The Unspoken Word |
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Notes on
Tarsh A country of contradictions. Proud of its independent and warlike traditions but now also proud of being part of the empire, whose missionaries are amongst the most evangelical and whose nobles work at lunar decadence with a will. Orlanth and the more evident storm deities may have been suppressed, but this is still essentially an Orlanthi culture, albeit with heavy earth-cult overtones. Proud and martial, rich and decadent. Beneath the placid prosperous façade, though, is a country of intrigue, opportunity, discontent and...adventure!
The Countryside
The basic settlement is not a stead but a smaller farm, generally with a longhouse for the extended family (perhaps up to two dozen adults and children) who own it, quarters for their few slaves and barns, surrounded by six or seven fields. However, even now Grazer and bandit raids are not unknown, so most farms will also have a stout wooden fence. In the villages, longhouses are generally grouped in squares around a central allotment or replaced by square extended family blocks.
To the north, the countryside is marked less by farms and villages and more by the great latifundia which are the slave plantations, growing maize for sale throughout the empire. Many are state-controlled.
Of course, the countryside is cut by roads, proper imperial roads, maintained by troops and labour taxes. Some may be simple dirt tracks with ruts for carts, but paved roads are not unusual, each with their milestones showing the distance to the nearest city and to Glamour. There are even strange imperial totems known as sign posts!
This is land with a long history, and is rich in ruins, old earth shrines, surviving storm-rune menhirs atop windswept hills and other traces of elder ages.
The Towns
In some cases, successful villages effectively drained the populations from the others, especially when they managed to build defences. These were the beginnings of the modern cities, all of which are now over-crowded, but still show many of the features of the old villages, including the square family blocks.
Furthest is a gleaming symbol of Tarsh’s allegiance to the empire. Slavewall is a grim trading town, rebuilt after the devastation of 1490 as a fortified station. Bagnot, once Tarsh’s capital, still harbours Exile sympathies. Dunstop, close to the traditional Grazer lands of Sikithi Vale, has a reputation as a rough and martial city. Goldedge, by contrast, seems to be trying to outdo even Furthest with its extravagant new projects. Talfort is now a prosperous trading city, from whence the great grain barges set off down the Oslir into the empire. Copper Town is a wild and woolly frontier settlement, seething with every kind of prospector and charlatan.
History
The Tarshites have a long and proud history, and one based on their identity as a kingdom rather than a people. They held back the empire and Grazers a century and a half, and eventually joined the empire (albeit not exactly whole-heartedly) not as conquered subjects but as favoured allies thanks to HonEel. His successors have generally been both loyal imperial allies and also the architects of an economic, political and military renaissance. This has left its mark throughout the country, from the gleaming new cities to the farms, where stockades can now be allowed to fall into disrepair, now that Grazer raids are rare and patrols frequent.
The People
There are subtle distinctions across the country. The further south and east you go, the sharper the divisions, between supporters of the new order and those who cling to the ways of Orlanth or the Dark Earth Goddesses (Maran Gor, etc). To the north, there are Sairdic influences, including the raising of goats and the domestication of dogs instead of the alynx. Lunar-style slavery is increasingly supplanting Orlanthi thrall-taking, although again this is more a feature of the north than south. This is also beginning to create a whole new class, the freedman.
Politics
The tribal chiefs are appointed by the King, an increasingly vexed issue as lunar citizens and royal favourites supplant popular local blood-lines. To a considerable degree, the King is trying to use his powers of appointment and taxation to impose a more Dara Happan model of central rule over a kingdom still with strong tribal power structures. A useful informal guideline about loyalties is whether a tribal ruler continues to use the traditional but technically illegal term ‘tribal king’, calls himself the approved title of ‘armsman’ or sticks with the neutral ‘chief’.
The Provincial Overseer is officially superior to the High King, but rarely interferes directly.
The nobility thus exists at two levels: the tribal chiefs and their thanes, largely based in the towns, and the Furthest-based court of the King. The latter are generally solidly imperial, which tends to manifest itself in extremes, whether the martial ardour of the Phargentites or a devotion to decadence second only to Glamourite high society. The practices of Darts Wars and gladiatorial games have even been introduced (including mythically-symbolic bull-fights against wing-clipped Skybulls). Of course, what comes naturally in Glamour really needs to be worked at in Tarsh!
Gods
Ernalda, though, is respected as both the sister of Maran Gor and also, since HonEel’s interpretation of the Tarshite land rites, ‘She Who Waits’ within the Lunar pantheon. All the earth deities are worshipped, with an interesting conflict existing between the ‘official’ (and rather less bloodthirsty) Maran Gor cult and the Exiles.
There is a clear process of assimilation at work, with attempts being made to find acceptable roles even for the most inconvenient deities. Not only, for example, do Babeester Gor’s axe-maidens guard earth temples, they also act as executioners, with heinous criminals being sacrificed to fertilise the fields. Indeed, it is worth noting that Tarshite religion is a fairly bloody affair in general – live sacrifice is quite common.
Over a century of imperial contact and missionary work has also brought new deities. The Provincial Church of the Seven Mothers is strong here, its local members burning with the fire of the newly-converted.
There is also a rich pantheon of local and city gods, half-way between village wyters and hero-cults, and fulfilling something of the role of each.
Conflicts
Enemies and Rivals
‘Generally Accepted Tarsh’?
This is based on a document called ‘Generally Accepted Tarsh’, which was distributed to authors to provide a common overview of Tarsh and its people.
Why the 1620s?
We don’t want to doom ourselves to obsolescence: Greg will be working on Tarsh Liberated! within the official Hero Wars arc, which will concentrate on events in the 1630s, so we will generally only be looking for material which is either generic or stops around 1625.
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April 30, 2002
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