Nation of Ankh
  The nation of Ankh encompasses the capital, Ankh, and many fortified towns and villages. There are numerous hamlets and small communities scattered across Ankh's territory, but the Patriarch only recognizes a certain number of these communities and thereby providing military protection. Cities and Towns under Ankh's sovereignty include; Aesi, Charn, Dagnith, Eli, Esro, Gehj, Ranith, Rimiah and Sali.
   The nation of Ankh is rooted deeply in the older government system of city-states, held together by economic bonds and promises of protection from outsiders. The cities under Ankh's protection gain access to the richest trading markets in the West and also the best mercenaries money can buy.
   Ankh is moderately successful in agriculture and metals, but excels in trade and knowledge. It is the center of learning and economic prosperity. The ports of Ankh welcome the ships of many nations, including the far lands of Chaldea and the Eastern Lands of Nash.
   Ankh has prospered from the wise rule of the Patriarchs, for these leaders refuse to abide from such things as national honor and standard rules of etiquette. If Ankh doesn't want to fight, they buy the opposing army off. If they wish to acquire new lands, they send in their guilds and lawyers to do the dirty work. Ankh cooperates with the underworld becuase they found it cheaper than maintaining a huge police force.
   Ankh trades with the barbarian tribes of the Dar-Etan Plains for horses, Kyria for grain, Dansig for mercenaries and arms, Lorian elves for crafts, Kehman for exotic luxuries... they trade and trade and trade and always ends up on top.
  The natural resources in Ankh's territory include fertile soil, lumber, mineral wealth in the Istar Mountains, but most importantly, their able teams of engineers and wizards. The University of Oro-Jaiem resides in the capital, which is either a blessing or a curse depending on the circumstances. The wizards are great for entertainment and learning, but sometimes their experiments, wacky research and frequent bouts with alcoholism cause alarms for public safety.
Military- Ankh can field an army of 30,000 men in a month (70% mercenaries, 30% regular army) and if given a year to prepare, their forces can easily reach 80,000 soldiers, mercenaries and wizards. Ankh's mystery strength lies with the Wizards of Oro-Jaiem, who are sworn to protect the capital (it's in their charter). Most people regard the wizards as crack pots, but few armies really want to test them.

Navy- The martial navy is somewhat small, but is enough to protect the capital from sea marauders. There are 15 frigates, 10 destroyers and 50 smaller craft used to board crack(ed) marines. Aside from Stormwatch, Ankh has the smallest navy in the Dragon Sea. The flagship is a destroyer called
Eye of the Dragon.

Merchant Navy- Ankh's trading ships are the most numerous in the West, having amassed 1500+ great merchantmen and 3000 smaller coastal huggers. Ocean trade is a great revenue for the nation.
Principalities of Ankh
Aesi- This fishing port serves as the northern bastion of Ankh's armies and navy. There is a large, dilapidated fortress that is undermanned and in disrepair due to the local lord's penny pinching. The town survives on fishing the Dragon Sea and from tolls on merchants traveling the Dragon Sea Highway to the north (Dansig and Nas Tirith).
   The village farms the surrounding hills but shy away from the ancient tombs and ruins that lay only a few miles from the village proper. Most account these places as haunted by the First Men who built them. Often, villagers go missing and the town blames it on the vengeful spirits of the hills. Aesi claims 4,000 souls and Lord Fiergohs maintains an estate supporting 2,000. There are a few smaller villages further inland but these are sometimes evacuated due to raids from Dar-Etan Tribesmen.
   Aesi is home to the retire gladiator, Elbis the White, who eats chicken all day and feels up the local maidens. He's a nice enough sort who also plays the lyre.
   Another local is Sheriff Tam Churnbutter, a 4th level Soldier who acts as the local law when Lord Fiergohs' minions leave the town alone. This is a stabile community that still retains the frontier feel.
   There is a small church of the Elder Gods and also a chapel of the Angel (for those traveling to Dansig).
Charn- A town that straddles the Istar River, Charn is a prosperous burg with several guilds and associations. The town has grown rich from trade with Lorian and serves as a military headquarters for the Ankh Army, which usually does various parade formations and military excercises to impress the local women. Charn lies 50 miles from the capital and serves as a military last resort should the capital be taken.
   The Fortress of Charn is being improved with secret funding from the Patriarch and the local lord, Duke Aris of House Gharoh (who is loyal to his own coffers).
   Charn has mines in the local hills, which are rich in copper, iron and coal. There is a growing Giant Spider menace, but the army patrols the area to safeguard the citizens. Charn is known for its metalworkers, as the Blacksmith Guild is powerful here; however, since the guild pays Duke Aris hefty taxes, the duke looks the other way when the guild abuses its monopoly.
   The Church of the New Gods and the Elder Gods are often at odds to convert citizens, all of whom seem to be firm worshippers of capitalism.
   Charn claims 20,000 citizens and half as many slaves.
-First Man Tapestry, located in the Patriach's palace in Ankh. The nation rests on the remains of the First Men's Ancient Empire.
