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The Kingdom of Sartar
[Big Map of Sartar]
Population: Roughly 400,000 humans live in Dragon Pass, along with 20,000 occupying Lunar soldiers. Many non-humans dwell here in hard to know numbers. Much of Sartar is thinly settled due to constant raiding and monster attacks.
In the Imperial Age, Sartar was part of the Empire of Wyrm's Friends. The Dragonkill (1100 ST) wiped out its human population and the Elder Races moved in or expanded from former holdings to take over the region. Around 1250 ST, the Pure Horse Tribe somehow bypassed the ban on humans and moved into the Grazelands. Others who tried to follow them died horribly. But in the early 1300s, the arrival of Belintar, who took over the nations of Southern Kerofinela, caused many groups to flee north and they discovered it was now safe to enter Dragon Pass. For centuries, humans clashed with the other inhabitants, carving out spaces for themselves. They also killed each other frequently, until the coming of Sartar in 1470 from the southern lands. He united the many peoples through cunning diplomacy, feats of heroism and magic, and sometimes war. He created the Kingdom of Sartar, founded a dynasty, then ascended to the heavens by becoming a holy flame which burned in Boldhome until the dynasty fell.
The disastrous brief reign of Salinarg as King of Sartar from 1600 to 1602 led to the defeat and conquest of Sartar by Lunar forces, though the Holy Country then repelled Lunar assault. Ever since, the Lunars have ruled the land but have been obsessed with conquering the Holy Country, Prax, and Caladraland.
Prince Temertain rules Sartar as a Lunar puppet; he is of the line of Sartar but grew up in the Holy Country and is more an intellectual than a ruler; he is generally considered a puppet in the hands of the Lunar authorities (like General Fazzur Wideread) and his lover, Estal Donge. The fact that Donge and Wideread agree on very little does mean the two often clash, leaving Temertain to twist in the wind one way or another. He has been unable to claim the title of King because he cannot light the Sacred Flame of Sartar in Boldhome.
Human Sartar is organized into Rings, also known as Confederations, each centered around a market town. There are also many Elder Race communities which pay some kind of fealty to the King of Sartar, or in the present day, Prince Temertain. The Grazelanders are ruled by their own Queen and do not form part of a Ring but are humans despite their claims otherwise. The most successful leaders of Sartar wooed their leader, the Feathered Horse Queen and married her, securing their allegiance. Prince Temertain has yet to even try.
- The Alda-Chur Confederation has many refugees from Tarsh; clans fleeing that land were integrated into the tribes here. They were already kin as these tribes had come down from Akkad into Tarsh, then from Tarsh into Dragon Pass. They have the dangerous duty of containing the horrible forces which periodically erupt out of Snakepipe Hollow. Pro-Lunar leaders now control the Confederation, though many of their followers are restless. Thirty-six clans belong to this confederation, along with the town of Alda-Chur. The last Lunar census estimated some 40,000 or so people dwell in this Confederation. They can field 850 weaponthanes and up to 7700 fyrdmen.
- Alda-Chur (7,000): This substantial market town is the second largest human settlement in Sartar. Miraculous walls of stone-strength glass shield the city from assault; the forces of Snakepipe Hollow have never penetrated the walls, even in the darkest hours. Temples of Humakt, Yelmalio and the Seven Mothers (Lunar) dominate the city, along with the Glassblower's ring. The finest glassware in Sartar is made here. Unlike most of Sartar, everyone drinks from glass cups and stores liquids in glass containers in many colors. Metalworking is the other big business of the city, which makes many fine weapons, armor, and tools. Alda-Chur also dominates trade with Dwarf Mine (Mostalos Kor). Dwarves are seen more here than in most other cities. (Boldhome also has many Dwarves.) This is not home to the largest Geo's Inn but it is home to the one with the fanciest glassware.
- Dinacoli Tribe (11 clans): The Dinacoli tribe has seen better days, though Lunar support is helping them. They face constant raids from Snakepipe Hollow, the Telmori werewolves, the Torkani and the Indigo Mountain Trolls, and from the Malani tribe. They are herders who only farm a little, and warriors, but they are slowly being ground down. They are trying to embrace Lunar ways but still resemble the little brother trying to be like his big brother in that respect. Once known as the Wealthy Tribe, now they are rather poor. Allies: Lunars, Alda-Chur Confederation. Enemies: Indigo Mountain Trolls, Malani, Snakepipe Hollow, Telmori, Torkani.
- Princeros Tribe(11 clans): Fishermen and herders, the Princeros tribe is prosperous and successful, protected by a huge cliff from Snakepipe Hollow, though they help to contain it. They pay an annual fish tribute to the Telmori which keeps them from raiding. They are strong worshipers of Heler and Ernalda and possess many secrets of the Water Rune. They drove the Taralas Elves out of their lands long ago and still feud with them. Skyfall Lake is fed by a perpetual thunderstorm which drifts back and forth over it and around adjacent land. Allies: Lunars, Alda-Chur Confederation, Dragonnewts (who oft show up unbidden to help fight raiders from Snakepipe Hollow). Enemies: Balmyr, Indigo Mountain Trolls, Snakepipe Hollow, Taralas Elves, Torkani.
