For seven hundred years, Eldaarich stood closed. Its mighty stone doors remained sealed, and its people huddled behind the walls in fear of what awaited them outside. Those who approached found no answer to their hails, and those daring to scale its walls were never seen again. Over time, the city-state was forgotten. Located far to the north of the Tyr Region, almost out of the reach of dune traders, the city was too distant for the trip to be worthwhile once the gates were closed. Eldaarich faded into myth, and then all but the sorcerer-kings forgot about it.

As silent as it was, someone still lived in Eldaarich. The client villages and outer fortifications continued to serve the city’s mad king, Daskinor, and they still guarded the ancient roads leading into and out of the island city-state. Slaves hauled foodstuffs to waiting baskets hanging from giant-hair ropes, loading up their bounty and withdrawing only to find the baskets emptied and waiting once more the next time they checked. But no proclamations came from the sorcerer-king, and few templars emerged to enforce his will.

And then, the stone doors opened and a bridge lowered. A single figure strode out from the city to cross the causeway and assert the sorcerer-king’s will once more. Messengers to distant Kurn invited the merchants from House Azeth to bring those goods the city demanded in exchange for gold and silver, and thus Eldaarich stepped into the world once more, blinking and terrified by the changes all around it.

Eldaarich’s conditions and character stem from its sorcerer-king’s madness. Never a lucid monarch, Daskinor displayed uncertainty in his early reign, and he was given to strange, unexplainable delusions. He saw conspiracies in every face and daggers in every shadow. He knew enemies loomed to all sides, and so every decision he made about his fledgling city-state served to bolster its defenses. He raised a powerful army and constructed walls and fortifications so tall and thick that even the Dragon of Tyr would be daunted. War machines stood atop the battlements, ready to rain pitch, stones, and spears on the phantom enemies Daskinor knew would come across the horizon.

Not content when those defenses were established, the sorcerer-king ordered new fortifications built on the surrounding islands, and he linked them by bridges that would collapse or retract to protect the city in case of invasion. Daskinor also fortified key access points to ensure that any enemies would first need to besiege the smaller outposts before crashing against the city’s ramparts. Fort Holz garrisoned an entire legion on a small island to the northeast, and South Guard blocked access to the city’s bridges while also managing the extensive fields that produce the crops needed to feed the city. The third and newest outpost, Silt Side, serves as the only trading post permitted near the city-state. The city-state’s shift to open trade with Kurn has not changed conditions in the city. No one enters Eldaarich and no one leaves, aside from Daskinor’s templars. It has been seven centuries since a foreigner walked the city streets.

The truth is that Eldaarich is a rotting city. When its doors were sealed, residents had to survive on only those resources present in the city. Aside from food brought over the walls, almost nothing has made its way inside. Buildings show their great age, disease haunts the city streets, madness is widespread, and the people are deranged, malnourished, and fraught with hideous mutations arising from generations of inbreeding.

The cobbled streets twist and wind between the crumbling buildings. When structures collapsed, new buildings were erected atop the same foundations, using salvaged brick and timber as building material. The result is a city of leaning, sagging towers made of cracked, mismatched stone and brick. Some buildings lean against each other to form shadowy alleys underneath, while others have collapsed altogether under the great weight above. No rubble lingers long, because the people salvage what they can to repair structures and raise their towers ever higher.

Eldaarich once had distinct quarters and districts divided by trade and social class. The steep walls that separated them fell long ago, and the city’s inhabitants incorporated their stones into the tangled structures that compose the city proper. The upper, more perilous chambers house the nobility, who live high enough above the streets that they escape the city’s appalling stench. Tradespeople and artisans claim the middle levels. The destitute, the enslaved, and the most wretched occupy the lowest levels amid the filth and squalor dropped from above them.

Eldaarich at a Glance

Eldaarich is more prison than city-state, because no citizen is allowed to leave and no one is allowed to enter. Only templars can pass through the gates, and they rarely do so.

Population Mix: The dominant humans have fallen far from their once noble forms. Most bear a mark or a sign of their dubious ancestry. Dwarves are well represented in the city, and many live as nobles and templars. Half-giants and muls have smaller populations, and all are slaves. Few members of other races live in this city-state.

Water: South Guard has sufficient water reserves to supplement those in the larger city. Eldaarich’s water has a metallic flavor that makes it unpleasant but not unpalatable.

Supplies: Eldaarich has few natural resources aside from the farmland near South Guard. Renewed trade with Kurn is slowly bringing badly needed commodities into the city. The city-state uses slaves to mine gold and silver from the northeastern mountains that rise from the Sea of Silt. House Azeth merchants accept ingots in trade.

Defenses: The city is rotting from within, but its outer defenses are as strong as they ever were. Eldaarich boasts a modest army of four thousand soldiers, nearly all of whom are slaves. A soldier’s life is better than most citizens’ lives, so that many slaves clamor for the chance to guard the city-state.

Inns and Taverns: Because foreigners are not permitted in the city, Eldaarich has no inns. Pleasure houses, smoking dens, and wine cellars offer distractions from the city’s misery while also providing shadowy corners where conspirators can hatch their plots. Travelers can find shelter at Silt Side, where the Giant’s Skull lets rooms for reasonable prices. Several oases along the Road of Kings also offer accommodations.

