Wednesday, November 5, 2014

PORT SUL

Here is an over view of a  city we mentioned briefly in the rulebook, Port Sul. This is the capital of Palus, but very different from the interior of the Kingdom it rules. 

PORT SUL
MAP FROM MY CAMPAIGN FOLDER

Population: 70,000
Leadership: King Hanno-Kar and Eparkos Naram-Kali
Exports: Tar, Weapons, Relics, Tin, Salted Fish, Fish Oils
Languages: Khubsi, Gruskel, Ronian, Latari (rare)
Power Groups: King Hanno-Kar, The Vel, The Boule, The Qadia, The Tarjeen
Population: Halfling (40%), Dwarf (20%), Human (15%), Gru (10%), Orc (10%) Ogre (5%)

Port Sul was originally a Shahri Colony established sometime around the year 500 (possibly as late as 600). For many centuries it was an independent republic and continued primarily Shahri and Rashuan traditions. However it eventually became absorbed into the Ronian Empire as a quasi-free city. Over time this grew more autocratic with the Emperor governing the city through an Eparkos. When the Empire started to deteriorate the Eparkos was replaced by kings.

The first King of Port Sul was Heron Alu-Bora. He came to power in 1308 but died in 1321. Before Heron, the region was in dispute. After his death, Ronian-blooded King came to power, named Hypatos. Since that time there has been a struggle between Ronian and Khubsi families for control (with the Khubsi Halfling Kings being predominate).

The city is ruled by King Hanno-Kar, of the House of Bora (the first of that house since Heron himself). It is managed directly by his Eparkos, Naram-Kali. The Eparkos will hear important cases once a week at the Hall of Ramos. Once a month the king meets with local clan and group leaders at Vaaran Hall. The Eparkos is aided by two groups of ministers: Fratori and Tribos. Fratori are judges who resolve disputes and tribos are officials who manage roads and public buildings. Corruption among the Fratori is rampant and the Malmori (a criminal organization described below) effectively owns about 70% of them.

Houses here are made largely of stone and wood. Older buildings tend to have stone dome or archway roofs, while newer buildings use timber truss roofs or clay tiles. The city has a large number of cisterns that catch rainwater.

Quarters

Grauhaeva is a quarter populated mainly by Kash Humans and Gru divided into a number of clans. They have been allowed to self govern for the most part for over 200 years.  The people of Grauhaeva are led by the Vel, a council that meets at the Velgol each month. They often bring the peoples’ concerns to the king.

The Merhant Quarter is home to many Halflings, Orcs and a few Ronians as well. These are members of a merchant class, from whose ranks members of the Tarjeen are elected. This used to be part of the Shahri Quarter but has become its own place over the years. The Merchant Quarter is managed by the Tarjeen, who turn a blind eye to many transgressions (both religious and secular). The most lucrative trades are in Tar and Tin (two resources widely available in Palus. This is what makes the interior holdings so important. They do trade in other goods of course, fish oil, salted fish, Nong Sai relics. But the most influential merchants trade in tin.

The Qadhara contains the slums of Port Sul. This is where you find most Ogres and many Gru as well. It is has a high Orc population. The Malmori have a stronge presence here.

The Rona Quarter was built during the days of the Ronian Empire. There is a large population of Ronians in Port Sul. Some are established families who have lived here for generations, others are more recent or still have ties and roots in Ronia itself. There is also a minority of Agarian people living in this part of the city as well.

The Sharhi Quarter is the oldest part of the city. This was built by the original Halfling founders centuries ago. It is where the bulk of the aristocratic Halfling population lives (the rest tend to reside in the Merchant Quarter). This is also where most important public buildings are.

Factions and Governing Bodies
The different groups in the city are permitted to resolve their own disputes. In fact this is encouraged. The Ronians have a Boule, the Gru and Kash have a Vel, the merchants have the Tarjeen. These are essentially all elected councils. The Khubsi population have the Grand Qadi, an inherited office that even the current king respects. The Grand Qadi is like an elder for the entire Khubsi community. The present Grand Qadi is Sharrum. 

The Tarjeen is the old body that once governed the city (when it was a republic). They are now a trade association but still have influence due to their wealth. While they wield no direct political power, they do attend Vaaran Hall. Their economic and indirect political power means the King cannot afford to ignore their concerns.

