Tamas City-States
Tucked in to the hills that flank the Tamas River, the City-States of the Hills are known for their strident independence, their interactions with the Guild and their often-unique (some say heretical) systems of government, which often include gods or Exalts in some fashion. Outsiders usually refer to this as the Delzahn Empire, as all of these city-states are populated and (for the most part) ruled by Delzahn, all of whom at least owe passing fealty to the Tri-Khan of Chiaroscuro. The reality is, however, that they are fractious and united only in terms of ethnic origins, rather than politics.
Asherta
Population 175,000
The city-state of Asherta is known as the City of the Tiger, the Vale of War and the Last Stand. Asherta's main industry is war: there are several fine military academies (among the best in the South), mercenary companies, schools of martial arts and fighting, and fine craftsmen who can provide the finest in gear for large numbers of fighters.
Asherta sits alongside the River Tamas, and its harbor is a study in a variety of war vessels. None are so impressive as the Tiger Fleet, however, the military river boats of the city's ruler Subrihan Wind-Tiger. Sided in bronze plates and loaded with brass firedust cannons, they are the only ships permitted to present weapons ready for use: all other ships in the harbor must have panels down over their sides covering up weapons ports and all ballistae and catapults must be unstrung, preventing their quick use.
The city itself is crafted of fine red and beige brick, with the occasional bits of glass, highly polished bronze and other touches of individuality. None of the buildings save a handful of special buildings are in excess of 3 stories in height, and all of them are flat-roofed, allowing their use as combat platforms should the defense of the city come to it. By city law, individuals may own buildings, but their roofs are property of Subrihan and the city military. Government officials and others on business for the lord of the city often use these so-called Sun Roads, named for their direct heat all through the day.
More Information on Asherta
Toshukal
Pop. 31,000
The ancient city of Toshukal is perhaps one of the most beautiful cities in all of the South, save the remaining First Age cities such as Chiaroscuro and the Lap. Designed by an Earth-aspected savant-engineer during the Shogunate, Toshukal was originally intended as a school of manse-design and geomantic engineering.
During the Contagion, most of Toshukal died, and its inhabitants fled into the wilderness, fleeing the terrible plague. Within a hundred years, it was abandoned, but continued to withstand the elements. Eventually, Toshukal was resettled by a small tribe of Delzahn who found the valley beside the river with excellent pastures and agricultural lands.
Eventually, some of its wiser members became curious about the original purpose of the city, and hired savants to help them recapture as much of the city's original lore and purpose as possible. These savants and their patrons became quite wealthy and eventually rose to such positions of prominence and importance that they were looked to for leadership.
Today, Toshukal is called the City of Engineers. The city's savant-engineers belong to the Luminaries of Toshukal, a council of the wisest and most skilled builders and geomancers in the city, who rule the city. What once served as a school is now the city's bureaucratic center, and each five years the High Luminary is voted in from among the Luminaries. Though this position cannot be held for two consecutive terms, those who have held the position can be voted in as many times as the Luminaries find them worthy.
It is only natural in this age that many of these Luminaries are also thaumaturgists, and more than a few of them have awakened Essence. The current High Luminary has held that title once before, and it looks as though he has the esteem of his fellows sufficient to ensure that he'll hold it in the future as well. He is a skilled geomancer and thaumaturgist.
Toshukal's primary exports are fine engineers and masons. The city also boasts an incredible quarry nearby, and the roads for a week in all directions of Toshukal are finely paved in stone and stringently maintained — the Savant's Road is the pride of modern Toshukal. Toshukal engineers are known for their elegant simplicity of design and the strength of their stone fortifications. Toshukal is also something of a trading hub, providing as it does an entry into the Mattahuk Alliance.
Amahal
Pop. 23,000
Nestled against the Wall of the Desert Mountains is Amahal, a modest city-state. It is the furthest south of the Great Hills city-states; beyond it, the lands grow flat and hard, made up of dry, cracked soil broken by the occasional oasis or small patch of succulents.
Amahal's primary industry is in the mines found scattered throughout the Wall of the Desert. Tin, copper and iron are found in tremendous abundance, and more valuable materials are found as well — including gold and silver. No jade has ever been found here, however.
The Guild maintains a tremendous presence here; indeed, it runs one of its many coin-minting operations here. Much of the Guild silver used as money throughout the South saw its origins here. Generally speaking, the Guild is the true power in this place. It utterly dominates the mining camps, providing slaves at a cheap price and buying what is produced while making sure that locals are the ones who organize and run the camps proper.
The city of Amahal proper is actually ruled by Gonu-Jamil, the Prince of the Wall, the City Father god of Amahal. Gonu-Jamil watched for years as various parties jockeyed for control of Amahal, from the Guild to wandering Essence-wielders to city bureaucrats. Finally, he proclaimed himself king by making the mountain peak above the city come alive, showing his face and declaring himself as Lord of Amahal.
What followed was a year-long pogrom of assassinations and praxis seizures that eventually culminated in the intervention of the Guild's Worshipful Company of Prayers and Preachers. They approached Amahal, who promised to grant them the rights and privileges they'd always enjoyed, while the Worshipful Company promised to include extra sacrifices and prayer when any caravan performed the Rite of Exodus on any road leading to or from Amahal, or while carrying metal from Amahal's mountain.
