Far to the Northwest, at the ends of the earth, there is a city of strangely cut black stone, whose unnerving spires loom above a bay of lifeless waters. Built by a forgotten empire that died in far antiquity, the city outlasted its makers, but it would be a stretch to say that it outlived them. By day, the city seems near abandoned, ruined even, its precincts filled with strange empty plots and half-finished buildings. When night falls however, strange lights rise from the surface of the bay as the city is revealed to stand entirely within a nameless shadowland. Phantom towers coalesce and become solid, the empty lots and unfinished buildings revealed to be the ground floors of crypt palaces built in the underworld. The city's original inhabitants, all centuries dead mummified revenants, emerge to mingle with an immigrant population of heretics, exiles, criminals, occultists, and madmen from Creation and the Underworld alike. Temples to myriad forbidden gods and alien powers throw open their doors to receive sacrifice and pilgrims. Assassins, dark sorcerers, and necromancers ply their trade openly here as they do nowhere else in Creation. Beyond the nocturnal city's landward walls is not the frigid desert of the day, but a web of narrow, deep canyons crisscrossing a plain of broken plateaus, a stretch of the Labyrinth that stands exposed to the underworld sky. Above it all, the city's undying tyrants gaze upon their domain by the light of a shriveled, false moon, and see that it is good. This is Nim-Xedai, The City of Necromancers.
Nim-Xedai is built within a rare shadowland that connects Creation directly to the Labyrinth. Beyond its walls is one of the most dangerous places in the universe, but by ancient pacts and powerful magics, the city itself is safe from the depredations of the nephwrack-kings and unliving abominations who lair in the tunnels nearby. Safe too is the city from the reach of living empires and princedoms, for the city recognizes only The Old Laws, which have decreed that Nim-Xedai is sovereign from the authority of the sunlit lands. For millennia, Nim-Xedai has maintained its independence from any would-be conqueror, living or dead, whether through its black sorcery or its own dread reputation.
This unique situation makes Nim-Xedai an appealing destination and home for outcasts, exiles, practitioners of marginalized religions, and most of all necromancers, who congregate here in numbers rivalled only by the dominions of the Deathlords. Misfits from across Creation gather here to mingle with the strange cultures and peoples of the afterlife; Abhari heretics share teahouses with Shining Way pilgrims, raksha captains haggle with spectral caravan masters, political exiles from across Creation rent out rooms across the street from temples to forbidden gods, and necromancers and demonists alike advertise their services with an openness found in few other places in Creation.
There is another reason that Nim-Xedai exists: trade. Positioned as it is, the city's merchants can acquire goods from the deep Underworld with phenomenal speed. Strange ghost ores, blood drinking flowers, fossilized behemoth bone, griefbee honey, barghest leather, labyrinth spider silk and more are all common in its market stalls. Rich too is Nim-Xedai in knowledge, and its libraries and booksellers hold texts both mundane and occult that are forbidden or lost elsewhere. In return for these treasures, the city's markets bring in silver, slaves, blood, corpses, prayer, fuel, and food from Creation.
Necromancers find that Nim-Xedai sits atop a wellspring of power that they can tap to fuel their workings. Though the city has no singular occult institution, there are myriad smaller schools, academic societies, and cults that preserve necromantic traditions; Skull Diarists confer with their chattering familiars, Cultists of the Uppermost Eye practice occult trepanation, the Leech Speakers enter disturbing symbiosis with unliving worm-creatures, and Finality Theorists study equations of entropy and inevitability. Here too are sorcerers and thaumaturges who adhere to traditions considered debased or illicit elsewhere; akuma, yozi cultists, criminal alchemists, heretic exorcists, and more. These morbid intelligentsia correspond with peers elsewhere, such as in Skullstone, Sijan, Ysyr, Dajaz, or Stygia.
By the power of the Old Laws, no necromancer save the city's rulers may bind a citizen of Nim-Xedai or a lawful visitor in the city, but they are free to do what they will with the corpses and slaves that can be purchased in the markets or the shades outside the walls. No line of experimentation is expressly forbidden, save that which threatens the city or its rulers. In Nim-Xedai's learned districts one can purchase undead servants, oracular skulls, transformative surgeries, necrografted limbs, auguries of past lives, maps of the Labyrinth, elixirs of life (and undeath), black alchemies, bottled memories and passions, cursed artifacts, and more. All for a price, whether spoken or unspoken, for little is truly free in Nim-Xedai.