- Tovtaros Tribe(4 clans): The Tovtaros herd, hunt, and engage in slash-and-burn agriculture. They are the least friendly to the Lunars of the tribes of the Alda-Chur confederation, following Odayla and Yinkin more than the Lunar cults. They also engage in small-scale worship of Flamal, due to their friendly contacts with the Balazar Council; conversely, they are locked in an eternal raid-war with the Balazar Gate Elves. They also raise giant spiders and make spider-silk clothing, giving them an oddly elegant appearance and their primary trade export. This is rumored to involve hidden troll allies and a troll goddess's aid. Allies: Alda-Chur Confederation, Balazar Council Enemies: Balazar Gate Elves, Balazar Mountain Monsters, Balmyr, Telmori.
- Vantaros Tribe(10 clans): Large, wealthy, powerful and sophisticated. King Harvar Ironfist has imported Yelmalio and Lunar worship, trained a force of cavalry, increased trade and generally made life better for his tribe. At the same time, he's turned the Malani against them and antagonized the Dragonnewts. He inherited a long-running feud with the Taralas Elves, and Snakepipe Hollow hates everyone anyway. Allies: Lunars, Alda-Chur Confederation, Dwarf Mine Enemies: Culbrea, Dragonnewts, Malani, Snakepipe Hollow, Taralas Elves.
- The Dangerford Confederation is a recent invention; the Lunars pressured the leaders of the Colymar and Lismelder tribes to form one to facilitate trade and civilization but it is yet to be seen if the confederation will actually work out. Twenty-three clans belong to this confederation, along with the town of Dangerford. The last Lunar census estimated some 24,000 or so people dwell in this Confederation. They can field 510 weaponthanes and up to 4600 fyrdmen.
- Dangerford: Home to three thousand people, the town is dominated by a temple to Humakt, whose priests lead defense against the Undead; the town is heavily fortified with wooden walls which are perpetually damp and thus won't burn, yet retain their sturdiness. The town is crudely built, largely resembling an overgrown chieftan's compound. Dangerford is the poorest and most constantly in danger of the major towns of Sartar but feels no one appreciates them. The Lunars are trying to modernize the town but face an uphill battle; their temple of the Seven Mothers is the second nicest building in town after the temple of Humakt. Geo's Inn has a facility here; it has a large armory for emergencies.
- Colymar Tribe(17 clans): Known as the Proud. They are the largest tribe in Sartar; indeed, they're easily the equal of any two tribes put together. Or even three in some cases. They were the first clan to enter Dragon Pass. Long very traditional, their king has allied himself with the Lunars, who helped him to usurp control of the tribe. Kangharl “Blackmoor” Kagradusson overthrew the rightful Queen Leika “Beti” Orlkensorsdotter, a Vingan; she is now in exile. The Black Spear Clan, who guard the tribe's sacred weapon, have revolted and lurk inside their sacred forest, refusing to allow King Blackmoor access to the Black Spear. The Colymar are noted for apple cultivation, wine production, and worship of Elmal; they despise the Sundomers for defecting to Yelmalio worship. The famous Enjossi clan was founded by a hero who used a Heroquest to return salmon to the Creek-Stream river after 150 years of their absence. Allies: Dragonnewts, Lismelder, Lunars Enemies: Delicti's Undead, Sundomers
- Lismelder Tribe(6 clans): Known as the Most Clever. They are led by King Harvald the Hairy, who is an initiate of Elmal and also Lhankor Mhy, an unusual combination. They are staunch Elmal worshippers and have a feud with the Sundomers as a result. They also are devoted to Lhankhor Mhy and their tribal capital has a substantial library; they are unusually literate as a tribe. The Lismelder raise sheep, grow grains and vegetables in the flatlands, and grow many kinds of fruit in the hills. They possess some secret to let them grown oranges in the highland climate. They are great brewers. They have strong marriage links to the Kheldon Tribe. The Greydog Clan of the Lismelder is well known for its obnoxiously loud defense of dogs as superior to Alynxes and its alliance to the Telmori. They are friendly to the Lunars, but are not so under their thumb as the Colymar. Allies: Colymar, Kheldon, Lunars Enemies: Delicti's Undead, Sundomers.
- The Jonstown Confederation was founded in response to the Telmori invasion of Dragon Pass in the late 15th century. Under the leadership of Hauberk Jon, this group of tribes united and defeated the Telmori, pushing them back to their current lands and founding Jonstown. They remain divided on the issue of the Lunars. Thirty-six clans belong to this confederation, along with the town of Jonstown. The last Lunar census estimated some 40,000 or so people dwell in this Confederation. They can field 850 weaponthanes and up to 7700 fyrdmen.
- Jonstown(4,000): Founded by victors over the Telmori, the town of 4500 people is still protected by the now ascended Hero Hauberk Jon, whose spirit is worshiped here. Home to four thousand people, it is home to the largest temples of Lhankor Mhy (the Jonstown Library) and Chalana Arroy (the House of Peace) in the region. The Jonstown Library, a multi-story stone building, is known to possess a device used to convert wicked Malkioni sorcery into forms safely usable by the good folk who follow the true gods. It also is known to have, under lock and key, a lot of the dangerous lore of the God Learners. There is a fair Lunar presence here and a temple of the Seven Mothers. The Free Sages and the Trade Ring are the most important guilds; they are linked to the cults of Lhankor Mhy and Issaries. The Redsmith and Porter guilds are also important. Geo's Inn has a facility here; it is notable for its large library of books patrons may borrow while staying there. The main city street is paved with stone; the rest are wooden planks. The old temple of Orlanth has been rebuilt into a Lunar garrison building with a small shrine to the Seven Mothers.
