Tyr, the Free City
New Giustenal, commonly known as The Necropolis, is an underground settlement beneath the ruins of Giustenal, ruled by its former Sorcerer-King Dregoth. It is a haven for sentient undead, many of whom were created by Dregoth or his apprentices, who take many forms, and have many powers and special traits. The city is a laboratory for necromancy, undeath, and black magic, with citizens encouraged to research forbidden magic and knowledge, and risk dangerous experiments in the name of discovery.
Among the notable experiments of the city is the use of necromancy to create new life. A vast "Engine of Death" exists in the Necropolis, where piles of bodies--many of which are human--are processed into a black, tar-like slurry, and are used to fertilize the lands above. This fertilizer has proven resistant to Defiler magic, causing the city's ruins to sprout new life. This life attracts settlers, who unwittingly are providing the next generation of compost for the engine.
Etymology
The name of the Necropolis has obvious roots, but "Giustenal" is believed to be derived from an ancient Rebirth-era term whose exact meaning has been lost to time. Some scholars suggest it may have referred to a prominent figure or a geographical feature in the region during the Green Age, but no definitive records exist to confirm these theories.
History
Geography
Location and Climate
City Layout
Demographics
Depending on how one views things, The Necropolis is either the most diverse city in the Tablelands, or hardly has any population at all. If undead count, there are hundreds of unique "races" in the city, and new ones formed frequently through necrotic experimentation.
Racial Composition
| Race | Percentage | Notes |
|---|---|---|
| Humans | 60% | The dominant race, occupying all social strata |
| Dwarves | 15% | Many work in the iron mines or as craftspeople |
| Muls | 8% | Former slaves, many now serve as laborers or guards |
| Elves | 7% | Primarily traders, runners, and entertainers |
| Half-Elves | 5% | Often serve as intermediaries between communities |
| Half-Giants | 3% | Employed as guards, laborers, and gladiators |
| Thri-kreen | 1% | Rare visitors from the Hinterlands |
| Other | 1% | Halflings, pterrans, and other rare races |
Social Classes
The abolition of slavery has upended Tyr's rigid social hierarchy, but new divisions have emerged:
- Nobility: Ancient families who trace their lineage back centuries, now struggling to maintain relevance without slave labor.
- Merchant Class: Growing in power and influence, the merchant houses now rival the nobility.
- Freemen: Citizens with full rights, including former slaves who have established themselves.
- Freedpeople: Recently emancipated slaves, often lacking resources or skills for independent survival.
- Outcasts: Those dwelling in Under-Tyr or the Warrens, living outside the law.
Economy
Main article: Economy of Tyr
Iron: Tyr's Lifeblood
Tyr's economy centers on its monopoly over iron production. The mines in the Ringing Mountains produce the majority of iron ore used across the Tablelands. On a world where metal is scarce and most weapons and tools are made from bone, obsidian, or chitin, Tyr's iron is literally priceless.
The abolition of slavery has disrupted iron production significantly. Forced labor once made the mines profitable; now, paid workers demand compensation, and production has declined by nearly half. This has increased iron's value but reduced Tyr's total income.
Trade
Tyr sits at the crossroads of major caravan routes, making it a natural trading hub. The city's marketplaces deal in:
- Iron goods: Weapons, tools, and raw ore
- Textiles: Woven from erdlu feathers, giant hair, and cactus fibers
- Ceramics: Tyr's potters are renowned across the region
- Agricultural products: Faro grain, kank honey, erdlu eggs
- Water: The most precious commodity, carefully controlled
Merchant Houses
Several great merchant houses operate in Tyr, their power now rivaling that of the nobility:
- House Vordon: The largest, specializing in iron trade
- House Wavir: Controls much of the grain and textile trade
- House Tsalaxa: Known for its ruthlessness and alleged criminal ties
- House Shom: An old house fallen on hard times
- House Stel: Militant traders from Urik with a strong presence
Currency
Like all Athasian city-states, Tyr uses ceramic pieces as currency. These fired clay coins are stamped with the city's seal (formerly Kalak's profile, now a stylized iron ingot) and come in various denominations. Metal coins are almost unknown—iron is too valuable to be used as currency.
