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Eck-Ta’Quay

The capital and largest city of the Merchant States of Eck-Ta’Quay.

Demographics

City Total Population = 1,207,84
 
  • Humans 64%
  • Dwarves 10%
  • Elves 10%
  • Halflings 5%
  • Half-elves 5%
  • Gnomes 2%
  • Trolls 2%
  • Half-Orcs 1%
  • Other 1%

Government

The Open Lord of Eck and the Council of Masked Lords form the government of the city. The council votes on proposals brought forth by members, guilds, or wards of the city. The Open Lord presides over the council and provides a tie breaking vote if necessary.   The Open Lord of Eck: The open lord is the head of governement and the leader of the council of Lords of Eck-Ta'Quay. The open lord presides over all council meetings and provides a tie breaking vote when needed. After the Treaty of Thune the Open Lord added another duty to the title as the head of the nation of the Merchant States of Eck.   Masked Lords of Eck-Ta'Quay: A council made up of fifty of the seventy guilds who keep their identities secret and help to rule Eck-Ta'Quay. The Lords appear in public only when masked and magically protected from divinations and other forms of magic. Lady Laeral Silverhand, Warden of Eck-Ta'Quay and Commander of the Watch, is the Open Lord, and her palace in the center of Castle Ward is the seat of government. Speculation on the identity of the other lords is a sporting pastime in Eck-Ta'Quay. All that is certain is that they are competent and fair rulers, which is more than most cities could hope for, much less other cities whose rulers wear masks.
  High Magistars: The 12 high-magisters are made up of two judges from each ward voted in by all the magisters within each ward. The number of magisters from each ward is often changing and almost never set in stone as the bar to become a magister is simply that you are nominated by two noble houses, pay the fee (currently 150 gp's), and have your magister-ship signed off on by one other judge.
  Magisters: Similar to the High-Magisters these are lower level judges who are able to make decisions regarding already established law on the fly for the City Watch. They may be found throughout each ward and will also help settle guild disputes when needed. The number of registered magisters is fluid and ever changing as the noble families will often make a friend or friendly party a magister when in need of a favorable ruling. All that is needed to become a magister is the endorsement of two noble parties, one filing fee (currently set at 150 gp's), and the approval of another magister (though this is often forged after the favorable ruling by another friendly magister). They are also tasked with choosing who will represent the ward in as the High-Magisters.
 

The Code Legal

Punishment for a crime can include one or more of the following, based on the nature of the crime, who or what the crime is committed against, and the criminal record of the convicted:   Punishments
  • Death
  • Exile (for a number of years or summers)
  • logging (a set number of strokes)
  • Hard Labor (for a period of days, months, or years depending on the seriousness of the crime)
  • Imprisonment in the Dungeons of Castle Eck (for a period of days or months depending on the seriousness of the crime)
  • Fine (Payable to the city; inability to pay the fines leads to imprisonment)
  • Damages (Payable to the injured party or the victim’s kin; inability to pay damages leads to imprisonment and/0r hard labor)
  • Edict (forbidding the convicted from doing something; violation of an edict can result in imprisonment, hard labor, and/or a fine)
  Crimes against Lords, Officials, and Nobles
  • Assaulting or impersonating a Lord: death
  • Assaulting or impersonating an official or noble: flogging, imprisonment up to a tenday, and fine up to 500 gp
  • Blackmailing an official: flogging and exile up to 10 years
  • Bribery or attempted bribery of an official: exile up to 20 years and fine up to double the bribe amount
  • Murder of a Lord, official, or noble: death
  • Using magic to influence a Lord without consent: imprisonment up to a year, and fine or damages up to 1,000 gp
  • Using magic to influence an official without consent: fine or damages up to 1,000 gp and edict
  Crimes against the City
  • Arson: death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp
  • Brandishing Weapons Without Due Cause: imprisonment up to a tenday and/or fine up to 10 gp
  • Espionage: death or permanent exile
  • Fencing Stolen Goods: fine equal to the value of the sole goods and edict
  • Forgery Of An Official Document: flogging and exile for up to 10 summers
  • Hampering Justice: fine up to 200 gp and hard labor up to a tenday
  • Littering: fine up to 2 gp and edict
  • Poisoning A City Well: death
  • Theft: flogging followed by imprisonment up to a tenday, hard labor up to 1 year, or fine equal to the value of the stolen goods
  • Treason: death
  • Vandalism: imprisonment up to a tenday plus fine and/or damages covering the cost of repairs plus up to 100 gp
  • Using Magic To Influence An Official Without Consent: fine or damages up to 1,000 gp and edict
  Crimes against the Gods
  • Assaulting A Priest Or Lay Worshipper: imprisonment up to a tenday and damages up to 500 gp
  • Disorderly Conduct Within A Temple: fine up to 5 gp and edict
  • Public Blasphemy Against A God Or Church: edict
  • Theft Of Temple Goods Or Offerings: imprisonment up to a tenday and damages up to double the cost of stolen items
  • Tomb-robbing: imprisonment up to a tenday and damages covering the cost of repairs plus 500 gp
  Crimes against Citizens
  • Assaulting A Citizen: imprisonment up to a tenday, flogging, and damages up to 1,000 gp
  • Blackmailing Or Intimidating A Citizen: fine and damages up to 500 gp and edict
  • Burglary: imprisonment up to 3 months and damages equal to the value of the stolen goods plus 500 gp
  • Damaging Property Or Livestock: damages covering the cost of repairs or replacement plus up to 500 gp
  • Disturbing The Peace: fine up to 25 gp and edict
  • Murdering A Citizen Without Justification: death or hard labor up to 10 years, and damages up to 1,000 gp paid to the victim’s kin
  • Murdering A Citizen With Justification: exile up to 5 years or hard labor up to 3 years or damages up to 1,000 gp paid to the victim’s kin
  • Robbery: hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp
  • Slavery: flogging and hard labor up to 10 years
  • Using Magic To Influence A Citizen Without Consent: fine or damages up to 1,000 gp and edict

