CALIMSHANSCRIPT

You might also like

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 21

Djinn bear a resemblance to exceptionally tall individuals of the human species, standing almost

twice as tall as a typical humanoid, boasting well-toned and robust physiques. Their facial
features were refined, meeting the standards of attractiveness set by humans. Their skin tone
varied, ranging from a pale blue hue to the more common olive-brown or dark tan. While most
had brown eyes, a select few possessed rare blue eyes, believed to be a sign from Fate
indicating potential for significant deeds, whether benevolent or malevolent, and potentially
augmented abilities associated with the "evil eye." Their attire consisted primarily of
shimmering silk garments, crafted for both comfort and to accentuate their muscular build.

Djinn reside within the Elemental Plane of Air (or within the Elemental Chaos, as per the World
Axis cosmology), inhabiting freeholds comprised of floating islands constructed from earth and
stone. These islands are adorned with various features such as courtyards, buildings, gardens,
fountains, and sculptures crafted from flame.

The central hub of djinn civilization is the Citadel of Ice and Steel, a massive structure sculpted
from ice and earth into an aerodynamic oval shape. Constantly in a state of descent, the citadel
defies conventional gravity, requiring the authority of the Great Caliph of all djinn to impose any
form of gravitational force within its confines.

While djinn typically prefer the vast expanses of open deserts over crowded urban settings on
the Prime Material plane, they occasionally venture into cities, displaying a degree of
friendliness towards mortals.

Around approximately −7800 DR, A Djinni Noble named Calim arrived in Faerûn, settling in a
region that would later become known as Calimport. Accompanied by a substantial entourage
consisting of genies, as well as halfling and human slaves, this collective was referred to as the
Djen, marking the occasion as the "Great Arrival".

The exact motivations behind Calim's migration to Faerûn remain shrouded in mystery, as does
his origin. Some scholars speculated that the Djen originated from the Elemental Plane of Air,
while others suggested Zakhara as their point of departure. Legends also circulated, suggesting
that Calim himself had once been enslaved by wizards on another world, eventually leading him
to liberate others and seek refuge in Faerûn.
Despite the uncertainty surrounding Calim's arrival, within a short span of time, his enslaved
populace had erected the city of Calimport. This was swiftly followed by the establishment of
other cities such as Dashadjen (a fortified garrison), Teshyll (the site of Calim's renowned Harem
Palace), and Keltar. By the end of the year, the Calim Empire emerged, alternatively known as
the Calim Caliphates. Over the subsequent millennium, the Empire expanded rapidly, clearing
forests south of the Marching Mountains and displacing the giants and dragons that once
inhabited the area.

Despite the initial motivations for their migration, within a matter of months, Calim's enslaved
population had constructed the city of Calimport. Subsequent cities swiftly emerged, including
Dashadjen (a fortified garrison), Teshyll (home to Calim's renowned Harem Palace), and Keltar.
By the year's end, the Calim Empire, also referred to as the Calim Caliphates, was established.
Over the ensuing millennium, the Empire experienced rapid growth, clearing forests south of
the Marching Mountains and displacing the giants and dragons that once inhabited the region.

In −7790 DR, dragons launched a devastating assault on Calim's capital, Calimport, resulting in
its sack and destruction. In response, Calim initiated what would later be termed the Dragon
Wars, systematically exterminating every dragon inhabiting the Marching Mountains. This
campaign rendered the mountains dragon-free for a period spanning 6,000 years. Additionally,
Calim successfully expelled the remaining giants from the area.

During the tumultuous period of the Dragon Wars, several noble genies opted to defect from
the Calim Empire, establishing their own kingdoms. Among these defections, notable was the
marid kingdom established by Ajhuu, positioned between the River of Ice and the Alimirs, with
its capital city named Ajhuutal. Marids are Djinnis from the elemental plane of water. Upon
Calim's return from battling the dragons in −7687 DR, he was incensed to discover this act of
betrayal and promptly declared war.

The ensuing conflicts came to be known as the "Steam Clashes." Calim personally engaged in
combat, defeating two of Ajhuu's lieutenants, the marids Haj and Luar, in the Alimir Mountains.
The magical turmoil resulting from these confrontations allegedly led to the formation of Azure
Falls and the Maridflow river.

Despite his efforts, by −7684 DR, Calim had yet to secure victory over Ajhuu. In a desperate
move that year, he turned to potent dao magic, sacrificing the artifacts instrumental in bringing
the Djen to Faerûn. This drastic action culminated in the utter destruction of Ajhuutal through a
catastrophic earthquake. The magnitude of this magical cataclysm extended to devastate
hundreds of square miles within Calim's Empire, resulting in the formation of an inland bay
southwest of the Alimirs and the emergence of what would later be known as the Spider
Swamp. This catastrophic event became famously referred to as "The Shattering."

