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Society name | Taltheran |
Location | In the fertile Tal river valley on the Northwest of Midsea, central Qaiyore |
Languages | Taltherani (a variant of Therani) is the primary language; but many folk are bi- or multi-lingual, speaking the pidgin Trade Talk and languages of trading partners, such as Cedonese or Ibalan [Celpalar]. |
Size | Small: population 200,000; landarea 50,000 sq. mi. |
Philosophical orientation | Primary orientation: conquest (trade) acquisition of wealth tradition/conviction of trading pre-eminence Secondary orientation: survival preservation of power |
Subsistence | Wilderness%10 Small - most land is farmed Wasteland %10 Small Yield% 120 Good Urban% 5 Normal |
Politics |
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Ruling agency | Hereditary King (currently Agrigax son of Madrogax of House Milarandos, Defender of Taltheran, Keeper of the Balance, &c.) |
Key elements | o Merchants' Council (and occasionally specific ascendant Major
Family[ies]) o Wizards' Guild o Tirmarin populous |
Internal politics | King Agrigax: Consent Fair Influence Fair Authority Good Merchants' Council: includes Great Families, such as the Chalings Consent Fair Influence Good Authority Mediocre Wizards' Guild: Consent Terrible Influence Great Authority Good Tirmarin Populous |
External politics | Relations details |
Capability and culture |
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Military organization | Standing professional forces; some militia; some mercenary |
Military values | Royal armies Force (Great) Great (well trained) Size (Small) Small (recently replenished by the King) Merchant Family House Forces (aggregated) Force (Fair) Mediocre (training varies) Size (Mediocre) Mediocre (but rarely consolidated) |
Economic system | The Taltheran gold coin, the Talplar, is widely recognized as a dependable
currency. Other coins in circulation include: 1 Talplar = 6 Artalpinar (a bulky silver coin, intermittently minted) 1 Artalpinar = 4 silver Talpin (a lighter silver coin, with a hole in the middle) 1 Talpin = 6 coppers (your basic copper penny) 1 copper = 2 halves = 4 raleyn (copper; sometimes literally cut-up coppers) Transactions within Taltheran are legally obligated to use Taltheran currency if currency changes hands. Notwithstanding the above, the Taltherani use barter extensively, and love a good haggle. One of the regular duties of the Wizards Guild historically has been to cast enchantments on newly minted coins to prevent wear, shaving, or other debasing of the coinage (including resistance to other enchantments), and also allowing identification of legitimate coins (because they shimmer in a characteristic way when immersed in water). The spells involved, refined through long practice and research, are quite potent. This, coupled with good quality control in the royal mint, yields coins which are more dependable than other, more mundane, currencies. This has been a cornerstone of Taltherani trading policy for as long as anyone can remember. |
Economic values | Craft (Poor) Poor Resources (Good) Good Exploitation (Fair) Fair Trade (Good) Good Wealth (Fair) Fair Taltheran is self-sustaining agriculturally; indeed, some products are produced to excess and exported, such as olives, wine, dried herbs, citrus fruits, and various fish products. Wood for building is brought from the southern hills; stone is relatively difficult to acquire. For the rest, Taltherani tend to put high value on leveraging cultures' achievements, and prefer to import rather than create. |
Humanities | Tolerance Prevalence Diversity Sophistication --------- ---------- --------- -------------- Religion Good Fair Fair Mediocre Arts Good Fair Good Great Scholastics Fair Mediocre Mediocre Fair Magic Good Poor Poor Great Religion is practiced, but lacks conviction. Most good art is imported, and tends to be the purview of the wealthy (which is to say, the Major Families). Scholastics is neither encouraged nor suppressed; the nature of Taltheran society is such that folk tend to be a bit more worldly than elsewhere, however. Magic is the sole purview of the Wizards Guild; others practicing do so on pain of death. Foreign magicians must register with the guild and refrain from spellcasting except by permission. |