- Cinsina Tribe(12 clans): Known as the Wolfslayers for their victories over the Telmori, they are lead by a Vingan, Queen Ivartha the Skinner, a fierce warrior and deadly shot with a javelin. Since the cursing of the old King's Hall, the Queen wanders between the Clan Chiefs' halls, staying with each in turn for 3-4 weeks. It is said the curse will not be broken until the Flame of Sartar is properly lit. They are a large and prosperous tribe, but troubled by raids from Prax. Allies: Jonstown Confederation, Lunars Enemies: Balmyr, Praxians, Telmori
- Culbrea Tribe(7 clans): Known as the Foremost for rushing to take the lead in battle. Or they were. Crushed by the Lunars, they burn with desire for revenge but have been forced to take a Barntar cultist as king, Ranulf Turn-Tail. Their old king, Hofstaring Treeleaper, is not just dead but trapped in a Lunar Hell in the Underworlds. And some of their land was given away to the Vantaros Tribe. Their problems with the Dragonnewts go back to when they entered Dragon Pass and one of them killed a Dragonnewt leader in order to skin him and make boots. The only real good news is that they are now having much higher crop yields. They've begun brewing huge amounts of beer and whiskey. The Hill of Orlanth Victorious stands in their lands, the place where the Lightbringer Quest began during the Great Darkness. Allies: Cult of Barntar, Jonstown Confederation Enemies: Dragonnewts, Lunars, Telmori, Vantaros.
- Malani Tribe (8 clans): Known as the Swords. They serve Humakt and will fight over anything, serving as mercenaries for other clans. They will hire on with Lunars and sometimes have hired on against them; they are neutral. However, they mock Prince Temertain relentlessly for being basically peaceful. Queen Amalda Edrufsdotter has just come to the throne on the death in a duel of her father, King Sarostip Cold-Eye, who stayed out of Starbrow's Rebellion because Starbrow could not afford his price. Members of the Jonstown Confederation or anyone facing the Telmori pay only half-price for their services. It is rumored that Queen Amalda seeks to marry Ranulf Turn-Tail and thus absorb the Culbrea into her tribe. Many find it hard to believe she could ever stand to marry Ranulf, however. They have a long friendship with the Dwarves based on trade in weapons, food, and wool. Allies: Balmyr, Employers of Mercenaries, Jonstown Confederation, Mostalos Kor Enemies: Dinacoli, Telmori, Prince Temertain
- Torkani Tribe (9 clans): Known as the Troll Lovers. The Torkani have a long tradition of being trollfriends; many trolls are actual members of the tribe, which freaks out some outsiders. Queen Yrsa Nightbeam is a priestess of Deloradella, Queen of Darkness and Mother of Trolls and Argan Argar’s worship is common. (Orlanth and Ernalda are still commonly worshipped, but Elmal is worshipped by very few, except in his guise as Rigsdal the Night Watchman, a cult open also to trolls.) The Torkani are tightly allied to the Indigo Mountain Trolls. Armed with darkness powers, they easily hold their own against the Telmori. Their tribal capital, Alone, is a major center for trade with the Indigo Mountain Trolls; they are neutral to the Lunars. Alone stands on a butte which juts up next to the Creek-Stream River, which is still more like a creek at this point. Trolls live inside the butte. The tribe pays tribute to the Lunars but the Lunars have never tried to capture Alone. The Torkani have a long feud with the Dinacoli and often raid them. They are unusually friendly to the Ducks and refused to join the Duck Hunt. They have a long feud with the Enstalos going back to a drunken brawl two centuries ago; most of the time it lies quiescent then explodes into violence when people meet from the two tribes. Allies: Aranwyth, Ducks, Indigo Mountain Trolls, Jonstown Confederation, Enemies: Dinacoli, Dragonnewts, Enstalos, Telmori
- The Swenstown Confederation was founded by Sartar to coordinate defense against the Praxians. Praxians face extreme prejudice, mainly due to them periodically invading and going on a burning, killing, murdering, and raping spree. Admittedly, the Swenstowners periodically return the favor. Conversely, they have strong if distant ties to Pavis. Many Swenstown Confederationers were among those who joined in the founding of New Pavis. Thirty-two clans belong to this confederation, along with the town of Swenstown. The last Lunar census estimated some 34,000 or so people dwell in this Confederation. They can field 720 weaponthanes and up to 6500 fyrdmen.
- Swenstown(4,500): This town is friendly to anyone except Praxians. Derek Poljoni, who slew Jaldon Goldentooth back in the Second Age, is worshipped here in a Hero Shrine, though the main temples are to the Seven Mothers, Elmal, Ernalda, and Yinkin. Indeed, this is home to the only urban temple of Yinkin, whose role in fending off raids is celebrated here. The city is overrun with Alynxes. Sturdy stone walls defend the city along with some dwarven made anti-siege engines. The Great Lobber takes 20 minutes to load and fire but can hurl a huge amount of rocks or incendiaries over 20 miles. The city is a major center for cloth making, especially woolen cloth and linen. Geo's Inn has a facility here. Praxians are firmly banned no matter who vouches for them.
