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Alyahopa

MeFM 3001 The Twin Nations of Mag & Tumag V2.1 Alyahopa Overview cropped

Alyahopa overview (MeFM)

MeFM 3001 The Twin Nations of Mag & Tumag V2.1 Alyahopa B&W numbered cropped

Alyahopa, number-keyed (MeFM)
Type
City (Capital, Port)
Region
Realm

Alyahopa was the capital and largest single settlement in the Twin Nations, although it was smaller than many of Middle-earth's major settlements. The city was fairly cosmopolitan, having many different cultures within its walls. Many of the buildings had been expanded upon upward because of an inability to move outward. The streets were narrow and colorful. At its peak, Alyahopa had a population of more than thirty-five thousand people.

Alyahopa in T.A. 1640-1650[]

Mag & Tumag original cover image cropped colored

Alyahopa in Third Age 1640-1650 (refer to numbered plan above right):
Type: Fortified Port City and Capital of the Twin Nations
Inhabitants: 60% Tûmag (People), 20% Mag (People), 10% Black Númenóreans, 5% other mannish, 4% Avari Elves, 1% other races.
Population: 21,000.
Origin: Founded by the Númenórean lord Alyarillë in S.A. 1260.
Purpose: Capital and royal residence of the Twin Nations; center of commerce for Tûmag; a training center for the military; a port on the Haragaer.
Location: In Tûmag, on the eastern side of the river Rusek's mouth, on the edge of Rhino Bay.
Symbol: A blue rhino head, encircled on a black field.

