
the Run Telabra the Dekàlans ceased their campaign against
the Elve and began the long work of establishing new defenses.
The next years were spent constructing borderland keeps,
and eventually Duruun's Wall.
The loss of the Northwoods
area would not be forgotten by the Elve. This early precursory
war gave the Elve valuable insight into Dekàlan magic
and military. They would not engage the Empire so blindly
again. Modern scholars credit the Elve lessons in defeat
from this early war with the victory over Dekàlas during
the End War (circa 1246 HK),
some five centuries later. |
Post-Dekàlan
History
Following the End War, the City of Oth underwent
a series of major changes. One of only three Dekàlan
cities to suffer occupation by enemy forces, Oth was stripped
of much of its history. Statues and memorials were torn
down and minor temples were destroyed. The Iron Temple
was never taken however, its priests and some faithful surviving
within its dark interior for 46 years. In 12 DR, the High
Priest Nazerus claimed that Roth had visited him and told of
a great project that must be begun. The
Machine was activated on Eren 6, 28 DR and has been running
ever since. On that holy day, the Wheel
formed above Oth, and the midday sun never shone on its streets
again.
By 46 DR, the Elve left the City of Oth to its
own destruction. Most desired to return to their forest
and mountain homes rather than serve endlessly in a police capacity.
All attempts to infiltrate the Iron Temple had failed,
causing more death than the Elve had stomach for. The
remaining troops were Acentran, but their hold on the city would
not last. In 47 DR the High Priestess Vulandra II named
Dryryn Zyan the High Lord of Oth, initiating the two hundred
year Zyan dynasty. Dryryn
Zyan with a group of loyal followers sailed to Lanàdus
where they were accepted and received instruction. The
group adventured for eight years before finding Katulth,
and luring the young drake to Oth. Returning to Oth, High
Lord Dryryn Zyan raised a partisan army and began launching
attacks against Acentran neighorhoods and guardhouses. Soon,
riots grew throughout the city culuminating in the Fire of Dagwurdunjun
and the release of its political and criminal inmates. The
ruin of Dagwurdunjun is credited with the formation of Genter,
and the Southswall nuroma.
Any believed to be Acentran were dragged into the streets
and beaten to death with cobblestones. Some Acentrans
fled into the Elder Wood
seeking help from the Elve. There was no support for continued
warfare among the Elve however, as too many had died and grown
terribly ill from their recent occupation of the befouled city.
The High Lord Dryryn Zyan claimed the Iron Throne in 55
DR, at the time of his coronation the halls of Kry
Shurulm were thick with the dead of his enemies and supporters.
The sanguine stain of those dead remains today.
Oth is ruled by a hereditary monarch, Lord
Rott, in the Dekàlan
tradition. The Rott family is the fifth line of rulers
to sit on the Iron Throne. The Rott family has ruled the
city and its surrounding area for over 400 years, since the
line replaced the older Zyan
ruling family. The sickly Zyan monarch died (238 DR) leaving
no heirs or traceable family except for one elderly matriarch
who refused the Iron Crown.
Rule of the city descended upon the Temple for five years
until a new monarch could be named. In 243 DR, a young
woman was crowned High Lady
Hela I of Rott, the 11th great-grandmother of the current
High Lord. |
References
- Jzar's Tower - An empty lot where
the tower of Jzar the Mad
once stood. A few things have been constructed on the
spot since its razing, but nothing has remained standing for
long
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Places
Adashart
Kdar
Candan
Cenotaph
Dagwurdunjun
Dreg's Brewery
Erhet
Kry Shurulm
Kyrm Oryroth
Lower Streets
Northfields
Oddon
Portage
Southswall
Toch's Square
Vullinshrith
Wesridge
Oth: Dyn I, House 1
House Jurn
...
Oth: Dyn II, House 1
House Kar-Tharûn
...
Oth: Dyn III, House 1
House Skarçard
Zir'a II (630-637)
Endmun II (637-651)
Endmun III (651-658)
Karan I (658-681)
Endmun IV (681-703)
Sharn I (703-747)
Ettikus I (747-769)
Sordon I (769-792)
Karan II (792-816)
Ettikus II (816-837)
Nâran I (837-852)
Dirama I (852-861)
Valanya I (861-879)
Valanya II (861-892)
Davan I (892-895)
Davan II (895-972)
Orvud I (972-974)
Nolda II (974-986)
Orvud II (986-998)
Sharn II (998-1004)
Valanya III (1004-1037)
Orvud III (1037-1067)
Zir'a III (1067-1121)
Oth: Dyn IV, House 2
House Zyan
Dryryn I (55-68)
Edgur I (68-70)
Esulle I (70-76)
Aradda I (76-102)
Orvud V (102-111)
Orvud VI (111-124)
Verus I (124-143)
Azalla I (143-181)
Orvud VII (181-194)
Eldin I (194-238)
Oth: Dyn V, House 1
House Rott
Hela I (243-270)
Cyrys I (270-303)
Mothrim I (303-349)
Hela II (349-355)
Nuala I (355-382)
Azra I (382-389)
Ilarya I (389-420)
Adarran I (420-440)
Drezen I (440-466)
Adarran II (466-471)
Edgur II (471-489)
Orvud VIII (489-514)
Adarran III (514-568)
Astyral I (568-575)
Astyral II (575-585)
Adarran IV (585-617)
Edgur III (617-now)
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)
Terèthori Lands
Arduwu
The Central Vale
Dekàlas
Endrul
The Fiery Isthmus
The Grey Wastes
Juduth
Kirydis
Muluk
Naskara
Nulura
The Shar
Sul-Terèthor
The Wild Coast
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)  |
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