Shadow Name: Khalish

Time Flow (Relative to Amber): Time Flow is equivalent to Amber, may be off by a few seconds a day at most.

Technology and the like: Khalish is an ancient city-state which mixes a collage of the past with the present as a matter of necessity and convenience, rather than planning. Technology works based on physical principles not unlike those of shadow Earth, although magic is present as well. The streets are a mix of ornate buildings made of stone and bronze which are thousands of years old, side by side with more modern glass, steel and wooden structures. The available technology is typical of modern day shadow Earth, although its use is inconsistent, with some areas of the city being quite accepting and desiring of modern technology, while others cling to older, more traditional ways of life. Most parts of the city conatin a quirky, sometimes uneasy mix of both.
Function of Various Powers:

Trump: Trumps work normally, no unusual interferences or problems.

Pattern: The proximity of Khalish to the Logrus makes the Pattern normally a little funky to work with, but it is normally still quite useful and powerful simply requiring more skill and concentration by the Pattern initiate to use it properly. Any oddities in the use of the Pattern since the enchantment of Amber will be more pronounced in Khalish.

Logrus: The Logrus works normally in Khalish, although the number of local Logrus users is not as large as one might expect given its proximity to the Courts of Chaos.

Magic: Magic is fairly common in Khalish and most magical powers work well. Most of the mages in Khalish are the equivalent of Hedge Wizards, although Ritual Magics are fairly common as well. The level of magical power is fairly good, but not overwhelming by any means, so true sorcerors will need to channel or draw power from themselves or other sources to use their skills to full effect. The power of the Logrus within and in shadows near Khalish makes it easier for Logrus based sorcerors to tap into the Logrus as a source of additional magical power.

Proximity to Amber or the Courts: On a flat map of shadows stretching between Amber and the Courts, Khalish would appear to be about three fourths of the way along from Amber towards the outer lands of the Courts on one of the more heavily travelled sea shadow routes between the two.

Of course, since flat maps and straight lines through shadow are impossible in reality, by travel time Khalish would be only two thirds of the way from Amber to the Courts, shore to shore, along the sea route taking the actual shape and temporal diffrences along the passageway into account.
Khalish actually encompasses two opposing and almost interlocking peninsulas, with deep harbors on each side and the Strait of Bosporus running between them. Going around the land mass on either side of the straits can make a sea shadow voyage two or three times as long, so the Strait of Bosporus and Khalish itself are critically important trade, commerce and military choke-points along this route.

By treaty after the Patternfall Wars, the Navies of Amber may not pass through the Strait of Bosporus nor transit troops across Khalish itself without the prior permission of the Courts, otherwise it will be considered an act of war. By both treaty and tradition, Khalish itself is considered politically neutral territory by both great powers.

Typical Denizens: The people of Khalish are primarily typical shadow dwelling humans of various races and ethnicities, with the occasional Amberite, the slightly more than occasional Chaosian and the rarer and most often hidden non-human creatures of various kinds.

Type of Culture:The city is divided into 40 districts, based mainly on the lines drawn many years ago by local warlords and power brokers who ruled small areas of the city in a manner akin to minor nobles. At one time over 100 of these small fiefdoms existed, but as the city has progressed and modernized from a religiously ruled Caliphate based system of governance to a parlimentary democracy, and become larger and more prosperous, some of the older districts have been combined to accommodate the realities of modern living, especially in the extensive port and commercial areas of Khalish.

Khalish is a major center of commerce based on its unique combination of politics, critical geo-political location, natural geography and culture. Although there is an overriding law of the land, each district has a fair amount of leeway in dictating and legislating local laws and rules in the areas of domestic relations, morality, religion and other more personal areas of law and custom.

Khalish is a sometimes combustible mix of religions, cultures and traditions, with many of its residents tracing their ancestry back centuries, but nearly an equal number being fairly recent immigrants or refugees. The healthcare, public education and university systems are first rate, with scholars from many shadows and the two great powers studying the architectural arts and the humanities, including history, philosphy, religious studies and sociology, in Khalish.

However, the primary focus of the entire city-state of Khalish is always on commerce, hence making it a propserous place overall, although a great disparity between the rich and poor exists. Many slums are found in the older areas of the city, but a growing middle class has stabilized the socio-economic climate in recent years, allowing the fairly new democratic government to function. Bribery and corruption are common, but usually petty in nature. It is a wonderful cross-roads of culture, information, people and goods between the great powers and other notable shadows.

Geographically, architecturally, culturally and historically, Khalish has the most in common, at least by analogy, with the shadow Earth city known at various times as Constantinople, Byzantium and currently as Istanbul. Politically it is more of a cross between Istanbul and Switzerland.

Typical Weaponry: By custom many of the citizens of Khalish arm themselves with daggers, slightly curved and usually ornate, depending on what one can afford. These are usually considered more as clothing accessories and status symbols first, and weapons second, especially among the middle and upper classes. Weapons technology is fairly advanced, similar to shadow Earth of the late 1970’s. More advanced weapons are held by the government, but their use is strictly limited to defensive uses by the laws of Khalish and the Patternfall Treaties. Sword fighting is a traditional sport in the form of fencing and a traditional way of settling feuds and disagreements, but only by duels to first blood. Duels to the death are prohibited, but are overlooked in some more traditional areas.

Guns are not uncommon; primarily handguns used as personal defensive armaments by merchants arming themselves against petty thieves and crooks. All kinds of typical gunpowder based weaponry and explosives are available for use and sale, from small derringer types up to fully automatic machine guns. Organized crime exists locally and is fairly heavily armed with broad swords and guns.

Nuclear and/or atomic weapons do not exist in Khalish, and biological and chemical weapons are strictly outlawed, though some can be purchased illicitly, usually for transport to, and use in, other shadows.


Shadow developed by Ray.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License