Once this agreement was set, the other factions were forced to bow to the inevitable, for this bloc could not be fought. Now, the city runs peacefully, though there are occasional grumblings among the people of the city that they might be more prosperous if only they didn't give such generous concessions to the Guild.
Aj-Aran
Pop. 25,000 Aj-Aran originated as a small trading town just outside of the Varang border, where the flat Varangian plains give way to low hills. Though it originally served as a place where those from Varang might easily procure those goods that are illegal in the Varang City-States — primarily in the form of drugs — it has since grown into a major trading center where merchants from all over the South come to buy Varang goods without having to actually deal with the restrictive and absurdly baroque customs and laws that outlanders must follow when entering the Varang City-States. Though Aj-Aran is arguably the largest of them, there are a variety of similar trading towns up and down the border to the Varang City-States.
Aj-Aran still maintains very close ties to the Guild. Its current rulers are referred to as the House of Lilacs. Its matriarch, who rules the city as its queen, is called the Mother of Lilacs. She is a Wood-aspected Dragon-Blooded Outcaste who has managed to gather significant influence and power in the area. The Mother of Lilacs maintains a virtual harem of husbands who serve as her representative to the major offices of the city: bureaucrats, priests and military officials.
Two of her dozen or so children have Exalted as well and now serve their mother in the hopes of establishing a full Dragon-Blooded dynasty. Her daughter, Lilac Arusha, a skilled Fire-aspected warrior, acts as her body-guard and the head of her household soldiers, while her son Lilac Canmal, is a Wood-aspect who serves as her emissary and primary advisor.
Sweetwater
Pop. 9500
At the headwaters of the Tamas sits Sweetwater, a simple agricultural and farming community that has turned into something of a trading community between the djala and the rest of the South. If there is a source of misery in this city, it is in the occasional massive cage-wagons that come lumbering down the road from places west and north: the Guild slave-caravans, usually accompanied by plenty of mercenaries.
It is in Sweetwater that bands of jikari come to sell their crops of djala slaves. Of course, this means that tensions heighten in the city during such times, due to the fact that many bands of djala themselves come here to trade as well. It is not uncommon for such bands, seeing their fellows imprisoned, to stage night-time raids to free them, escaping with as many of them as possible. The sad reality is that many of the escaping slaves are recaptured, along with many of the rescuers, but this does not stop the djala from trying. The people of Sweetwater themselves do not like the slavers who come through there, but they dare not do anything about it, for fear of the Guild's retribution.
It is believed that Tamas Khan was born somewhere in the hills above Sweetwater, raised by the animals of the mountains and suckled at the river itself. His legend states that once he became the Kha-Khan, he blessed these waters with purity and strength, that they might nourish others as they nourished him.
To this day, Sweetwater is a popular retreat spot for the wealthy, who come here to bathe in the waters of the river — usually by visiting one of the river-houses along its banks, which channel the water into luxurious pools where high-paying visitors are tended to by pleasure and relaxation slaves.
Casine
Pop. 10,000
Casine is well-known to its neighbors as either a completely vice-ridden den of inequity, or as a small oasis of heavenly pleasure in Creation. Which they view it as tends to depend entirely on the speaker's view on rampant drug use, drunkenness, elaborate and baroque whore houses, massive gambling dens and gladiatorial arenas. Though its direct population is fairly low, it can swell to almost 15,000 at certain times of the year.
Casine was once ruled by its City Father, Ahtol, an impulsive and brazen god of vices. Unfortunately, that god schemed to bring the wrath of Heaven down on the head of Subrihan Wind Tiger, hoping to seize up Asherta for himself. Unfortunately, investigation by the Censor of the South revealed Ahtol's conspiracy, and that god was punished with imprisonment, and Casine sentenced to go without a divine representative in Heaven.
As a result, Casine has devolved further and further into chaos. It's individual identity as a city has slowly eroded in the years since Ahtol's imprisonment — criminal gangs are rife, and the people of Casine are more likely to consider themselves to be affiliated with their places of employment, neighborhoods or organizations than to consider themselves citizens of Casine.
Though Casine once had a reputation as a nearly-magical place of enjoyable festival atmosphere, it has become increasingly seedy, with a strong criminal underside. An increased sense of desperation fuels the celebration in Casine, with drugs, music and the company of skilled courtesans trying desperately to drown out the city's sense of isolation and emptiness.
The Old Man's Retreat
Pop. 40
The Old Man's Retreat isn't even large enough to truly warrant mention, in terms of population. In truth, it warrants mention for another reason: it is probably one of the greatest sites of mortal occult lore in the South.
The master of this place is the Old Man of the Mountain, a man well into his 80's. Perhaps fifty years ago, he founded this retreat in the ruins he discovered in this mountain. He turned it into his own private retreat for his magical studies, but it was only a short time before others came to be here as well, seeking peace and the wisdom he had to share.
At this point, the Retreat hosts about forty people, some of whom study magic, others who study martial arts and others who simply wish to escape the rigors of life in other places. This mountain is dedicated to peaceful contemplation and study. They support themselves with a small vegetable garden and herd of goats, supplementing this with goods brought by merchants met on the road that runs below the mountain.