In −6800 DR, Faerûn witnessed the arrival of another genie through magical means, who would
later emerge as Calim's greatest adversary: the efreeti lord Memnon. Establishing the kingdom
of Memnonnar to the north of the River Agis, Memnon's presence ignited numerous skirmishes
between the armies led by djinni and efreeti. By −6500 DR, these clashes escalated into full-
scale warfare, marking the onset of the Era of Skyfire.

Over the subsequent 400 years, the conflict unfolded through a succession of 22 major battles
between the opposing genie-led forces. The protracted war ravaged nearly every city within
Memnonnar and inflicted significant damage upon half of the cities within the Calim Caliphates.
Moreover, the once-lush farmlands within both empires were reduced to desolation amidst the
relentless strife.

The conflict reached its climax in −6100 DR, when the elves intervened. On Ches 4, during the
22nd and final battle of the Era of Skyfire, known as the Battle of the Teshyllal Fields, the djinni
and efreeti unleashed the full might of their armies and sorceries, engulfing the fields in flames.
However, amidst the chaos, the elven high mage Pharos appeared unexpectedly.

Harnessing the ancient potency of elven high magic, Pharos cast a spell that severed the
physical bodies of Calim and Memnon from their consciousness. Memnon's consciousness was
thrust into the earth, while Calim's was propelled into the sky. Meanwhile, their bodies, along
with those of numerous other genies, were ensnared and melded together within a gem of over
sixty facets, now renowned as the Calimemnon Crystal.
Thus, Calim and Memnon found themselves imprisoned in two realms simultaneously. Despite
their disembodied state, their will persisted, fueling an unending magical conflict spanning
millennia. This eternal struggle, where neither could reach the other nor the gem containing
their bodies, eventually shaped the vast expanse known as the Calim Desert.

Within the heart of the Calim Desert, the Calimemnon Crystal lay safeguarded within the
Spinning Keep of Siri'wadjen, a mystical structure hovering forty feet above the desert floor.
With twelve sides and crafted from crystalline stone resembling pearl, the keep defied intrusion
from both Calim and Memnon. Only by breaching its defenses could they hope to reclaim their
freedom. Regarded as one of the most potent artifacts ever to grace Faerûn, the crystal held
immense power and intrigue.

GEOGRAPHY

Calimshan boasted a diverse range of landscapes, stretching from the deserts in the west to the
swamps in the east, with plains in between.

The Coram Steppes are semi-arid grasslands, recently recovering from a magically induced
drought, becoming a region of agriculture and herding. They are bordered by the Calim River
and the River of Ice, with fertile lands along these water sources. The towns of Keltar,
Manshaka, and Schamedar serve as key population centers here, contributing to Calimshan's
agricultural outputs and trade.

The Calim Desert, a vast and arid expanse created by the magical cataclysms of the Era of
Skyfire, is known for its harsh conditions, including brutal daytime heat, strong and
unpredictable winds, and scarce water sources. Despite its inhospitality, it's home to nomadic
tribes, ancient ruins, monasteries, and the legendary "walking oasis." The desert is also a
crossroads of trade, with the significant Trade Way highway traversing its sands, connecting
major cities.
The Forest of Mir, a vast, dangerous thicket surrounding the eastern edge of the Marching
Mountains, has a deadly reputation. This dense forest is home to druids, rangers, and a myriad
of dangerous creatures. The forest's natural and magical hazards, alongside its secretive and
elusive inhabitants, make it a place of fear and fascination.

The Marching Mountains, forested peaks forming the northern border of Calimshan, are known
as the "Shield of the South." Hosting the Janessar, monastic communities, halfling settlements,
and rumored powerful entities, the mountains present a formidable barrier full of history and
mystery.

The Plains of Renestar, fertile grasslands situated between the River of Ice and the Forest of Mir,
are key to agriculture. Despite their fertility, they are threatened by creatures from the Forest of
Mir and the Marching Mountains. The town of Volothamp, known for its mineral wealth, stands
as a significant settlement in this region.

The Spider Swamp, a fetid and treacherous swamp extending from the southern tip of the
Forest of Mir to the Shining Sea, is home to dangerous creatures like aranea, lizardfolk, and
bullywugs. Its perilous conditions and inhabitants contribute to its ominous reputation within
Calimshan.

In the south lay the Shining Sea, renowned for its crystal-clear waters. Serving as a vital link for
trade with regions like Chult, the Shaar, and Tharsult, the sea attracted wealthy sea captains
seeking profit and adventurers seeking thrills. It was a hub of commerce and a playground for
swashbucklers and corsairs alike.