- Aranwyth Tribe(8 clans): Known as the Cloud Tribe. They have especially strong powers over Air, though their king, Ilgalad Trollfriend, is an Initiate of Elmal, and the clan are strong followers of Elmal and Yinkin. They raise cattle and horses as their main economic activity. They also mine near Swenstown, and are skilled at making weapons. They also dig up gems for sale. Their old shrine to Orlanth, who is now outlawed in Sartar, took to the air on a magical cloud and floats high above them, out of reach of the Lunars. If Carnan Oldbeard the high priest dies, though, it is thought it will likely crash to the ground; he is a Devotee of Orlanth of great power. The Aranwyth claim all their strongholds used to be able to do this but it has remained a rare trick as far as anyone else can tell. They are also on good terms with the Trolls and the Torkani. They are very hostile to the Lunars because their magical cloud sheep fled when the Lunars came. Allies: Dragonnewts, Indigo Mountain Trolls, Swenstown Confederation, Torkani, Troll Wood Trolls Enemies: Lunars, Praxians
- Balkoth Tribe(9 clans): Known as the Goatsuckers. They are lead by the randy King Angtyr of the Horn, who possesses a magical hunting horn. They are very angry with the Lunars, who punished them for joining Starbrow's rebellion by taking away all their livestock and giving them only goats. Orlanthi view goats as diseased and evil kin of the Broo. The fact that Broo keep showing up from caves in the hills to steal goats and rape people has not made the Balkoth any happier. Probably no one hates the Lunars more than them. Allies: Swenstown Confederation Enemies: Broo, LUNARS, Praxians
- Enstalos Tribe(3 clans): They were once known as the Dundealos but were punished for rebelling AGAIN after Starbrow's Rebellion when a tax collector raped the old King's daughter. Now half their land is held by Pelorian settlers, Lunar troops occupy their lands and they are forced to worship the Lunar way. Despite this, they make good money off the caravan trade through Prax to Pavis, even if they hate the Praxians. They have a long feud with the Torkani going back to a drunken brawl two centuries ago; most of the time it lies quiescent then explodes into violence when people meet from the two tribes. King Tonaling Hardblow is a puppet of the Lunars and an initiate of the Seven Mothers. He has been Sevened. Allies: Lunars (Special), Swenstown Confederation Enemies: Indigo Mountain Trolls, Lunars (Special), Praxians, Torkani
- Kheldon Tribe(4 clans): Known as the Most Noble. They are a tribe in decline; they still regard the now exiled rebel Kallyr Starbrow as their queen but now they can no long access the Motion Rune with her gone. The whole land seems to be oddly in slow motion and they are struggling to recover from their losses in her rebellion. They raise livestock and grow grains and struggle to avoid being devastated by the Praxians. They would hate the Lunars but it's hard to exert themselves to hate. They have strong marriage links to the Lismelder tribe. Allies: Lismelder, Swenstown Confederation Enemies: Lunars, Praxians
- The Wilmskirk Confederation ended decades of conflict between the Locaem, Balmyr and Sambarri tribes, uniting them in a common purpose of making money off trade with Prax. Or maybe a common purpose of enslaving Praxians. Or both. Twenty-Nine clans belong to this confederation, along with the town of Wilmskirk. The last Lunar census estimated some 32,000 or so people dwell in this Confederation. They can field 680 weaponthanes and up to 6200 fyrdmen.
- Wilmskirk (5,000): This city is shielded by mighty walls of obsidian which are impervious to fire. The city is very dark in its colors, like volcanic rock, though the temples gleam with white marble. There is a temple here to Lodril, unusual in Orlanthi lands and temples to Barntar, Heler, Issaries, and the Seven Mothers. Lunar presence is present but not huge. The city has an unusual number of thralls, which makes many nervous but also has many luxuries like coffee and tobacco for sale cheaply. The weekly thrall market draws big business. Geo's Inn has a facility here. It has the finest coffee in Sartar but many find it uncomfortable because the lowest-level employees are thralls.
- Balmyr Tribe (11 clans): Known as the Poets. They employ many wardogs and mercenary Telmori in their constant struggle to keep Chaos creatures from Prax off their lands. Employing the Telmori has gotten them many enemies but their trade town, Gateway City (1500 strong) flourishes anyway. The Balmyr raise unusual creatures like Bison and Antelope and Impala and are noted masters of the Communications and Beast runes. They aided Starbrow's rebellion and bought off the Lunars with money and are now nervous of further rebellion. Allies: Beast Valley, Heortland (long marriage ties), Malani, Praxians, Telmori, Wilmskirk Confederation Enemies: Chaos, Cinsina, Dinacoli, Jonstown Confederation, Tovtaros
- Locaem Tribe (9 clans): Known as the Spears. They worship Lodril, unusually for Orlanthi, along with the usual Orlanthi gods and goddesses. They possess secrets of control over volcanoes, volcanic rock, and magma; they make obsidian spearheads which are somehow sharper and stronger than metal. Indeed, they use obsidian for many uses and the Kotaling spirit cult is strong here. They have friendly relations with the Praxians and encourage trade through Gateway City. The Dragonnewts hate them but the reason for this is lost. Allies: Praxians, Wilmskirk Confederation Enemies: Dragonnewts
- Sambarri Tribe (9 clans): Known as the Thrallholders. They use slaves to grow cash crops like coffee, tobacco and cotton for sale and have great wealth; they possess magical secrets which enable such things to grow well on their lands. Most of their slaves are Praxians taken in raids into Prax and bound with magic to serve. They do take Sartarites as slaves in war but will always ransom them for fair prices. Nevertheless, a lot of tribes don't trust them, though few hate them. King Roganvarth Loud-Laugh is unusual because he is an initiate of Issaries. They joined Starbrow's Rebellion but bought off the vengeance of the Lunars with a gift of slaves. Many are hostile to the Lunars but fear to defy them again. Allies: Sundomers, Wilmskirk Confederation Enemies: Praxians.