Defences

The entire city is surrounded by a thick stone wall to the North, South, and East. To the West is the harbor and beyond that the Dragonmere Sea. The River Eck splits into two smaller rivers that flow around the metropolis. Each providing more natural protection. The city boasts an army of soldiers, the City Guard, sworn to protect the city from outside threats. They also have an aerial fleet of Griffons known as the Griffon Cavalry. Eck maintains a strong no fly zone above the city. Recently Eck-Ta'Quay has purchased a fleet of Naval Airships from the Nation of Corvair. Though the looming threat of war may put the devivery on hold…

Industry & Trade

Eck-Ta'Quay maintains the silos that store the food stuffs for the continent of Abeir. All of the Merchant States bring their excess harvest to the city of Eck for distrubtion to the other nations of Abeir. The city also maintains an expansive Salvage industry. Eck-Ta'Quay is the commercial hub of Abeir. If it is to be sold it is probably sold in Eck-Ta'Quay.
"If you can't find, It here it doesnt exist."
— Merchants of Eck-Ta'Quay

Infrastructure


The City of Eck-Ta'Quay has over the years become a well developed metropolis. Spanning the three original cities of Eck, Ta, and Quay. The government of the city has built and maintained infrastructure systems with functioning water and sewer system, a postal service, well built and maintained roads and bridges, a trash and waste system, and several public stadiums for entertainment.

Districts

Eck-Ta'Quay has been divided for the purposes of governance and security into a system of wards or civic districts. Although no formal boundaries mark their borders, the six recognized wards of Eck-Ta'Quay are Castle Ward, Dock Ward, North Ward, Sea Ward, Southern Ward, and Trades Ward. The City of the Dead is nearly a seventh ward unto itself, and Dragonmere Harbor and the surrounding sky-islands form an informal eighth ward.
  Sea Ward: The wealthiest ward of the city, Sea Ward is home to noble families. It features broad streets, wondrous statues, bright and expensive shops, and its own arena, the Field of Triumph.
  North Ward: North Ward is primarily the home of the wealthy middle class, lesser nobles, and well-to-do merchants.
  Castle Ward: Castle Ward, at the center of the city, includes fount Eck, its castle, the Palace of Eck (occupied by Lady Laeral Silverhand), and the homes of some prosperous Ecktians.
  Trades Ward: Eck-Ta'Quay's commercial section never truly closes, and work stops only during festivals. By night, candles, lanterns, oil lamps, and continual flames keep Trades Ward's streets and shops glowing, with staff who sleep by day to sell to those who shop by night. The city's major guilds have their headquarters in Trades Ward, near the businesses they work for or own.
  Dock Ward: Compared to the rest of the city, Dock Ward is dirty, smelly, clumsily built, and dangerous. In the words of Elminster himself, Dock Ward is a "riotous, nigh-perpetual brawl that covers entire acres, interrupted only by small buildings, intermittent trade Businesses, an errant dog or two, and a few brave watch-guards (who manage to keep the chaos from spreading beyond the docks), the whole lot wallowing in the stench of burnt kinetic sap."
  Southern Ward: Also known as Caravan City, the Southern Ward serves as the staging, loading, and unloading zone for caravans passing through the southern gates into the city. "South," as it is known to locals, is well patrolled by the City Watch and accustomed to providing newcomers to the city with lodging, information, food, and entertainment.
  City of the Dead: A huge cemetery, the City of the Dead is open to the public during the day and sealed off and patrolled at night, citizens and strangers who want their deeds to go unobserved operate in the shadows of the tombs. The graves themselves benefit from various levels of magical protection - some tombs are actually doorways into magical planes, pocket dimensions that cannot support life but serve as burial zones for unlimited numbers of honored nobles and fondly remembered commoners.