  1. Landward gates. (Ma. Ta Huaka) The Ta Huaka were large enough to fend off most any landbound force. They had proven their might several times in the city's history. The gates were 18' high and 25' wide. They were made of strong oak. Two portcullises were used as extra defense. The gate-castle had several anti-siege weapons, including ballistae and mangonels.
  2. Administration. City maps and information could be found here.
  3. Military Offices. The Army of the Twin Nations was organized here. The military (non-naval) leaders planned the use of their forces in the many offices.
  4. The Angry Mûmak. Though it was not the cleanest, most respectable haunt of Alyahopa, The Angry Mûmak claimed the greatest amount of “atmosphere”. Ancient wooden tables and chairs were situated beneath a jungle of hanging plants. The air was thick with burning incense and pipeweed. It was poorly lit, but the naked dancing girls were easy to spot. The proprietor was a man named Pokustuk, a swarthy yet friendly and talkative man. He sold information and fine southern ale, cheaply.
  5. The Canal. (Ma. Eki Depat) Approximately 110' across and 30' deep. Named for the foreman who directed its construction (Depat). The canal was used for transportation of goods, occasionally.
  6. The Prison. (Ma. Yesakala) Alyahopa's prison was actually beautiful. This was because it was once a lord's manor and keep during the Númenórean occupation. The ornate architecture was reminiscent of Númenórean styles. The inside facilities were clean – at least the parts used by the guards and keepers. The many cells were dark and often damp, due to their depth in the ground. Debtors, crooked Nobles, and other criminals who were not considered violent or dangerous had cells in the prison's towers and upper levels.
    Voded was the head Prison Keeper of the Yesakala. He was an emotionless, intelligent man. Although he didn't treat prisoners unfairly, he never loosened his firm grip on their existence as his captives.
  7. Fire's Wings. Near the canal, in the western side of the city, was the smithy, Fire's Wings. The two smiths, Gosad and Lirjem, made fine weapons and metal goods for fair prices. Gosad traded and used pearls and opals a lot; the precious objects were his "trademarks". He would trade metal works for pearls and opals, valuing them more than gold.
    The Fire's Wings specialized in the making of Adkas and other concussion weapons.
  8. The Garden of Audaj. The Garden of Audaj was a very large and expensive herb retailer. However, nearly every herb known could be purchased there. Beygerig, the stern owner, had many contacts and suppliers throughout the south. The government often payed Beygerig to locate needed herbs and poisons.
    Beygerig's beautiful daughter, Besanyl, worked for her father, although she wished to live the life of an adventurer.
  9. Hospital/Healer. (Ma. Veugam ot) The Veugam ot was a comfortable place to recover from sickness and injury. The air was dry and the breeze was somewhat cool. However, medicine is often ill-practiced because of the lack of knowledge. (Those places in Middle-earth that were highly civilized were more advanced than medieval Europe because of magic). But magic was not too common, nor were magical or powerful herbs and medicines. Therefore, when someone visited the hospital, it might not be the best of things.
    In places like Minas Anor, Gimileth, and Sarûl, hospitals actually worked. In less developed areas, like Harad and the Twin Nations, they were less efficient. So… a patient at the Veugam ot would recover 2x as fast as normal. This was because of the rest and care provided. But, a patient had a 15% chance, every day, of being exposed to an infectious disease. Surgeries were often dangerous, painful, and produced horrible scars. The chief Healer actually did wash his hands and tools (not because he knew about bacteria, just because he was clean). There was a 30% chance of catching a disease when operated upon.
    If a patient was wise enough, and rich enough, to request an actual magic-using healer, that patient would still be at risk of catching a disease in the Veugam ot, but his/her treatment would be far more effective and painless.
  10. Daehithwen the Seer. Daehithwen was a 700 year old Avar Elf woman. She was not exceptionally beautiful, but she wasn't bad-looking. She was a good seer, capable of getting a lot of valuable information with her abilities. Compared to most human seers, her prices were cheap. This was because as an Elf, Daehithwen valued money less than humans. Her services sometimes had prices in the form of service(s), or certain item(s).
  11. Oaded's Red Wave Tavern. Oaded's establishment was a fine example of Mag and Tûmag culture. It was one of the most popular places in the city. Every night, scores of people dined and drank there. On warm nights (most of the year), the outdoor tables were filled with talkative guests. Oaded had good workers, and kept the place clean. Inside, the popular gambling game of Vevid (similar to checkers, but with four players) could be played. Traditional Mag and Tûmag food was served. Oaded's was famous in the Twin Nations for its good prices, comfortable atmosphere, and its fried Tajeg beetles. No weapons were allowed inside. Camels and horses were kept in the stables behind the tavern.
  12. Aukilkast the Shipwright. Aukilkast was born in the city to a Black Númenórean sailor and his wife. He swiftly learned the skills required to fashion ships when he was growing up. He had made his work into a form of art. His ships were considered by many to be the finest in the Twin Nations and Pél. Aukilkast was not a cheap crafter, his prices slightly higher than most. But the quality of his vessels outweighed the inconvenience of their price.