CULTURE

The people of Calimshan are primarily urban dwellers, preferring fortified cities and towns over
the dangerous countryside. Small villages are less common in Calimshan compared to other
regions. The cities of Calimshan are known for their cosmopolitan nature, attracting people
from all parts of the world. This diversity is reflected in the culture, cuisine, and traditions of the
region.
Calimshan has always been a wealthy nation, and its people have a strong obsession with
wealth. Trade is the source of their prosperity, as Calimshan lies at the nexus of a global trade
network. Calishites are considered to be some of the greatest merchants in the world, skilled in
the art of negotiation and commerce.

The nation is known for its tolerance and acceptance of various religions and creeds. The
country has major temples dedicated to most of the deities worshipped in the Realms. Clerics of
all faiths, even obscure ones, can be found in Calimshan. The worship of Azuth, god of magic, is
common among the magical students of Almraiven, while the lower classes often seek comfort
in the teachings of Ilmater, god of suffering.

In Calishite culture, a prevailing belief asserts their rightful dominion over the lands south and
west of the Sea of Fallen Stars, often viewing northern cultures as transient and uncivilized.
Despite this perspective, they engage in trade with these nations, particularly Waterdeep, as
trading rivals.

Storytelling holds significant importance in Calimshan, serving as a conduit for history and
cultural transmission. A popular saying, "Never trust the storyteller, but always trust the story,"
underscores the significance attributed to narratives. While many tales are folklore and myths,
certain stories hold particular prominence. These include the Founding Stories, The Tales of
Terror, The Myth of the Birth of Coin, and the Myth of the Four Rivers, each believed to convey
deeper meanings within Calishite society.

SOCIETY

Similar to other regions in Faerûn, Calimshan primarily consisted of humans. Calishites, the
inhabitants of Calimshan, tended to be shorter than average humans, with darker complexion,
hair, and eyes. Tieflings, individuals with fiendish ancestry, were prevalent in Calimshan and the
southern parts of Faerûn, often working as mercenaries by the late 1400s DR. Before the fall of
Shanatar, shield dwarves inhabited territories beneath Calimshan.

The history of Calishites established deep connections with the genies that once resided in the
land. It was believed that the blood of these beings continued to course through the veins of
Calishites, occasionally manifesting in their exceptional proficiency in magic. By the late 1400s
DR, genasi, individuals with elemental ancestry, made up roughly half of the population in the
region, either as slaves or freemen.

In Calimshan, social status was not solely determined by wealth but by the ability to maintain a
comfortable lifestyle with that wealth. The society's class structure often confined individuals to
the social stratum they were born into, with women generally not considered equals except in
certain illicit trades. Many lower-class Calishites turned to adventuring as a means to
accumulate wealth and improve their circumstances.

ECONOMY

Trade plays a vital role in Calimshan's economy, with much of its culture revolving around
mercantile activities. Green Calishite emeralds, used primarily in jewelry, are among the nation's
notable trade commodities, with some finding their way to the Western Heartlands and Baldur's
Gate.

Throughout its history, slavery has been deeply ingrained in Calishite society, constituting a
significant portion of its population. Slaves have no legal rights or privileges, often treated as
mere property and subjected to harsh conditions. They can be acquired through trade, birth, or
as punishment by courts.

Within the realm of slavery, different categories emerge based on roles and perceived value:

Labor slaves are tasked with strenuous manual labor, considered the least valued.
Personal slaves attend to the physical needs of their masters, responsible for grooming, styling,
and other personal care tasks.
House slaves perform various domestic and bureaucratic duties, serving households, temples,
and governmental institutions.
Mameluks are slave-soldiers of the Calimshan Empire, many of whom rise to officer ranks. They
play a significant role in overthrowing their masters after the fall of the Shoon Imperium and
abolish slavery within the realm.
Harem slaves, chosen for their beauty, occupy a prestigious position in wealthy households.
They serve for pleasure and providing additional heirs, enjoying certain luxuries but lacking
autonomy and personhood like other slaves.

HISTORY CONT.

By −6060 DR, the human and dwarven forces succeeded in expelling the last remnants of the
genies, leading to the establishment of the human nation of Coramshan under the leadership of
Coram the Warrior. This new nation emerged from the remnants of the fallen djinni and efreeti
empires. Concurrently, the city of Calimport was constructed.

Over the ensuing four millennia, Coramshan experienced fluctuations in its territorial extent,
marked by periods of expansion and contraction. Internal conflicts and external pressures,
including dynastic strife and other adversities, contributed to the loss of territory. However,
Coramshan maintained its influence and power by engaging in lucrative trade between the
dominant powers to the north and south.

During this time, Coramshan witnessed the ascent of the bakkals, priest-kings who worshipped
malevolent forces, straining relations with Shanatar.

