Haşhaş (the ş is a Qazmiri letter that is pronounced like a really thick, whistling S or sh sound), also rendered in Terrasan as hash-hash or hashash, is a plant native to the nation of al-Qazmir, but which grows well in the Golden Peninsula. More frequently, however, when a Terrasan uses the word hashash, he's referring to the drug that is made from the plant, which can be boiled as a bitter tea to induce mild hallucinations and euphoria, or other dissociative behavior, along with signs characteristic of drunkeness, such as slurred speech, and clumsy uncoordinated use of limbs. When dried and smoked in a pipe or hooka in suffucient dosages, the effects are much stronger.
Here, the drug causes, at a minimum, a severe dissociative "out of body" experience, hallucinations, suicidal or violent tendences and paranoia. Frequent users can develop severe mental illnesses, including persistant schizophrenic tendencies, violent or suicidal lingering behavior, severe dissociation with reality, and paranoia.
While most physicians and others understand this to be an effect of the chemistry of the dried and treated plant, there remain people, occultists and other fringe members of society, who believe that the drug is a conduit to an altered state where humanity can perceive reality as it truly is; seeing the spiritual as well as the physical at the same time. The paranoia and violent or suicidal tendencies, they explain, are caused by fear of spiritual entities and daemons which surround us at all times out of sight. Because hashash users are aware of these threats at all times, they say, the paranoid behavior is entirely understandable.
Most hashash is grown in al-Qazmir; either on the island itself, or on plantations and farms in the so-called "Golden Peninsula" immediately to the west of the island. The Golden Peninsula has been largely "Qazmirized" but still retains relicts here and there of the civilization that lived there before it, which was distantly related linguistically and culturally to the more westerly Terrasans. The Qazmiri government themselves, however, forbid the use of hashash. They are more tolerant of the growing of it, as long as the crop is shipped overseas. Hashash plants are also grown as ornamental plants in some places in al-Qazmir, although in such cases the harvesting of them is negligible to non-existant.
The Terrasans have also forbidden the trade of hashash, and attempted to stop or at least limit the degree to which it spreads through the empire, although state-sponsored trading of it to non-Terrasans is not unknown. As with the Qazmiri, the dangers of the drug are the reasons for the its restriction, but selling it to foreigners, or brokering trade from al-Qazmir to other nations (such as city-states from the Baal Hamazi lands, or Kurushat, or barbarians who don't form nation-level polities) is a perfectly acceptable way to bring revenue to the state and a weakness to potential enemies.
Because of this restriction of the legal use and trade in the drug amongst local potential users, hashash is most likely to be found in black markets, smuggled in from vessels that hail from Porto Liure or Sarabasca, or even sponsored by the sinister Union of the Snake. The trade in hashash has become inseparably connected to elements of crime, especially organized crime (although small-time smugglers are hardly unheard of still) in the major urban centers of Terrasa, al-Qazmir, and elsewhere.
Curiously, possessing, or even using hashash is not illegal or restricted in Terrasa, only the sale and transport of it, which is heavily regulated to keep the drug away from the citizens of the nation who is making the regulations. Because of that, some people, especially wealthy users, occasionally openly flaunt their use of it, at least in tea-form. Smoking hashash is still done privately, both because of the danger to the user (and others nearby) and because it is socially very frowned upon as openly flaunting the norms of society.