Other Human Regions of Sartar
In addition, there are some special regions of Human Sartar.
- The Grazelands are ruled by the line of Feathered Horse Queens and the people of the Grazelands are ruled by their chosen King, who currently is Jarsandron Tenherds, who has chosen to ally with Tarsh and the Lunars, unlike his predecessor, who was slain in 1582 at Grizzly Mountain. Some Feathered Horse Queens have married the Princes of Sartar, enabling them to claim the title of King. But even if Jarsandron was weak or displeased her, few think the current Feathered Horse Queen, Single Matron Woman, would marry Prince Temertain if she had any choice. And no one can force the Feathered Horse Queen to marry any given person. The Grazelanders keep Orlanthi slaves, who live in stationary villages while they roam the grasslands; they worship solar deities like Yu-Kargzant, the Sun, Laungariant, the Yellow Moon (his wife), Arandayla the Horse Goddess (their daughter), and so on. They are friendly to the Sundomers, whose military skills and discipline they respect. They consider themselves superior to everyone, especially the Ducks and Beast Men. They are subject to periodic raids by the Broo, who have a burning hatred for the Grazelanders which remains a mystery to the Grazelanders and outsiders. They keep serfs who grow crops for them along the river. There are somewhere around 40,000 Grazelanders and another 40,000 or so serfs. The Grazelanders can field as many as 8,500 horse archers and lancers if need be, of which about 850 are elites. They usually raid in much smaller groups than that, though as that many in one place will strip it of grass like locusts quickly. Allies: Lunars, Sundomers, Tarsh Enemies: The Grazelanders raid anyone they are not allied to, but some foes are actually hated and not just treated with contempt: Beast Men, Broo, Esrolians
- Palace of the Feathered Horse Queen: This is the only town in the Grazelands; slaves have villages of a few hundred, but this is home to between two to three thousand people at any given time; it has the only real temple in the Grazelands; elsewhere, god-talkers use mobile shrines; slaves are not allowed to worship but are initiated into the slave cult when they come of age to learn common magics. King Jarsandron stays here from late fall to early spring.
- The Sartar Royal Lands now belong to Prince Temertain; they are heavily Lunarized in terms of clothing and organization and in practice General Wideread basically rules this whole area and administers it through Lunar officials. About 50,000 people live in this area, many of them Lunar settlers and nearly half in Boldhome itself. It must be noted that the agriculture conducted here is far more advanced than the methods used by the Sartarites elsewhere.
- Boldhome (20,000): This is the royal capital, home to Prince Temertain and one of the wonders of the region; made by Dwarves, it is home to 20,000 people, including all the races of Sartar, though it is human-dominated. Nature itself mostly protects the city, though the city walls along the approach points were raised overnight by Sartar in one of his great miracles. Many buildings are built into cliff-faces or the natural rock and there are extensive underground regions of the city. The city sprawls across hilltops and valleys with many areas where crops are grown or animals raised inside the city's defenses. Mostali built sluices pipe hot and cold water into the city from beneath the earth and there are huge trade areas and a district for foreigners. Part of that is the Inviolate Dwarf Palace; when the Lunars took over, those inside it sealed themselves off and no one knows what they're doing now. Dwarves from Mostalos Kor and the nearby mountains will not comment but seem to feel free to visit the city or even live there. Elves, Ducks, Dwarves, and Trolls have their own small districts in the city. The temple of Orlanth is now an abandoned ruins, said to be haunted. There is a Lunar District; the official name is the 'Lunar Pocket' but anyone who dislikes Lunars calls it 'Moontown'. High above the city sits the Sartar Palace where the Brazier of Sartar sits without any flame except a few flickers. Prince Temertain remains unable to light it. He and his lover Estal Donge dwell here and he devotes himself to his studies while his lover and General Fazzur Wideread fight over the fate of the nation. Temples of the Lightbringers except for Orlanth are found in the city along with a temple of the Seven Mothers. The largest Geo's Inn is found here in Boldhome; indeed, Boldhome has far more facilities for travellers than any other Sartarite city.
- Boldport (Population is a Government Secret but likely around 800 villagers plus several hundred soldiers): This is the HQ for Lunar military forces; it is now a fortress with an attached village and General Wideread lives here when not on campaign or at court. It is nearly impossible to avoid Lunars seeing your every move here. Conversely, it is utterly safe, peaceful, and quiet.
- Clearwine Earth Temple: Founded by the Colymar tribe hundreds of years ago, this sprawling complex is home to anywhere between 1500 to 3000 people at a given time; it is the central temple of Ernalda and her family in Sartar. The second largest Geo's Inn is found here, since only initiates of Ernalda can stay on the temple grounds overnight. There is no Lunar presence here.
