Edim (Grisaire Supplement)

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Edim map.png

Notable Places[edit]

Capital: Located in the stone heart of the Endixian Desert, Masak is the crossing central of many trade routes that pass through the nation. As such, it is a luxurious heart of commerce, with the royal Edim-al Palace to top it all off. With all the luxury, it is also a place of renowned scholarship, as more than mere coin passes through here. Many different types of scriptures have survived through being copied and stored here, resulting in a massive database compiled from most of the Endix continent.

Dragea is the city also known as the "Shadow of Pleasures" to Edim locals. It is known for having rich patrons from high places in many countries fund its entertainment industry, which has allowed the city to absolutely boom economically. This amount of money flowing about the city, as well as its affluent clientele, has made it a den of sorts for unsavory sexual businesses as well as plenty of corruption and abuse. It is the home of the D'Arby's Riyal Qeda Al-Bhim, also just known as D'Arby's.

Tyrn is the region of northeastern Edim and the only part of Edim that touches the Wallow at the edge of the Endixian continent. It is the site of much bloody fighting following the separation of Kharim into the current Edim and Kalim. Adum and Igribus had also tried to exert influence over this region in historical skirmishes. As part of the Mosholol Treaty between these four nations, adjudicated by the Everford Nations, it is designated the only part of Edim that occupies what Kalim refers to as its own land. Due to its history and location, it is therefore a very mixed population and also under strict restraint in terms of development. Under terms of the treaty, this region is unable to foster any kind of naval warfare and therefore is largely commercial. The region is divided into subregions called Lofs, and ruled under the Lonko, a sort of local officer from the central Edim governance. There are six subregions: Tyr'eldath, Tyrn'dewat, Tyrl'seeth, Tyr'fen, Tyrn'Wawal, and Tyrr'Muja. The terrain is considered fertile and temperate, with access to the breezes of the Wallow, as well as heated winds from the southern deserts, and is a growing attraction for nobility to build their summer homes.

Miscellaneous Locations[edit]

Upos is a small watering town that is centered around an oasis. They are known to have a lot of camels

Vertestalem

Hita Nadem

Sadiq

Thorsha Ruins are a subject of interest for the researchers of the nearby capital, Masak. It is the site of a city from Kharim times, called Thors'ha Al'bidum. The city had a reputation for being a city of arcane studies and even forbidden research into certain subjects of magic, which are believed to have subsequently led to its decline and ultimate destruction. The area is known for being host to shadowy monsters, so researchers and archaeologists will usually hire adventurers to accompany them.

People[edit]

Edim is largely a dry nation. Races that live here often are acclimated or have developed life within the sands, revolving around oases, special structures, and such. Leonin are native to the northwest of Edim, and the coastal sliver in the northeast. However, Edim has a lot of races in general due to being a trade hub where many passing by have also settled down. A good amount of humans, elves, orcs, and many others populate the big cities. Lizardfolk and different varieties of other reptilians who can withstand the heat also populate the central regions, even near the desert.

Within the lands on the nation's west, bordering Aerzale, is a dry patch of land bordering the deserts, with craggy, uneven ground and mountainous terrain before the prairies further west. This land is often drawn under Edim's jurisdiction, but historically has also been under Aerzale's laws as well. It is populated by 80 human tribes who claim control of the trade routes passing through.

Society[edit]

Edim as a whole is not entirely cohesive in identity. Following the collapse of Kharim, a lot of tribes that existed before the Kharim Empire regained their individual identities and splintered into various centers of power. The main king in Masak, reigning from the Edim-al Palace, is the leader of a loose confederacy based on the cooperation of the tribes as a result. A few of these tribes and their primary territories are as follows:

  • The 80 Tribes of the Etame Lowveld region once populated across the entire border of modern-day Aerzale. Following the Exclusion Decree of King Goraldeh of Äschon circa 9,640 AP, they were driven entirely into Edim, where they reside to this day. These tribes used to be highly divided due to the limited land now afforded to a larger volume of people squished together in the Lowveld. Following a series of inner battles that embroiled local trade routes up to 9,849 AP, Queen Wendelynne of Aerzale was fed up with the Kharimese hands-off attitude and threatened to storm the Lowvelds to intervene directly. As a result, the vigilante known as 79 Blades stepped up and forced the tribes to adopt a more peaceful existence
    • Each of these 80 tribes claim to have the patronage of the god Manus. They have an ancestral armament that they value as the highest form of weaponry in their clan. These weapons were seized by 79 Blades to prove dominance over all of them. Needless to say, the art of weaponcrafting is very important to these tribes. They respect good craft but show a lot of disdain for mass-produced arms of violence. Over the border, in Aerzale, they are highly suspicious of the countries technological advances and see it as a possible harbinger to a nation following the path of the Premier Force.
  • The leonin populate largely the Daneshi Savannah in their prides on northwest Edim. They are a very proud people who boast a culture striving to be as strong and noble as beasts. However, this is not the case in reality, unfortunately. Due to harsher conditions in their land, many leonin have to resort to methods like banditry to eke a survival.
  • The Tyrn region of Edim borders the Ty'Sava Bushland and encompasses a large amount of the northern trade routes, as well as Edim's access to the Wallow. As mentioned previously, this region had a contentious history as a valuable location for many purposes. It is currently divided into six Lofs (subregions) and supervised by the Lonko.
    • Some say that the shadia originate from this region back in the days of Kharim. There did used to be a small diamond production here, which has since become obsolete due to the resource completely running out. Diamonds were a valuable gem for magic and this was overused in the course of the Kharim civil war by the casters of the centralist party, the M'had. This obviously had some adverse effects on livelihoods in the region
  • Within Y'Trudi and the Great Sands are a myriad of races that are strong enough to brave the desert and carve out a living there. These include lizardfolk, tlincalli, some dragonborn, and some crafty humans. Law out here is very loose, as to be expected when everyone cares about their own survival. Banded groups often prey on others, stealing from traders and nomads alike. A few organized names have gained notoriety as the most vicious among them in the sands.

Culture[edit]

The culture of Edim has always been shaped somewhat through their position as a crux of travel and trade. Being a crossroads, they enjoy a great deal of exchange that has enriched their culture. This has also fostered a strong sense of hospitality towards travelers, which can be present in even the most humble of hamlets in Edim.

Adventures and Seeds[edit]

The Great Sands Heist
Tribal Troubles

A leonin tribe within the savannah have long been at odds with the local gnoll/hyenafolk tribes. The latter believe the leonin to be unfair managerial figures in their own territories. With the imposition of new trade rules, the hyenafolk have lost their patience and intend to take drastic measures to show the leonin that they will not be submissive.

Genie in a Bottle

The Sayif Consortium derives its namesake from the legendary djinn, Sayif. Sayif was said to be a special djinn that knew the answer to any question in the world, so long as the question asked followed his strict parameters:

  1. The question must never have been asked before
  2. The question must be exactly seven words in length.

Sayif disappeared around 3,000 years ago and people suspect he is dwelling somewhere within the Great Sands, in a hidden oasis. Many seek this location to ask burning questions or even try their luck in imprisoning Sayif to have a wish granted.


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