Veyshan
Veyshan | |
Capital | Tashraan |
Population | 5,338,692 Common: (humans), Uncommon: (oruch, half-orcs, gobbers, gnomes) |
Government | Autocracy and independent desert tribes. |
Religion | Illotha, Navos, Gunahkar, Vardama, Taara, Maugrim |
Imports | Food, slaves, wizards, water |
Exports | Armor, books, gems, jewelry, manufactured items, mercenaries, magic items, wine, rare herbs and spices, ships, silk, leather goods, sorcerers |
Alignment | LN, N, NE, LE |
Naming Ideas | Arabic style names are more common in Veyshan |
Affiliated Characters | Veyshanti |
A massive southern desert realm that seems to be literally obsessed with wealth and is largely unimpressed by magic and heroics, Veyshan is divided between obsessed corrupt merchants, slavers and businessmen and pious, nomadic, religious desert dwellers. Betwixt them both are more everyday citizens attempting to survive in this exotic and sometimes harsh environment, lands that have been claimed and are controlled by mighty genies and their sorcerous offspring, and the sprawling expanse and hidden mysteries of the Dune Seas. The Deep South of Veyshan is renowned for its exotic markets, thieves guilds, cultural clashes, rich spices and herbs, slavery, enormous population, decadent harems and a wealthy ruling class of Merchant Lords. Here the golden port city of Tashraan sprawls out as far as the eye can see one of the largest cities in the known world.
Life and Society
The people of Veyshan are a dusky skinned group of humans who share the land with other races and tribes. They are not as tall as the people of Esentra and on average tend to have lighter shades of skin. Their culture is collectively known as The Veyshanti. From their elaborate head wrappings, elaborate robes to help protect from the searing winds of the desert, leather and light armor, skin shades of mahogany and brown, uses of the curved scimitar, the Veyshanti are somewhat distinguishable and they stand out compared to other cultures in the world.
Given its size and regional history, different regions of it have come to bear their own distinct natures and have varying aspects to them. Thus the land can seem very fragmented with many different aspects to life there. The most well known aspect emanates outward from activities in and around Tashraan and The Golden Coast. These lands are ruled by the merchant lords and are characterized by bloodthirsty cutthroat politics, criminal activities, layers of deceptions, thieves guilds, backstabbing and blackmail. Slavery is not uncommon here and great gladiator arenas dot the landscape of Tashraan. People are expected to adhere to their social status and stations in life and the amassing of wealth in order to live a comfortable life is a goal that many have. Altruism and acts of kindness here do not often earn accolades.
Arcane magic and sorcery is common here but the Veyshanti frown upon the use of any form of evocation and summoning due to the presence of genie lords and djinn who rule the vastness of The Dune Seas. The irony of this is that it was a High Summoner that founded Tashraan. Women are often not treated as equals here and have few rights but Veyshan's strong criminal underworld has many in equal status with the men. Veyshan's underworld is very strong but split between numerous rival guilds, cults to deities like Illotha and Deimos and alliances with black market groups in other lands such as the nearby Pirate Kingdoms which both plague and work with these guilds and distant Alexandros and even as far away as Vandalheim in The Desolation.
Less controlled and influenced by the activities in Tashraan and thecities of the Golden Coast are the folk who dwell in smaller towns andeven exist as nomadic wanderers in The Dune Seas. Dwelling in and around this area are a number of nomadic tribes in the regions known as Hastur, Tyr and Velroon. Particularly known for their development of sand-gliders to help cross the expanse of the Dune Seas and their pious religious traditions, which include several groups who are devout followers of Vardama. Veyshan has a number of strong religions that are rooted solidly into their society and influence them in a great number of ways.
In Tashraan and adjacent cities, cults of Illotha and Taara hold sway. Open reverence of Navos the god of civilization and trade is quite common in Tashraan but underlying currents of corruption and criminal guilds cause Deimos to hold a strong sway in this land. The desert tribes reverence Vardama and other various spirits and elementals that they believe live within the winds.