- The Sundome County of Sartar (80,000): is controlled by the Sundome Temple, a cult of Yemalio which was largely wiped out during the catastrophes at the end of the Imperial Age but which has been revived since the beginning of wars with the Lunars. The Sartarite Sundomers are firm allies of the Lunars, though they exalt Yelmalio, son of Yelm and god of the Sun and Horses over all other gods, even the Red Goddess. As long as the Red Goddess gets her due, though, the Lunars aren't complaining. Certain social mores, like the strict sexual division of duties and privileges does lead to conflict but the Sundomers are going to die without Lunar help... due to the conflicts the Lunars have fostered on their borders. The Sundomers are the most Lunarized part of Sartar in many aspects, though; tribes have collapsed and clan autonomy is dwindling and the head of the temple appoints four regional sheriffs who administer the law with tax-supported pike and cavalry forces at their command. This is necessary to avoid destruction when flanked by Heortland and the Beastmen on two sides. Substantial Lunarite forces are also stationed in Sundome County and the group has friendly relations with the Grazelanders, who also worship solar dieties, though differently. Delicti's undead like to raid into Sundome County; mysteriously, the Ducks can never seem to keep them contained. Perhaps participating in the Duck Hunt a few years back had its price... Sundome County, if you're not being raided by its enemies, is a very orderly place and you are far less likely to be killed because someone doesn't like your face or your uncle's face or your great uncle once removed's face. It is, however, a lot more sexist than the rest of Sartar; women's role is entirely to stay home and conduct domestic affairs here, unlike the rest of Sartar. Sundomers are renowned for their discipline and their keeping promises. They have an ongoing feud with the Colymar, who remain loyal to Elmal. Large parts of Sundome County have yet to be fully settled. Sundome County fields 1700 full-time soldiers in its Phalanx, and can call out another 15,000 or so militia if need be, though normally only a few thousand would be called at a time. Allies: The Lunars, the Grazelanders, the Alda-Chur Confederation, Sambarri Enemies: Beast Valley, Colymar, the Ducks, Delicti's Undead from the Upland Marsh, Heortland, Lismelder
- Runegate: Home to five thousand people, this is a flourishing trade and craft town. It has temples to the Seven Mothers and a lesser Sundome for Yelmalio, along with a small Etryes temple which used to be an Issaries temple. There are plenty of inns and if you want to buy leather or meat or grains, this is a good place to go. It is notable for its rune-carved indestructible gates which were created by the EWF; the rest of the old city here was leveled by the Dragons and Dragonnewts but the gates defied them. There are places where you can get down into the old ruins inside the hill the city now stands on. Lots of runic items have been recovered but lots have died. But that rarely stops people trying. Sheriff Swen takes the slightest excuse to hang any Duck, Beastman, or Heortling who enters the city; few are crazy enough to do so but there's always someone. Geo's Inn has a facility here.
- Sartarite Sundome Temple: This complex is home to over a thousand priests, initiates, servants, craftspeople and government officials; the head of the Temple, Count Anabar, rules Sundome County. It is basically a huge dome surrounded by lesser buildings and dates back to the First Age; it has been laid waste and rebuilt repeatedly since then. Legends say that if the rites ever falter, the angry dead who dwelt here when humans returned to this region will return as well.
- Sunsebb Fort: Troops stationed here fight raiders from Beast Valley and worship at the local lesser Sundome. Sheriff Njall has only one arm and is very cautious and careful as a result.
- Sunsrise Fort: Troops stationed here fight raiders from Heortland and worship at the local lesser Sundome. Sheriff Donkan is an aggressive commander and raids across the border a lot. But he has no actual hatred of his foes; rather, he loudly pities them for their clinging to the old ways. This does not endear him to them.
- Winterfort: Troops stationed here fight raiders from Heortland and Beast Valley and worship at the local lesser Sundome. It is considered the worst posting in the county, but Sheriff Ivar remains defiant of all enemies. His wife Alexandra is from the Lunar Empire and shocks everyone by defying Sundomer prohibitions on women's activities. There is a Seven Mothers shrine here, but it's only because of Alexandra, who is the priestess for it.
- The Tarshite Exiles are the last remains of those who fought against Lunar control of Tarsh. After their defeat at Grizzley Mountain in 1582, the survivors fled to Sartar and settled with earlier refugees in the Alda-Chur Confederacy and around Kero Fin. Those who live around Kero Fin now especially worship Maran Gor, the goddess of the Earth's Violence. They are strongly Orlanthi in culture. The Lunars, understandably, have no survey of them. Some thirteen clans dwell here, 9 of exiles and four tied closely to the two major temples, so somewhere in the vicinity of 12,000 people probably live here. It's estimated the exiles could field 172 weaponthanes and 1600 fyrdmen. The temples normally do not ride to war; if attacked, they are known to have weaponthanes mounted on Earthshakers, a half-dozen quakebeasts, maybe as many as a dozen windlords of Orlanth, two disciples of Maran Gor and a large force of devotees of Orlanth, Ernalda, Kero Fin, and Maran Gor, with some devotees of Babeester Gor as well. Allies: Ducks, Taralas Elves Enemies: Lunars, Mostali, Current Tarsh Government
- Earthshaker Temple: The great temple of Maran Gor, goddess of Earthquakes and similar events. The Priestesses here are firmly allied to the Tarsh exiles. They have an ongoing feud with the Mostali for obvious reasons, ever since humans returned to Dragon Pass and discovered that the Mostali had taken apart the old temple here and reassembled it into a giant insult to the cult. Worst of all, the whole thing suppressed earthquakes in the entire region! It is now their sworn goal to do the same thing to the Mostali, though it remains a massive object of debate exactly what would be the best insult to rebuild Mostalos Kor into. It seems likely that debate will remain academic, however.
