So the Uncle of Jen Shu buried her near the Lake of the Clouds and put a Stela in that place to mark it and the young Jen Shu climbed it often before he became a man to visit the grave of his mother. ~from the 4th Book of Bao Dan, The Dawning of Jen Shu
From that day onward, from the first of his battles to the last, Jen Shu offered the parley that was his signature. To those who accepted the silent testimony of the tarred head of Hako the Oni, and surrendered unconditionally, Jen Shu offered peace. The men and their favorite horses would have the right to be abluted in the waters of the Lake of the Clouds and become Batari. The rest of the horses would be added to those of the tribe. To the women of his rivals, he offered the right to place their left hand on his mother's Stela and so join his Ordari. They then would be given as spoils to the mightiest and most capable of his war group. To the rival Warlords he offered only a swift death and the honor to have their heads carried from the horses of his tribe as Hako the Oni had been. In this manner, they would live forever and their names would be remembered.
~from the 5th Book of Bao Dan, The Campaign of the Monkey
Showing posts with label Geography. Show all posts
Showing posts with label Geography. Show all posts
The Lake in the Clouds
A Definition of the Land
A Definition of the Land
a study by Sage Lochro of Peakshadow
The world that is known is called Erenth but it is divided roughly into four major Lands. This geographic distinction was devised by the Dragon States of antiquity as Runs and it remains the designation in use by civilized peoples everywhere.
a study by Sage Lochro of Peakshadow
The world that is known is called Erenth but it is divided roughly into four major Lands. This geographic distinction was devised by the Dragon States of antiquity as Runs and it remains the designation in use by civilized peoples everywhere.
A Definition of the Region
A Definition of the Region
a study by Sage Lochro of Peakshadow
Below the level of Lands, there is another unchartered category of political subdivision known as the Region. They are portions of Kingdoms that are usually defined and bordered by geological partitions that may cross any number of the more strictly defined subdivisions of land.
Regions do not necessarily have rulers, and those that do are typically considered titles of honor, rather than of actual control.
a study by Sage Lochro of Peakshadow
Below the level of Lands, there is another unchartered category of political subdivision known as the Region. They are portions of Kingdoms that are usually defined and bordered by geological partitions that may cross any number of the more strictly defined subdivisions of land.
Regions do not necessarily have rulers, and those that do are typically considered titles of honor, rather than of actual control.
A Definition of the Kingdom
A Definition of the Kingdom
a study by Sage Lochro of Peakshadow
In all four Lands, there are political conveniences called Kingdoms or Realms. They have an analog in the Dragon States of antiquity, for these rulers of old kept such boundaries as they called Ranges. Those Ranges were all that might be held by a single ruler and were dependent on the strength of that ruler. Where a weak and modest Prince might govern a Range comprised of a single Reach, or province, a wise and mighty Prince might hold a Range composed of scores or hundreds of Reaches. A Range then, was not a fixed entity, but would wax and wane according to the strength of he which held them.
The Dragon Princes of old held to this truth, "A Prince and his Range are one!"
Modern sages of political truths have found that the same thing is true. While Kingdoms are known by various names and take a multitude of forms among the various peoples of Erenth, it is nevertheless true that these Kingdoms boundaries are not fixed. The Realm of an Elf Rane may give and take with respect to the Kingdom of his neighboring human King. These things can be established and abrogated by treaties and conquest, and even neglect -- for wherever their is an absence of power, it is true that something rises to fill it.
Even the goblins who are simple and savage and have no respect for the laws and institutions of any, will form themselves naturally into Kingdoms and seek rulers who might lead them. Even their rudimentary states will wax and wane with the strength and health of the ruler.
a study by Sage Lochro of Peakshadow
In all four Lands, there are political conveniences called Kingdoms or Realms. They have an analog in the Dragon States of antiquity, for these rulers of old kept such boundaries as they called Ranges. Those Ranges were all that might be held by a single ruler and were dependent on the strength of that ruler. Where a weak and modest Prince might govern a Range comprised of a single Reach, or province, a wise and mighty Prince might hold a Range composed of scores or hundreds of Reaches. A Range then, was not a fixed entity, but would wax and wane according to the strength of he which held them.
The Dragon Princes of old held to this truth, "A Prince and his Range are one!"
