Ahr' tul

In the heart of Ahr'tul, the Grand Bazaar never sleeps. A chorus of voices, a cacophony of merchants, traders, and wanderers. Tongues that twist and weave in a dozen different languages and more. The air here is thick with the scent of spices and sweat, the dust of ancient stones, and the mournful cry of the sea. Under the harsh sun, everything feels muted, as though the world itself has grown weary. Yet within the bazaar, there is still the pulse of life - urgent, raw, and relentless.

“Two silver for the map,” a merchant calls, his hands trembling. “It's one of the last to show the old roads.”

Across from him, a woman haggles, her voice low but sharp as glass. “I’ll offer you a shard of stone from the Ruins of Ashenfall. One that glows at night and holds the evil spirits at bay.”

The merchant scoffs. “A trinket for a map? That's no trade for a man who’s crossed the wastes twice!”

Behind the woman, a traveler in tattered boots approaches, his brow slick with sweat. “What about water?”, he whispers, his voice a rasp, as he draws a small leather flask from his side.

“Water?” The word leaves the merchants lips like a prayer. The price of water here in Ahr'tul was measured in the weight of gold- or sometimes, in what could not be measured at all.

The man’s fingers clutch the flask tightly, a single bead of sweat running down his temple. “Do you want it or not?”

A sudden quiet falls, thick like the stillness of the desert. A handful of gold, a pile of rare artifacts- none hold the same weight as this small, precious flask. The world, for a heartbeat, pauses, as if to acknowledge the true cost of living in this place. The merchant looks from the flask to the man. His lips twitch, then, slowly, he nods.

"Deal," he says. The exchange is made: Water for a map. Survival for a flicker of hope. In the shadow of the grand ruins, which even the gods have forgotten about, survival remained the rarest commodity of all.

 

Introduction

Once the largest and most powerful of the city-states of Pariant , Ahr'tul now stands on the edge of oblivion, its ruins whispering tales of a civilization long past. Known as the First City, Ahr'tul was built upon the delta of the- now dried out- Vraeth River, where the waters once nourished the land, and the seas met the earth in a union that birthed life. Today, it is a city of contrasts: grand bazaars bustling with trade, broken monuments bearing the weight of history, and a population drawn from the farthest reaches of the wastelands. Ahr'tul is a place where knowledge and power once reigned supreme. Though its rulers are long gone, the city continues to breathe, if only in the murmur of its merchants and the barter of its people. It is a place where the past and present collide, where every corner hides a story of survival and corruption in a world that no longer remembers its roots.

Myth and History

Depiction of ancient Ahr'tul
Ahr'tul is often referred to as The First City, and with good reason. Archaeological evidence points to its ruins as the oldest known across Kena'an, showcasing architecture and artifacts unlike anything else in the world. According to sacred texts, Pariant was the first land to rise from the primordial void, shaped by the hand of Novirath at the dawn of the Era of Creation.

Ahr’tul is also said to be the birthplace of Idril, the god of balance. Legends claim that Idril once walked these lands, guiding the nascent human civilizations and imparting wisdom that laid the foundation for their rise. His clergy teach that Ahr’tul is more than just a city; it serves as a gateway to the Crossroads, Idril's divine plane and a realm of cosmic equilibrium.

For millennia, the city thrived under the Victranus family, a human dynasty of scholars and lorekeepers. Renowned for their pursuit of wisdom and mastery of governance, they amassed vast libraries and stewarded Ahr’tul through an era of unprecedented prosperity. From the Era of Men to the end of the Era of Enlightenment- nearly a millennium ago- the Victranus ruled with intellect and power, commanding the largest army in Pariant and reaping the wealth of their fertile lands.

But this golden age came to an abrupt end with the death of Agion, the last emperor of a united Kena'an. His passing marked the rise of Mystil Thaurel, a Shadow elf theurge chosen by the great emperor to govern Pariant. Her rule, however, fractured the once great city-states, plunging them into strife. Civil wars, Mystil's divisive reign, and the subsequent collapse of the region’s delicate balance brought ruin to Ahr’tul. The fertile delta of the Vraeth River dried to barren wasteland, and the splendor of the First City faded into legend.

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General Information

  Alignment
Chaotic Neutral
Caster Level
9
Religion
Varies
Language
Common
Wealth
15,000gp
Allowance
1,000gp
Demographics
Humans 40%, Tieflings 15%, Elves 10%, Dwarves 8%, Half-Orcs 7%, Gnomes 6, Halflings 5%, Other Races 9%

RUINED SETTLEMENT
14 ADA

Founding Date
Unknown
Alternative Name(s)
The First City
Type
City
Population
25,000