Pages
- Blog
- Links
- Darkness In the Hill Country
- Cult of Undeath
- Terror in Timischburg
- Freeport Trawl
- Eberron Trawl
- Forgotten Realms Trawl
- Pathfinder Adventure Path Trawl
- Pathfinder Modules Trawl
- Pathfinder Chronicles/Setting Trawl
- Pathfinder Companion Trawl
- Pathfinder Rules Trawl
- 3.5 Core Rules Trawl
- 3e Adventure Trawl
- 3e Web Adventure Trawl
- 5e Campaign Trawl
- 3PP Trawl
- 4e Trawl
Showing posts with label Sarabasca. Show all posts
Showing posts with label Sarabasca. Show all posts
Monday, August 01, 2011
Dark•Heritage: Haşhaş
Labels:
al-Qazmir,
Dark•Heritage,
Sarabasca,
Terrasan Empire
Thursday, March 10, 2011
The Union of the Snake
In Sarabasca, anyone who sells anything; a good, a service, a slave--no matter what--risks the wrath of whatever applicable guild governs his actions if he doesn't first buy a membership in the guild. This often isn't much money, especially for those who want to sell fruit from a cart, or be available for temp labor, or something like that--a guilder or piece of eight or other local gold coin for a year-long membership, for example--but because the sultan gives these guilds tacit authority to police their industries, anyone who risks dodging guild membership is setting himself up for a severe beating and confiscation of his money and merchandise at best, or a permanent stint as shark food in the harbor at worst.
Some guilds, however, are more than simply shakedown rackets; some of them have a great deal of power, influence and money even beyond Sarabasca's borders. The Union of the Snake is one such guild. Because the sultan has not deigned to outlaw or control any substance in Sarabasca, it has become the poison and drug capital of the world, and because the poison-maker's guild has decided to define drugs as long-term poisons that frequently have pleasant short-term effects but certainly poisonous long-term effects, the same guild monitors both poison and drug manufacturing and sales in Sarabasca. This wasn't always the case, but when almost all of the important guild heads of the drug producer's guild died in a single night, the poison maker's guild had made their point. Since Sarabasca is the capital for such activity throughout the Mezzovian Sea region, that makes the colorfully named Union of the Snake one of the primary movers and shakers of the Sarabascan economy, with a cash flow to make kings weep. Named for the deadly and subtle serpents that the poisonmakers aspired to be compared to, the Union of the Snake has secret agents and assets in every major urban center in the entire Mezzovian area and even beyond.
Some guilds, however, are more than simply shakedown rackets; some of them have a great deal of power, influence and money even beyond Sarabasca's borders. The Union of the Snake is one such guild. Because the sultan has not deigned to outlaw or control any substance in Sarabasca, it has become the poison and drug capital of the world, and because the poison-maker's guild has decided to define drugs as long-term poisons that frequently have pleasant short-term effects but certainly poisonous long-term effects, the same guild monitors both poison and drug manufacturing and sales in Sarabasca. This wasn't always the case, but when almost all of the important guild heads of the drug producer's guild died in a single night, the poison maker's guild had made their point. Since Sarabasca is the capital for such activity throughout the Mezzovian Sea region, that makes the colorfully named Union of the Snake one of the primary movers and shakers of the Sarabascan economy, with a cash flow to make kings weep. Named for the deadly and subtle serpents that the poisonmakers aspired to be compared to, the Union of the Snake has secret agents and assets in every major urban center in the entire Mezzovian area and even beyond. .
Union members are much less casual about their affiliation than many other guilds in Sarabasca; most have a small tattoo of a poisonous asp or cobra on their wrists or ankles to identify themselves, they pay much larger dues, but in return get a great deal more support from the guild, especially in terms of contracted security for major shipments or deals. Although closely allied with the assassin's guild in Sarabasca, outside of that city, expatriate Union of the Snake members often are themselves assassins, and can command a premium in many other markets, known for their subtle use of poisons that sicken or kill their victims and make it appear like a completely natural death. Other contract killers, especially those associated with the Cherskii Mafia are more brutal and appropriate when a message wants to be clearly communicated, but the Union of the Snake is infamous for its subtlety. The following is one way in which the Union of the Snake can be brought into a DARK•HERITAGE campaign:
- A prominant local politician dies unexpectedly of a strange sickness. His family believes that foul play was involved, and puts out subtle feelers that a reward will be offered to anyone who can prove that this was so. The local politician was a strong supporter for harsher controls on the local drug trade--with him out of way the motion to pass stricter controls will fade away quietly, as no one else was interested in seeing it come to fruition. Sufficiant investigation will point towards a foreign (Sarabascan) ship that is reasonably well known in the criminal underworld as a smuggler of large quantities of drugs and poisons. While the captain is not a major player himself, and can be brought to justice (of one kind or another) if the PCs so choose, he is a member of the Union of the Snake, and the fact that he has been subtly investigated is enough to prompt the guild into action to shut the PCs down. If they actually bring proof to the victim's family of his involvement, or worse, bring him to even harsher justice, then the PCs have simply invited even stronger reprisals.