Modern sages of political truths have found that the same thing is true. While Kingdoms are known by various names and take a multitude of forms among the various peoples of Erenth, it is nevertheless true that these Kingdoms boundaries are not fixed. The Realm of an Elf Rane may give and take with respect to the Kingdom of his neighboring human King. These things can be established and abrogated by treaties and conquest, and even neglect -- for wherever their is an absence of power, it is true that something rises to fill it.
Even the goblins who are simple and savage and have no respect for the laws and institutions of any, will form themselves naturally into Kingdoms and seek rulers who might lead them. Even their rudimentary states will wax and wane with the strength and health of the ruler.
A Definition of the Province
A Definition of the Province
a study by Sage Lochro of Peakshadow
The modern Province in all four lands owes its establishment to the political philosophy of the Pax Vyruma. The so-called Dragon States of antiquity discovered those geographically favorable areas called Reaches. It is no coincidence that the Province of today matches almost exactly with the boundaries of these ancients Reaches. For they were able to intuit naturally what systemic study has revealed today -- a Province is no accidental thing.
In the Land of Eastrun the Province is known as a District, while in Southrun they are called Satrapcies and in Northrun they are known as Jarldoms. But, regardless of their name, it is well-established that a lord and his land are bound in some fashion by mystical ties. By most astute political sages it is agreed that these units of land are neither divisible nor accretable. The manageable area of land which may be invested to a noble is considered its lowest unit and that these areas, the priests of many cultures say, is bound by the nature of the energy which is bound up inside Erenth itself.
Of course, nothing prevents the edict of one lord or another from attempting to supplant the boundaries of these natural Provinces. But long historical study has proven that when such attempts are made, the regions so divided tend toward lawlessness and chaos and may only be restored to some semblance of fruitful use and peaceful existence when the ancient boundaries are restored by a wise and informed nobleman.
It has been advanced by some that the idea of nobility is an artificial construct. According to these fools a noble man and a common man are separated only by words appended to their name. They state further that such a title of nobility does not confer an actual change of character upon the bestowed. In the same fashion, these people say that those born of noble lineage do not inherit any lordly character from their sire.
As proof, they offer that some cads among noblemen are no less given to the passions and weaknesses of common men. They state that the actions and decrees of such men may be by turns cruel, wanton and capricious; just as often as they are kindly, chaste and just. What may we say to such foolishness?
A nobleman is as far from a commoner, as a commoner is from a pig. Now, it may be true that a nobleman may act like a commoner, but this does not change his nature. Rather, it serves to indict him as regards conduct. In the same way, a commoner may rut, or may soil himself, or may even root in the mud if given the chance. But no one, except in a spirit of jest would say that the commoner was in fact a pig. Rather they would allege that he acted like a pig.
Logic aside, a methodical approach to history has revealed that a common man simply cannot hold any Province entrusted to him. The surest test of all is the test of time. Time shows that a man who is not a noble, may hold some area by claiming to, but again, his so-called rule will be fraught with lawlessness and chaos.
Nothing must be inferred from these obvious facts about the number of Provinces which may be ruled by one noble, however. Only that he must take care to rule to the very line of each ancient boundary. Failure to do so is the origin of much trouble.
a study by Sage Lochro of Peakshadow
The modern Province in all four lands owes its establishment to the political philosophy of the Pax Vyruma. The so-called Dragon States of antiquity discovered those geographically favorable areas called Reaches. It is no coincidence that the Province of today matches almost exactly with the boundaries of these ancients Reaches. For they were able to intuit naturally what systemic study has revealed today -- a Province is no accidental thing.
In the Land of Eastrun the Province is known as a District, while in Southrun they are called Satrapcies and in Northrun they are known as Jarldoms. But, regardless of their name, it is well-established that a lord and his land are bound in some fashion by mystical ties. By most astute political sages it is agreed that these units of land are neither divisible nor accretable. The manageable area of land which may be invested to a noble is considered its lowest unit and that these areas, the priests of many cultures say, is bound by the nature of the energy which is bound up inside Erenth itself.
Of course, nothing prevents the edict of one lord or another from attempting to supplant the boundaries of these natural Provinces. But long historical study has proven that when such attempts are made, the regions so divided tend toward lawlessness and chaos and may only be restored to some semblance of fruitful use and peaceful existence when the ancient boundaries are restored by a wise and informed nobleman.