Guilds and Factions

City Watch: One of two armed bodies maintained by the city from Castle Eck, the Watch functions as a police force. Watchfolk dress in green, black, and gold uniforms. They are well trained and well equipped with leather armor, clubs, and short swords. They would rather talk problems over than use force of arms, but if fighting is required, they use horns to summon reinforcements.   City Guard: Like the City Watch, the Guard is headquartered in Castle Eck. Unlike the Watch, the Guard is made up of professional soldiers responsible for defending the city, protecting the gates, and guarding important citizens and locations. Guards wear scale or chain shirts and carry short swords and shortbows.   High-Magisters: The 12 high-magisters are made up of two judges from each ward voted in by all the magisters within each ward. The number of magisters from each ward is often changing and almost never set in stone as the bar to become a magister is simply that you are nominated by two noble houses, pay the fee (currently 150 gp's), and have your magister-ship signed off on by one other judge.   Magisters: Similar to the High-Magisters these are lower level judges who are able to make decisions regarding already established law on the fly for the City Watch. They may be found throughout each ward and will also help settle guild disputes when needed. The number of registered magisters is fluid and ever changing as the noble families will often make a friend or friendly party a magister when in need of a favorable ruling. All that is needed to become a magister is the endorsement of two noble parties, one filing fee (currently set at 150 gp's), and the approval of another magister (though this is often forged after the favorable ruling by another friendly magister). They are also tasked with choosing who will represent the ward in as the High-Magisters.   Lords of Eck-Ta'Quay: A council made up of fifty of the seventy guilds who keep their identities secret and help to rule Eck-Ta'Quay. The Lords appear in public only when masked and magically protected from divinations and other forms of magic. Lady Laeral Silverhand, Warden of Eck-Ta'Quay and Commander of the Watch, is the Open Lord, and her palace in the center of Castle Ward is the seat of government. Speculation on the identity of the other lords is a sporting pastime in Eck-Ta'Quay. All that is certain is that they are competent and fair rulers, which is more than most cities could hope for, much less a city whose rulers wear masks.   The Great Guilds of Eck-Ta'Quay
  The merchants' and craftsfolks' guilds partially rule the city. Eck-Ta'Quay barely survived the strife. The guilds focus on the commercial and professional enterprises they handle best and (usually) leave the foreign affairs politicking to the Open Lord. Eck-Ta'Quay's thieves' guild, the Xanathar's Guild, has been driven into Skullport, far beneath the city.
 
