Raam

Description

Ra'am's architecture reflects a blend of ancient traditions and modern decadence, with tall minarets and domed rooftops rising above dilapidated buildings and sprawling slums. The golden hues of the desert sun bathe the city in a warm, ethereal glow, creating a captivating sight for visitors and residents alike.   The city's true power lies in the hands of the gangs, who operate in the shadows, pulling the strings of Ra'am's supposed democratic leadership. They control every aspect of daily life, from trade and commerce to law enforcement and justice. Each gang controls a distinct territory within the city, marked by their unique symbols and colors displayed proudly on walls and banners.   Walking the streets of Ra'am, one can witness a relentless energy that permeates every corner. Marketplaces overflow with exotic spices, vibrant textiles, and precious gemstones, earning the city its epithet as the Jewel of the Gauntlets. The scents of sizzling kebabs and aromatic teas fill the air, enticing locals and tourists to indulge in the rich flavors of the desert.   However, beneath the vibrant surface lies an undercurrent of tension and violence. Gang warfare is a common occurrence, with skirmishes erupting sporadically in the narrow alleys and hidden corners. Visitors are advised to tread carefully, as loyalty shifts and alliances crumble with alarming regularity.   In this treacherous environment, survival often depends on connections, influence, and cunning. The city's inhabitants navigate a delicate dance, pledging loyalty to one gang or another, seeking protection and prosperity amidst the chaos. Bazaars become meeting grounds for secretive deals and covert exchanges, where whispered rumors and veiled threats shape the city's destiny.     Despite the veil of lawlessness, the people of Ra'am are resilient and resourceful. Artists, musicians, and poets find solace in their craft, using creativity as a means to escape the grim reality of their surroundings. The city pulses with a vibrant cultural scene in Ascetic Row, where music and dance echo through dimly lit taverns, and tales of heroism and rebellion are whispered around bonfires in the desert nights.

Families

There are five main families that vye for control of Ra'am.  

Mamluks

Operating out of Balrik Estate and backed by House Inika.  

Jhakars

Backed by house Tsalaxa and led by the Haakran's.  

Silk Worms

Backed by the Veiled Alliance and founded in honor of Lady Zenobia Vordon.  

White Slicers

Description: The White Slicers are backed by House Stel and their headquarters is in the Khatri Estate. They deal in weapons and like the situation in Ra'am since it gives them a free market in constant demand of arms. Leadership:
The White Slicers are backed by House Stel and their headquarters is in the Khatri Estate. They deal in weapons and like the situation in Ra'am since it gives them a free market in constant demand of arms. Leadership: Lazra the female dwarf. She remembers Zanzibar Zargosa and his service as leader but belives him to be long dead.  

Suljok (Black Dragons)

Backed by House Vordon and making thier home in the Palace of Ra'am  

Minor Families 

  • "House" M'ke: A secretive and enigmatic gang, they specialize in espionage, assassination, and manipulation. Their influence extends to the highest echelons of power in the city.
  • Crimson Serpents: Known for their deadly precision and enigmatic leaders, this gang strikes with swift and venomous efficiency, leaving a trail of blood in their wake.
  • Sandstorm Raiders: A nomadic gang that thrives on plundering caravans and staging daring raids, their members are masters of survival in the harsh desert environment.
  • Azure Vultures: This gang controls the skies above Ra'am, with their network of skilled aerial thieves and smugglers. They are elusive and renowned for their breathtaking heists.
  • Ember Kanks: A ruthless gang known for their brutal enforcement tactics and monopolistic control over the city's black market, they hold a tight grip on the underworld of Ra'am
  • Golden Goraks: A gang that thrives on wealth, opulence, and corruption, they control key economic ventures in Ra'am, manipulating markets and ensuring their own prosperity.
 

Districts

There are various districts that make up the city:

Ascetic Row

The one area in Ra'am where a sort of truce is recognized. The center for some of the best brothals on Athas. Many muscians, artists, and other talented individuls spend thier evenings here. An honor guard made of the Silk Worms & Dragons operates to make sure no weapons are smuggled into the district.   Major Presence: Silk Worms   Minor Presence: Dragons   Points of Interest:
  • Garden of Benevolance: This is an outdoor brothel in a beautiful garden. It is high-class, reputable, and run by a gruff dwarf named Korl. He's secretely a member of the Veiled Alliance, and can open/close the entrance to the headquarter's beneath the garden.
 

Templar & Temple District:

Destoyed in the Great Earthquake, nothing but rubble and ruin lives here. The slums of Ra'am. Major Presence: Cult of Dregoth   Minor Presence: None   Points of Interest:

Coin's Quarter

Major Presence: White Slicers   Minor Presence:   Points of Interest:
  • e.) Circle Market:
  • h.) Elven Market
  • i.) Blood Pits of Ra'am: The location of the galiadtor fights, a tradition still kept up and honored by the many of the
  • j.)"House" M'ke: only operation point of the elusive house, this building is tiny and only ever worked by a single individual
The Sand Bride: A local tavern.   This district's rulerships changes frequently and violently. Still, many go here to peddle thier wares.

Mansabthar Quarter

Description: Mansabthar Quarter is an upscale residential district, formerly occupied by the House nobility. Now it is characterized by elegant mansions, manicured gardens, and brutal treatment of any outsiders that wander its streets.   Major Presence: Mamluks   Minor Presence:   Points of Interest:  

Low Quarter

Owned and run by the Jhakars. Some of the best mercenaries and slaves are bred, bought, and traded here. Major Presence:   Minor Presence:   Points of Interest: The Broken Body Tavern: A notorious haven for smugglers, and information brokers.  