It has been advanced by some that the idea of nobility is an artificial construct. According to these fools a noble man and a common man are separated only by words appended to their name. They state further that such a title of nobility does not confer an actual change of character upon the bestowed. In the same fashion, these people say that those born of noble lineage do not inherit any lordly character from their sire.
As proof, they offer that some cads among noblemen are no less given to the passions and weaknesses of common men. They state that the actions and decrees of such men may be by turns cruel, wanton and capricious; just as often as they are kindly, chaste and just. What may we say to such foolishness?
A nobleman is as far from a commoner, as a commoner is from a pig. Now, it may be true that a nobleman may act like a commoner, but this does not change his nature. Rather, it serves to indict him as regards conduct. In the same way, a commoner may rut, or may soil himself, or may even root in the mud if given the chance. But no one, except in a spirit of jest would say that the commoner was in fact a pig. Rather they would allege that he acted like a pig.
Logic aside, a methodical approach to history has revealed that a common man simply cannot hold any Province entrusted to him. The surest test of all is the test of time. Time shows that a man who is not a noble, may hold some area by claiming to, but again, his so-called rule will be fraught with lawlessness and chaos.
Nothing must be inferred from these obvious facts about the number of Provinces which may be ruled by one noble, however. Only that he must take care to rule to the very line of each ancient boundary. Failure to do so is the origin of much trouble.
A Definition of the City
a study by Sage Lochro of Peakshadow
A city is a large and permanent town of at least 1000 free men (generally, at least 3000-5000 people) that has been chartered by a monarch (king, emperor, or sultan) and is therefore allowed to build an encircling wall. Only the Alds (the old cities of the Free Provinces who are to remain permanently breached) do not boast such defenses intact.
All cities host Markets and the monarch's Banker. Because cities are centers of trade and commerce they are heavily attended to by representatives of the various guilds. So in addition to the political officials mentioned above, every one of the guild will provide each city with a Guildmaster, a Purseman, and a Conner.
In addition to such privileges, cities are are tasked by their monarch with seeing to the impoverished within their walls. A city's paupers cannot be evicted to become the responsibility of the local baron, and some cities have lost their charters thereby.
The law enforcement officer of a city is the Constable. He employs both the Guard as well as the Lamplighters & Criers. The Guard typically keeps the wall while the Lamplighters & Criers maintain the city lamps or lights at night, and also insure the sanctity of curfew. Lamplighters & Criers also carry bells, make announcements and spread news as required throughout the day. Because the city is entrusted by the monarch to enact their own laws, they must also police their populace and subject them to a Judge as necessary.
A city is a large and permanent town of at least 1000 free men (generally, at least 3000-5000 people) that has been chartered by a monarch (king, emperor, or sultan) and is therefore allowed to build an encircling wall. Only the Alds (the old cities of the Free Provinces who are to remain permanently breached) do not boast such defenses intact.
A city pays tribute to its monarch, just as a baron does. And, like an individual baron, a city is allowed to make its own laws, collect its own taxes, and raise its own armies. It is presided over by a Lord Mayor or a military governor. It has a Magister and a High Priest who serve it. A mere town, in contrast, remains part of the local baron's administrative purview (and tax base).
Some official positions within a city usually include a Council which advises and elects the Mayor; the Tax Collector, the Scalesmen (whose job it is to keep weights and measures honest), the Slaughtermen (who inspect meat and poultry), the Grainsifters (who inspect produce), the Customer (who elicits fees from travelers and traders). Additionally, a city will have a Judge and his Beadle (issuer of summonses), Bailiff (leader of the judge's own guard), and Wardman (jailer).
All cities host Markets and the monarch's Banker. Because cities are centers of trade and commerce they are heavily attended to by representatives of the various guilds. So in addition to the political officials mentioned above, every one of the guild will provide each city with a Guildmaster, a Purseman, and a Conner.
In addition to such privileges, cities are are tasked by their monarch with seeing to the impoverished within their walls. A city's paupers cannot be evicted to become the responsibility of the local baron, and some cities have lost their charters thereby.