Council of the Five Sands

  At the heart of Ahr’tul’s fractured governance system lies the Council of Five Sands, an informal assembly where the city’s most powerful leaders gather to resolve disputes and make decisions impacting the city as a whole. Although the council has no formal authority, the immense influence of its members ensures their rulings shape Ahr’tul’s present and future. The current members include:  
  1. Siraya Zhanar of the Obsidian Cipher, who controls the port and black market with a web of spies and smugglers, solidifying her dominance in matters of trade and illicit dealings.
  2. Mazhir al-Korath of the Gilded Vein, whose vast wealth from rare minerals and gemstones grants him unmatched financial power and political leverage.
  3. Thalryn Korr, leader of the Ashen Blades, representing the city’s mercenaries and ensuring security, though often at the cost of morality and peace.
  4. Iraen Thalor of the Sandtongues, the voice of the common folk, striving to inject compassion into the council’s decisions despite her faction’s limited resources.
  5. Tharil Lux, leader of the Seekers of Lost Light, emphasizing the importance of preserving and uncovering Pariant’s rich history, often steering the council toward decisions that protect the city's cultural legacy.

Culture and Society

Ahr’tul stands as a living monument to its fractured past, where ancient history intertwines with the harsh realities of survival. The city's architecture is a blend of red clay structures and crumbling ruins, layered atop the remains of the First City. Narrow, winding streets lead to open plazas filled with the sounds of bustling life, a stark contrast to the oppressive silence of its weathered monuments.

The city's population is a mixture of many different cultures and traditions. Nomadic tribes pass through to barter rare treasures scavenged from Pariant's Wastelands. Merchants from far-off lands bring exotic goods and weave their own customs into the city's fabric. Meanwhile, local families- bound to Ahr’tul by poverty and a lack of alternatives-cling to life in its alleys and crumbling quarters. The Zan'karu, one of the Tir'naru nomadic tribes, claim descent from the Victranus line. While they maintain a presence in the city, they no longer wield power, though they dream of reclaiming their ancestral legacy.

Factions of the City

The Ashen Blades

 
A group of ruthless mercenaries who sell their services to the highest bidder. Known for their combat prowess, they are hired to handle the dangerous tasks that other factions dare not tackle. The Blades are pragmatic, their loyalty for sale to the highest-paying employer. They operate with minimal political ties and focus on efficiency in battle.   Main Role: Mercenaries

The Sandtongues

 
A faction made up of commoners who stand against the oppression of the wealthier factions. They fight to secure the basic needs of the city's struggling populace, especially water. Though their numbers are small, their spirit is strong. They control underground barter networks, and are always in search for the most precious commodity in Ahr’tul: water.   Main Role: Common Flok Resistance

The Ruin Seekers

 
An enigmatic faction of scholars and historians who specialize in uncovering Ahr’tul’s forgotten relics. They have an extensive network of informants and deal in artifacts that tie back to the city’s past. The Seekers are willing to pay high prices for any object linked to ancient civilizations.   Main Role: Archaelogists and Knowledge Seekers
 

The Gilded Veil

 
A wealthy and powerful faction that deals with rare minerals, gemstones, and exotic metals from the wastelands of Pariant. The faction has established strong ties with nomadic tribes who extract these resources, offering protection and resources in exchange.   Main Role: Rare Material Traders

The Obsidian Cipher

 
A secretive faction of smugglers dealing in the illegal trade of historical artifacts. They are highly organized, with a network of spies, thieves, and bribed officials that allow them to smuggle goods in and out of Ahr’tul unnoticed. They control the port of the city.   Main Role: Smugglers

The Broken Chain

 
A powerful faction that profits from the trade of enslaved individuals, capturing them through raids, coercion, or forced labor. They deal mostly in human lives, often transporting people to work in the dangerous ruins, as laborers in the city or even selling them to other regions such as Keraian.   Main Role: Slavers
 

The Dustwalkers

 
A coalition of nomads, scouts, and mercenaries who specialize in navigating the dangerous and vast deserts of Pariant. Known for their honor, they only accept jobs that align with their code. While not a wealthy faction, their skills are highly sought after, particularly by merchants and explorers venturing into the wastelands.   Main Role: Mercenaries and Desert Scouts
 

Governance and Law

Ahr’tul lacks a centralize governance system of a figure of authority. Thus, the city operates under an uneasy balance of power maintained by its factions, each fighting for influence within the city. Merchants wield significant authority over the economy, often acting as de facto rulers within their districts. Their wealth secures mercenaries to enforce their will, while justice remains a commodity for sale. Laws are fluid and vary depending on whose territory one stands in, leaving the powerless to fend for themselves.

In Ahr’tul, survival depends as much on knowing which faction holds power in your district as it does on knowing who to bribe, who to trust, and when to keep your head down. Law enforcement is a patchwork system, reliant on the resources and motives of individual factions. The Ashen Blades often serve as enforcers for the wealthy, while the Sandtongues protect their communities through underground networks. The Dustwalkers, despite their limited wealth, occasionally step in as neutral arbiters, offering their services to maintain order and uphold their honor code. Their presence, while sporadic, is often a stabilizing force in the volatile city. Most of the times, disputes are settled through violence or carefully brokered compromises.

