Anubrakosh (Dominaria Supplement)
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Due to its location as a port city, Anubrakosh trades heavily with the wild peoples of Cimmeria to the south, and Kwazarmia & the Dark Kingdoms to the north. Through Bedu caravans, they distribute these goods throughout the rest of the East.
The koshites refer to the Southern Caliphate as the 'Hinterlands', a derogatory term that's sometimes applied to the outlying Kwazarmian city-states as well.
The city is enclosed by a star-shaped wall, with the fifth point cut, opening into the bay. There is a gate in between every prong, the main and largest between the two outward facing points, directly in the center. This is the Silver Gate, named for its solid Belmoran silver arch. The gate faces directly west so upon the setting of the sun, the gate may be lit brilliantly as if in high noon in the West (the more more practical application of this is that attackers will face the sun in the early morning). The blinding reflection of the sun on the silver also forces visitors using this gate to avert their eyes toward the road as they enter, as if prostrating themselves.
Large sheets of polished steel can be raised along the length of the walls in time of need, utilizing counter weights resting on the walls that can be dropped down its outward face. This has the dual effect of bolstering the wall against concussion and replicating the effect of the Silver Gate. When raised, the "Glorious Mirrors" give the illusion that the city itself is glowing. For this reason Anubrakosh is often referred to as the "Shining City".
In terms of defenses, the walls are slightly angled to deflect projectiles; on each of the four points rests a large imported Imperial-style trebuchet on a swivel mount.
Of the cities three gates, the north western, Jabal's Gate, is a waterway, pooling the dah-Jabal in a small lake in between the two prongs and funneling it through the gate, through the city (splitting it into two distinct districts) eventually running into the Cimmerian Canal. The south western gate, the Desolation Gate, receives it's name for being the eastern most ending point for the Desolation Road.
Standing tall on each of the inward facing points, is a tower each named corresponding to its gate. Each tower is fashioned in a different architectural style, the center in Arcadian, to its left Kwazarmian and to its right Caliphi. These towers enable a clear field of view of the city, bay and surrounding countryside with watch posted at all times. Old stone fire beacons can be lit on each tower, signaling trouble along with a two ton brass bell. A rope bridge connects each tower, spanning the vast divide; These are designed for runners to be able to quickly carry messages to and from each section of the wall, especially if the defenses are compromised.
History
Anubrakosh was first established as, and is the last remaining, crusader state. It was formed in the 3rd Age as a result of a series of aggressive Western military campaigns meant to expand power into the East, which were all but repelled by the Southern Caliph, save for this one last stronghold city. Since then, Anubrakosh has grown past it's origins considerably. From the influx of Easterling refugees of the Caliphates expansions, to the traders and pirates who frequent her ports, Anubrakosh has become a jewel in her own right. With control over the Gap of Raji, which bypasses the mountains and provides an escape from the Sea of Sand into Cimmeria, Anubrakosh was not only able to retain it's sovereignty in the face of the overwhelming Caliphi reconquest of XXCE, but has since grown to hold a considerable amount of political influence as a powerful free city on the Sunrise Coast.
The original settlement upon which Anubrakosh was established is believed to have first been settled as early as the 1st Age by ancient trader/explorers of the East. They are responsible for first successfully cartographing the Cimmerian peninsula by navigating the fabled XX Canal. Indeed, the cities later inhabitants, the Western crusaders, used the very same maps their ancestors had created to establish beachheads.
As crusader states fell to the Caliph's forces, the Western coalition rapidly became unable to guarantee safe passage, and supply routes were slowly closed until contact with the West was lost altogether. Without the proper provision, ships, and crew, the cities inhabitants were unable to independently travel the far distances required to reestablish trade. Initially, Koshite travelers faced an utterly foreign and hostile environment and culture outside their immediately controlled lands (which later changed through intercultural exchange). They braved the the great sea on one side, frought with the perils of pirates, the Transistory Mists, and the Maelstrom; to the other end, they faced the Sea of Sand, devoid of life and water, patrolled day and night by the forces of the Southern Caliph.
Country
Government:
Anubrakosh is ruled by a Council of 100, half of which are made up of professional politicians, the ruling "noble" class. Each specializes in an area of society in order to make the most well informed decisions: economy, military, arts (philosophy, history). The other half are representatives elected from districts based on population; these are usually notable citizens (doctors, scientists, magicians, lawyers, religious scholars). A Keeper of the Peace is elected by an assembly to preside over council sessions, walking the session through issues and calling votes. This is the official voice of the government and while they officially hold no power, they do wield considerable influence.
The existence of what is known as the "Sovereign" must be mentioned. The original legal document of Anubrakosh tells of the Sovereign, who retains the right to full autocratic power at any time, though the implication is only to be used in times of extreme emergency. This is a matter of Koshite mythology, in which under ancient law, the Sovereign can interrupt a council session at any time and assume full control. Most believe that this hero is a story designed to inspire hope and a sense of protection, since only one Sovereign has supposedly existed rising in the chaos of the Reconquest.
An old and powerful suspension spell permanently holds a throne in place at the far end of the assembly, awaiting the Sovereign. Again, this is considered nothing more than tradition by most. When the true Sovereign sits on the throne bearing the magical mark, the throne is said to float above assembly where he will rule on high.
Assemblies are held on the tallest tower of the city, situated in its center. Atop the tower rests a stone amphitheater open to the air. Councilmen are made to walk the entire flight of steps each session to sit far above the city, buffeted by wind and open air. A runner locks both the street level and amphitheater level doors from the inside until sessions are finished. People making important decisions should not be comfortable.
Military:
Anubrakosh has a small standing military (Navy larger than army), may raise a small amount of levies from what lands they control, and often field Cimmerian Auxilaries to bolster their ranks.
Judicial System:
Locations
- Cities
- XXX
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Houses
Back to the Eastlands.
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