  • Guild of Accountants and Usurers (OG-1)
  • Assassin's Guild (OG-2)
  • Beggars Guild (OG-3)
  • Council of Musicians, Instrument-Makers, & Choristers (OG-4)
  • Fellowship of Innkeepers and Tavern Owners (OG-5)
  • Guild of Apothecaries and Physicians (OG-6)
  • Guild of Fire Fighters (OG-7)
  • Guild Of Fools and Jesters (OG-8)
  • Guild of Priests, Sacerdotes, and Occult Intermediaries (OG-9)
  • Guild of Merchants and Traders (OG-10)
  • Guild of Stonecutters, Masons, Potters, and Tile-makers (OG-11)
  • Most Careful Order of Skilled Smiths and Metalforgers (OG-12)
  • Thieves' Guild (OG-13)
  • Vintners', Distillers', & Brewers' Guild (OG-14)
  • Watchful Order of Magists and Protectors (OG-15)
  • Guild of Watchmen (OG-16)
  • Actors Guild
  • Archaeologists Guild
  • Alchemists Guild
  • Guild of Architects
  • Baker's Guild
  • Bandits Guild
  • Butler's Guild
  • Guild of Barber-Surgeons
  • Carpenters', Roofers', & Plasterers' Guild
  • Cellarers' and Plumbers' Guild
  • Chef's Guild
  • Coopers' Guild
  • Council of Farmer-Grocers
  • Dungsweepers' Guild
  • Fellowship of Bowers and Fletchers
  • Fellowship of Carters and Coachmen
  • Fellowship of Salters, Packers, and Joiners
  • Gamblers Guild
  • Guild of Butchers
  • Guild of Chandlers and Lamplighters
  • Guild of Ecdysiasts and Exponents of Exotic Dance
  • Guild of Embalmers and Allied Trades
  • Guild of Fine Carvers
  • Guild of Glassblowers, Glaziers, and Spectacle-makers
  • Guild of Trusted Pewterers and Casters
  • Haberdashers' Guild
  • Historians Guild
  • Jewelers' Guild
  • Launderers' Guild
  • Lawyers' Guild
  • League of Basket-makers and Wickerworkers
  • League of Skinners and Tanners
  • Loyal Order of Street Laborers
  • Master Mariners' Guild
  • Most Diligent League of Sail-makers and Cordwainers
  • Most Excellent Order of Weavers and Dyers
  • Order of Cobblers and Corvisers
  • Order of Master Shipwrights
  • Order of Master Tailors, Glovers, and Mercers
  • Rat-Catcher's Guild
  • Saddlers' and Harness-makers' Guild
  • Guild of Seamstress'
  • Scriveners', Scribes', and Clerks' Guild
  • Guild of Shoemakers and Leatherworkers
  • Smuggler's Guild
  • Solemn Order of Recognized Furriers and Woolmen
  • Splendid Order of Armorers, Locksmiths, and Finesmiths
  • Stablemasters' and Farriers' Guild
  • Stationers' Guild
  • Surveyors', Map-, and Chart-makers' Guild
  • Teacher's Guild
  • Guild of Town Criers
  • Wagon-makers' and Coach Builders' Guild
  • Wheelwrights' Guild

  •   Lawful Factions:
    1. Emerlad Enclave - To foster Harmony between Nature and Civilization
    2. Force Grey - A special force faction that take an oath to protect the city, its citizens, and uphold its laws.
    3. Harpers - A network of spies that provides valuable information to the Council of Lords.
    4. Order of the Guantlet - Seek out and destory evil before it gains a foothold anywhere on the Abeirian continent.
      Neutral Factions:
    1. Greenbeards - An order of Druids that are devoted to protecting the lands and seas of Abeir.
    2. Bregen D'aerthe - A self serving network of Airship Pirates that hail from the island of Luskor. A breakaway part from the continent of Malivor.
    3. Silver Flame - Protect Abeir from the unholy and undead that wish to do it harm.
      Unlawful Factions:
    1. Xanathar's Guild - An organized crime syndicate that operates out of Skullfort in the Deadrüt below Eck-Ta'Quay.
    2. Zhentarim - A crime organization spread across Abeir. They traffic in drugs, illegal magic items, and anything that can add to the power of the organization and its leader.
    3. Crimson Order - A religious organization that operates several legal and philanthropic businesses to maintain cover of illegal activities. They maintain several organizations that support the citizens of Abeir. Such as: The Crimson Cross - a blood donor program that helps to supply the nation sof Abeir with blood when needed; Crimson Salvage - one of the largest salvage companies on the continent of Abeir; Crimson Trading - a trade organization that maintains footholds in all of the major cities; and the Crimson Ledger - a money lending organization that operates as a bank in both Eck-Ta'Quay and Sunhill.