- Ever the subtle ones, the Union doesn't initially get directly involved, but a bounty has been put on the PCs. At first this means relatively unprofessional thugs start crossing their path, but assuming the PCs either succeed in thwarting these efforts and don't leave town to avoid trouble, the bounty goes up or more direct contracts are placed on them, and before long, professional and skilled assassins are targeting them. Assuming the PCs can survive this attention and piece together the clues that they need to get to the bottom of the attacks, they discover that a crime lord who's a local patsy to the Union is to blame for the bounty; but taking him down means taking on an entire gang of seasoned criminals.
- By this point, the PCs have significantly disrupted the Unions operation in the city in which they live, and it's time for more direct and decisive action. The Union of the Snake, as it turns out, has more resources than the PCs may have imagined. Much of their success in the inventing, making, and marketing of dangerous substances comes through their alliances with the forces of Hell itself. It's one thing to be targeted by competent earthly assassins, but its another entirely to be targeted by a daemon. Evading this hellish assassin and minimizing collaterial damage is a major undertaking. And even if they do, the Union has more "specialists" who can only bring on more pain and suffering for the PCs back in the Sarabascan home office. How will they eventually either bring down or at least make peace with the Union after allowing the stakes to be raised so high?
Monday, March 07, 2011
Sarabasca
The exotic jann have a powerful island and coastal state in the caliphate of al-Qazmir, but it mostly exists outside of the Mezzovian Sea region. The Golden Peninsula is more and more becoming an important part of the caliphate, and it does have at least one major Mezzovian port city in the form of Qarizaq. The island town of al-Marraq is the westernmost seafaring settlement of al-Qazmir, but it still falls well beyond the sphere of inluence of any Terrasan city, even Sènt-Haspar. Nevertheless, that wasn't always true, and Terrasan influence used to stretch all along the coastline of the Mezzovian, reaching to the Shipwreck Strait and beyond to the northern shore. The farthest east major settlement of the Terrasans was Basarabeasca.

Basarabeasca was only reachable by ship, since the vampire nation of Tarush Noptii cut it off from the mainland on the north. Because of that, it was only ever at best a fairly wild frontier region, and not heavily settled. The natives of the area spoke a language that was obviously closely related to Terrasan, but difficult if not completely impossible to understand for the Terrasans. Under the influence of Terrasan traders, soldiers, and even settlers, many of these "East Terrasan" speakers found their language gradually migrating to something more similar to standard Terrasan, as it picked up loan words and even loan structure from its relative. But by and large Sarabascan exists as a separate language, still common in the far eastern region of the Mezzovian, especially on the north shoreline. On the south shoreline, it's being rapidly replaced by Qazmiri, as the jann's kingdom expands that direction.
As the Terrasan Empire's might faded, far-flung areas that were under its influence found themselves left to their own devices. Calça is the most notorious of these areas, earning the subtitle of the Forgotten Province, but the far eastern lands were abandoned even earlier. Technically, they were never incorporated into the Empire in the first place; they were merely areas that had some Terrasan influence, trade, settlers, or perhaps they gave a nod of recognition to the Empire in Terrasa without surrendering any actual local authority. Basarabeasca was the most important and largest of these north shore cities, but several neighbors sprang up over time as well.