As a result of this, Nim-Xedai's citizens, living and dead alike, have become accustomed to the bizarre. The city's mysticism is not a monoculture, but a bewildering tapestry of folk beliefs, theologies, and sciences. Few natives bat an eye at the idea of midnight blood rituals, scholarly autopsies, assassin cults, flesh-sculpting, demon-hosts, or the hideous alien monoliths that double as landmarks throughout the city. Newcomers to Nim-Xedai quickly learn to become accustomed to the city's quirks, or to keep their objections to themselves.
Since far antiquity, Nim-Xedai has been ruled with an iron fist by a cabal of five necromancer-princes; The Unspeakable Synod. In the days of Nim-Xedai's nameless progenitor-empire, they were mortal nobles, banished to the frontier city for some now forgotten political misstep. Today the ancient witch-kings no longer count among the ranks of the living, but nor are they ghosts in the traditional sense. Through black sciences and their own personal endeavors, each has cheated death to become a unique prodigy of unlife.
It is by the combined power of the Unspeakable Synod that Nim-Xedai exists. It is they who studied the Old Laws and used them to preserve Nim-Xedai against its motherland's destruction. It is they who pinned the souls of its original citizens to their bones, and it is they who keep their mummified shells renewed and free from decay. It is they who brokered pacts with the warlords and abominations of the Labyrinth to keep Nim-Xedai safe, and it is the threat of their retribution that prevents living nations from wiping their oasis of horrors from the map.
In exchange, the Synod demands absolute obedience to their decrees and the Old Laws that empower them. Gargoyle constructs loyal to them fly throughout the city on membranous wings, observing for any sign of rebellion. By the power of the Old Laws, they alone may bind the city's original mummified population, and they may freely break any necromantic binding created in the city. In addition to regular taxes, the Synod erratically demands that individuals perform bizarre obeisances and austerities in accordance with their own esoteric designs.
The Synod are not kind rulers, but they are pragmatic ones. Aside from their eccentric tax policies and surveillance, they largely refrain from micromanaging the city's affairs, delegating everyday governance to trusted bureaucrats and plebiscite tribunes. Most keep their public appearances brief, appearing only during Calibration or at necessary civic events. They are tolerant of the city's diversity because it enriches them and poses no threat to their position. Any cult, merchant, criminal, or wonder-worker who upsets this equilibrium earns the Synod's entirely undesirable attention.
The Synod are not without their internal conflicts, but the Old Laws that grant them control of the city also enslave them to it and to each other, preventing them from openly warring upon one another or knowingly endangering Nim-Xedai. Members still scheme and compete against each other, but they do so in a way nearly incomprehensible to anyone who isn't a specter, occultist, or similarly ancient prodigy. Shadow wars fought over the course of decades by armies of proxies and catspaws culminate around minutiae such as fine print on a contract or possession of a saint's fingerbones. Many of their rivalries are academic, disagreements in arcane theory or experimental results. Others are ritual conflicts, ceremonial archetypes adopted and discarded as needed to fuel some esoteric collective working.
Yedeneslib, The Immured and Open-Handed, is the most public of the Synod. Yedeneslib's body is encased entirely within an eight foot tall sarcophagus of soulsteel and amber, which floats several inches off the ground and hums with a dull reverberation that seems to dampen sound. Yedeneslib glides through Nim-Xedai's streets followed by its skeletal entourage, crowds hurriedly parting before it lest they obstruct its path. At times, the necromancer pauses before a business or market stall, silently purchasing some object of obscure provenance and paying with gilded infant's teeth.
Ussulmidimu, The Exquisite and Verminous, appears as a beautiful young adult of any gender but this is but a hollow deception. Long ago, Ussulmidimu transmogrified itself into a horrid man-sized worm creature that can compress its pellucid mass down to the size of an insect. Whilst in this form, it can slither into the skull of a mortal victim or corpse and puppeteer the body from within. It has become a fond pastime of Ussulmidimu to invite interesting visitors to its palace and pretend at humanity, pantomiming that it is a servant or slave to a sympathetic audience before revealing its identity at a dramatically appropriate moment.