    History

    The sprawling, bustling City of Splendors, the most energetic and eclectic trading center of modern Abeir, began as a good harbor along the storm-clawed Dragonmere Coast, where ports for ships are sparse.
      Current day Eck-Ta’Quay is made up of three ancient towns from before the time of the Great Seeding to the Great Calamity: Eck, a coastal salvage town on the edge of Northern Split of River Eck, Ta'lor, a human slaver city just south of the Greycloak Highlands, and Quay, a stronghold of trolls and orcs just south of the Southern Split of River Eck. The three cities have a bloody history of war with each other.   -1000 AS to -1 AS
    During the events of the Dragon Wars and the Great Calamity, Gadre-el was a red dragon who lived in Undermountain that overlooks the cities of Eck and Quay. He received the Anomaly of Greed from the All-father, Asgorath. Once he became an Infernal he used his Anomaly of Impurity to spread greed throughout the region causing the many wars among its citizens.   As the Infernals of the Great Calamity wrecked havoc on the continent of Abeir. The local tribes of the region were battled and conquered one another for centuries. It was the Supreme Troll leader, Ulbaerag Blood-hand (Troll), who in the year -556 AS led a crusade from Quay to conquer the Eck River Valley region. His reign lasted for 100 years until he was defeated by Nimoar the Reaver, a human conquistador in -456 AS. Nimoar built a permanent hold inside a wooden palisade, where the north end of present-day Eck-Ta'Quay stands, and the hold withstood both bandit and tribal raids. Before his death in -432 AS, Nimoar led his warriors in the First Trollwar, securing an alliance with the trolls of Quay to the south of Eck. The alliance of Eck-Quay was formed in -307 AS.   In -257 AS, the wizard Ahghairon became special advisor to the War Lord of Eck-Quay. The Free City of Eck-Quay grew in size and wealth for several centuries. Castle Eck (then just a simple keep) was built in the year -56 AS. The wealth and growth of Eck-Quay made its rulers proud and its enemies numerous.   0 AC - 1436 AC (Present Day)
    After the end of the Great Calamity, at the dawn of the Age of Mortality, the wizard, Ahghairon became special advisor to the War Lord of Eck-Quay. Twenty years later in the year 19 AC, the War Lord of Ta’lor, Raurlor dreamed of founding an "Empire of the North," with Ta'lor as its capital and himself on its throne. After many years of battling and conquering the smaller towns and villages of the Greycloak Highlands, Raurlor turned his army to attempt to conquer the greatest of city of the region, Eck-Quay. IN 136 AC Raurlor invaded the city of Eck-Quay and slayed the War Lord of Eck. However before he could pronounce himself ruler, Ahghairon challenged Raurlor in the public square (now the Court of the White Bull). This enraged Raurlor who attacked the wizard with his sword - but Ahghairon transformed Raurlor's blade into a serpent, which bit and slew the Warlord of Ta’lor. Following Raurlors defeat Ahghairon proclaimed Ta’lor as part of the Eck-Quay empire, he brought the three towns into one megapolis, Eck-Ta’Quay. Ahghairon proclaimed himself Lord of Eck and decreed that he would rule as an equal with Masked Lords of unknown identity, gathered from Ecktians of all walks of life. The city's guilds were established in 235 AC. In 656 AC, Ahghairon's longevity magic failed, and he died.   After the death of Ahgairon. A ruling Council of 16 Guildmasters governed until the Guildwars of 762 AC. During their rule, the Shadow Thieves established themselves in the city. Graft and corruption were rife, and public safety could only be purchased in the form of combative bodyguards.   In the year 788 AC, the wizard Halaster arrived, built his tower, and abandoned it for Undermountain.   Phasander I brought order to Eck, founding the City Guard and City Watch. He ruled for two hundred years, during which time the city grew in size and prosperity. The city wards were established in 865 AC. The city expanded its walls several times, and the flow of wealth never ceased nor shrank, year by year. Phasander died in 962 AC. His son, Phasander II took over but died after only three years o f rule in 965 AC.   