MAHAKAL

Mahakal is a thriving city state located in the Surin Desert. Unlike its main contemporaries it has always maintained its independence based off its inhospitable location and economic power. Since its creation, the city has become one of the greatest economic centers in the known world.

## History

Mahakal was founded sometime after the Great Merge. It began as a waypoint for bands of explorer’s trying to strike it rich with ancient tombs and relics left behind by the people of the dead Misri Empire. The decay of magic helped greatly develop the place as more and more people were desperate to find magical artifacts and objetcs. On top of that, the waypoint was thought to be right on top of a leyline, which gathered even more mages of all origins trying to find places with denser magic.

The slow increase in population of not just wizards but explorers and those who wanted to escape the eyes of the law led to a fractured system. The city itself developed around not just the leyline but the river it rested near, the Ildartush. In its beginnings, it was not much more than a chaotic settlement of thiefs, smugglers and delusional wizards.

Over the course of the first hundred year of the magical waning the city grew from a small outpost to a large town. The number of people gathering increased more and more, looking for work in this thriving city. Word spread and both locals and outsiders were setting home, and soon enough were those born and raised in the city itself.

Not long after that point a new ruin was discovered, with enchanted relics so powerful they rivaled with the best of what could be done by archmages before the magic went dormant. These artifacts attracted mercantile interest like never seen before. Many tried to get their hands on even one of these precious findings, this sparked a bloody rivalry between many factions inside the city. When the dust settled, only three factions remained, and thus the establishment of the Three Great Conglomerates.

The Conglomerates are the true leaders of Mahakal. They lead it from the shadows and have been for decades now. While the city does have a titled ruler, its power is limited to what the conglomerates tell him to do most of the time.

However, the conglomerates are far from being at peace with each others. They are in a constant rivalry and try endlessly to outdo the others. This even shows on the map as most areas of the city are controlled by one of the three, and they use any tactic: bribery, sabotage, mayhem, theft... to increase their territory upon the city. So far, every time one of the three got the clear upper hand, the other two allied to bring them down, keeping this triangular rivalry into a constant status quo.

## Culture

While there is no real nobility or any kind of official hierarchy in Mahakal, it is clearly defined by a system of classes. There are the merchants and the others.

Lower-class citizens live with barely enough to survive. Most live in poverty and can only get by with stealing or worse. Some persistant or lucky enough individuals may earn enough to either catch a merchant vessel out or get themselves into one of the few schools or institution, none of them are cheap.

The three institutions that happen to hold any sway outside of the merchant families are the Thieves Guild, The Mages Reliquary and The Merchants Guard.

The Thieves Guild is filled with rogues and pickpockets of all sorts. Little is known about them from the outside only that they take either a little gold to join or other more unfortunate circumstances. For most, they are an urban myth, but every conglomerate is using their services to further their goals.

The Mages Reliquary is headed by Treslo Krinkone, one of the few who could still wield 4th circle spells even after the magic drought. He is one of the strongest spellcaster of the known world and his path to the top is a mystery. But one thing is sure, he didn't leave anybody alive to tell about it. Though never proven, he is believed to use very shady methods to fuel his experiments as well as the other needs of his order. On the other side, the wealthy and those who show innate talent may join as actual members.

The Merchants Guard has no leader save the highest bidder. Anyone can join if they have an able body and can cough up the entrance fee. Most of the members of the guard are trained in martial means, specifically in the spear or falchion depending on their talents. They also sometime act as extras or disposable guards for the Conglomerates.

There are Three Great Conglomerates that run the city for all intents and purposes. The Kasim, Morgiana, and Aziza families rule from the shadows.

The city is even known for its under-market. Illegal deals and illicit trades and services are made on the daily: forbidden drugs, stolen items, dangerous creatures, slave trade... While still hidden from the light of day, this underground market is barely repressed at all. The true masters of this city have dealings there and wouldn't want their share reduced.

While the place is definitely corrupt, most wouldn't see it any other way. This lawless city is a thrilling haven for those in need of freedom. It is a bustling grand market where one can find nearly all services imaginable and live the most filling life.

## Relations

Mahakal is a city built on trade, and it's what it's the best at. It sends and receives lots of goods everyday. With its efficient river port and many caravans, Mahakal reaches every part of the known world, from Charon to Baolei. Almost every other nation just cannot do without their trade with the city of stars.

Kargrim is one of the few places that refuses trade with Mahakal. While it isn’t war, climate is hostile between the two countries. Rumors point this hatred back to a thieving of the dwarven kingdom's treasures by one of the Great Conglomerates though it has never been confirmed yet.

## Landscape

Mahakal rests centered around the Ildartush river on the southern side of the Surin Desert. In a valley surrounded be small mountains. The air is hot and dry, but the people have learned to domesticate the Ildartush to freshen themselves and irrigate the many plants in the streets and gardens.. Large magically reinforced bridges allow passage from the east and west portions of the city in the wealthier districts. In the less fortunate areas, passage is usually done by small ferry boats.

The city is split into three distinct areas. The center and places with palaces for homes house the rich merchants and families of the Great Conglomerates. The middle ring of the city is the Grand Market and houses all the inns or homes of successful mercenaries. And the outer ring is mostly poor slums and ramshackle buildings barely standing against the sandy wind of the desert. Buildings outside the center are generally built in squarish and squat shapes to be easily cooled during the day and heated at night. The city is large and ever growing, currently a few miles in diameter.

## Locations

* The Surin Desert
* The Ildartush river