Sekunta is the major trading hub on Lyria’s southern coast. It has many dependencies along the coast and, with its particularly skilled merchant navy, is nearly the only trading partner of Nefehri and Taviros.

Slavery is still legal in Sekunta and its dependencies. As a result, gladiator bouts are a very popular form of entertainment.


Sekunta is led by a council of its seven most powerful merchant houses and one representative of the church. The houses gather their power from their holdings, their reputations, and, more importantly, their great wealth. In Sekunta, gold greases the wheels of the state. Citizens do have a measure of protection under the law. Citizenship may generaly only be acquired through land-ownership and military service.

Council members

Nezzu Abilgan (House Abilgan), human male

House Abilgan founded Bithia and, through it, established a stranglehold on all trade with Taviros. Nezzu is known to be a shrewed business man as well as an hedonist.

Hannibal Adherbal (House Adherbal), elf male

House Adherbal made their early fortunes on timber, but quickly became one of the leading sources for soldiers in Sekunta. Many officers in the Sekuntan army were once warriors trained by Hannibal Adherbal himself.

Mago Barcas (House Barcas), tiefling male

House Barcas is a bit of a mystery to most Sekuntans, but none can deny their wealth or their opportunistic skills. The house is known to contain many sorcerers and bards.

Bomilcar Carthon (House Carthon), dwarf male

House Carthon were the first to establish trade with Nefehri and have enjoyed a special relationship with the Ruby Kingdom ever since. Bomilcar is getting on in age, even for a dwarf and rumours abound that his children are already vying for his position.

Dido Elisha (House Elisha), human female

House Elisha is known for its cleverness. Apocrypha states that the house gained its original fortune by tricking a demon-lord to provide eternal service to all females of the house. The house is known to adopt any girl that shows promise. Some say that Dido is the very same person to have tricked the demon.

Similce Nekhul (House Nekhul), human female

After the priesthood, House Nekhul is Sekunta’s greatest provider of healing services. Similce recently returned from a trip to the Martyrs’ Fortress with some odd ideas.

The Patriarch, unknown male

When appointed, the head of the church of Ba’al Hammon dons a magical mask which transforms his mortal form into something akin to that of his lord and master. Who, or whatever he was before, the Patriach becomes a humanoid male sprouting two horns.

Ysebel Rhodana (House Rhodana), half-elf female

House Rhodana rules the seas. All the best navigators and shipwrights come from the house. Ysebel herself spends most of her time at sea and is normally represented on the council by her consort, Merbal.

Places of Note

Ananrath’s Amphitheatre

Many people are tempted to describe the Amphitheatre as Sekunta’s largest arena, but that is a gross oversimplification. The great stone structure is 50 metres tall and, at its widest, 190 metres long. Before anything else, it serves as the greatest shrine to Ananrath. Her priestesses rule over every event that takes place in its arena and channel the crowds’ fervor to the Dancer in the Dark. It is known that they may call upon many enchantments laid upon the building through centuries of worship.

It is tradition for fortunate citizens of Sekunta to make large donations to the church of Ananrath in exchange for the opportunity to hold events in the Amphitheatre. The largest such events, celebrating great blessings on the great merchant-houses are dubbed Great Games. The Primae, Ananrath’s senior priestesses, are generally happy to recieve such donations and act as referee for any competitive event.

Admission to the amphitheatre is free for citizens and non-citizens alike, although citizens have access to priority seating. Furthermore, powerful patrons may reserve private terraces for a fee. In the general areas, the Coryphae, younger priestesses, distribute simple food and drink.

Rules of the Arena

  • None may harm the Sisters or question their judgement
  • Gladiatorial Events1
    • Animal companions and similar creatures are allowed and generally do not count as participants
    • Creatures may only be summoned to replace fallen participants;
    • Flight is limited to a height of 30’;
    • Healing magic is allowed, but offensive to the crowd;
    • Participants may not be invisible for more than a single round at a time;
    • Participants may not leave the arena grounds;
    • Spells like Deeper Darkness, which completely obstruct the crowds line of sight are prohibited.

1 Allowed equipment, license to kill, preparatory spellcasting and a few other rules are covered by event-specific rules.

Common Gladiatorial Games

Historical Re-enactments
Some say history is written by the victors, so it shouldn’t be surprising that Sekunta has written a lot of history. They the plebes love nothing more than being reminded of how awesome that history makes them. For that reason, re-enactments of great battles, complete with magically-recreated battlefields are particularly popular.
Killing Blows: Yes
Equipment: Yes
Preparatory Spellcasting: See special rules.
Special: Depending on the battle being re-enacted, a certain number of spellcasters will be allowed on each side of a match. These casters may cast any preparatory spells wish.
Additionnal Victory Points
Varies based on battle being re-inacted.
The Menagerie
Sekunta has outposts all over Lyria and its soldiers and mercenaries return with stories of all sorts of wild creatures. Sometimes, it’s just nice to give regular folk the chance to lay their eyes on these wondrous beasts…
Killing Blows: Yes
Equipment: Yes
Preparatory Spellcasting: Yes.
Additionnal Victory Points
The Prisonners’ Ball
Sekuntans know that theirs is a city of opportunity, wherein even the lowliest can rise to greatness. The Prisonner’s Ball is a great demonstration of this mobility. In this event willing prisonners, guilty of lesser crimes, are given the opportunity to earn their freedom in the arena. Prisonners are chained in groups of five, given weapons and armor discarded by previous combatants and sent in the arena to prove their mettle against experienced warriors. The last warrior standing in each group earns their freedom. Any group managing to take down a gladiator is immediately freed.
Killing Blows: No2
Equipment: No limitations
Preparatory Spellcasting: None
Special: Healing magic prohibited
Additionnal Victory Points
Defeat -5
Kill a prisonner -3
Knock out a prisonner +1
Knock out a group of prisonners3 without leaving a winner +3
Standard Defence
Sekuntan stories of great battles never end when one side opens crash through their enemies’ gates or decimate their opponents’ forces. No, the stories end when the winners take their foes’ standard and bring it home. This event calls upon the gladiators to defend their standard while attempting to retrieve their opponent’s.
Killing Blows: No
Equipment: No weapons or offensive items (see special)
Preparatory Spellcasting: None
Special: Defensive positions, healing magic prohibited, weapons in arena
Additionnal Victory Points
Having your standard taken at least once -5/per standing gladiator
Taking the opponents’ standard +5
Fully retrieving the opponents’ standard +5/per standing opposing gladiator

2 For the gladiators only.

3 Minimum of 3 prisonners.


The Red Hand Cardinalis Cardinalis