- Kero Fin Temple: While all the humans died below it, the Dragons left this temple untouched during the period in which no humans were allowed into the area. Located very, very high upon the slopes of this eight mile high mountain, it is home to many priests and priestesses of Kero Fin, Ernalda, Orlanth, and other Lightbringer deities. This includes a large number of priests who remember the Second Age and a few who even remember the First Age or even the Godswar. These ancient priests and priestesses never leave but possess the highest secrets of Orlanth and many secrets of the rest of the pantheon. It is to be noted that the Lunars have never actually tried to assault this temple. It is very hard for anyone who is not initiated to a Lightbringer or Kero Fin herself to find this temple at all. It is the only point in Sartar where you cannot see the Red Moon. Because it is so high and Glorantha is flat, you can see the Skyreach Temple of Buserian in Aggar to the north of here from the temple. (And Vice Versa).
- Wintertop Fort: The battered fortress of the Tarshite exiles. Tiny shrines to all of the Lightbringers are found here, along with a group of Kolating shamans. There is also the odd 'Death to Sedanya' Shrine. Orlanthi come here to pray for the overthrow of the Red Moon. Something is giving power to its priest and priestess but no one is quite sure what.
The Elder Races
In addition, the Elder Races have their own strongholds within Sartar; only the Merfolk are missing in some regard. The northern end of Beast Valley was part of Sartar until the Lunar conquest; its inhabitants threw in with the Holy Country and reunited with the Beastmen already part of that now collapsed state.
- The Dragonnewts have lived here since before the First Dawn. They were once more numerous but many were slaughtered and their eggs destroyed during the True Golden Horde. Without the Dragons, they would have been wiped out in this region. As it stands, once every fifty years, more of them show up; some Dragon must be laying eggs but no one is sure where said Dragon is. There may be as many as thirty thousand in this region. They raise many strange draconic creatures; wild versions can be found in Balazar and the the Wilderlands of Ralios and other wild places. Some of these creatures are Dragonnewts gone wrong; some others are food animals. They possess a set of mystic roads across Dragon Pass, enabling them to show up by surprise in many places. They try to keep anyone else from finding out how to use said roads but of course, three can keep a secret if two of them are dead. Dragonnewts farm maize, beans, squash, tomatoes,funguses, various vegetables and certain kinds of fronds they see as a delicacy. The loves and hates of the Dragonnewts remain obscure to outsiders; some groups they treat very kindly, others cruelly but most they are neutral to. Allies: Beastmen, Aranwyth, Colymar, Dinacoli, Ducks Enemies: Culbrea, Indigo Mountain Trolls, Locaem, Torkani
- Dragon's Eye: Geo's Inn has a facility here. However, it has high staff turnover because humans find living here to be uncomfortable and Dragonnewt employees all seem to either be unable to perform their duties properly or kill themselves after six months to a year. (Then return to assure the manager it was not anything he did. Or possibly to kill him.)
- The Duck Lands are now especially bristly due to the recent Duck Hunt in which many Ducks were unfairly hunted for Lunar bounties. However, so long as the Ducks play an important role in containing the undead of the Upland Marsh, no one will move against their home lands in force. Unless they're Sundomers. The Sundomers aren't good at seiges, however, and the ducks can break the levees along the rivers and flood the land, ruining Sundome forces, if they have to. Duck County would be more swamp if the elaborate levee and irrigation systems were to break down. The Ducks grow very fertile crops, especially rice and tobacco. They have unusual friendliness with the Torkani despite little direct contact because the Torkani worship a god of alliance between races, Argan Argar. Some 60,000 or so Ducks live in the Duck Lands. The largest known Duck army in recent memory was some 600 elite Ducks and 6000 militia. Allies: Beast Valley, Culbrea, Dragonnewts, Tarsh Exiles, Torkani. Enemies: Delicti's Undead, Sundome County. A lot of people are mildly prejudiced against Ducks but not normally to the point of seeking their death. Ditto with Ducks' opinion of them.
- Duckpoint: This is a very diverse market town of 5,000; it's about half ducks and half other races, including foreigners. Almost anything that comes from the component pieces of the Holy Country flows through this city as well as trade through Dragon Pass. There is a strong Lunar presence here as a result. Smoking is ubiquitous and the whole city smells of cigar smoke. There is a Seven Mothers Temple here but the Ducks all worship their gods in hidden shrines. Fishmongering is a huge business here, along with what little metalcrafting the Ducks do themselves. More precisely, the metalcrafting a handful of resident Dwarves do. Tobacco processing and rice processing are also large businesses. Geo's Inn has a facility here. Tobacco is a standard part of the hospitality.
- Quackford: Most of the 2000 inhabitants of Quackford are ducks but humans are welcome here if they're traders and lots of caravans stop here. Unless they're Sundomers. Quackford is also a major center of woodcrafting and woolworking for the ducks. Geo's Inn has a facility here. Tobacco is a standard part of the hospitality.