CC2 Map of Ankh
Dagnith- This community serves as the midway point between the capital and Ankh's holdings near the Istar Mountains. Dagnith is a sleepy town with high walls which haven't known a seige since the days of Hugh Danner's horde of horsemen. Dagnith is a rich town run by horse and slave traders. The town has strict rules and often laws appear overnight, thanks to the local lord, Baron Melshir.
    One commodity that Dagnith can claim totally as its own are the vineyards, for Dagnithi wine is renowned in all of Ankh as the best in the West. Other nations may disagree, but the festivals of Dagnith are quite spectacular in terms of regular citizens engaged in drunkeness and public nudity.
    There is a cathedral of the Elder Gods, or rather a ruin of it (Hugh Danner's hordes burned it) that is still used as a public forum. Most of the town publicly worship the New Gods.
    Notables in town inlcude the elven ranger Blackthorn (5th level ranger of Lorian who likes the local horse traders and runs a tannery) and Wild Bill Hiccup the Wizard (7th level Wizard of Oro-Jaiem living out his retirement, he has 2 apprentices).
   The town claims dominion over 15,000 souls.
-Aesi harbor, looking at a three masted frigate.
Eli- Nestled in a protecive valley in the foothills of the Istar Mountains, this small village is relatively safe with the presence of Marquis Riallin's keep. The village supports miners in the western branch of the Istar Mountains and is usually the launching point of the seasonal mercenary armies that sweep through the passes. The mercenaries fight to keep the passes clear of the goblin menace.
    Eli is a farming community and supports one tavern, the Whistling Donkey. The people are protective of their identity as citizens of Ankh but regularly pass into neighboring Kyria for trade or to visit family. There is a church of the New Gods (Astar) and somewhere in town is an agent of the Dragon Knights (who supposedly have a monastery in the mountains). At least the Church of Astar believes there is an agent.
    The village has been burned numerous times by goblin raiders but the mountains have been relatively quiet in the past decade, which has allowed time for the villagers to erect a city wall around the village (15' high, 20' thick). In times of distress, villagers will always retreat to the Marquis' castle. Eli claims 1,000 souls.
-River Istar seen from the banks of Charn.
Esro- This bastion of military might is a thriving capital size town that was once the stronghold of kings and emperors. It rests near the Kyrian border and is always in proper repair. Duke Manathar holds both the city and the surrounding land. Manathar is an able captain whose family can be traced back to the second Valyrian invasion. The Duke's family had rebuilt Ankh when Ankheri lost its name. However, rebellion wrested the harbor city from the Duke's control, giving rise to the kings of Ankh and eventually the Patriarchs. Ankh absorbed the duke's lands after Andor fell, but the man is not bitter. The family has long been the protectors of the land and patrons of learning and the arts. House Manathar is blessed by the gods for having such a long family history.
    Esro is a large town, numbering 25,000 souls in the city proper and the surrounding burgs and hamlets in the valley. The city proper sprawls over 3 hills. The city wall is half the size of Ankh, but it has never fallen. There are three watchtowers, one near the Kyrian Border, one in the city proper and the last on the road to Ankh (to warn of armies using flashing mirrors and smoke signals).
   The town is rich in agriculture, crafts and mines in the Istar Foothills. They produce the best rope in the dragon seas and their knowledge of metallurgy surpasses even that of the wizards of Ankh. House Manathar maintains the University of Ersro, dealing primarily with blacksmithing, metallurgy and carpentry. Other cities' guilds may be furious but the University of Oro-Jaiem doesn't care, since metallurgy is a dirty science anyway....
Gehj- This town is the furthest outreach of Ankh's control and was bought by a troubling baron about fifty years ago. Gehj controls trade with Kehman and protects Ankh's lands from the east, including Vandein and Kehman. Not that either of these nations really want to get tangled in Ankhian politics and risk corruption... but one must have strong borders.
   Gehj is built below the foothills of the Istar Mountains and has two natural wells that allow water into the city. The city walls are impressive if outdated, measuring 30' high and 40' thick. The majority of the town is actually built around the city walls and any major conflicts are decided out on the field. The Barons of this land are a nostalgic family. Baron Arigahn rules this land and maintains the Kehman road as far as possible. The Baron has many ties with Kehman and Vandein, for often Gehj is the launch site of mercenary armies to clear the eastern passes of goblins. Considering that the Baron's family used to collect 'tolls' from merchants, the nobility in the area is only a few generations from the thieves who ruled this land before Ankh sqaushed them with an army 20,000 strong.
   Gehj is rich in minerals and trade, as well as natural agriculture. The lands are somewhat drier but trade usually makes up for it so no one really starves. There is always friction with the various tribes of the north on the Dar-Etan Plains. Gehj claims 15,000 souls under its protection.
-Narrow streets of Ankh
-Arvandar I, lost Ankheri to the Valyrians, fleeing to Dansig. Statue currently in Patriarch's Hall of Heroes.