Because of its size, Veyshan has no ruling single government. A leader by the name of The Tisroc rules Tashraan but is largely controlled by the whims and desires of the merchant lords. This it is said that The Merchant Lords rule Veyshan. Desert tribes tend to have their own form of government and hierarchies.
Races and Regions
Arvek nar: The arvek nar among the Veyshanti region are exotic, and effective. Although they fulfill other roles, they also run a small number of slave markets in Veyshan. These are second to the numbers run by humanity, of course. The arveks' are just well-run, and organized.
Gnomes: Gnomes are a natural fit among the social moires of Veyshan, and fulfill any number of roles, here. Their kin are known for their fantastic and creative craftsmanship, and gnomish clothing here is something to be sought after. Their obsessive natures means that such items are often spun to perfection, even employing the delicate Veyshanti silks and fabric styles, which are challenging for any skilled crafter. Among all races, they move about most freely. Gnomish influence over the nobles' market can cause tension among the guilds.
Gobbers: Gobbers have adapted to to Veyshan's atmosphere in their own, chaotic way. While they fulfill different roles, many Veyshanti would tell you of their caravans, known for their esoteric natures, and willingness to travel almost anywhere. Adding to their exotic flavor, these groups of gobbers shamelessly capitalize on legends of the genie-blooded. A genie-blooded gobber will claim him or herself a "blooded prince" among these caravans, though the truth of it lies in trickery and gobber-politics. Nevertheless, if there is something a Family truly wants, the gobbers may be the only ones willing to go far enough to get it.
Oruch: A few clans of oruch make their way within the sanded lands. Though nominally following Adom's code, their variations of it are influenced by regional politics and values. A number of Fel Oruch roam the sands as bandits; skirmishes are not unheard of.
Sith-makar: The introduction of the sith-makar to the world happened fewer than 100 years ago, so colonies of the sith-makar are relatively rare. However, their Empress has sent caravans out this way for trade, as well as to learn of local powers. They often make contacts among druid circles.
...As always, reasonable assumptions may be made how different races adapt to regions based on their files. Feel free to get creative. The above should be considered a sweeping statement or generality--that is, local perceptions, not a requirement.
Major Geographical Features
Veyshan is a large sprawling land that is predominantly desert and dry. The coastlines are fertile regions that feed the growth of the large cities, in particular the port city of Tashraan and its numerous activities. North of Tashraan the slowly growing Dune Seas begin theirexpanse. Other parts of the Dune Seas are ruled over by the aforementioned djinns and elemental lords who are attempting to restate their command over this region. Weak planar walls and errant Summoners and users of magic contribute to their growing presence within the Dune Seas and many times the desert dwellers are called upon to defend themselves from the activities of these outsiders.
The Dune Seas: The Dune Seas characterize Veyshan to most outsiders and explorers. Said to have been formed from the battle between two enormously powerful extraplanar beings, this desert is the greatest desert on Arcania. It is actually composed of different types of desert wastelands that give rise to wind scoured rocky steppes, inhospitable mountains, regions of arid grasslands and lonely bowls of emptiness devoid of civilized life. Areas of the Dune Seas that support life are largely pocketed by organized tribal nomads who survive by raiding and leading caravans through the hidden passes in the mountains. In the deepest portions of the Dune Seas, elemental lords have staked their control over territories of wind and flame upon this Material Plane. Humans here are often brought under their control whilst the Veyshanti tribes around them seek to dispose of them and banish them back to the realms of their origins.
The Beast Marshes: The western coastline of Veyshan is dominated by a massive swamp area known as The Beast Marshes, which formed from the death of powerful water elemental, or djinn. The Beast Marshes themselves are inhabited by a superstitious group of people who have long had problems with local were folk. The cults of Caracoroth and Taara are somewhat strong in this area though the local inhabitants will not often speak on their were problems with outsiders. The outer edges of the swamplands are controlled by sith-makar who established a dwelling place here some generations ago.
The Golden Coast: The bulk of cosmopolitan efforts and civilized areas of Veyshan concentrate along the southern coastline which is known as The Golden Coast. Tashraan is located here but the mountains and forests of this region also house a number of independent fiefdoms and realms established by wicked goblinoids and giants.
