City of Golotha
The darkest, most evil city on Hârn.
Golotha is a chartered Freetown and the principal settlement of the Kingdom of Rethem.
The city is infamous for its secrets and dangerous places. Morning fogs plague the cities dark, narrow streets and law and order are almost nonexistent. Many a hapless citizen or visitor have vanished, never to be seen again.
Golotha is the most religiously intolerant of all Hârnic cities, dominated by the Morgathic Church and its primate, the Gurim-Khidar-Ugik-Hârn, a malevolent influence which permeates the city. The church of Agrik is represented by five competing orders while churches of Halea, Ilvir, and Save-K'nor are barely tolerated.
The city’s affairs are managed by the seven aldermen of the Heptarchial Council, chaired by Sir Klyrdes Bisidril, the Apalankh (Agrikan Primate). He is a good friend of King Chafin III and well feared for his ruthless efficiency.
Government
Golotha is a Rethemi Freetown, governed by the Heptarchial Council under a charter of the king.
In exchange for the Freetown charter, the council provides the crown with £200 (48,000sp) annually to the Royal Treasury.
Heptarchial Council
This is an alliance between the city's wealthiest citizens and the powerful temples of Morgath and Agrik. The Morgathian church dominates the Council and has free reign in its dark activities. Heptarchs are nominated by their temple or the merchants guild. The office is held for life.
The Heptarchs
There are seven Heptarchs.
The Agrikian Primate nominates the Heptarch of Agrik.
The council of Merchants Guilds nominates the Heptarch of the Mangai.
The Heptarch of Halea is nominated by the High Priestess of the Golothan temple of Halea.
First, Second, Third and Fourth Heptarch of Morgath - are nominated by the Gurim, the Mogathic Primate.
The council’s jurisdiction does not extend over the Royal castle of Caer Chaftar. This can be a cause of friction and rivalry.
Defences
Warriors of Mameka
The Warriors of Mameka are the most feared fighting force in Golotha. These highly trained killers are the personal guard of the Agrikan Primate and charged with keeping the peace that they do so without regard for legality.
Champions of the Golden Stag (the Queen's Guard)
Rivals of the Warriors of Mameka and under the previous King were responsible for keeping the peace. They are stationed at Caer Chaftar and only leave its gates in force.
Warden’s Company
A mercenary company charged with controlling the cities gates.
Private Guards
Additionally, most of the wealthy guildsmen and nobles with local homes maintain a force of private guards.
Mercenary Companies
Golotha also hosts numerous mercenaries companies, including the Company of Dead Men, Thorfinn’s Marines, Band of the Bloody Gauntlet and The Black Company.
Industry & Trade
Golotha is a busy port, and much of the northern trade goods mostly hides and vegetable oils, pass through this city.
The Hideworkers’ Guild supplies the best leatherwares on Hârn.
Note that most businesses have at least one or two private guards in their stores at all times.
Infrastructure
Caer Chaftar
The Royal Castle defended by the Queen's Guard, a contingent of the Royal Guard, also known and the Champions of the Golden Stag. This is the permanent residence of the Queen and the King when he visits.
Palace of Perehyne
The chancery of Golotha, the forum of the Heptarchial Council, law courts and offices for the cities bureaucrats.
Manse of the Sanguine Saltire
College of Heralds and residence of the Sanguine Saltire, Rethem's Chief Herald. This is considered neutral ground theoretically; no person; King included, can enter without permission.
Chantry of Arcane Lore
Has four masters, and experiments on living and necromancy are not banned.
Northaven Wharf
Under the wharf is a dimly lit labyrinth of barges and boats. The most lawless part of the City where brute force rules and sudden death common.
Temples
Morgath (Order of the Lord of Chaos) - The chief temple and the seat of the Gurim-Khidar-Ugik-Hârn, the Hârnic Primate of Morgath. This organization wields immense political power in Golotha because the Gurim appoints four members of the Cities ruling Heptarchial Council.
Agrik (Order of Mamaka, Master of Steel) - The Seat of the Hârnic Primate of Agrik, Klyrdes Bisidril. He is also the High Priest of this temple and Grandmaster of the Order of Mamaka. This is Hârn's largest and most important temple, and the Order supplies the Warriors of Mameka who act as the city guard. This Order does not have the King's favor and is under threat from its rivals.