Culture
Religion
Athas has no gods in the traditional sense—divine magic draws upon the power of elemental spirits rather than deities. Tyrians primarily worship:
- Elemental Spirits: Earth, fire, water, and air spirits are venerated and bargained with. Water clerics are particularly respected in the desert environment.
- The Sun: Though it is a harsh, dark crimson orb, many believe the sun itself is a primal entity worthy of respect.
- Ancestor Spirits: Many families maintain shrines to their ancestors, seeking guidance and protection.
The templars of Kalak once claimed to channel the sorcerer-king's power, but with his death, their "divine" abilities have faded or transformed, drawing now upon elemental sources.
Gladiatorial Games
Despite the abolition of slavery, gladiatorial combat remains central to Tyrian culture. The great arena (the same venue where Kalak was slain) still hosts regular games, though fighters are now free citizens who choose to compete for fame and fortune.
Gladiators are celebrities in Tyr. Successful fighters accumulate wealth, status, and political influence. Rikus, the mul gladiator who helped slay Kalak, became one of the most powerful figures in the city.
The Veiled Alliance
The Veiled Alliance is a secret society of preservers—wizards who practice arcane magic without defiling the land. Long hunted by Kalak's templars, the Alliance operates more openly in free Tyr, though it remains cautious. They work to redeem arcane magic's reputation and oppose defilers wherever they appear.
Art and Literature
Tyrian art tends toward the practical—elaborate pottery, woven tapestries, and carved bone are common forms. Literacy is rare outside the noble and merchant classes, but Tyr boasts a small community of scribes and scholars who preserve what knowledge remains from bygone ages.
Government and Politics
Main article: Government of Tyr
The Revolutionary Settlement
Following Kalak's death, the question of governance nearly tore Tyr apart. The templar Tithian, who had helped arrange the assassination, claimed the throne. However, he lacked the power to rule absolutely and was forced to accept a Council of Advisors to share power.
King Tithian
Tithian holds the title of King but wields limited authority. He controls the remnants of the templar bureaucracy and the royal treasury, but major decisions require the Council's approval. Many view him with suspicion—after all, he served Kalak faithfully for decades before betraying him.
The Council of Advisors
The Council consists of representatives from various factions:
- Nobility: Represented by Agis of Asticles and other reform-minded nobles
- Merchant Houses: Powerful trading families who demand a voice in governance
- Templars: The remnants of Kalak's bureaucracy, now civil administrators
- Military: Led by figures like Rikus, representing the city's defense
- Freedpeople: A recent addition, representing the interests of former slaves
Political Factions
Tyrian politics are complex and treacherous:
- Royalists: Support Tithian's authority and a return to strong central rule
- Republicans: Seek to abolish the monarchy entirely and establish a true republic
- Restorationists: Secretly desire a return to the old ways, including slavery
- Radicals: Former slaves who demand immediate redistribution of wealth and power
- Preservationist Faction: Aligned with the Veiled Alliance, seeking magical reform
Notable People
Main article: Notable People of Tyr
The Heroes of Tyr
The following individuals are considered the founding heroes of the Free City:
| Name | Race | Role | Current Status |
|---|---|---|---|
| Rikus | Mul | Gladiator, military leader | Commander of the Tyrian Guard |
| Agis of Asticles | Human | Noble, psionicist | Senior Councilor |
| Neeva | Human | Gladiator | Arena champion, Rikus's partner |
| Sadira | Half-Elf | Sorceress, Veiled Alliance | Alliance leader in Tyr |
| Tithian | Human | Former templar | King of Tyr (contested) |
Other Notable Figures
- Ktandeo: Deceased preserver who trained Sadira; martyred under Kalak's reign
- High Templar Timor: Leader of the remaining templars, struggles to maintain relevance
- Pavek: A former templar turned revolutionary, now a mid-level bureaucrat
- Ral of House Vordon: Patriarch of the most powerful merchant house
See Also
- Athas - The world of Dark Sun
- History of Tyr
- Geography of Tyr
- Economy of Tyr
- Government of Tyr
- Notable People of Tyr
- Merchant Houses of Tyr
- The Veiled Alliance
- Sorcerer-Kings
References
- The Prism Pentad - Historical accounts of Kalak's fall
- The Chronicles of Athas - General history of the Tablelands
- Veiled Alliance archives (restricted access)
- Tyrian Census Records, Free Year 1-2