The Free City of Gax
A colossal city of fire, coin, and ambition, Gax rises from a volcanic island as the beating heart of global trade—where everything is for sale, nothing is forgiven, and power is measured in contracts rather than crowns.
Overview
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Status: Independent Free City
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Government: Oligarchic Mercantile Rule
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Ruling Body: The Five Families of Gax
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Primary Culture: Cosmopolitan
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Religion: The Pantheon (All tolerated)
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Allies: Anyone with coin
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Rivals: Anyone without leverage
Geography
Gax occupies a massive volcanic island at the crossroads of the world’s most important sea lanes.
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Terrain: Volcanic slopes, terraced districts, natural harbors
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Climate: Warm, humid, ash-flecked skies
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Seas: Southern Sea and major trade routes
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Natural Feature: Mount Calyx – dormant volcano beneath the city (officially stable)
The city is built upward, outward, and downward, layered over centuries of expansion.
History
Gax began as a fortified harbor and grew into a city too valuable to conquer.
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Rose to prominence through trade during the post-Uprising era
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Became neutral ground for merchants, mages, and mercenaries
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Repelled multiple invasions through economic pressure alone
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Codified rule under five dominant merchant dynasties
Gax has never been ruled by a king—and never will be.
Districts of Gax
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High Caldera – Seats of the Five Families
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The Lower Rings – Markets, docks, labor districts
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Ashmarket – Black and gray markets operating openly
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The Ember Ward – Arcane quarter and Wizards Hall
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The Colossus – The Great Coliseum of Gax
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The Deep Warrens – Smuggling tunnels and forgotten ruins
Every district belongs to someone—even if no one admits it.
The Five Families of Gax
House Chevalier
Weapons, Sorcerers, Prestige
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Manufactures arms of unmatched quality
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Trains and exports battle-mages
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Publicly refined, privately ruthless
House Ceillini
Illicit Goods, Gambling, Vice
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Controls underground betting and pleasure dens
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Launders coin across continents
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Nothing moves in Gax’s shadows without their cut
House Chang
Magic, Artifacts, Secrets
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Dominates arcane trade and relic acquisition
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Operates sealed vaults and private auctions
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Knows more than it sells—and sells very little
House Bruce
Mercenaries, Shock Troops, Muscle
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Supplies disciplined mercenary companies
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Prefers direct action to intrigue
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Feared for loyalty once paid
House O’Malley
Mercenaries, Enforcement, Street Power
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Controls dockside muscle and urban warfare
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Specializes in “problem resolution”
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Keeps grudges longer than ledgers
The Families are in a constant underground war—never open, never ending.
Wizards Hall of Gax
If magic is power, this is where it learns restraint—or doesn’t.
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Loose confederation of archmages and scholars
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No single leader, only consensus and reputation
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Magic of all kinds permitted—within reason
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Acts as mediator when the Families risk open war
Duke Elric Strangeways, benefactor to the party, is a member—though he rarely resides in the city.
The Great Coliseum – The Colossus
The largest arena in the known world.
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Gladiatorial combat, monster hunts, naval battles
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Political theater disguised as sport
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Victors become legends—or commodities
Entire wars have been decided in the stands.
Culture & Customs
Gaxian culture prizes success, adaptability, and plausible deniability.
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Values: Profit, reputation, leverage
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Food: Everything—from street skewers to imperial feasts
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Social Structure:
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Wealth outranks birth
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Reputation outranks law
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Traditions:
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Contracts sealed publicly
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Duels handled privately
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Taboos:
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Breaking a signed deal
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Killing a Family heir openly
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Threatening trade routes
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Crime is legal—if done correctly.
Law & Order
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No city guard—only contracted enforcement
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Family justice supersedes public courts
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Wizards Hall intervenes in arcane disasters
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Assassination is illegal only if proven
Gax does not promise safety—only opportunity.
Relations with the World
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Infernal Empire: Profitable… and watched carefully
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Heterland: Naval partners
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Valin: Useful but provincial
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Iron Union: Respected, feared
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Osweg & North: Sources of muscle and myth
If Gax closes its ports, the world feels it.
Notes for Players
Gax is huge, loud, dangerous, and fair in the worst way.
You can buy anything—if you can afford the consequences.
Choose who you work for carefully.
Every favor here comes due.