The law enforcement officer of a city is the Constable. He employs both the Guard as well as the Lamplighters & Criers. The Guard typically keeps the wall while the Lamplighters & Criers maintain the city lamps or lights at night, and also insure the sanctity of curfew. Lamplighters & Criers also carry bells, make announcements and spread news as required throughout the day. Because the city is entrusted by the monarch to enact their own laws, they must also police their populace and subject them to a Judge as necessary.
A Definition of the Town
a treatment by Sage Lochro of Peakshadow
A town is any unfortified permanent settlement that does not possess a charter from its monarch. They usually number their populace in the hundreds or perhaps, and in certain rare circumstances have been known to boast tens of thousands of residents. The upper limit is 30,000 at which point it will automatically be granted a charter.
A town is any unfortified permanent settlement that does not possess a charter from its monarch. They usually number their populace in the hundreds or perhaps, and in certain rare circumstances have been known to boast tens of thousands of residents. The upper limit is 30,000 at which point it will automatically be granted a charter.
A town exists by the leave of the local baron and remains part of that noble's administrative purview (and tax base).
Each town will usually boast a Holy Place, whether a hermitage, shrine or simple chapel. It will also have a Town Hall at which meetings are held and disputes are settled. It may have a guild hall, or two -- whichever guilds may be regionally located.
Official positions in towns are rare and depend on the whim of the baron. Typically all towns have an Elder. This is generally the person considered the wisest and most eminent among his fellows. He is generally filled by popular acclaim. If the Elder is recognized by the baron, he will have the task of representing the people before that court.
Usually a town has someone acting as The Watch. It is their job to raise the Hue & Cry when a crime is committed, some emergency occurs, or a fire breaks out. The chief law enforcement officer of the town is the local baron's Reeve. He has extraordinary power to enforce the laws and punish violators.
Each town will usually boast a Holy Place, whether a hermitage, shrine or simple chapel. It will also have a Town Hall at which meetings are held and disputes are settled. It may have a guild hall, or two -- whichever guilds may be regionally located.
Official positions in towns are rare and depend on the whim of the baron. Typically all towns have an Elder. This is generally the person considered the wisest and most eminent among his fellows. He is generally filled by popular acclaim. If the Elder is recognized by the baron, he will have the task of representing the people before that court.
Usually a town has someone acting as The Watch. It is their job to raise the Hue & Cry when a crime is committed, some emergency occurs, or a fire breaks out. The chief law enforcement officer of the town is the local baron's Reeve. He has extraordinary power to enforce the laws and punish violators.
A town is not permitted to harbor vagabonds or ne'er-do-wells. Those who fit the bill are generally remanded to the custody of the baron to enter serfdom, or else forcibly expelled. The impoverished of the town are the responsibility of the baron, who is charged with not letting them wander the province aimlessly.
The only judge a town will have is at the court of the local baron, time and temperament of that baron permitting. The baron will run his towns at his whim and with considerable leeway from the crown.
As all towns have grown up around markets, the laws regarding markets are of primary importance. In the majority of towns, the market day begins at the end of the Dawn Watch with the ringing of bells, either by the church or the criers, or both. The business day continues until the beginning of the Fourth Watch. After the Fourth Watch begins only taverns, inns, pubs, stables, barbers, healers, surgeons and ferriers remain open. Only those sorts of businesses will find themselves open on Suns days.
Economic traffic in towns is controlled by guilds. Not only does belonging to a guild guarantee a certain level of quality of work, it provides permission for free men to work a trade at all. Those who attempt to set up shop without guild membership can be brought before the Baron to answer for his crimes.
The only judge a town will have is at the court of the local baron, time and temperament of that baron permitting. The baron will run his towns at his whim and with considerable leeway from the crown.
As all towns have grown up around markets, the laws regarding markets are of primary importance. In the majority of towns, the market day begins at the end of the Dawn Watch with the ringing of bells, either by the church or the criers, or both. The business day continues until the beginning of the Fourth Watch. After the Fourth Watch begins only taverns, inns, pubs, stables, barbers, healers, surgeons and ferriers remain open. Only those sorts of businesses will find themselves open on Suns days.
Economic traffic in towns is controlled by guilds. Not only does belonging to a guild guarantee a certain level of quality of work, it provides permission for free men to work a trade at all. Those who attempt to set up shop without guild membership can be brought before the Baron to answer for his crimes.