Beyond the Council of the Five Sands

 

While the Council of Five Sands represents the most visible power brokers of Ahr’tul, it does not encompass all the factions vying for control. Two prominent groups stand apart from its dealings, pursuing their own interests outside the council chamber.

 
  • The Broken Chain:
    Kaltor Irvenn
    This ruthless slaver faction profits from the trade of human lives, often preying on the weak or vulnerable. Led by the charismatic yet brutal Kaltor Irvenn, the Broken Chain sees the council as little more than a distraction. Instead, they focus on expanding their operations through fear and coercion, with little regard for the city’s fragile balance of power.
  • Jasuun Narlik
  • The Dustwalkers: Honorable and independent, the Dustwalkers are a coalition of nomads, scouts, and desert mercenaries who refuse to entangle themselves in Ahr’tul’s political games. Led by the principled Jasuun Narlik, they navigate the wastelands, offering their expertise as guides and protectors. While they remain outside the council’s sphere of influence, their skills and neutrality make them indispensable to merchants and explorers.

Though they do not participate in the council, both factions have an undeniable impact on the city, shaping its dynamics in ways the council cannot fully control.

Landmarks

The Lighthouse

 

The oldest structure still standing in Ahr'tul, this ancient lighthouse once guided ships through the now-dried delta, marking the entrance to the sea of Syralis. Though abandoned for centuries, the lighthouse mysteriously lights up on its own each night, casting a steady beam across the desert sands. No one knows why or how it continues to function, but its light has become a symbol of hope in the otherwise desolate landscape. The lighthouse is now controlled by the faction that oversees the port, who use its light to guide incoming ships and maintain their dominance in Ahr'tul's vital trade routes. Some locals believe the lighthouse is powered by old magic, while others suspect it is tied to the lost secrets of the city’s past.

The Arch of Vraeth Delta

 

The remains of a massive stone archway that once marked the grand entrance to the city from the delta of the now-dried Vraeth River. This arch was part of Ahr'tul’s ancient wall system and still stands as a monument to the city’s once-mighty defenses. The arch is covered in worn carvings depicting scenes of ancient battles and rulers, telling the story of Ahr'tul’s rise and fall. It is often used as a meeting place by travelers and merchants coming to Ahr'tul.

The Glass Temple

The Crimson Bazaar

 

Situated in the heart of Ahr'tul's bustling bazaar district, this market is where everything is sold and bought- including rare and often illegal items change hands. It is a chaotic, bustling labyrinth of stalls, offering everything from magical relics to mysterious artifacts. The Gilded Vein and Obsidian Cipher often have a presence here, offering exotic materials and illegal treasures. It is a hub of intrigue and rumors, drawing adventurers and thrill-seekers from all over Pariant.

The Victranus Library

 

Once the largest library in Kena’an, these ruins are a labyrinth of decaying stone and fragile scrolls, hidden beneath layers of dust and sand. Though most of the scrolls and tomes were lost during the city's downfall, some believe there are still valuable records tucked away in the deepest parts of the library. Some factions, particularly the Ruin Seekers, regularly send expeditions of adventurers into these ruins to uncover hidden knowledge and magical relics.

The Lighthouse

The Glass Temple

 

A large, spherical structure built from a strange reflective glass-like material. Its purpose remains a mystery, with no visible entrance and no records of its original purpose. Some believe it was a place of worship, while others think it holds ancient knowledge of magic. The structure gleams under the sun, its glass surface shifting hues throughout the day, creating an ethereal glow that can be seen from miles away. According to some religious texts, the structure is linked to the lost city’s connection to the god Idril, offering a gateway to his realm.

Vah'talor Necropolis

Vah'talor, the Tombs of the Forgotten

A vast and ancient burial ground situated at the borders of Ahr'tul, the Grand Necropolis of Vah'talor is a sprawling labyrinth of tombs, mausoleums, and forgotten crypts. Once the resting place of the city’s elite, this necropolis is now a haunting reminder of Ahr'tul’s long-forgotten past. The necropolis is home to towering stone obelisks with undesiphered texts, intricately carved tombs, and broken statues. Many claim that the necropolis is cursed, with whispers of restless spirits and undead wandering among the graves. It is also rumored to contain powerful relics, drawing adventurers and treasure hunters seeking to plunder the dead for secrets of the past.



All written content is original, drawn from myth, memory, and madness.

All images are generated via Midjourney using custom prompts by the author, unless otherwise stated.


Comments

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Dec 25, 2024 19:22 by Dr Emily Vair-Turnbull

I love the idea that it is located on a dried up river delta. That's such a vivid image in my mind. The factions that both run the council and that don't bother with it are all really interesting. Bet there are a lot of political machinations going on.

Emy x
Explore Etrea | March of 31 Tales
Dec 26, 2024 00:57 by Imagica

Thank you so much! Your comments are so precious in feeback and they make my day every time <3 The political intrigue of this place is something that I want to expand soon :)

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