With the rise of Jhaamdath around −5800 DR, Coramshan found itself embroiled in a conflict
over control of the Lake of Steam. This dispute persisted until a truce was negotiated in −5005
DR, limiting Coramshan's expansion in the region. Concurrently, the realm underwent a
transformation, adopting the name Calimshan upon merging with the nation of Mir. The early
years of Calimshan were marred by outbreaks of disease, leading many to accuse Jhaamdath of
deliberate spread.

The Tahvir bakkals, driven by aggressive expansionism and a fervent desire to eradicate dwarven
presence, instigated the abandonment of High Shanatar around −2600 DR. Despite aspirations
to establish a grand empire, Calimshan faced formidable opposition primarily from the elves
inhabiting the northern forests. Moreover, to the east, the crash of beholder spelljammers into
the Alimir Mountains introduced a persistent adversary that would plague Calimshan for
countless centuries. The resurgence of genie worship within Calimshan prompted a shift away
from expansionist ambitions, with a newfound reverence for the arts taking precedence.

The dragon Ylveraasahlisar seized control of Calimshan's throne, imposing draconic rule for over
a century until her eventual demise. However, her slayers were embroiled in internal conflicts,
inadvertently provoking wars with neighboring elves and beholders, resulting in the loss of
northern territories. Subsequently, the beholders marshaled hordes of goblins and ogres,
launching a concerted assault on Calimshan's cities. However, their occupation was short-lived,
as Drakhon warrior-priests swiftly expelled them, marking the abandonment of the bakkal
ideology.

A brief period of peace ensued, shattered when the beholders exacted revenge. Yet, this time,
Calimshan was prepared, successfully defending itself and fostering a resurgence of
expansionist ambitions. However, internal tensions between the military and merchants,
exacerbated by outbreaks of plague, hindered significant territorial gains, despite the military's
complete dominance over the Pasha of Calimshan around −900 DR.

Advancements in technology, such as the development of wooden ships, facilitated Calimshan's


exploration of regions like Chult and Tashalar, enabling trade while also harboring intentions of
manipulation. Concurrently, bronze weaponry gave way to iron, positioning Calimshan well
ahead of its neighbors in terms of military prowess. Nevertheless, the emergence of drow raids
from the Underdark in −790 DR, targeting the emirates of Tethyr and Iltkazar for human slaves,
diverted Calimshan's attention. These raids, known as the Night Wars, occupied Calimshan's
garrisons, fostering organized resistance against the government. Ultimately, this unrest
facilitated the independence of the highlands of Old Iltkazar, laying the groundwork for Tethyr's
emergence as a sovereign nation over the ensuing four centuries.

Despite facing rebellions in previously secure territories, Calimshan persisted in its expansion
efforts, establishing cities along the western shores of the Lake of Steam. Although some of
these settlements succumbed to drow and beholder incursions, enough survived to warrant the
expansion of Calimshan's borders to encompass the area. However, attempts to extend control
to the eastern shores of the lake were thwarted by Jhaamdath, leading to the abandonment of
colonies in that region.
Further challenges arose in the Year of Clutching Dusk, −375 DR, when the Empire Plague swept
through Calimshan, claiming the lives of the reigning pasha, his heirs, and thousands of others.
This catastrophic event fragmented the empire into independent city-states until the plague
subsided. Subsequently, the Tethyrian clans seized control of Calimaronn and Myratma,
compelling the new pasha to grant independence to Tethyr. Although an attempt to reconquer
Tethyr was launched over half a century later, the endeavor ultimately failed, with Tethyr
retaining its independence. The assassination of the pasha shortly thereafter further weakened
the military's authority, paving the way for the ascendance of influential merchants, priests, and
wizards, who challenged the absolute rule of subsequent pashas, leading to a period marked by
political instability and numerous pasha assassinations.

In response to a looming beholder invasion threatening all three realms, an alliance was forged
between Tethyr, Iltkazar, and Calimshan in the Year of Many Eyes, −170 DR. This alliance, known
as the Eye Tyrant Wars, successfully repelled the beholder incursion. However, the alliance
proved tenuous, quickly unraveling once the immediate threat had been averted.

SHOON

The Shoon Imperium, reigning over vast swathes of south and western Faerûn during the sixth
age of Calimshan (27 – 450 DR), stands out as the most extensively documented of all
Calimshan's royal dynasties.

The genesis of the Imperium traces back to Akkabar Shoon the Elder, hailing from a lesser-
known lineage within a modest noble family with a tradition of producing skilled wizards. At the
tender age of 16, Akkabar earned the prestigious opportunity to apprentice under Vizera
Wizard-princess Rhynda Ithal of Tethyr. Following over six years of tutelage in Myratma under
the queen's guidance, he relocated to Calimport. After four years of leveraging his formidable
magical talents for lucrative gain, Akkabar ascended to prominence within the city's elite circles.
Another six years of strategic maneuvering earned him a coveted position within the royal court
of syl-pasha Kadar el Tarsaj, culminating in his marriage to the syl-pasha's fifth daughter and
appointment as syl-vizar of his hometown, Memnon.

