Sesamar Campaign
 [ Realm Home ] [ Locations ]  Nithnamar
Updated June 26th, 2024 



NITHNAMAR: WESTERN LANDS OF SESAMAR

Socioeconomics:Working Class and Affluent
Ruling Body:Conclaves of Nithnamar
Maps:Surrounding City
City Closeup
Rumors:See below

Nithnamar, Western Lands, deep dream generator, free
Nithnamar, Western Lands

Tower Nithnamar
Nithnamar Tower is the name of its prominent tower -- one of three towers. It is a grand, white tower (made from Loralanthalithian marble) that houses scrolls, spell books, and artifacts. The followers of Nithnamar who study magic dwell here.

Access to the tower by non-followers is not permitted. Initiates of Nithnamar pay a heavy price to learn here. Initiates are either sponsored or are independently wealthy.

The three towers are symmetrically and magically bound. Their position next to each other is symbolic to the honor which is given to Sesamar and Desamar.

The Lesser Towers
The less majestic, grey towers are named Hybithnius and Kragnan. Hybithnius is the civilized seat for practitioners of nature magic and the cultivation of the most diverse growth of plants in the human world. Kragnan is devoted to work with devine magic and exists as a moral compas for the land. Consequently, clerics, druids, and magic-users come and go here. They coexist and work with a mutual desire to bring harmony to the land.

Reaching Nithnamar is no easy feat. The city sprawls across a plateau of rugged terrain, accessible only by a network of meticulously carved paths that snake through the jagged landscape. Within the city walls, a sense of order wrestles with untamed magical energy. Buildings, though well-maintained, appear dwarfed by the three colossal towers that dominate the skyline.

The first tower, a beacon of pure white marble, its surface gleaming like polished ivory. Its smooth surface whispers of potent abjurations and celestial magic. Flanking it are two imposing grey towers, their very stones imbued with a sense of power. One, choked by a lace of creeping vines, hints at the verdant magic of druidic arts. The other, stark and unadorned, speaks of the humble purity that guides the morality of the Nithnamarians.

Nithnamar itself hums with a unique energy. Eclectically robed spellcasters, their eyes glowing with arcane light, stride purposefully through the streets. Yet, a subtle tension underscores the city's vibrancy. A well-armed guard presence, their helms glinting in the sun, serves as a constant reminder of the potential dangers inherent in wielding and knowing of such potent magics.

Forbidden Magic
All magics that are to be learned here are required to be of a good nature. Magic must be used to benefit societies and bring balance to the world. Any magic meant only for personal gain or destructive purposes is considered as magic for evil. Anyone practicing evil magic here would be barred from returning and their name marred (or worse). Spellcasters who practice transmutation magic for the purpose of creating new life forms will be hunted and brought to justice at Nithnamar.

Guards in Nithnamar
The Towers of Nithnamar and the City of Nithnamar are guarded by the fighters of Bolalius and paladins of Kornas. The fragile nature of spellcasters and the nature of this magical area demands the presense of guards. The need to carry on research in magic is vital for the future of the world.

Special Responsibility
The name of the city also relates to the governing body that elects the King of Sesamar, called the Conclaves of Nithnamar. The conclaves provide a much needed informed role in electing a king who can help all people in the land.

A Well-Chosen Location
The Black Cliffs east of the towers offer a natural protection. There is only a narrow opening to/from the sea, called The Serpent's Coil. This makes it an easy area to defend, as it would force an attacking army to march its troops in a long, thin line.

History of Nithnamar
The names of the towers are based on three prominant spellcasters who lived during the Age of Neltinus. They sought to displace the transmuting half-elves, named Hobxin and Taurma. The three spellcasters were Nitholduis (human magic-user), Kragnus (human cleric), and Hybithtul (half-elf druid).

Notable Taverns/Bars/Inns: The Black Dragon (I) and The Grand Circle (T).

The Black Dragon (Inn)
The exterior of the building is like the others, but it is black. The black wooden sign is laden with a dragon's head, mouth menacingly agape, white fangs shown and piercing yellow eyes are almost glowing.

The inn may appear simple, but its history and location make it a sought-after place to stay for the night. A bar runs along the far wall and in front of it rests several large tables. A narrow stairway is to the right to its rooms.

ItemDescriptionCost
Dragon's BloodThis red wine is served warm. Varieties include cinnamon, anise, or cloves.3s
Dragon's TearsThis white wine is served cool. It is made with pumpkins, honey, and oranges.3s
BeerHops from Nithnamar, these types are available: nutty, hoppy, or high alcohol and semi-sweet.2s
AleThis is a cloudy, fruity semi-sweet, high alcohol ale.1s
Fish DishThis is freshly caught fish (halibut, tuna, yellowtail, cod, sea trout), usually served with steamed vegetables, and a potato.2s
Pork RoastIt is tender meat served with carrots and potato.5s

The rooms it has available are described below.

 DescriptionCost/Night
Wyrmling
Rooms 1-10
These rooms are tiny. They contain a medium-sized bed. They sleep up to 2 people (tightly). These rooms are separate from the higher end rooms.2s pp
Adult
Rooms 1-5
These rooms are twice the size of the Wyrmling rooms. They contain a large bed (carved wooden posts, sleeps 3), chest of blankets, and a chamber pot.5s pp
Great Wyrm
Rooms 1-3
These rooms are lavish. They contain a large bed (carved dragon motif, black, sleeps 3 comfortably), chest of blankets, and a chamber pot.5g pp

The Grand Circle (Tavern)
It is marked with a sign that contains a raised circle and the letter "G" rests in its center.

The inn is simple, but the theme is ever-present in the tavern: circles. They are everywhere. The tables are circles. The bar is a semi-circle. The shuddered windows are circular. Everything is circular.

ItemDescriptionCost
The WheelIt is made from honey. Its mead. The name and mug depicts the drudgery of daily life.1s
SurroundIt is served with a hearty "Yes Sir" and a gesture that speaks of a large beer gut. The presentation is creative, but the beer is ordinary.1s
BeerHops from Nithnamar, these types are available: nutty, hoppy, or high alcohol and semi-sweet.2s
Roasted ChickenIt is half a chicken, served hot with a ring of boiled potato wedges.1s
Meat PieIt is served hot. It is ordinary and round.1s




Rumors

  • Gateways exist that make travel in Sesamar more efficient. Traveling through these gateways disturb either the Astral or Ethereal planes, which can draw the attention of beings there.
  • A major gateway is said to exist in Nithnamar and at other magical nexuses.
  • There are books that are thought to exist, but their whereabouts are unknown. Here are their names (by author) and the topics they are believed to cover:
    • Befnarlon, Olornen (elvish for "Dreamwater")
      * discusses the nature of wishes
      * beings that can grant wishes
      * types of wishes
      * the pitfalls of wishing
    • Chorman, Precious Portals
      * location of portals
      * how to use portals
      * how to create portals
      * how to hide/unhide portals
    • Elmeggon, Drawings
      * maps of Sesamar
      * layout of Soltarcus
      * layout of Gwentelith
      * layout of Rastilus
      * likely other important layouts and maps
    • Sihkeg, Book of Darkness
      * undead
      * negative material plane
      * lower planes
      * necromancy
  • A library in the Ruins of Hune exists. There are many valuable books that reside there but they are guarded by undead librarians, hordes of undead, and necromancers.