A long-hidden Lord, Baeron and wife Shilarn, emerged in 973 AC They established the present system of justice, with 12 high-magisters who serve as the highest of judges and several lower magisters who serve as local judges (usually bought by the noble families when they need a "fair ruling"), 20 Lords (guild-leaders) who serve as legislature (this was shortly raised to the current level of 50), and Baeron acting as the Open Lord Of Eck. The Shadow Thieves were outlawed, Baeron proclaimed himself the Open Lord of Eck, and Eck-Ta'Quay's official permanent taxed population reached one hundred thousand.   Three years later, Baeron and Shilarn had a daughter, Lhestyn, who was to become one of the greatest Lords of Eck. In that year (976 AC) the city reached its present boundaries, and the ranks of the Lords were increased to 50. Sixteen years later, Baeron and Shilarn died. Lhestyn became Open Lord in her father's place, and the Palace of Eck was built. Operating as the Masked Lady, Lhestyn later infiltrated and exposed the Shadow Thieves still operating in the city, breaking their power.   Upon Lhestyn's death in 1044 AC, her chosen successor, Piergeiron, became Open Lord. His rule was the first peaceful transition of power in the history of Eck-Ta’Quay. Piergeiron ruled for 125 years until his death in the 1169 AC.   In 1289 AC, 120 years after Piergeiron’s death, during the rule of Tres Sagius, The True War was waged. The True War spanned three different rulers of Eck-Ta’Quay. The destruction of the True War was so great and callous that the citizens of Abeir had to flee their homes and move into one of the 4 Megacities of the continent. This growth pushed Eck-Ta’Quay to its current population 1.3 million citizens. In 1399 AC after the signing of the Treaty of Thune. The continent was divided into four nations and six territories—The Merchant States of Eck, the Sunhill Principalities, the Corvair Providence, the Free Consortium of Uxangard, the Lost Jungles, and the Wild-Lands. The Suutwood Protocol signed in 1406 AC, established the fifth nation from the Lost Jungles into the Suutwood Regency.   In 1332 AC, the adventurers Mirt and Durnan emerged from Undermountain as rich men. Tales of their adventures spread, luring others who followed their trail down to riches or death. After the signing of the Treaty of Thune, the two adventurers traveled to the Osheeygow Jungles of the south. Mira and Durnan didn’t return until 1419 AC and when they returned they brought with them riches and relics from the Ruins of Suutwood.   In 1334 AC the Open Lord Khalashator was murdered by his head chef, Axious the Usurper, a hermit who reigned for 3 days before anyone realized what he had done.) The Open Lords son-in-law, Dagult Neverember took over the role of Open Lord. Dagult held the position of Open Lord for 58 years until he was ousted by the Masked Lords for missing funds from the city Treasury. Dagult used the power of the Stone of Golorr to erase the cities memory of the missing coin. While out on an adventure, Lady Laeral Silverhand of the Seven Sisters, a local hero was nominated for the position of Open Lord. She completed to major tasks after assuming the role of Open Lord. Lady Silverhand was tasked with negotiating the end of the True War. During negotiations she established the nation of the Free Merchant States of Eck-Ta’Quay. A national territory of states that report to Eck-Ta’Quay. It spans from the northwestern coast of Abeir to the western edge of Silverlake. She was able to position the city as the de-facto leader of the newly formed Abeirian Alliance. She was also able to secure trade deals with the nations of the alliance.   Eck-Ta'Quay has survived deities and dragons battling in the streets; the fallout of the Troll Wars; and the destruction of the True War. Through it all, the city and now nation rolls on, ever busy and ever a source of excitement, vigor, new ventures, gossip, and adventure.