Employing magical fortifications to safeguard himself, his spouse, and his residence, Akkabar
navigated through political turmoil, eliminating his rivals through covert means. Within a
remarkably brief span of six months, he ascended to the throne of Calimshan.

Three years later, Akkabar orchestrated a marriage alliance between his granddaughter
Arhymeria and Princess Rhynda's grandson Nishan, aimed at fostering stability between Tethyr
and Calimshan. Despite objections from both sides, the union was finalized, with young
Arhymeria sent to Ithmong as a lady-in-waiting. However, Arhymeria's allegiance leaned
towards her mentor, Princess Rhynda, rebuffing her grandfather's attempts to exploit her for
magical knowledge.

In a bid to secure his dynasty's power, Akkabar orchestrated the massacre of the Tethyrian royal
family, including his own granddaughter. Subsequently, he maneuvered his grandson Amahl into
assuming the Tethyrian throne. However, Amahl proved resistant to manipulation, prompting
Akkabar to resort to poisoning to clear the path for his own ambitions.

Following Akkabar's demise under enigmatic magical circumstances, his grandson, Amahl Shoon
III, ascended to both the thrones of Calimshan and Tethyr. Assuming the title of Qysar, or
'overlord of kings,' Amahl III consolidated his rule, relocating the court to Shoonach and
establishing the formidable Shoon Imperium.

The establishment of the Shoon Imperium was marred by internal strife and tragedy. Five years
into Amahl Shoon III's reign as Qysar, a coup was orchestrated by three influential Calishite
noble families discontented with the new regime. This coup resulted in two suspicious 'hunting
accidents,' claiming the lives of three of Amahl's four sons. Paranoia and cruelty pervaded the
remainder of Amahl's rule as he withdrew into seclusion, emerging from the confines of the
palace in Shoonach only once to proclaim his ambition to dominate the surrounding lands.

Upon Amahl's death, his son Aleph ascended to the throne, initiating the royal tradition of being
identified solely by the family name. Despite his ineffectual leadership, Aleph oversaw the
commencement of several major road construction projects, initially intended for military use
but later serving as vital trade routes. Additionally, his reign was marked by the occurrence of
five devastating tidal waves simultaneously striking coastal settlements, prompting the erection
of multiple temples dedicated to Umberlee.

Under Shoon II's rule, a wave of persecution against priests ensued, fueled by personal losses
that divine magic failed to avert. With no direct heir, Shoon II adopted his newborn nephew on
his deathbed and appointed his friend Hazamir al Aktorral as riqysar (regent) until the adopted
heir reached maturity. Hazamir's disinterest in governance allowed the military to amass
considerable power, leading to territorial expansions in the Lake of Steam region and the Shaar.

Shoon III, characterized by his indulgence and deep-seated paranoia, executed Hazamir after
suspecting treachery and spent his reign entrenched in guarding against perceived threats. His
obsessive vigilance, however, blinded him to the assassination attempt on his own brother,
highlighting the pervasive atmosphere of distrust and intrigue within the Shoon Imperium.

Amahl Shoon IV's reign was characterized by a ruthless and bloody regime, marked by the
deaths of over 200 nobles and countless others at his command. Descending into madness
within a decade of ascending to the throne, he was ultimately slain by his younger brother, who
assumed the mantle of leadership. In 236 DR, Amahl IV seized control of the Rhimnasarl hoard,
catalyzing a period of intensive magical research and experimentation within the Shoon Imperial
Court, leading to the creation of numerous artifacts and spells, including the renowned Fanged
Shield of Shyk Korort.

Amahl Shoon V, the younger brother of Amahl III & IV, initially sought refuge from responsibility
through adventure and the pursuit of arcane knowledge. However, upon his return, he was
confronted with the madness of his elder brother. Unable to stage a coup, he was compelled to
confront Amahl IV, resulting in a fatal confrontation where he was forced to wield his magic
against his own kin. Coronated by a grateful populace, Amahl V's reign heralded a period of
enlightenment, marked by the restoration of clergy rights, sponsorship of artistic endeavors,
and the construction of significant landmarks such as the Edificant Library and a grand Selûnite
cathedral, fostering peace, order, and prosperity.

Amahl Shoon VI, the third grandson of the previous Qysar, earned a reputation for tough yet
just leadership. Notably remembered for quelling the Harakhti Uprisings, his tenure was
tragically short-lived, as he succumbed to a scorpion sting shortly after returning from the
campaign.