  13. The Seaward Gates. (Ma. Valeg Huaka) The Valeg Huaka were similar to the Ta Huaka in size and defensive capabilities. The Valeg Huaka differed in that they were built by the Mag, not the Númenóreans. The architecture was similar, but the decoration was more exotic.
  14. Lajao the food-merchant. Lajao's goods were as good as any, although his selection was limited. He was associated with a local crime group, the Yutjuk, whom he supported in return for a portion of whatever the thieves got. He hid his connection well. Lajao was a short, chubby, and foolish man. He smiled often and lied much.
  15. The White Island Inn. The White Island Inn was the largest in Alyahopa. Most of its customers are sailors. Kerea was the aging woman who ran the inn. She was kind, but very serious about her rules of conduct.
  16. Naval Administration. The navy was organized here. Seaborne trade was also regulated by the navy, so any special requests, any passes, or marine information, etc. were to be got here. Admiral Gashal's office and quarters were here.
  17. Market/Bazaar. For most of every day, Alyahopa's Bazaar (Ma. Eulpita) was crowded with people, animals, and goods. Fresh fruit was very common, as were live food animals (birds, turtles, the occasional fish, insects, and small mammals). The exotic smells greeting one's nose was amazing. Spices and herbs were abundant, as were pickpockets. The Eulpita was a popular hangout for Alyahopa's teenagers and youth. The Eulpita was best when one was looking for perishable goods and the daily necessities. The commercial docks had other, tricky items.
  18. The Thorn Inn. The Thorn Inn was popular among visitors from outside of the Twin Nations because the owner spoke many languages and knew many foreign customs. The owner was Ailrain, a half-elven man from Mûmakan.
  19. Royal Bank/Moneylender.
    • Accounts were given only to those who had proven their substantial wealth.
    • Foreign currencies could be exchanged with a 2% charge.
    • Loan interest 20% (subject to change). Maximum loan was 2,000 gp. Collateral required.
  20. The Ship of Dreams. This was a popular brothel. The women were exceptionally beautiful. Most of them were captured from other nations and sold into slavery. Lutabor, the owner, paid top Tharan at the slave markets for good-looking girls. Sometimes the women were very malicious, giving Lutabor "reason" to treat them "poorly".
    • One girl 3 hrs: 6 copper coins
    • Two girls 3 hrs: 15 brass coins
    • One girl 5 hrs: 4 brass coins
    Food and drinks were served during business hours {11:00 AM - 11:00 PM)
  21. Naval docks.
  22. Commercial Docks. Like the Bazaar, the docks were a bustling mass of people and goods whenever there were several new ships docked. Starting at 7:00 AM, street merchants and anyone with something to sell headed for the docks to trade and make money. The most exotic goods in the city could be found at the docks. Depending on the presence of the law, many illegal goods (certain drugs. weapons. poisons, animals, and miscellaneous forbidden goods) could be purchased here.
  23. Lighthouse. This tower was rustic when compared to those of Gondor, though it was built by the Númenóreans. It was constructed quickly when Alyahopa was first established to penetrate the fogs that blanket the Uan Omgeg. It was slowly improved upon by the Númenóreans, and recently by the Tûmag (renovations 1606), but it remained a minor lighthouse. The construction of a second, intermediate lighthouse had been approved by the government. The new tower would be constructed on an island in the Uan Omgeg.
  24. Royal Temple. The Tamska was faithful to the religion of Sevelji, and so were many of the Tûmag. Most of this temple was open to the public, but certain chambers were reserved for nobility. Statues representing various deities surrounded the chamber. Halls led to other small or private chambers. The Tamska visited periodically in the evening to worship. Sendla used to accompany her mother, but in the past few years, she had neglected her worship.
  25. Slave market.
  26. The Summer Moon Tavern. The Summer Moon was known by many elite smugglers to be an exceptional place to meet and discuss deals. Ri, the owner, ignored most illegal transactions and discussions in his tavern. Violent customers were quickly shown the door by Ri's effective bouncers. Ri would sometimes ask customers who discussed highly illegal or taboo things to leave. In appearance, the Summer Moon was beautiful. There was an open roof (covered by a removable tarp in bad weather), intricate wooden statues, good food and drink, and occasional entertainment (usually "comedy" or music).
  27. Library. There were over 10,000 books and 3,000 scrolls here. The main languages found were Magrin, Avarin, Adûnaic, and Apysaic… though many others were present in small numbers. No books could be checked out. The library was comfortable, being stacked with large couches and sitting areas. Several fountains bubbled happily amongst the paper-bound knowledge.
  28. Temple of the Servants of the Real Fire. This temple was much smaller than most of the Servants' set-ups. This was because the Tamska had put pressure on their cult, for her own reasons. The Servants in Alyahopa kept a low profile in response to this. The structure was a high stone pillar upon which the dead were placed, to rot and dry in the sun.
  29. Sjolukela. The citadel.

Characters[]

Ailrain Aukilkast the Shipwright Besanyl Beygerig Daehithwen the Seer Depat Admiral Gashal, Navy Gosad Tamska (Queen) Hanan Isiniey (Royal Seeress) Kerea Ko (Queen's page) Lajao Lirjem Lutabor Oaded Pokustuk Pothek (Chief of Modune) Ri Princess Sendla Voded, Warden of the Prison

References[]

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