THEYMARSH

The wizard's city, the City of Magic, the City of Masks, the lair of the dragon; its spires rise over the plain like the twisted dream of a mad wizard, gothic spears thrust into the bright sky.

Ruled from above by severe tradition and an elite caste of magicians, Theymarsh is a city of towers, built up level upon level, peopled by faceless citizens who hide behind elaborate beast-masks, dwelling in endless ritual and tradition under the serpentine shadows cast from above.

The city is strange, powerful, insular, and not open to foreigners.

Dark minarets and towers soar high into the air around a central spire, like courtesans circling a lord or jackals circling a dying antelope, linked together by narrow walkways which crisscross through the air...level upon level of them, like a spider's web, blocking nearly all light from the streets of the commoners below.


THE MAGOCRACY

Politically, the formal, ritualistic Court of Dragons stands at the center of the city. Culled from the noble caste, they meet to decide law, make decisions of justice and arbitration and otherwise conduct the affairs of general rulership, guiding and judging the day-to-day lives and actions of every citizen.

The greatest wizard of the city, the Archmage (sometimes known as 'the Dragon') presides over the Court, finalizing all decisions and guiding the city towards prophecied ends with the subtle whispers from the priets of Malar and Mystra ringing in his (or her) ears.

The Court is rumored to take part in terrible magical experiments and rituals in the chambers and passageways of the Great Tower, though none but the ruling caste know if this is true.
Of similar rumor and restriction are the fabled vaults said to hold the ancient magics gathered over the the centuries of the Court's rule.

 

Magic of nearly any sort can be bought and sold in the city, for it is the binding force of this society, as common as seawater or ale in a sailor's city. But magic is not a tool, not to be used lightly, it squirms and creeps under its own power, whispers darkly in the mind which seeks to hold it.

The ruling caste knows this and so keeps the magic of Theymarsh in check through ritual and appeasement, giving it no chance to blossom or creep forth in silence. And it is this dark tinge to magic which makes the folk of other cities cringe and grip their irons: a superstition arises from a reality, for northern magic is often foiled by steel and iron, and cannot affect that which is made of it in any way.


THE PEOPLE OF THEYMARSH

Citizens move through life in a formalized ritual of behavior, seemingly mechanical in word and deed, hidden behind elaborate masks both literal and metaphorical, the mask telling all their name and caste, each mask born of that citizen's knowledge and ability with magic. And all citizens use magic in some way, from the most simple cantrips to the most powerful incantations.

They work with spirits and nether-creatures, whisper words men were not meant to utter and know what to bind into everyday items to bring magic creeping out from within it.

But the more powerful the magic one wields, the higher their caste, and the more freedom and responsibility they have. The citizens, and moreso the ruling caste, see failure to observe or lack of knowledge of proper behaviour as signs of lesser intellect and civilization, and it is unforgivable among their own people to act thusly.

Often, these are the half-orcs of the city, whose orcish parents have functioned as Theymarsh's hired muscle and army for centuries and whom are the only outsiders tolerated within, and then only at the whim of the Court of Dragons.
For those without the knowledge of magic must suffer the harsh existance of a slave and servant, even that of an abandoned, diseased animal ignored in the street.

Additionally, there are also a surprising number of dark-skinned elves (both drow and half-drow) throughout the city and within its protectorate who claim citizenship among the masked populace.

TEMPLES

Grand temples to the traditional deities of the city, the gods of magic, dot the city, some hugging the base of the Great Tower, even providing entrance to it.

These deities include Mystra, the Lady of Magic; Oghma, the Lord of Knowledge; Deneir, Lord of Glyphs and Azuth, Lord of Wizards. Though painted in solidarity, the truth is that worshippers of each proclaim their own chosen patron's superior benefits.

But there is a greater temple whose spires reach up from the ground towards the sky, and whom none decry no matter their other allegiances. The city is devoted wholly to Malar, the Great Dragon, the patron and lord of Theymarsh, Protector of the Archmage, the city and Father of All Wizards.

Lesser temples and shrines to other deities also dot this section of the city, but none of these cults hold much power. Even the small sect of priests of Talos and Umberlee here who hold the ear of the Court of Dragons are kept upon a short leash by the same.


 

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