Kharé is one of the most lawless and dangerous cities on Titan; it is often ranked with Tak in Khul and Port Blacksand in Allansia, as one of the most deadly metropolises in the world.[2]
The origins of Kharé are obscure. Some have it that it grew up around the only ford across the great Jabaji River between the Earth End Coastline and Lake Lumlé. Others say that it began as a camp of River Pirates who preyed on those transporting cargo between Lake Lumlé and the Kakhabad Sea. Whatever the truth, it grew quickly from a village to a city, attracting settlers, many of nefarious character, from the lands around.[4] At some point in its history, the city was enclosed by the Great Wall of Kharé, in a bid to protect it from the Baklands to the north and the Shamutanti Hills to the south.
Over time, an elaborate system of "Traps" were placed around the city by the more lawful citizens in an attempt to protect themselves from the multitude of beggars, thieves, murderers and hostile populations of non-Humans who had also made Kharé their home.[6]
The Fifth Noble of Kharé, Shinva, is cursed with the "living death" by the Third Noble (who was rumoured to be a Vampire)
According to the Kharé - Cityport of Traps module, a revolt against the nobles took place in Kharé led by Garin Alderay, leader of the Merchants' Guild. Alderay's revolt resulted in the murder of leading nobles and governors of Kharé. Alderay killed Sansas. Alderay then became overlord of Kharé and instituted a harsh rule. [8] Alderay is mentioned in the Fighting Fantazine adventure "In Search of the Mungies' Gold" as being the head of the Merchants' Guild. [9]
Geography[]
Kharé is more or less circular in shape, although the circle may be somewhat flattened on its northern side.
The city, which lies entirely within the Great Wall of Kharé, straddles the great Jabaji River. The Jabaji River divides the city into two, the North Side and the South Side, and these two halves of Kharé are connected by the Harbour Bridge, the only crossing of the river.
A map of Kharé
Khare lies almost "a hundred leagues" from the stormy Kakhabad Sea.[10]
The North Gate of Kharé is magically locked to protect the City from Bakland raiders; it is said only the First Noble knows the full spell to open it. [11]
Governance[]
Little is known of the form of governance in Kharé. It may be assumed, although outright confirmation is lacking in Fighting Fantasycanon, that the Nobles of Kharé rule the city, or are, at the very least, citizens of considerable power and influence there. Whoever rules the city is doubtless responsible for the guards who man the North Gate and the South Gate - at least some of whom are from Mauristatia (see Crolian for further details).
According to one source, the First Noble of Kharé is also Governor of the city.[8] The First Noble was able to pass a law punishing fishing in Lake Lumlé by death, implying the city has power over the Lumlé region.[8] According to another apocryphal source, the Nobles of Kharé are the chiefs of state who rule the city.[12]
Kharé has a force of 600 Militiamen, who act as both the city's police and its army.[8]
Population[]
It is not the known what the exact population of Kharé is, though there is plenty of information on the inhabitants. The species and creatures residing in or visiting Kharé when the Analander passed through included the following:
According to one source, Kharé has a population of 11,600 citizens. Seventy-five percent of these citizens are humans, while the rest include Dwarves, Black Elves, Man-Orcs and Red-Eyes. [8]
Many of Kharé's population worship Fourga, the God of Pride.[13] A few of the more Lawful citizens worship Courga; there is a run-down shrine to the god in the north of the city.[14] Kharé is also infamous as the main centre of worship for Slangg, the God of Malice, and Tanit, the Goddess of Envy.[15]
Sneshuth’s Weapons Emporium - Shop run by Baltoff the Scarred (named after his deceased partner, Sneshuth) which sells weapons "of good quality", especialy rarer and more esoteric arms.[16]
The Hero of Moonrunner may encounter "a locked Kharian puzzle-drawer" in Blackhaven, which would only open when pressure was applied to a specific point on its surface.[17] The "Kharian" name must mean the puzzle-drawers are created in Kharé.
In Britain, a "league" is usually equals 3 miles or 4.83 kilometres in length. If this applies on Titan, then Kharé would be about 300 miles (483 kilometres) from the Kakhabad Sea.
Like some other names in the Sorcery! series, Kharé is named after a place in Nepal, in this case the village of Khare in the northeast of the country.
↑"The Nobles of Kharé seem more incapable than ever of governing the city..." Quoted in Fighting Fantazine Issue 4
-"In Search of the Mungies' Gold :Background", pp.20. Non-canon