    Points of interest

    Castle Eck: High on Mount Quay, this great fortress bristles with mighty catapults that repel invaders who attack through the skyharbor. Both the City Guard and the City Watch are headquartered in Castle Eck.   New Olamn: One of Abeir's most prominent bardic colleges, New Olamn occupies the site of former mountain top villas on Mount Quay. With luck, this newly reopened incarnation of the college will rival the schools in Sunhill and Corvair.   Undermountain: Around the founding of Eck-Ta'Quay, a wizard settled on the slopes of Mount Quay with seven apprentices. None know the origins of Halaster Blackcloak, the Mad Wizard, but he's said to have devised many spells now widely known. Halaster summoned and bound creatures from other planes to build his tower. Recent mining has started in the Undermountain to try and find veins of Kinetic Sap.   Skullport: The dark twin to Eck-Ta'Quay's light soul, Skullport is a subterranean city connected to both Undermountain and a great sea in the Dedrut. Skullport is tolerated, barely, by the Lords of Eck-Ta'Quay, because the madness and chaos it houses might otherwise rise to the surface and destroy the City of Splendors. Agents of Eck-Ta'Quay monitor the city's buried twin and sometimes carry out missions here, but they generally refrain from acting unless Skullport's denizens plot against the city above.   Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Eck, on a bluff called Gull Leap. Ninety feet tall, it resembled a bald human staring out to sea. In 1334 AC, six more walking statues suddenly appeared in the city, wandering to wreak havoc. The authorities and citizens of Eck succeeded in stopping three of these new statues, breaking the Swordmaiden and the Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn't command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up around them. Thankfully, all the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of Eck's might the Walking Statues are: The God Catcher, The Griffon, The Sahuagin Humbled, The Great Drunkard, The Honorable Knight, The Hawk Man, THe Swordmaiden, and The lady Dreaming.   Ahghairon Tower: Ahghairon was the official advisor to the War Lords of Waterdeep, and his history is thereafter wholly intertwined with that of the City of Splendors. Ahghairon's Tower rises as a slim stone pinnacle with few windows and a conical roof four stories above the street. It is always quiet, never visibly changed hy the passage of years nor disturbed by passersby. No one is thought to have entered it since Ahghairon's death. The tower is enclosed in a permanent forcecage, with a gap of 10 feet between the cage and the tower proper. The contents of Ahghairon's Tower are largely unknown, although certain legendary items, such as Ahghairon's great cloak, are said to lie within. Iron and stone golems, as well as lurking spell traps, are also said to guard the wizard's treasures.   The Cliffwatch Inn: Once upon a time a rambling old inn, recognizable for its exterior galleries. Although the place was shabby and well worn, its cheerful proprietor Felstan Spindriver more than made up for its flaws. Felstan was well known for helping folks in need of a place to hide, for directing adventurers or visitors to odd sites, and for chatting about rumors, treasure tales, and events around the city. The inn's cellars were rumored to contain secret passages down to smugglers' storage cellars, and from thence to the city sewers and Undermountain. In the Year of the Shield (1398 AC), the inn was engulfed in multiple magical explosions that sent gouts of flame far into the air overhead. Since that night, the area has been surrounded by a high wooden fence and kept under constant observation by Guard and Watch patrols. The owner has not been seen since the destruction of his property, and he is believed dead. Offers to purchase the land have been repeatedly denied by the Lords, leading most to suspect that something dangerous still lurks within the ruins.   Vault of Stars: Eck-Ta'Quay's first major temple to Kruphix - Neutral was located on the site that is today Moonstar Alley, which curls around the walled villa of the noble family for which it is named. Originally known as the High House of Stars, popular wisdom holds that it was burned to the ground in the Year of the Tomb (1282 AC) by raiding worshipers of Hextor - Evil who crept up from below and breached the temple's cellars. The interlopers slaughtered most of the residents before the alarm was raised, and by the time the Watch arrived, the temple was a towering inferno of flames that seemed impervious to magic. Kruphix's faithful are believed to have never set foot on the desecrated ground again, building their present temple a block to the west. Local rumor suggests that the cellars of the burnt temple still hold magic and wealth, buried under burned rubble, and that they can be reached by stairs and shafts now hidden under the paving stones of this alleyway.

    Tourism

    The city of Eck-Ta'Quay boasts a large tourism industry. Many people visit the city for trade as it is the commerce hub of the continent. The city has a multitude of inns ranging from minimal to lavish in every ward of the city. Additional tourist must see locations include: The River Eck Salvage Yards are a sight to see for any curious traveler. If visiting during a holiday one must visit either the Court of the White Bull or the Field of Triumph to take in all the festivities.

    Architecture

    Originally a mix of troll and human towns this has greatly influenced the architecture of Eck-TA'Quay. New buildings and renovations try to use a style labeled as purely Ecktian architecture. A distinct blend of the human and troll styles to create a stable yet appealing cityscape.

    Geography

    A large mountain sits along the Continental Shelf on the western edge of the city. To the norht of the city and south of the city the River Eck splits and flows down to the Saltrüt below. Outside of the city wall the ground levels out and turns into a fertile river valley. The Dragonmere Sea lies off the western edge of the Continent just beyond the prison isle of T'Quession Island.

    Natural Resources

    The city of Eck is the receiving point for all the grains and other agricultural products produced by the surrounding Merchant States of Eck-Ta’Quay. The city itself has a large farming community to the north just outside the city walls. This section is known as the Field Ward, an unofficial ward of the city.   The city does maintains a large salvage industry for goods that get lost on the RIver Eck.   A small Kinetic Sap industry has recently started in the heart of Undermountain disturbing the monsters that make the mountain their home.
    Founding Date
    136 AC
    Founders
    Alternative Name(s)
    The City of Splendor or The City of Wonders
    Type
    Capital
    Population
    1,207,84
    Inhabitant Demonym
    Ecktians
    Ruling/Owning Rank
    Owning Organization

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