Shoon IV's political acumen and mastery of necromancy brought both respect and disdain.
Under his rule, the Calishar Emirates experienced exponential growth, fostering prosperity and
trade within the Imperium. Additionally, by allowing demihuman realms like Tathtar and
Meiritin to thrive independently, he introduced novel perspectives that benefited the empire.
Despite the controversy surrounding his use of undead creatures in the military, notably in the
Death Parade, Shoon IV effectively suppressed Tethyrian unrest between Ithmong and
Shoonach.

The transition of Shoon IV into a lich shocked the Imperium, leading to his great-
granddaughter's ascension as the first unwed female ruler of Calimshan. Qysara Shoon V's reign
was characterized by adept governance, marked by the curbing of spellcaster influence and
staunch support for the Imperium's armed forces. Under her leadership, Calimshan expanded
its territories significantly, conquering vast swaths of the Shaar, the Nelanther Isles, and parts of
the Chultan Peninsula.

Shoon VI's ascent to power remains shrouded in mystery, but upon inheriting the throne after
his mother's demise, he swiftly redirected resources towards enhancing the Imperium's magical
capabilities. Delegating considerable autonomy to his mother's armies, he entrusted the
governance of the Imperium to a select group of adept vizars. Under his stewardship, the
Imperium's intelligence network underwent significant enhancement, yet his reign was abruptly
cut short by betrayal from his own personal guard, a mere nine years into his rule.

Shoon VII's ascent to power was marked by Machiavellian tactics, orchestrating the elimination
of his uncle's assassins before seizing the throne himself—ironically, he had been the one who
initially hired them. Consolidating authority unto himself, he centralized power within the
Imperium, leaving little room for delegation. Despite the potential risks inherent in such
centralization, his charismatic demagoguery inspired unwavering loyalty among his subjects,
sparing him from the threat of assassination. As a stern and forceful ruler, Shoon VII believed in
the supremacy of his regime, employing drastic measures to maintain control. In response to a
surge in crime, he initiated a ruthless crackdown, igniting city sewers to purge criminal
elements, inadvertently causing a catastrophic inferno that claimed millions of lives and
devastated urban infrastructure. Subsequently, Shoon VII capitalized on the chaos, installing
loyalists to oversee illicit activities.

During Shoon VII's reign, the rise and fall of Vashalar unfolded—a campaign marked by
expansionism driven by a zealous nazir seeking favor with the qysar. However, this aggressive
expansion drew the ire of Cormyr, leading to military conflict and a significant retreat of
Imperium forces. Following injuries sustained in battle with Iryklathagra, Shoon VII pursued the
path to lichdom, designating his daughter as his heir and employing illusionary guises to conceal
his true strength, anticipating a treacherous move against him.

Qysara Shaani's tenure as ruler was marked by negligence and indulgence, as she prioritized her
personal pursuits in the harem over matters of governance. Exploited by manipulative factions
within the Imperium, she remained oblivious to the erosion of her authority as regional nobles
siphoned loyalty from Shoonach, plunging the Imperium into a state of near-collapse over six
decades of ineffective rule.

Amahl Shoon VII, Shaani's youngest grandchild, operated clandestinely near the Lake of Steam,
systematically dismantling beholder influence in the region before orchestrating a bold assault
on Calimport upon the Qysara's demise. Following weeks of intense conflict, he wrested control
of the Imperium from the grasps of opportunistic nobles and advisors who had instigated chaos
in their pursuit of power. Declaring himself qysar, Amahl VII inherited a realm scarred by
violence and instability. Despite his charismatic rhetoric and Machiavellian tactics inherited
from his ancestors, his aversion to magic led to draconian measures, including the outlawing of
magic and persecution of magic users, exacerbating tensions within the Imperium.

Amidst mounting challenges, including rebellion in Tethyr and the looming threat of
Iryklathagra, the dragon Strohm I dealt the decisive blow to the Imperium, assassinating Amahl
VII and facilitating the destruction of Shoonach. With its demise, one of Faerûn's most
formidable human empires met its end.

GOVERNMENT

As it was established long before the cities of Waterdeep and Amn, Calimshan could have been
one of the most powerful and wealthy nations on the western coast of Faerûn if it were unified.
However, it is more accurately described as a collection of squabbling city-states, each caught
up in its own internal merchant factions and power struggles, with all city-states paying (verbal)
obeisance to the pasha of Calimshan. The largest of these city-states is Calimport, where a
sequestered pasha relaxes and debauches while his servants and bureaucratic underlings
squabble about the kingdom. Calimshan's appearance of unity is maintained by the naval and
merchant fleet flying the flag of Calimshan, a gold field with blue lines slanting across it, creating
the illusion of a vibrant, unified nation despite the internal conflicts .