Dalit Quarter

Major Presence: White Slicers   Minor Presence: The Azure Vultures   Points of Interest:  

Ghost City

Major Presence: None   Minor Presence: Crimson Serpents   Points of Interest:   This district is filled with the sick and dying from the Wind Sickness.

Visier's Hill

Major Presence: Dragons   Minor Presence: Ember Kanks   Points of Interest:
  • a.) Ivory Palace:This is where Visier Rhul Al'keth resides.
  • b.) Royal Barracks: A stockade of multicolored glass and white sand lives here, well protected by the Dragons' guards.
  • c.) Hall of Conquest:
  • d.) Consecrated Sepulcher of Bathna:
 

Schools of the Way

This district used to be a haven for psionists to study, but has since been repurposed into a living area for many of the residents of Ra'am. Some of the schools still remain intact. Major Presence: Jhakars   Minor Presence: "House" M'ke   Points of Interest:   Psionic Imprint Training: A 2nd generation Dray named Thompunshturil Kilcrath works here and operates as a premiere weapons trainer. He utilizes psionics to teach his pupuils quickly, imprinting on them the abilities of past students and slaves of the house. He provides this service to anyone, for a price. He does not garuntee that it will succeed and offers no refunds. He charges 300 ceramic pieces for a regular weapon and 600 cp for an exotic weapon. A character attempting to learn make 5 consecutive psionic saving throws (INT/WIS/CHA). The DC for these throws is as follows: 11/13/15/17/19. The DC is increased by 2 for each roll of the character is not proficient with that weapon. On a failure, a character takes 3d8 psychic damage. On a success, nothing happens. At the end of the 5 saves, take note of how many successes were made:
  • 3+ Successes:
The character gains proficieny in the chosen weapon. If they already have proficiency in that weapon, they may learn the corresponding weapon feat.
  • 4+ Successes: +1 bonus to attack rolls with the chosen weapon
  • 5 Successes: +1 bonus to damage rolls with the chosen weapon
  Adept's Adage:
  • 400 gp to learn a second Psionc Talent (by rolling a d20)
  • Owned by a female Aarakocra named Nila
  • Haakran Estate

    Lived in by Ferro Haakran, a brtual lady who has a penchant for collecting powerful slaves and artifacts. She has a hidden collection in the vault beneath her Villa.  

    Rumors in the City

    Wind Sickness

    • Dubbed “Wind Sickness” because the first outbreaks occurred after a violent wind-storm that roared through the city the same day Abalach-Re died, the plague causes purple blotches on the skin and seriously weakens those who catch it. Approximately 10 percent of the population has wind sickness, though only the advanced cases develop blotches. The general population believes the wind to be the cause of the illness, and so they have begun avoiding the out-of-doors. In fact, the plague is spread by touch, and those who have skin blotches are highly contagious. Further, less than 50 percent of those who develop the blotches live to see another week of sunrises. A creature within 30ft. of a victim of Wind Sickness must make a DC 18 Constitution saving throw or contract the disease.
    •   ffects: Once a character contracts Wind Sickness, they must make a Constitution saving throw (DC 18) at the onset of each day. On a failed save, the character's condition worsens. The effects of the disease progress in stages:  
      • Stage 1 (Early Symptoms):
      The character experiences fatigue, headaches, and mild coughing. Their movement speed is reduced by 10 feet, and they have disadvantage on Constitution saving throws to resist exhaustion.  
      • Stage 2 (Advanced Symptoms):
      The character's cough worsens, accompanied by shortness of breath and occasional bouts of fever. The character gains one level of exhaustion permanantly.  
      • Stage 3 (Critical Condition):
      The character's condition deteriorates significantly. They have severe coughing fits, high fever, and extreme fatigue. The character gains two levels of exhaustion permanantly and hashas their maximum hit points reduced by half.  
      • Treatment:
      The Wind Sickness can be treated by skilled healers, rare antidotes, or potent magical spells. A Greater Restoration spell or a successful DC (determined by the DM) Wisdom (Medicine) check can cure the disease at any stage. Without treatment, the disease progresses until the character succumbs to its effects or receives proper care.   Long-Term Effects: Even if cured, the character may suffer long-term effects depending on the severity of the disease. These effects can include reduced Constitution score, weakened lung capacity, or vulnerability to similar illnesses in the future. These long-term effects should be determined by the DM and may require additional quests or magical assistance to fully recover.   It is important to note that the specific mechanics and details of the Wind Sickness, including DCs, saving throws, and treatment methods, should be tailored by the Dungeon Master to fit the overall balance and narrative of their campaign.

      Cult of Dregoth

    • Dregoth the Savior is seen as the salvation of Raam by many of the templars, nobles, and free citizens. The doctrine of Dregoth, preached to the masses by strangers with bizarre accents who hide their features beneath the many folds of their sand-colored robes, calls for the city to put down its weapons and accept Dregoth as its new god. “Dregoth has wandered the many planes of existence,” the preachers claim, “and only he can put an end to the chaos that fills Raam’s streets.”
    Alternative Name(s)
    Jewel of the Gauntlet, Cirt of Unrest

    Comments

    Please Login in order to comment!