Many years ago, the Keridwyn forces marched into confrontation with an ancient Gravity Dragon. The result was the death of the Dragon at the cost of desolation for miles from the battle. The area was left littered with the fallen from among the Keridwyn forces. The land was torn apart in the wake of overwhelming magical energy, leveling every nearby building, scarring the ground, and ridding the land of all but the hardiest vegetation. This new landscape had little to offer outside of danger and hardships – that, and the remnants of artifacts used in the battle against the Ancient Dragon. Magic weapons, armor, war machines and more glitter like gold in the craggy hills of Hesit for those brave or stupid enough to search for them. Surprise sinkholes swallow adventurers without warning; flash floods sweep away the unprepared. Competitors witness ‘accidents’, and the very treasure itself can prove too dangerous to handle. But probable death was not enough to stop the intrepid.
Opportunists, refugees, and bandits flooded in like the waters of the flash floods that now plague the battle site. Risking the dangers for the chance to find fortune and power, these ‘prospectors’ built shoddy, ramshackle buildings as a base to search for whatever material they found among the wreckage. Equally slap-dash factions emerged and fell as the power struggle escalated with the expanding border of the unofficial town. By the time the gates of Keridwyn closed, Hesit had grown into a city with dizzying streets that cross sinkholes with suspicious bridges and wrap around oddly shaped buildings without pattern or order.
During the formative years, the only law in Hesit came from the distant city of the Keridwyn capitol. The most overtly murderous and hostile would-be leaders of the fledgling city were disposed of by either the meager law enforcement or their neighbors. After that period, leaders began establishing clans that functioned with more subtlety and finesse, if not more lawfulness or morality. Murders fell and accidents rose. Clans with wealth and power set the finer rules of behavior. Reputation became nearly as valuable a resource as the artifacts that the entire city seeks. Storytelling and bragging became the fine art of the city.
After the loss of Keridwyn’s authority, the city of Hesit remains a place of treasure hunting, immensely high crime, dangerous sinkholes, and fine story telling. The main import remains as suckers seeking to get wealthy fast. Nearly any act outside of overt murder is accepted here, even the eating of sentient creatures, so long as your hand wasn’t what killed them. One need be careful when asking what is in the stew at Hesit.
Due to the rough terrain, the population of Hesit skews toward the species who excel at climbing. Many of the winged species find the city uncomfortable due to the erratic and dangerous weather and the fact that most of the remaining treasure are in subterranean caverns. Nearly all Cog avoid Hesit, as they are seen as potential treasure by the locals. Aquatic and Flora species also avoid Hesit. Shades are in high population, as they receive less persecution here.
The crime of Hesit doesn’t always end at the edge of the city, causing Hesit to pose a constant threat to other cites with their lawless ways. The clans frequent scheming undermines the leadership of other cities and draws them to retaliate, braving the miles of wasteland to teach Hesit a lesson.