- The Mostali mostly live in Mostalos Kor but there are small groups of Dwarves scattered around the whole region. The Dwarves of Dragon Pass are seen as renegades by the central ruling body of the Dwarves, the Nidian Decamony. They believe the other races must be brought into the effort to fix the Cosmic Machine, not simply ground under when they get in the way. While they continue many Mostali orthodox practices (charging fixed prices, reproduction on a schedule by semi-mechanical means, eating standard dwarf foods, working to fix the Cosmic Machine, fairly scheduled and regimented lives), they nevertheless take individual names, devote more time to personal interests than orthodox Mostali, trade goods and techniques with other races, and sometimes even live among the other races. Nothing demonstrates their heresy more than their friendly relations with the Taralas Elves. Both groups work together against the inhabitants of Snakepipe Hollow. They were strong supporters of Sartar but are hostile to the Lunar Empire. They have a long rivalry and hated of the Earthshaker Temple and thus of its allies, the Tarsh Exiles. Allies: Cult of Issaries, Cult of Lhankor Mhy, Malani, Taralas Elves Enemies: Lunars, Earthshaker Temple and thus the Tarsh Exiles
- Mostali in the Royal Lands: Small communities of Dwarves are all over the mountains, mining metal; some of it is sold in Boldhome, the rest is shipped to Mostalos Kor. They follow the practices of Mostalos Kor, taking individual names and having extensive personal interests. Indeed, the wise can often get a better deal by feeding such habits.
- Mostalos Kor (Dwarf Mine): Isidilian the Wise has ruled Dwarf Mine ever since its founding before the First Dawn. His continued immortality despite violating Orthodox Mostali practice remains a mystery to the Orthodox. He just shrugs and says that living correctly is rewarded when asked. This, of course, makes them even more annoyed. Isidilian is a Gold Mostali; he is literally made of gold, unlike the 'Clay' dwarves who make up the bulk of modern Dwarvenkind (and who seem rather normally fleshy, not clay at all). Two thirty five foot tall golems known as Jolanti stand guard over the massive (twenty by twenty foot) gates. It is well known that the area around the gates (which are set into the side of a hill) are full of concealed doors which open up to reveal giant metal wands which fire five foot across spheres of metal at intruders. Thousands of Dwarves live here, mostly Clay (flesh) dwarves but including a smattering of the other nine kinds. Indeed, you can hire Iron Dwarf mercenaries here if you have the money and your cause does not oppose Dwarven interests. One of the great mysteries of Mostalos Kor is that Isidilian sometimes gives visitors gifts without asking anything in return or even sends things to people; all those gifted by Dwarf Mine end up achieving great deeds, and most assume he is trying to manipulate the world in some manner. It remains unclear what Dwarf Mine's higher purpose is, beyond trade. Dwarf Mine did play a major role in organizing the war on Zistor the Machine God during the Second Age. There is no Geo's Inn here but the Dwarves maintain The House of Beds and Rooms For Rent, where travelers can rent a bed for the night; the more you pay, the nicer the accomodations. Food is free if you don't mind eating strange gray paste out of a can; otherwise, you pay extra for human food and the staff clearly thinks you have bad taste but won't say anything if you pay on time, in cash. All prices are fixed but you don't have to pay until you leave; if you can't pay when you leave, you become part of the staff until you pay off your debt.
- The Taralas Elves are organized perpetually for war despite their Elven natures. They have permanent war leaders and must keep a steady watch on the mouth of Snakepipe Hollow, which periodically vomits screaming Chaos hordes into their lands. Raids from Tarsh and clashes with the Princeros and Vantaros tribes do not make life any easier. However, the presence of small Dwarven and Troll allied bands is a substantial help; the Taralas Elves worship Argan Argar as well as the usual Elven gods. They are the shrunken remnant of a once much mightier Elven nation and they know it; most assume they are doomed and will sell their lives as dearly as they can. They are extremely welcoming of Hero Bands, who they encourage to go raid Snakepipe Hollow. There is somewhere between 10 to 20,000 Aldryami here; most are adults as they are long-lived creatures. They have at times fielded as many as 10,000 Elves, a mix of Dryads and Deciduous Elves. It's believed they probably can't field that many right now, though. Allies: Mostalos Kor, Tarshite Exiles, Telmori, Troll Woods Trolls Enemies: Princeros, Snakepipe Hollow, Tarsh, Vantaros
- The Telmori Tribe Transformed into Werwolves during the Gbaji Wars, it remains unclear which side of the wars cursed them. Possibly both given how hard they are to deal with. They are a mix of wolves who turn into humans and humans who turn into wolves. Most of the time they change by choice but once a week on Wildday, they change whether they want to or not. They were brought into Sartar by Sartar himself, after their defeat by the Jonstown Confederation. (They had been driven out of Balazar by the Balazar Unity Council and invaded Dragon Pass. Despite this, they are friendly with the Taralas Elves, for the Telmori do little damage to the woods). They do not recognize Lunar authority or Prince Temertain and now are on bad terms with most of their neighbors. No one is sure how many Telmori there are, but estimates range from 5,000 to 20,000. The last time they fielded an army instead of raiding bands, it was some 1900 warriors aided by 1900 wolves. Unlike most tribes, almost everyone counts as elite in a Telmori force. Allies: A smattering of clans across the country who favor dogs over Alynxes, Balmyr, Taralas Elves Enemies: Balazar Unity Council, Cinsina, Dinacoli, Jonstown Confederation, Lunars, Tovtaros
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