mehr'Kuldashta (mær kuːldɒːʃtɒː)
Mehr’Kuldashta has always been a city at the precipice of civilization. The fertile eastern coastline of vi’Ishan runs north and south of the port, providing a narrow layer of arable land backed by the Worldspine Mountains (Azhet Basch). The rugged mountain range rises harshly along the entirety of the eastern side of the continent, too steep and unforgiving to support proper cities. Besides bringing an early sunset to much of the coast, the towering stone walls shield the western side of the continent from the moist air currents swirling across the Mersai Ocean.
The location sets up an economically strategic option for vi’Ishan, and caravans travel from the cities in the desert to the port and back again. The resulting melting pot of cultures include the associated ethnic groups of the Empire of Sand (Fe’demkens vi’Ishan) and the foreign merchants and sailors willing to brave the dangers of the Mersai. The Er’zet are indigenous to the east coast; their fishing and farming villages can be found sporadically throughout the region. Ishani are plentiful in the city itself but rarely travel elsewhere along the coast, sticking to the travel lanes. The Bludjok orcs maintain a lodge in the northwest of the city, generally away from the docks where their rivalry with their Meshprezu cousins can lead to bloody fights.
On land, it is dangerous to stray off the beaten path if you are not Er’zet. Bandits maintain camps and villages in the foothills, difficult to find and nigh impossible to assault. They leave the villages alone and stay clear of the city but take chances against Ishani-run mines and unwary merchants too cheap to hire enough guards. The seas are rife with pirates, preying on ships that refuse to pay the tariffs arranged by the Kuldashtan dockmasters.
The location sets up an economically strategic option for vi’Ishan, and caravans travel from the cities in the desert to the port and back again. The resulting melting pot of cultures include the associated ethnic groups of the Empire of Sand (Fe’demkens vi’Ishan) and the foreign merchants and sailors willing to brave the dangers of the Mersai. The Er’zet are indigenous to the east coast; their fishing and farming villages can be found sporadically throughout the region. Ishani are plentiful in the city itself but rarely travel elsewhere along the coast, sticking to the travel lanes. The Bludjok orcs maintain a lodge in the northwest of the city, generally away from the docks where their rivalry with their Meshprezu cousins can lead to bloody fights.
On land, it is dangerous to stray off the beaten path if you are not Er’zet. Bandits maintain camps and villages in the foothills, difficult to find and nigh impossible to assault. They leave the villages alone and stay clear of the city but take chances against Ishani-run mines and unwary merchants too cheap to hire enough guards. The seas are rife with pirates, preying on ships that refuse to pay the tariffs arranged by the Kuldashtan dockmasters.
Demographics
Mehr’Kuldashta has a population hovering around 100,000 people. Nearly 10% of the inhabitants are non-permanent residents of one manner or another. The city is filled largely with Er’zet followed by Ishani and most interracial tensions exist between these two groups, though it has largely dissipated since the Ri’mensi (vi’Ishan’s “war council” led by the Sadyeh R’roturo) decreed that the r’roturo of mehr’Kuldashta must be Er’zet.
The Bludjok and Meshprezu orcs have no love for one another, but the places they congregate tend to be at opposite ends of the city, so there is rarely violence between them.
The Bludjok and Meshprezu orcs have no love for one another, but the places they congregate tend to be at opposite ends of the city, so there is rarely violence between them.
- Er'zet - 42%
- Ishani - 28%
- Melvedi - 6%
- Daewohl - 4%
- Dragonborn - 4%
- Bludjok - 5%
- Meshprezu - 3%
- Gnome - 12%
- Other - 1%
Defences
mehr'Kuldashta relies on a small, private navy to keep the waters along the coast heading north clear.
The city maintains a guard force that is most active north of the river, though there is a guard post in the Old Palace.
The city maintains a guard force that is most active north of the river, though there is a guard post in the Old Palace.
Guilds and Factions
Founding Date
1019
Alternative Name(s)
Gateway to vi'Ishan
Type
Large city
Population
Approx. 100,000
Location under
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Related Traditions
Characters in Location
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