The Kingdom of Treft
A Brief Geographical Treatment
by Bayburry of Peakshadow
Treft, one of the Eight Kingdoms, is a democracy. The City/State of Treft offers citizenship status to natural born citizens and to those people in its society who are invited to go through the proper rite. Citizens are easily separated from metics by use of the toga, the wearing of which by non-citizens is a crime punishable by death, or maiming and exile.
The government of Treft is exceedingly ponderous and considered arcane to people outside of its structure. Basically, it is run by dozens of committees who meet on various days at various times and who offer motions to the popular vote. Each citizen votes by way of a signet stone, which is graven with the image of their house and the declaration of their birth. In each house, the patriarch is entrusted with disbursing the stones and for voting for those who have not yet reached majority.
The First Citizen is chosen by populace who then represents Treft before the world and the High Throne in Peakshadow. Though he is considered a King to those outside of his Kingdom, by his own citizens he is regarded as the First Citizen.
The people of Treft are somewhat of an anomaly among the other Eight Kingdoms who do not understand the workings of their governing system. In truth it might be said that the vast numbers of the people of Treft do not fully understand it either. For most of them are metics and not part of the citizenry. But the actual citizens of Treft have a great deal of control, though their individual power is watered down.
Treft is considered the purse of the Eight Kingdoms. The King of the Realm is considerd the Lord of Coin and under his auspices, all of the silver coinage of the Eight Kingdoms is produced. These minting facilites are located in the Fortress of Diestamp. In addition to their mints, the people of Treft are widely known for the silversmiths and jewelers who work in silver.
by Bayburry of Peakshadow
Treft, one of the Eight Kingdoms, is a democracy. The City/State of Treft offers citizenship status to natural born citizens and to those people in its society who are invited to go through the proper rite. Citizens are easily separated from metics by use of the toga, the wearing of which by non-citizens is a crime punishable by death, or maiming and exile.
The government of Treft is exceedingly ponderous and considered arcane to people outside of its structure. Basically, it is run by dozens of committees who meet on various days at various times and who offer motions to the popular vote. Each citizen votes by way of a signet stone, which is graven with the image of their house and the declaration of their birth. In each house, the patriarch is entrusted with disbursing the stones and for voting for those who have not yet reached majority.
The First Citizen is chosen by populace who then represents Treft before the world and the High Throne in Peakshadow. Though he is considered a King to those outside of his Kingdom, by his own citizens he is regarded as the First Citizen.
The people of Treft are somewhat of an anomaly among the other Eight Kingdoms who do not understand the workings of their governing system. In truth it might be said that the vast numbers of the people of Treft do not fully understand it either. For most of them are metics and not part of the citizenry. But the actual citizens of Treft have a great deal of control, though their individual power is watered down.
Treft is considered the purse of the Eight Kingdoms. The King of the Realm is considerd the Lord of Coin and under his auspices, all of the silver coinage of the Eight Kingdoms is produced. These minting facilites are located in the Fortress of Diestamp. In addition to their mints, the people of Treft are widely known for the silversmiths and jewelers who work in silver.
The Kingdom of Talir
A Brief Geographical Treatment
by Bayburry of Peakshadow
Though one of the Eight Kingdoms, Talir is actually a theocracy. Once peopled by pagans dedicated to the worship of Kinurea, goddess of earth, Talir was the last holdout of the so-called elder gods. When the people of Talir finally converted from their old religion, they maintained some of their customs (such as the use of Wine Trees), and their social system remained intact. Thus, every citizen of Talir is an observant member of the Church. Those who are not members of the Church are second-class members of society called metics. Metics have few rights and must pay special taxes.
Talir's most famous city is Watersedge, a port of some reknown. Citizens of Watersedge enjoy great freedoms and prosperity, but its visitors and metics often find the laws onerous and stifling. Even so, a poor metic in Watersedge often lives better and in greater finery than some minor nobles in places like Balduren or Collonia. All of the cities and towns of Talir are run by Viceroys who are priests by law and act locally on behalf of the Supreme Holy Council.
The Supreme Holy Council is made up of priests who serve life terms of office and nominate their own successors. It is this Council which chooses the King of Talir. This King wields some internal executive power, but mostly just represents Talir in the eyes of the rest of the world and especially before the High Throne in Peakshadow. Though he is considered a proper King to those outside of the Kingdom, by his own citizens he is widely regarded as a titular and ceremonial head of state. In Talir he is commonly called the Vicegerent.