CITIES

Almraiven
Almraiven is situated on the south coast and is renowned for having the largest shipyards in
Calimshan. It is better known, however, as the preeminent center for magical research and
home to several fine universities. The city resisted the Genasi Warlords during the recent
conflicts and takes pride in this fact. It has an estimated population of 30,000 people and is
considered a beacon of magical and academic excellence within the region.

Calimport
Known as the City of Glory, Calimport serves as the capital of Calimshan and was once
considered the greatest city in the world. Despite being diminished by the Genie Wars, it
remains a sprawling, historic, and impressive city. With the end of the recent troubles,
Calimport is experiencing a resurgence in population and wealth, suggesting a return to its days
of glory. The estimated population stands at 140,000 people, making it a bustling metropolis
rich in history and culture.
Keltar
Keltar is positioned on the eastern bank of the Calim River and prides itself on being a tough,
frontier town with a disdain for politics. The town is known for exporting fine leather goods,
olive oil, and fig wine. With an estimated population of 15,000 people, Keltar is a key player in
the regional economy and serves as a robust community characterized by its rugged
individualism and economic contributions.

Manshaka
Manshaka, known as the City of Sin, is located on the southern coast and serves as a haven for
smugglers, thieves, and those at odds with the law. The city is famous for its high walls, red
minarets, and the Blood Arenas, where gladiators fight to the death. Manshaka is a place where
vice thrives, and it has an estimated population of 30,000 people. The city's reputation for
lawlessness and entertainment makes it a unique destination within Calimshan.

Memnon
Memnon, known as the Desert Gateway, is strategically located on the south bank of the River
Agis, where it empties into the Shining Sea. The city's defenses and position as an important
trade stop and fishing port make it a cornerstone of Calimshan's northern defenses. Often called
the Scarlet City due to its red clay brick constructions, Memnon has an estimated population of
45,000 people and plays a crucial role in the defense and economy of the region.

MAGIC

Genasi trace their lineage to ancient unions between mortals and elemental beings. In
Calimshan, djinn and efreet once held sway, and their unions with humans led to the birth of
the genasi. When these rulers were toppled, their planetouched offspring were scattered across
the region, their bloodlines extending far beyond Calimshan's borders over millennia.

Fire Genasi: Descended from efreet ancestry, they embody flames and intense heat. Their skin
may bear flickering patterns reminiscent of fire, and they possess an innate aptitude for fire-
based magic.
Air Genasi: With djinn heritage, they radiate an ethereal quality. Their hair might seem to float
as if caught in a gentle breeze, and they command the winds and storms.
Water Genasi: Born from the union of mortals and water elementals, they exhibit fluid
movements and grace. Their skin may shine like dew, and they wield water manipulation
effortlessly.
Earth Genasi: Rooted in the essence of the earth, they possess features reminiscent of stone.
Their bodies may display veins of precious minerals, and they have the ability to shape stone
and soil at will.

In contemporary Faerun, genasi comprise approximately half of Calimshan's populace, existing


both as free individuals and as enslaved laborers. Status was not solely determined by wealth
but also by the capacity to live comfortably, with the class system often restricting citizens to
their societal birthright.

Genasi in Calimshan have gained notoriety for their enslavement of humans, with their
continual conflicts across the Calim Desert leaving lasting scars on the land. The catastrophic
events of the Second Era of Skyfire transformed the metropolis of Suldolphor into a desolate
ruin, where rogue djinn and efreet still engage in fierce clashes.

In Calimshan, mosaics hold a special significance and are not just decorative art pieces. The
wizards of the Shoon Imperium created a unique magical item called a Calishite mosaic. These
mosaics appear to be regular stone mosaics on floors, roofs, or ceilings, but they have
embedded magical effects.

The secret of creating these Calishite mosaics has been lost over time, but many examples of
them still exist in great houses across Calimshan, as well as in public spaces in Calimport's
Wizard Ward. These mosaics possess various magical properties and can be attuned to by
individuals.

One example is the Mosaic of Regeneration, a very rare wondrous item. When a person touches
this mosaic, they regain 1d6 hit points every 10 minutes, as long as they have at least 1 hit
point. Additionally, if someone loses a body part, the mosaic causes the missing part to regrow
and return to full functionality after 1d6 + 1 days, as long as the person has at least 1 hit point
throughout the healing process.

Another example is the Mosaic of Scrying, which allows the user to scry on distant locations.
Unfortunately, the document does not provide further details about this particular mosaic.

There are also other types of Calishite mosaics mentioned, such as the Mosaic of Teleportation,
which enables the user to cast the teleport spell, and the Mosaic of Truth, which prevents
anyone standing on it from telling deliberate lies.