Before the Gates Open

Though Eldaarich makes an interesting adventure locale thanks to its strong flavor of paranoia, the city-state can also be a good source of intrigue before its gates are opened. If you want to have the opening of the gates to Eldaarich happen during the course of your campaign, and if you want to make sure it is an event that characters hear about not long after it happens (or perhaps witness), you can use some of the following adventure hooks to introduce Eldaarich earlier in the campaign.

Doomed Trader: The heroes stumble across a dying man in the desert who claims to have escaped from the clutches of the “Mad King of Eldaarich.” Upon further investigation, the heroes discover that the man was a dune trader before he suffered great abuse. Among his belongings they find a tattered trade map that leads them to a secret storehouse where his most valuable wares are stored—if they can get past its guardians.

Frightening Contagion: Something has been spreading throughout the noble houses of Tyr. A rash of murders and other forms of violence—common among the lower classes of people in the nigh-lawless parts of Tyr—have broken out among the city’s elite. Agents of Tithian have discovered that the source of the violence is a shipment of wine from the northeast, supposedly one of the last batches to make it out of a fabled lost city-state to the north of the Tyr Region. The templars are hunting down every bottle they can find; secretly, they hope to use the wine against other city-states by shipping it to their enemies and letting madness do the rest. Similarly, the Veiled Alliance would pay a great deal to have some of those wine bottles so that they can slip them into the sorcerer-kings’ wine cellars.

Templar’s Suspicions: The heroes are approached by a templar from Balic who offers them a chance to earn a hefty sum (or pardons for crimes, or another reward tailored to the heroes) if they undertake a scouting mission. The templar tells them of a lost city-state called Eldaarich, which has not been heard from in years. The last time Andropinis sent templars as ambassadors to the city-state around two hundred years ago, they returned babbling and insane. The templar recently learned that client villages are still operating outside the city. The heroes are directed to visit the client villages, discover what is going on behind the walls of Eldaarich, and report their findings.

Layers of Paranoia

Eldaarich mirrors the other city-states in the Tyr Region, with all power and authority resting in its sorcerer-king’s hands. Unlike the other sorcerer-kings, Daskinor trusts none of his templars, and he schemes and plots against them even as he lends them the power they need to carry out his will. On par with the templars is the nobility, descendants of those warriors who accompanied and aided Daskinor during bygone years. For templars and nobles, life is little better than for the slaves, because they are all subject to the sorcerer-king’s whims. A noble might one day stand in Daskinor’s good grace, only to be annihilated by dark magic when the sorcerer-king decides the noble is his worst enemy

Pervasive Madness

Seven centuries spent cloistered behind imposing walls has spread the paranoia and madness afflicting the sorcerer-king to his subjects. The insanity isn’t a curse or a disease, but comes from his views and beliefs being so ingrained in the city’s culture that nearly every person under his rule now shares his delusions. From the templars to the slaves, everyone in Eldaarich believes a plot is afoot and that hidden treachery is at work to undermine or destroy them. People go about in heavy, hooded robes to conceal themselves in hopes of thwarting their rivals, and most retreat from any confrontation. Assassination is common, and templars and nobles wage a secret war of knives and poisons as they seek to eliminate their enemies before those same enemies can strike at them. Eldaarich is an insane city, and every fear, no matter how far-fetched, is real and present in the hearts and minds of its people.

Fortifications

The fortifications protecting Eldaarich are engineering marvels. Spread across several islands, they ensure that an attacking army pays a price before reaching the city’s walls. Enemies must first seize and hold South Guard or Fort Holz before making their way across the perilous bridges that span the small islands, where more walls, towers, and defenders stand ready to throw back the attackers. If faced by a serious threat, the defenders can quickly knock a handful of key supports from under the bridges to spill the enemy into the silt basin below. Meanwhile, the bridges that cross into Eldaarich can be retracted, cutting off access to the city-state.

Each strongpoint has its own water supply, granary, arsenal, and barracks for one hundred warriors. Leaders at both Fort Holz and South Guard kept these locations manned and supplied even when Eldaarich offered nothing but silence.

The City

Two gates grant access to the city’s interior: one to the southwest and the other to the northeast. Neglected roads, nearly reclaimed by scrub brush and tall grass, lead away from the city across bridges and eventually to the mainland. Except for those rare occasions when templars are entering or exiting, the gates are kept closed and barred. They have swung fully open only one time in seven hundred years.

To bring food and supplies into the city, guards manning the walls lower baskets and platforms to the wagons that arrive from South Gate or Silt Side. The lands around Eldaarich are also settled and cultivated by slaves and nobles who have lived for generations in the city’s shadow.

Templars alone are permitted to exit or enter the city. Behind its walls, the city is more chaotic than anyone outside expected. No clear districts or neighborhoods exist; Eldaarich is a maze of alleys snaking through gaps between crooked buildings that are piled haphazardly atop one another and slowly crumbling together. Elevation is everything—the higher the residence, the better the standing of its inhabitants. Upper levels are accessed by stone stairways that wind around and through the buildings. Rickety bridges and scaffolding allow nobles and wealthy families to move between structures without ever setting foot on solid ground.