Agrik (Order of the Pillar of Fire) - The Order reclaimed this temple in 723TR, after it was previously occupied by the Order of the Eight Demons. There is much animosity between Piller of Fire and the Order of Mamaka, Master of Steel.
Agrik (Order of the Fuming Gate) - This temple like its sponsored fighting Order the Company of the Copper Hook is in decline.
Agrik (Order of Hepra the Mace) - A major temple and seat of the Agrikian Bishop of Rethem.
Agrik (Octagonal Pit) - Manages the gladiatorial Pamesani Games. The games in this arena are particularly brutal and very popular.
Halea (Order of the Silken Voice) - Priestesses are routinely assassinated if they are seen interfering with council business. Not a popular religion with the establishment.
Ilvir (Order of Pia-Gardith) - Church of the Glory of Ilvir - A poorly organised temple dedicated to exposing all humans to the Ivashu for the glory of Ilivir. It is sometimes involved with procuring Ivashu for the Pamesani Games.
Save-K'Nor (Order of Hyn-Aelori) - Library of Lost Merethos - Manages a sizable archive but otherwise strictly plays no part in politics.
A hidden temple to Naveh is believed to operate somewhere in the city.
Rumors are abound that a covert shrine to Larani is hidden somewhere in the city. The Heptarchial Council has offered a generous reward for information and routinely torture and execute suspects.
The Old temple - The cities original Morgathian temple surrounded by a complex of bat-infested sepulchers and tombs. Still actively used in Morgathic ceremonies.
History
389TR - The Corani Emperor Malian founded the City of Merethos, and it rapidly grew into a major port and trade center.
562TR - Merethos was the first city to fall to the Balshan Jihad and changed its name to Golotha “dark victory” in Ormauk and served as a base for its operations which eventually overwhelmed the Corani Empire. Golotha became the spiritual center of the Theocracy of Tekhos and its state religion, Morgathianism.
588TR - When the Theocracy of Tekhos collapsed, the Golothan priests remained in power, forming the Golothan Theocracy.
635TR - Arlun the Barbarian conquered Golotha and founds the Kingdom of Rethem.
666TR - The Heptarchial Council formed to rule the city with royal approval.
Architecture
Golotha is defined by urban blight. Many of the buildings are dark, old, decayed, damp, moldy, and generally poor.
Many older buildings are made from heavy black basalt and glassy black-purple porphyry sourced from the quarries in the Earldom of Ithiko.
Geography
Golotha is built on the mouth of the River Thard on foggy marshlands and a series of small islands.
Several small Islands are located in the nearby bay. One of them, Molok Island, holds a leper colony, a "charity" managed by the Church of Morgath.
Golothan
- Caer Chaftar
- Guildhall of Arcane Lore - Hall of Ancient Knowledge
- Manse of the Sanguine Saltire
- Shrine to Mendiz
- Temple of Halea - Church of Hidden Beauty
- Temple of Ilvir - Church of the Glory of Ilvir
- Temple of Save-K'nor - Library of Lost Merethos
- The Bargepath Tavern
- The Compound
- The Crimson Hands Surgery
- The Masks and Marionettes.
- The Trident Inn
- Session 055 - Home, Dark and Evil
- Session 056 - Secrets, On and Underwater
- Session 057 - New Identities, New Companions
- Session 099 - To Rob A King
- Session 147 - A Beautiful Ending
- Session 148 - Spies, Schemes and Heads in a Sack
- Session 351 - The Sword of Calatrava
- Session 361 - Lost Books
- Session 386 - The Brothers of Flame
- Session 001 - Tale of Rebels and Ugly Flying Lizards
- Session 024 - Bloody Plans and Plots
- Session 033 - A Quick Trip North
- Session 035 - Counterfeiters, Spies and Forbidden Magic
- Session 054 - Drums of War
- Session 149 - Spiders of Doom
- Session 252 - Molok Island
- Session 254 - Rescuing the Lepers
- Session 349 - A Deadly Cargo
- Session 353 - A Soul Is Liberated
- Session 355 - The Bringer of Fever
- Session 360 - Montesa's Sword
- Session 373 - The Whale's Graveyard
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