Overall, Calishite mosaics are not only beautiful works of art but also possess magical properties
that can be beneficial to those who interact with them.

HIST FINAL

Within a century of the Imperium's collapse, Calimshan found itself under the rule of its own
slaves. Trained and armed by Shoon nobles who clung to their opulent lifestyles, these slave-
warriors, known as mameluks, rose against their masters with unforeseen independence of
thought, swiftly toppling the established order. Calimport fell to flames, and Manshaka rose as
the new seat of power, while surviving eastern cities grappled with the influx of humans drawn
to beholder worship.

The era of mameluk rule met its end with the Rage of Dragons in 1018 DR, as the wealthy
maneuvered to reinstate slavery and assert dominance through opportunistic alliances. Decades
of trade conflicts ensued, plunging the nation into instability, with various factions vying for
control of individual cities.

Saban el Djenispool endeavored to unify Calimshan under his leadership as syl-pasha, garnering
support from city-state pashas and establishing a fragile equilibrium that endured for the
subsequent two centuries. Despite facing threats such as the Black Horde in 1235 DR, Calimshan
remained resilient, though the absence of key officials during attacks exacerbated internal
discord.
Following Saban's legacy, his son ascended to the throne, solidifying the Djenispool dynasty's
grip on power through the strategic use of magic. However, the rise of entities like the Twisted
Rune posed challenges, contrasting with figures like Pasha Pook, who symbolized stability
amidst chaos. As Tethyr descended into turmoil, these stabilizing forces maintained Calimshan's
prosperity until the upheaval of the Time of Troubles in 1358 DR.

Amidst the Darkstalker Wars, Ralan el Persakhal emerged as a clandestine force, orchestrating
the downfall of the Djenispool dynasty and consolidating control over both the government and
criminal underworld, for a time consolidating power at the imperial center.

Dynasty fell during the Spellplague, a cataclysmic event that ravaged the Realms, warping the
fabric of magic itself. Amidst this chaos, the Calimemnon Crystal, an ancient artifact binding the
powerful genies Calim and Memnon, was shattered. For centuries, this crystal had served as a
prison, holding the two adversaries in stasis and maintaining a precarious peace in Calimshan by
preventing their destructive conflict.

Era of Skyfire and the Genie Wars:


The release of Calim and Memnon reignited their ancient feud, plunging Calimshan into what
would be known as the second Era of Skyfire, though more commonly referred to as the Genie
Wars. This conflict was devastating, with both genies commanding elemental powers that
reshaped the landscape and enslaved the human populace. Genasi, offspring of genies and
humans, flocked to Calimshan, drawn into the conflict by their kinship with Calim and Memnon.
They became rulers and warlords, with many humans subjugated under their rule.

The Sundering and the Waning of Genasi Power:


As the Genie Wars raged, the Sundering, another world-shaking event, began to unfold, further
destabilizing the Realms. The Sundering's effects included a mysterious dampening of the
genasi's elemental powers. Simultaneously, Calim and Memnon vanished under unclear
circumstances—some believe they were banished by divine intervention. Despite their
disappearance, the conflict persisted, now driven by Genasi Warlords vying for dominance over
Calimshan's fractured lands.

The Rise of Shahrzad and the Glorious Revolution:


In this dark period, Shahrzad, arose a prophet chosen by Ilmater, the Crying God. Preaching
messages of liberation, Shahrzad inspired a widespread uprising among the human population.
This movement, known as the Glorious Revolution, saw the oppressed masses rise against their
genasi overlords, overturning centuries of subjugation. The revolution culminated in the defeat
of the Genasi Warlords, the liberation of the human populace, and the abolition of slavery in
Calimshan.

Aftermath and a New Golden Age:


In the vacuum left by the revolution, Javad el Volahrn, a key figure in the uprising, was
appointed syl-pasha, effectively becoming the ruler of Calimshan. Under his leadership, the
nation embarked on a period of rapid recovery and prosperity, buoyed by the resurgence of
trade and a collective desire to rebuild. Many view this era as a new golden age, reminiscent of
Calimshan's storied past as a center of wealth and culture. However, the scars of the Genie Wars
and the memory of oppression under the genasi remain, serving as a somber reminder of the
past struggles and the continuous effort required to maintain peace and prosperity.

Calimshan’s history as a “nation of intrigues” is a narrative woven through epochs of magical


dominion, celestial conflicts, and the rise and fall of dynasties. This land has been a stage for the
ambitions of genies, the resilience of humans, and the strategic cunning of its leaders. From the
ancient manipulations of Calim and Memnon, whose eternal struggle cast long shadows over
the desert, to the architectural and magical wonders built on the backs of subjugated peoples,
this ancient land still hold secrets beneath its sands.

You might also like