Important Sites
Ancient Veyshan is among the oldest of human realms still in existence today with a legacy steeped in magic and sorcery. Ancient ruins and magical palaces are scattered throughout the expanse of this realm, many of them long forgotten.
Tashraan (Metropolis, 2,195,892): Considered by some to be the largest city on Arcania, Tashraan has an enormous population of free citizens and it draws record numbers of seasonal residents, traders and more. A number of treasure palaces, merchant homes, gladiatorial arenas, temples, slavery auction houses and more exist here. It is said by some that Tashraan contains at least one of every possible type of building within it.
The Twilight Court: Another prominent feature of Veyshan is the Eidolon Court. Tucked in a large oasis deep in the Dune Sea, the Veyshan Court is sometimes called the Gray or Twilight Court due to its focus on the deities of Twilight.
The Tower of Wind and Flame: This massive fortress exists within the very heart of The Dune Seas and was said to have been built by two mighty djinn lords who hailed respectively from the realms of air and the realms of fire. Going to war with one another, they created the enormous expanse of The Dune Seas but later portions of their essence became trapped here. When this happened a massive swirling sandstorm began that never ended and The Dune Seas has been slowly expanding over the course of many millennia.
General Plot Information
Common Story Themes
Veyshan is a world of ancient tradition and even older power struggles. Countless civilizations have fallen beneath its sands, and its denizens war over the exotic elements of genies within their bloodline. Known for its slavery and mistrust of foreigners, visitors would do well to protect themselves and blend in once outside of the common markets.
- Ancient Ruins
- Slavery and Freedom
- Exotic Markets
- Desert Travel and Lifestyle
- The Undead
- Genies
- Politics of Ancient and New Political Families
Local Bestiary
The djinn have long ruled the ever-shifting landscape of Veyshan, and their fiery touch may be found amid the distinguished (and not so distinguished) bloodlines of the region. Elements make their home among the sands, as do undead, and thieves and enslavers are no stranger to the landscape, bidding the casual traveler beware. Some creatures you might be expected to encounter in Veyshan are:
- Desert Wildlife
- Elementals
- Genies or the Genie-blooded
- Undead
- Sorcery (typically elemental)
- Thieves
- Slave Raiders and Traders
- Underground Freedom Groups
- Unusual Creatures Collected the World Over for Private Zoos and Collections
DM Descriptions
Even from the air, Taashran is...huge. And the architecture is completely different from Alexandria, even though both are port cities. Flags of various strange colors fly from poles, and on the hill overlooking the city is a huge palace. Smaller palaces cluster around that...and from there the city spirals outward in a giant half-circle, looking as if it gets seedier and shoddier the further from the main palace it gets. The airstation is, unsurprisingly, near the inner circle of the city.
Disembarking is no easy feat. Even with perfectly legitimate purposes and identification, money still has to change hands. Along the twisting streets, one might spot the occasional well-to-do, ensconced inpalanquins carried by large men... slaves, judging by the chains around their legs that don't let them actually run, just walk. It's also difficult because the streets are -packed- with people, animals, janni, and more. There's even a few sith-makar, traveled from Am'shere. And they all seem to be on the streets, and they all seem to be wanting to sell things.
And the noise. The people are one thing, but the sheer -noise- and bustle could make the most citified Alexandrian want to go sit in a field or a forest. Worse, this is the portion of the city with a high concentration of guards; one can only imagine what it's like in the seedier portions of town.
Recent Events
Veyshan, an already boiling cauldron of treachery and deceit, withstood the recent chaos well. The ascension of the dark goddess and changes to the world's magic has led to the blood of dijiin flowing more strongly in the region. Tales of djinn and efreeti flood the region in outright song and whispers, and bards spin tales tavernside of shady deals and lucrative power grabs from the hands of mortals to the immortal. Veyshanti merchants and their armies of slaves stand poised to take on the dwarves' expansion--in other words, Veyshan plots as it had before, and its wars are internal, silent, and deadly.