The Qadia is a body of ministers of the Church of Ramos. They are not only important in Palus but elsewhere in Gamandria because their decisions help shape the beliefs of churches throughout the world. The Qadia has not officially embraced the Gesarian teachings, but they recognize its potency inside Palus.

The Gesarians are followers of Gesara. They are part of the Church of Ramos, respected by many within it, but viewed as extreme by some adherents. They have many monasteries dedicated to their cause and their leader, Gesara, has the ear of the king. They are sometimes called the Gesarian Order and the king recently created new a new office filled by 18 men called Juristas, a position that grants them the exclusive power to try suspected Sertori and executed confirmed Sertori.  In pursuit of this mission, Juristas each have 12 spearmen and the right to detain anyone they wish provided it relates to Sertori. All Archons and Maorides must by law not interfere with or resist the Juristas. Trials can occur without the knowledge of Sertori, and require 2 eye witness accounts and 1 article of physical evidence. They also required, if possible, to obtain testimony for or against by two people who know the suspect well. The Juristas are led by a Probo. These titles are Latari because the King felt that gave them greater credibility.



IMPORTANT PLACES AND THINGS


Inn of the Red Wolf: This is an inn operated by a Gru Berserker named Harguf. Harguf’s reputation as a Berserker is well known to locals but not to foreigners. While he has never killed any patrons in a rage, he has come close. However he is a highly respected person in the Grauhaeva and the people in that quarter believe his presence keeps them protected from the Red Wolf (this is how the inn earned its name). The Inn was originally called Gru Hill Inn, but the locals started calling it the Red Wolf Inn twenty years ago and Harguf eventually changed the name. Inn rooms on the first floor are small and cost 8 Silver. Inn Rooms on the second are more luxurious and cost 13 Silver. Harguf serves simple, Gru style food: “Gru Breakfast” is an enormous drink made of either milk or beer blended with raw eggs (3 Silver); Boiled Eggs and Fish (6 Silver), Minced Liver Bread (4 Silver).

Legend of the Red Wolf: A wolf that drinks human blood and haunts the woodlands south of the city. It is believed to once have been an old king of Port Sul (often the precise identity shifts to suit the needs of the teller) who tried to establish a temple of Sur Vanker in the city and burned down all the churches. He was cursed by Ramos to feed on the blood of people and to live forever as a wolf, forever giving offerings to his new god.

The Malmori: There are many criminal organizations operating here. The most powerful are the Malmori, a group based in Vohar and mainly Orcish. They have roughly 1,800 members (including those merely associated with them), making their reach quite strong in a city of 70,000. The Malmori in Port Sul is led by 6 “Legates” (Generals) who command 15 “Centurions”. Each “Centurion” has about 15 underlings and contacts. The Malmori controls the trade in Nong Sai relics, but also controls other areas of the black market. They work with men like Goresios Maorides to supply Vohar with Grim Beasts. Importantly, the Malmori influences many of the king’s Fratori enabling them to control the outcomes of cases that don’t reach the King himself.

The Oath Stone: A large red stone bearing the word “Rueskella” (sacred word) but written in Khubsi script. This stone is enchanted with Vow. Roll 4d10 against the Wits of anyone who takes a vow before it. If the roll succeeds the person dies when they break the vow.

Skaug Inn: This is an inn and tavern run by Klesker, a human whose family came to Port Sul with the Gru invasions two hundred years ago. Inn rooms cost 10 Silver a night. The following dishes are available upon request: Stuffed Rabbit (7 Silver), Spiced Mackerel Stew (5 Silver).

Vaarhan Hall: Vaaran Hall is a very important building. It is called The Vaarania by locals. This is where the different leaders of the city meet with the king once a month. Typically this includes guild leaders, clan leaders, and religious leaders. They have an opportunity to persuade the king of any concerns at this time.


Other key buildings: Palace Alu-Bora, The Court of Heron, Sharba Tower, Library Alu-Nuru, The Hall of Ramos (The Ramua), Rona Market, Vel Hall (Velgol), Kar-Hadid Smithy, The Sulian Forum, The Hyppodrome of Narses, The Arch of Heron, Bouletarian of Ulos, Collapsed Statue of Druza, Daklammer Cathedral, The Tarjeena, Hall of the Grand Qadi (Alu-Qadia Alu-Kabira).

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