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1989-10-16
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Tabolport is a teeming fantasy port city, blessed with a secure harbor
from which roughly half of its trade comes (the rest moves inland by
caravan). Trade, in fact, is vital to Tabolport, and forms the basis
of its rise to power: the city-state is probably the second wealthiest
in the imperial coalition (second only to the capital) and certainly
one of the most influential. Several canals cut through the city;
these carry goods and people between the various sections of the city
(the boaters also supply transport to and from the breakwater island
on the far side of the harbor). Pedestrian, mounted, and wheeled
traffic is also used, of course. Other aspects of society are outline
below, roughly by topic....
Magic: magicians are considered useful and perhaps essential, but
their abilities are also cause for some level of fear. So magic is
respected, but its workers aren't necessarily (court magicians might
be, chiefly for their political influence). It is, however, legal and
even supported; it's just that it carries a level of social taint
somewhere between prostitution and homelessness, and some of the "dark
attraction" of organized crime. Magicians in the military (uncommon,
but not rare) are generally subtlely ill-treated, for example, by the
infantry and such, but get various official perks and many duties.
Law: In general (there are lots of exceptions), the law tries hard but
is undersupported by the government, which is looking for more
important things (self-interest and advancement). Rich families and
factions will hire their own security; the guard does what patrolling
it can, but is forced to leave some areas virtually unprotected. The
northern (wealthy) section is well-patrolled (though largely
privately), while the east and south ends are only moderately so. The
downtown area is quite well covered, but the SW slums and the
breakwater receive at best mediocre coverage. Some guards, of course,
are interested only in their own advancement; some are bought; but
most are honest and honorable.
Trade: Everything moves, either in from or out to the sea, or to or
from the mainland. Ocean trade moves in galleys and occasional
barges, land trade in wagon caravans in good weather, mounted or not
at all in poor. Lots of work in moving, all the time, but mostly not
exciting.
Languages: Tabolport and the neighboring city-states share a common
language (Torian), with distinct dialects for upper- and lower-class
speakers (comprehensible, but distinct). Some groups (the Church,
cults and magic societies, etc.) will have their own language, foreign
nations have their own; and there is a sort of trade pidgin. Thieves'
gangs have their own signal sets, usually hand motions and glyphs.
Races: Predominantly human. Dwarves are in the mountains far south
(the ones on the map are meant more as rough hills); elves are in the
forests but, having had some bad experiences with human expansion, are
generally secretive and self-sufficient (think of Sidhe, not the merry
Tolkien elves). Some may even think them legendary. Dragons,
unicorns, and the like are "known to be extinct," as many other
monsters may be. Goblins/orcs vie with dwarves for mountainous
territory, and also forage in the hills nearby (there's a sizable
settlement south, but it confines itself to skirmishing forrays for
food and goods to steal, which normally find a base somewhere distant,
harrass for a week or three tops, then return).
Government: Taloport and its environs are ruled by a the Baron Raconi,
but he is bound to his neighbors, the entirety being run by Prince
Myril from Mitoch, the capital province to the southeast. And
although the baron has nominal power over his lands, he's more
interested in intrigue wars with his neighbor's for the prince's
favor, and needs lots of gold anyway, which prompts lots of power
blocks on a more local level with enough weight to be reckoned with:
the chancelor(s) who handle day-to-day stuff, guilds and minor nobles
with their own lands and taxes and donations, churches promoting their
interests, wealthy families, etc. There should be plenty of room for
intrigue (which is what I usually look for in a city) and adventurers
as well, since there's a partial power vacuum (or maybe it's a
surplus).
Slavery: Slaves are legal; in addition, certain groups (magic and
monastic guilds) may indenture members in lieu of taxes. Slaves are
normally prisoners of war or piracy, though some will be criminals.
Owners may set their slaves free; this normally doesn't carry
significant stigma in its own right, but stigma for other things
(conviction of crime, being from an "inferior" nation) may. Terms of
indenture may vary.
Religion: Tabolport, and in fact the entire Myrillian Empire, has a
single official religion (described in detail under factions). Any
other religion is illegal, and the Church does maintain an active
Inquisition to root out cults. However, this does not mean that they
do not exist, and the distinction between a legal magician's society
and an illegal cult may blur...