Geography
At the southeastern edge of a broken and dried wood known as the
Grey Forest lie the settlements of the Northlands: the scattered tent-cities
built by the refugees who fled the devastation that overtook the city of
Tuluk in the year 64 of the Nineteenth Age and the few places where bolder
souls dwell among the wreckage itself. A few larger settlements, centered
around the Kadian trade village and the Reynolte estate and vineyards, thrive.
To the south of the city's lands are barren wastelands
which no known traveler has yet crossed, and to the west and southwest
lie scrub forests and, further on, plains of short brown scrub. The
Grey Forest itself remains largely unexplored, and rumors abound of
savage halfling tribes that live deep within. Tales of water in such
abundant quantities that it actually flows over the land persist, but
none have ever been authenticated. The trees of the forest are short
and often thorny, bearing spearlike purple leaves and having a thick
red-to-grey bark, and woods such as agafari, baobab and cynipri find their
way across the surface of the world from the wood gatherers who work the
outermost outskirts of the forest.
Economy
The primary economy of the northlands centers around the hardwoods
hewn from the Grey Forest. Agafari and baobab woods are the most common,
but maar and cynipri also make up a large portion of the take. The majority
of the northerners subsist on the fruits and nuts gathered from the
surrounding scrub forests, and the game hunted from the deeper growth
of the Grey Forest itself or else the plains that lie to the east.
Excesses of these fruits, along a variety of
leathers, complement the income from hardwoods. Duskhorn, taken from
a beast with the same name, is also a substantially profitable material
in the north.
Two of the three major Merchant Houses which operate elsewhere in the world
also have large emporiums in the Northlands. House Kadius, indeed, has
founded an entire village, although it rests now under the guardianship of
High Precentor Kul. House Salarr, the weapon-and-armor
traders, has developed a strong foothold in the northlands, basing
their shops in the Kadian village, enabling them to sell weapons to both sides
of the warfare between the Northlands and Allanak. Only House Kurac remains
under represented, although perhaps the proximity of the outpost it owns,
Luirs, to both north and south compensates. Spices have only rarely been labelled
contraband, and most citizens have partaken at one time or another.
Government
The government of Tuluk has had to fight to adapt its old structure
to the circumstances following the fall of Tuluk. In the past,
the government of Tuluk operated in a tricameral fashion:
the noble structure, the Templar structure, and the Sun King's structure.
The latter was and presumably still is composed of only a single individual,
Muk Utep himself, and the two former are each divided into strict divisions.
The noble structure has traditionally been composed of both Hlum and Surif
nobles who achieved their titles by very different means; the Templar structure
was split into a variety of Orders, each of which served various functions of state
and many of which have disappeared altogether. Among the
many (the exact number is not known) Orders are the Jihaens,
the Lirathans, the Equivocals, and the Royal Guard. While supposedly
equal in power, the Jihaen Order in fact possesses almost total control
at the present (as it has for decades). While this type of government
may seem odd at first, it is cleverly designed to place all political
power upon the King's shoulders. The two divided structures cannot vote
unless they have a majority opinion within them. And while the divided
factions in the noble and Templar structures (which are greatly opposed
to each other) vie for control of each of their structures, the King
argues with no one and thus tends to win the vote by default.
There are two types of Law within Tuluk: the King's Word (or the
King's Law), and the State Law. The first variety has never been voted
upon by the full government, yet is still practiced out of fear of Utep's
power. The second variety has been passed by a two-thirds (or more) vote
of all three structures and is, literally, written in stone.
Nobles and Templars
There are various types of nobles and Templars. Of those that possess
titles of nobility, approximately half are Hlum and half are Surif. The
Surif gain their titles by heredity, so that the title (and estate,
usually) are passed from generation to generation within a certain family,
or dynasty. The Hlum cannot pass their titles, since they gain them only
through their ability as hunters. Hlum titles tend to pass within the
same family only because possessors of hlum titles can afford to train
their children in the arts of hunting and thus give members of their own
family an advantage over other competitors. For all intents and purposes
any citizen of Tuluk may obtain a hlum title during the Grey Hunt, which
occurs throughout the fringes of the Grey Forest. Only slaves are
ineligible. Most of the noble houses of the northlands, never large to begin
with, have vanished with the fall of the city they once helped rule,
including a number in which the slaves rose up and, it
is rumored, literally torn their former owners limb from limb.
The two largest orders of Templar are, by a large margin, the
Jihaen Order and the Lirathan Order. There are uncounted lesser orders,
and all are certainly vital to the function of the northlands and the
Ivory Pyramid, which serves as the center of government for the northlands.
However, the fact that the current High Precentor, Kul, is a Jihaen, as
was his predecessor, secures the greatest number of powerful positions
for the remnant of this order.
Old Tuluk
There were once six main subsections of the City of Tuluk, famed for
its architecture and its culture: the Merchant's
District, the Tradesman's District, the High Quarter, the Low Quarter,
the King's City, and the Warrens. The Merchant's District lay near
Caravan Gate, on the west side of the city, the shattered remnants of
which mark the spot which was once the greatest center of commerce.
South of the Merchant's District lay the Warrens,
where the poor and the slaves resided, and which were not as badly
hit as some of the other neighborhoods in the devastation, perhaps
because there was less there to destroy in the first place. In the northern
portion of the
Merchant's District lay Silver Road, where a good many Hlum nobles made
their residence. Most of these were destroyed in the chaos as panicked
mobs tried to break down Caravan Gate to flee the city.
To the east, northeast, and southeast of the Merchant's
District lay the Tradesman's District, in which most of the low-caste
free citizenry resided. East of the Tradesman's District was the High
Quarter, primary residence of Surif nobles and wealthy free citizens.
Southeast of the High Quarter, in the depths of the Crater, lay the Low Quarter,
a shady culture all
to itself, where Templars went only infrequently and a totally different
social order presented itself. All of these were destroyed in the riots,
the earthquakes, the fires and the general chaos. Only a single section
of the city lay relatively unscathed: the Ivory Pyramid within King's City,
which made up most of the southern part of Tuluk.
Freil's Rest
After the destruction of Tuluk in the Nineteenth Age, the estate of one of
the Kadian merchants, Medici, served as the focal point for Kadian trading
activity. Many of the craftsfolk from Tuluk itself settled in this small
village.
The Reynolte Vineyard
Founded beside the water-rich estate belonging to the surif noble family,
Reynolte, a small village has grown up surrounding this vineyard, which
produces a variety of fruit wines.
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