Ghor-Meggedoth, The Bounteous and Pestilential, infected itself with a disease from the furthest reaches of the universe, cheating death by becoming an unliving cancer. Today the necromancer is an amorphous, rhino-sized mass of tumors and osseous horns that lairs deep underground. Almost sessile, Ghor-Meggedoth relies on constructs to ferry it about and enact its will while it projects its mind into the nightmare-realm of the Labyrinth or sculpts grotesque homunculi as appendages and playthings.
Im-Arat-Ekmath, The Enlightened and Debased, divided its higher soul from its lower soul and placed each within a specially prepared revenant body, one stately and refined, the other bestial and predatory. The higher soul presents the voice of reason and logic, while the lower soul intuits emotions and base desires. Each speaks in turn, stringing together sentences piecemeal from two voices. At times they seem to scheme against each other but in truth this is merely Im-Arat-Ekmath externalizing its inner conflicts and deliberations.
Zetenedesh, The Pitiless and Redeemed, replaced its skin with wrappings inscribed with arcane runes and then embalmed itself using entheogenic smoke. Today its tall form pulses with dull red luminescence, the inner fires shining through its bandages and acrid fumes leaking from the eyeholes in its malformed deathmask. Zetenedesh spends much of its time engaged in ritual austerities, its sanctums gauntlets of mechanical torment and terrible heat, caring little if such conditions are hazardous to its servants.
The Hall Immemorial is a nine story high octagonal fortress that dominates the civic center and is the closest thing Nim-Xedai has to a city hall. Covered in glyphs from a dead tongue, the underworld manse is the oldest building in the city and is studiously avoided by most citizens. As far as anyone knows there is only one entrance, the yawning triangular portal that leads to the audience hall where the Unspeakable Synod holds court. Deeper within are the government offices, dungeons, laboratories, and stranger chambers kept by the Synod and their favorites.
Built from the yawning hold of a repurposed galleon, The Fane of The Necrophage is simultaneously the most prominent and most remote temple to Han-Tha, forbidden god of cannibalism and scavengers. At the ends of the earth, Nim-Xedai is one of the few places in Creation where worshippers of The Ghoul King may openly practice their religion, and the cult is in fact considered one of the more approachable and even keeled among the city's faiths. In accordance with Han-Tha's dominion over scavenging, the priesthood is a pillar in the local artifact trade, and are just as much antiquarians as they are cultists of a forbidden god of cannibalism.
A long stone hall with very thick walls, The Chatterhouse is one of the largest collections of Skull Diaries in the known world and a prominent center of necromantic learning. Over fifty ebon craniums sit on stately plinths, babbling occult teachings in an endless cacophony that occasionally syncs into a unified sermon. Membership in the Chatterhouse is open to any Skull Diarist who holds to its founding ethos: The Skull Diary must not only be reassembled, but expanded with new skulls. How these new skulls are acquired is left up to the discretion of individual members.
The Sunken Bazaar resembles the impression left by an inverted step pyramid, its tiers descending into the earth and becoming successively smaller in diameter with each level. In antediluvian times it was meant to be the tomb of a tyrannical wizard king, but its would-be occupant never finished it and today it serves as Nim-Xedai's largest public market. Each tier specializes in different goods, becoming less mundane the further one travels in. In the lower levels, chambers full of unmelting ice store rows of corpses, limbs, and organs that ghosts and necromancers purchase for their own weird purposes. At the bazaar's lowest level there is a pit of bruise-colored liquid into which the Synod throws a yearly sacrifice to appease some obscure power.
A strange hybrid of art gallery, inventor's expo, and gladiatorial ring, The Visceratarium is a domed building where the city's necromancers and nemissaries go to display their latest undead constructs to prospective buyers. In its gore-stained proving cages, stitched-together monstrosities fight each other, creatures brought in from the wyld or underworld, and occasionally foolhardy or puissant living warriors while crowds cheer and necromancers take notes.
The magnum opus of an exiled alchemist from Great Forks, The Glandworks is a converted warehouse that holds what locals call The Gland, a whale sized undead construct of stitched together organs and tubes. Animated by insane alchemies, the Gland is an unliving alembic and crucible that secretes rare reagents and drugs when properly prodded and nourished. The Gland's maker fed himself to his creation to complete his work, leaving the task of tending to the creature to his apprentices, who fund its continued growth by hawking the heroin and amphetamines that it extrudes.