For these and other reasons, the people of Talir are considered both culturally strange and religiously zealous by outsiders. They are sometimes unfairly characterized as being superstitious and backward (though this depiction has some merit among their Marsher population). Despite this, Talir is commonly called the Shipyard of the Eight Kingdoms. It is famed for its sacred cypress forests whose wood is used both for the making of weatherproof shingles and for shipbuilding. Additionally, some nobles from around the Eight Kingdoms have been known to panel their manors using the highly polished wood which is admired for its golden yellow hue.
Because of its climate, Talir is also home to transplanted groves of lemon and orange trees that were once found only in Eastrun. That fruit is growing in popularity throughout the Eight Kingdoms, but is seldom available except in places like Menea, Rath and Saklan. The fruit is also highly prized by sailors and merchantmen for it has been shown to stave off the dreaded Yellow Waste.
Lastly, the South East coast of Talir is known also for its swamps, which the locals call the Wetwood. The people who live among those swamps are called Marshers or Marshmen. They are rabidly independent and considered uncivilized. They live on tiny freeholds and sustenance farms, eschew polite society, have their own strong dialect. They sometimes still maintain some private devotion to Kinurea stapled onto the faith of the Church. Their diet consists of frog, shrimp, crayfish, and alligator. This local fare is not highly prized in the rest of Talir or the other South Kingdoms, but strangely have become delicacies in other farflung places like Bolden, Peakshadow and Collonia.
by Bayburry of Peakshadow
Though one of the Eight Kingdoms, Talir is actually a theocracy. Once peopled by pagans dedicated to the worship of Kinurea, goddess of earth, Talir was the last holdout of the so-called elder gods. When the people of Talir finally converted from their old religion, they maintained some of their customs (such as the use of Wine Trees), and their social system remained intact. Thus, every citizen of Talir is an observant member of the Church. Those who are not members of the Church are second-class members of society called metics. Metics have few rights and must pay special taxes.
Talir's most famous city is Watersedge, a port of some reknown. Citizens of Watersedge enjoy great freedoms and prosperity, but its visitors and metics often find the laws onerous and stifling. Even so, a poor metic in Watersedge often lives better and in greater finery than some minor nobles in places like Balduren or Collonia. All of the cities and towns of Talir are run by Viceroys who are priests by law and act locally on behalf of the Supreme Holy Council.
The Supreme Holy Council is made up of priests who serve life terms of office and nominate their own successors. It is this Council which chooses the King of Talir. This King wields some internal executive power, but mostly just represents Talir in the eyes of the rest of the world and especially before the High Throne in Peakshadow. Though he is considered a proper King to those outside of the Kingdom, by his own citizens he is widely regarded as a titular and ceremonial head of state. In Talir he is commonly called the Vicegerent.
For these and other reasons, the people of Talir are considered both culturally strange and religiously zealous by outsiders. They are sometimes unfairly characterized as being superstitious and backward (though this depiction has some merit among their Marsher population). Despite this, Talir is commonly called the Shipyard of the Eight Kingdoms. It is famed for its sacred cypress forests whose wood is used both for the making of weatherproof shingles and for shipbuilding. Additionally, some nobles from around the Eight Kingdoms have been known to panel their manors using the highly polished wood which is admired for its golden yellow hue.
Because of its climate, Talir is also home to transplanted groves of lemon and orange trees that were once found only in Eastrun. That fruit is growing in popularity throughout the Eight Kingdoms, but is seldom available except in places like Menea, Rath and Saklan. The fruit is also highly prized by sailors and merchantmen for it has been shown to stave off the dreaded Yellow Waste.
Lastly, the South East coast of Talir is known also for its swamps, which the locals call the Wetwood. The people who live among those swamps are called Marshers or Marshmen. They are rabidly independent and considered uncivilized. They live on tiny freeholds and sustenance farms, eschew polite society, have their own strong dialect. They sometimes still maintain some private devotion to Kinurea stapled onto the faith of the Church. Their diet consists of frog, shrimp, crayfish, and alligator. This local fare is not highly prized in the rest of Talir or the other South Kingdoms, but strangely have become delicacies in other farflung places like Bolden, Peakshadow and Collonia.
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