As Terrasa retreated westward, many of the actual Terrasans (or their descendants) remained in the area of Basarabeasca, now shortened after decades of use to Sarabasca. Independent Sarabasca saw many of its trade relationships dry up, but to encourage the further influx of money, the ruler of the city repealed a number of anti-smuggling and piracy statutes and opened the city to trade that was perhaps gathered in more ilicit ways than before. While many Sarabascans naturally did not welcome this change, most were indifferent, and the wealthy were happy to see goods and gold flowing into the city again. Jobs were available, on the crews of ships, on the docks, or working in the growing security industry--making sure life and property weren't threatened by the rougher crews. For a time, Sarabasca enjoyed a sometimes friendly rivalry with its far western spiritual brother, Porto Liure, which was also a haven for pirates, privateers and other frequently less savory traffic on the Mezzovian Sea. Many captains who's activities ranged the entire inner sea were, of course, familiar faces in both ports. But at about the time Porto Liure was undergoing its gradual transition from lawless pirate haven to legitimate and independent city-state, Sarabasca was undergoing a completely different kind of transformation.

As al-Qazmir consolidated its position on the Golden Peninsula and founded (or conquered and renamed) the cities of Qarizaq, Tayyebat and the island port of al-Marraq, only naturally they greedily looked at the shores of the northern Mezzovian sea as well. Their armies and navies, heavily supplemented by mercenaries from amongst the eastern peoples who were similar in language and customs to the Terrasans (although never part of the Terrasan empire) thus founded the province of "North al-Qazmir." However, North al-Qazmir was never as thoroughly "Qazmirized" as the Golden Peninsula and some of the eastern islands were. A political crisis, partially brought on by the strained budget of paying this conquering army, seized the Qazmiri capital of Qattara. Finally, most of the troops were recalled, and the province largely left to its own devices. However, this compromise was orchestrated by a number of Qazmiri who remained in the area, including the sultan installed at Sarabasca (called just Sarab by the Qazmiri.) For the benefit of paying a "tribute"--not a tax, which would imply a more direct and centralized relationship than exists, al-Qazmir would leave Sarab alone.
Many Qazmiri, both jann and human, migrated into the area as all this happened, and in the years since. al-Qazmir has not made a concerted attempt to bring North al-Qazmir under direct control again, and as long as token tribute comes from Sarab and some of the rest of the major settlements in the area, that status quo has not been challenged. In fact, many of the locals do not use the name North al-Qazmir for the area at all, and many of the backcountry locals have never even heard of al-Qazmir or seen a jann in their life. The coastal regions have gradually become a hybrid of Qazmiri, Terrasan and local culture, however, and most Sarabascans speak all three languages fluently just to get through their day to day routine. The sultan of Sarab is the most important figure in the area, and he plays a sometimes dangerous political game, trying to ensure his independence and safety from reprisals of both al-Qazmir and Terrasa, and to keep the rivalry with Porto Liure from boiling over into hostilities, and ensure that Tarush Noptii keeps quiet as well.
The entire area has recently acquired the nickname of the Barbary Coast, and corsairs from Sarabasca and other cities in the region range all over the Mezzovian Sea and even beyond Shipwreck Strait on occasion. These barbary pirates are more likely to indulge in the slave trade, raiding ships and even coastal regions for captives to sell in the markets of Qarizaq or Qadat, while the pirates who operate near the Tolosas are more likely to steal ships or cargo and ransom the prisoners, or even simply leave them stranded on some lonely coast to make their way as best they can back to civilization. For this reason, they are more likely to be feared by the Terrasans who are their targets. However, the Barbary corsairs are also not as likely to be as dangerous to larger ships, as they have few square-masted vessels and much lighter armaments and smaller boarding crews.
Many pirates, of course, recognize no port as their home, and travel freely from Porto Liure to Sarab, and other ports besides. In fact, there is a growing number of expatriate Terrasans who are moving to Sarab, and occasionally even from there to other ports that are even more thoroughly entrenched in Qazmiri culture. As Terrasa's power and influence wanes, al-Qazmir's waxes, at least in the far eastern shores of the Mezzovian, in many respects there are more opportunities there than in remaining in the west.
Labels:
al-Qazmir,
Dark•Heritage,
Port Liure,
Sarabasca,
Terrasan Empire
Subscribe to:
Posts (Atom)