The Dragon-Blooded Nacreous Doe will claim to be an Immaculate missionary, but she does not preach and is in fact a frequent drinker and purveyor of the bordellos. When pressed on this flimsy cover, the Water Aspect will admit that she's actually Tepet Fereta, who fled her political enemies in the Realm after the Battle of Futile Blood. Both of these stories are lies, Doe fled to Nim-Xedai to escape the wyld hunt, having been declared anathema for consorting with the demon Mara. Mara has since abandoned her, but Doe remains infatuated with the Shadow Lover, and this obsession has become even more twisted here at the edge of the world. A sorcerer, Doe spends each month preparing to summon, murder, and dissect a particular First Circle Demon descended from Mara, ritually consuming one of her victim's organs when the stars are wrong. She believes that this will eventually catalyze a sorcerous working that will transform her into either Mara's own daughter or Mara herself.
The ambassador from Uluriu, the Sovereign Lacrimal Sindo is the most recent appointee to what was previously considered a hardship post. His rented villa a splash of riotous color in an otherwise consciously muted city, Sindo regularly hands out gemstone baubles and fireglass trinkets to impress the locals and gain allies. This charity is born of more than just good will, as Sindo sought the ambassadorship to secure arcane backing for his bid for Uluriu's throne. His agents peruse the antiquarians and libraries of Nim-Xedai for artifacts and esoteric knowledge while the Opal Aspect seeks audience with the Unspeakable Synod to purchase undead mercenaries should the contest among his kin turn bloody. Sindo shows particular interest in notable newcomers to Nim-Xedai, scouting them out as potential retainers by offering a bit of warmth in the cold city.
A former Zephyrite priestess, Yemhara fled from her homeland to escape punishment for grave-robbing. In her final heist, she accidentally broke a lead-sealed urn containing The Saintess Everse, a weakened nephwrack who proceeded to possess her. Too feeble from imprisonment to overpower Yemhara's will, the much diminished nephwrack latched to her soul like a chronic sickness, gradually overwriting her ego. Enlightened into necromancy by the possession, Yemhara washed up in Nim-Xedai to find a cure for her condition, but as the possession continues she feels less and less compelled to resolve it, the last dregs of the Saintess' dissolving soul slowly fusing with her own.
The necromancer-surgeon Sophonostes appears as an aristocratic dandy of no more than thirty but is actually well into his nineties, kept hale and youthful by a combination of occult workings and ingenious but mundane surgeries and medicines. In his younger days he studied necromancy for vanity's sake, terrified of aging, but he truly excelled in his craft due to his appreciation for aesthetics. He views each limb graft or nemissary body he creates as a work of art, comparable to that of a celebrated sculptor. As he reaches the end of his first century he has become consumed with the idea of creating one of the Chernozem on his own, intentionally birthing a liminal exalt where others have done so only by accident. He follows accounts of the Dark Mother's children with rapt attention, cataloging their actions as if to divine the secret of their creation from them.
One of the city's original inhabitants, Qor has been peddling odds-and-ends for as long as anybody can remember. Wealth and profit no longer have any true meaning for the revenant, they merely buy and sell to keep themself sane after endless years of existence. Recognizable for the giant bronze vessel strapped to their back in which they keep their wares, Qor's a fixture of the Sunken Bazaar despite not having much more than a hole in the wall for store. Qor does not specialize in any type of good, and both genuine treasures and worthless bric-a-brac can be bought and sold at their humble establishment.
The Jantiya were once holy mercenaries in the service of the Abhari warrior spirit Tawarmat the Winged Rebuke, now called The Murdered Prophet after her destruction during the Realm's conquest of Fajad. Having refused to surrender after their prophet's death, the Jantiya were declared heretics by the Grand Mosque and hounded into the wastes, where they underwent a grim metamorphosis into a cult of assassins. Now one of several assassin guilds that call Nim-Xedai home, the Jantiya specialize in throwing blades and rooftop infiltrations. In the wake of Tawarmat's death, they have come to believe that the false world of Creation is fundamentally pollute and abandoned by the One God of the Abhari, and thus most moral transgressions are permissible as long as ritual purity is maintained.