Tarsis
The small nation of Tarsis is centered around the great trade city of the same name. In the Pre-Cataclius Ansalon, Tarsis was a respected Lordcity of the realm, which was located in the forested region to the east of Kharolis and the west of the Silvanesti nation. The minor town and settlements around Tarsis all benefited with the large trade that the lordcity did with the other nations.
Before Cataclysm :
Before the Cataclysm, Tarsis was one of the most important port cities of Ansalon. With an extremely powerful navy, they were able to barter a commercial agreement with the Empire of Ergoth and the kender nation, Hylo. However, when the Empire was able to split the pirate forces found in the near areas and create their own navy, Ergoth invaded Tarsis and forced them to surrender. Tarsis continued to be a wealthy city, although a good amount of their profit was sent to the Empire.
Its strategically situated port made it a usual resting location for ships coming from several different areas. This fact allowed it to create an extensive library, rival to the Great Library of Palanthas.
Post Cataclysm :
When the Cataclysm struck, the waters were drained from Tarsis coast. Thus, the whole geography changed, and the port city suddenly found itself without a sea to navigate. Now landlocked in the newly risen Plains of Dust. The nation once known as Tarsis ceased to exist at this point, and the city of Tarsis became little more than a dusty husk of it’s former self that was considered part of this arid realm.
The Lordcity was once a fortified city with a 20-foot high wall (Climb DC 20) surrounding it on three sides. Towers, 50 feet in height (Climb DC 25), were built into the walls, overlooking the three gates in the north, south, and east, as well as other points along the city’s boundary. The harbor was the city’s only real weak point, featuring a breakwater little else; after the Cataclysm, this became a much bigger problem since the waters of the harbor retreated 40 miles. The harbor became a dry seabed, and there was nothing to stop armed force from crossing into the city from the west. A 5-foot tall wall (Climb DC 10) was built along the breakwater but in time the people of the city realized there wasn’t threat. The money had run out, and there were more important things to do than erect defenses. Tarsis maintains a token defensive force at all of its gates (see T1: Tarsian Gates for more information) although the towers show signs of major disrepair. The streets, buildings, and plazas are similarly showing a lack of attention and proper maintenance. Rubble is piled along the side streets, alleys are blocked off by broken wagons and carts, and vegetation has taken hold of some of the city. For instance, in the Upper City’s once-magnificent residential area, there are places where trees have sprouted through the cobblestones, and whole avenues are overgrown with weeds. Most of Tarsis’ population lives around the marketplace and near the waterfront. A considerable number of people live in converted ships or lean-tos out on the dry harbor bed. The Lordcity has had over three hundred years to get used to this, all out of sight and mind of the rest of the world.
Places in Tarsis :
Tarsian gates - T1 :
The gates to the Lordcity are located in the north, east, and southern sections of the 20-foot wall that surrounds the landbound section of Tarsis. The wooden gates are enormous, each of them 15 feet in height, and bound in iron; they are always open during the daylight hours. At night, the gates are drawn closed and barred. Towers flank each pair of gates, with narrow windows that provide an excellent view of any visitors and allow for guards to loose crossbow bolts at potential city invaders. Because nothing of the sort has happened in over two hundred years, the Tarsian guard uses the towers mainly for sleeping in or storing supplies
Hall of Justice - T2 :
This ugly brick building is located near the Marketplace and is used by the Lords of the city for all trials and court functions. Its hallways are dark, its floors rarely cleaned, and the various offices and courtrooms are smelly and cramped. Before the Cataclysm, this was just a minor solicitor’s office building, all of the larger and more important civic buildings are now closed, ruined, or otherwise abandoned. The city’s only functioning jail is located in the basement of the Hall of Justice, a row of eight cells with barred doors equipped with average locks
Governor’s Palace - T3 :
The palace of the Lord Governor of Tarsis, Lord Waythorn, is a four-story mansion with towers at each corner. All of the remaining noble families in Tarsis live in the building, which is very well guarded. Located adjacent to the Central Plaza, the Governor’s palace has only one entrance and any visitors must formally apply for audience.
Library of Khrystann - T4 :
This is one of the few surviving academic institutions in the region, and it is hard to find; its location is not secret, but few Tarsian residents care to frequent it. The Library is entirely underground, accessed by a secret entrance in an alleyway between rows of abandoned buildings in Upper City.
Marketplace - T5 :
This area, a maze of stalls and booths in dozens of colors and in all sizes, is in terrible shape. Three quarters of the booths are abandoned, and many cottage industries or trades have
only one family taking care of that niche.
Inn of the Red Dragon - T6 :
This is the only inn in Tarsis willing to open its doors to strangers, especially since the arrival of the Dragonarmy. It is a large, three-story building made of stone and wood, with a spacious common room and kitchen on the first floor, about twenty guest rooms on the second floor, and a brick cellar containing a dry pantry.
Type
City
Population
4290
Owner/Ruler
Ruling/Owning Rank
Characters in Location

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