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Groups: Clans, Tribes, Merchant Houses, and Organizationsedit

Major ports refers to trade destinations where the House maintains at least a semi-permanent presence in the local trade emporium.

The Council of Tyr edit top

The Council is the “democratic” basis of the new government of Tyr and serves as an advisory body to newly crowned King Tithian. The Council members enjoy modest legislative powers in addition to their advising the King on issues relevant to their constituencies. Tithian retains absolute veto powers (in addition to enacting laws of his own preference without the Council’s approval) over proposed measures. Under the cirumstances (primarily, Tithian’s lack of comparatively unlimited personal power as with traditional Sorcerer-Kings) Tithian is quite responsive to he input of the Council, and does not demonstrate the totality of his veto often. Said another way, if the Council is largely united on a measure, Tithian is unlikely to veto it; his rule, to some extent, is dependent upon his popular status with the people of Tyr.

Originally conceived by Agis as part of his sweeping humanitarian reforms, insiders consider the Council something Tithian begrudginly tolerates. The election of some (many? all?) of the Council members was a sham of machine politics, particularly in the case of the representatives of the poorer constituencies. The council consists of fourteen members, twelve with voting priveleges, two each from the following segments:

  • The Artisans, Azzer the Smith and Turloff the Wagoner. Constituents of this group are required to demonstrate participation in a trade. “Participation” is, perhaps, deliberately vague.
  • The Free Farmers. King Tithian created an entirely new class when he took Kalak’s old lands, partitioned them, and gave them away by lottery to newly freed citizens of Tyr. An extremely important group, politically, these former slaves are becoming an unshakable core of followers for the new King.
  • The Tenant Farmers. Those former slaves not fortunate to win land in Tithian’s lottery still find their lot improved as, by order of the king, Nobles are required to lease arable land under a sharecropper arrangement. The degree of “improvement” over their previous situation as slave hands remains to be seen, the laws creating the sharecropping are very generous to the land owning Nobles.
  • The Merchants, Master Sintha of House Vordon and Lestria Wavir of House Wavir. The necessity of economic success is lost on no one in the new regime. In order to create especially strong ties with the Merchant Houses, upon which the future of the City-State may rest to some degree, the Council reserves two seats for representatives of the trade bloc. Since the merchants are not proper citizens of Tyr, and out of respect for the prescribed neutrality of the merchants, these two seats do not have voting priveleges.
  • The Nobles, Vildeen of Terthani and Trevalis of Minthur. With the creating of a land-owning citizenry, the line between “Noble” and “Commoner” is fuzzier than it once was. Nonetheless, there is no question that even small time Noble families own far more in both history and property than any of the new Free Farmers. The Nobles continue to be a powerful political force. Collectively, they own most of the water and arable land around Tyr and their combined “security” forces comprise much of Tyr’s total military expertise. This group is fiercly self regulating: only those vetted by the group are allowed to vote in its Council members.
  • The Plebians, Janus of Freydlav and Mathias. Probably named for the fact that no one who falls into this group knows what a “plebian” is, this is the catchall for the dispossessed. By creation of the Plebian Bloc, Tithian can smugly claim that all in Tyr have representation on the Council. The reality works like this: first, all the other groups are self-regulating to some degree and have requirements for their constituency. Anyone that isn’t allowed to vote for a Council member in another bloc is expected/allowed to vote in the Plebian Bloc. But, since this bloc is a remainder faction and is non-self-regulating, many found the opportunity to cast their vote twice by voting in their proper bloc and also in the Plebian bloc. Further, there are no requirements, by law at least, that a Council member be of the group he/she represents. Many blocs self enforce this requirement; the plebian bloc cannot (for resource and organizational reasons). As a result, the representatives of this bloc turned out to be one each of a Noble and a Templar. One might say that the Nobles and Templars each have three seats as a result, with the dispossessed bearing the burden of non-representation.
  • The Templars, Banther and Caletta. The Templars of Kalak, especially those not favored by Tithian, suffered greatly in the riots of the revolution. Nonetheless, most survived and form an especially important group in the City-State’s new political engine: they are the ones that know how to run the place. Many, especially any historically loyal to Tithian, continue to maintain executive titles and positions as they did before the change in government. Two seats are reserved for this political bloc. Since the Templars, more than any save perhaps the Nobles, are politcally savvy, these two seats are especially influential.
Clearwater Tribe edit top

The Clearwater Tribe, with several thousand members spanning more than a dozen clans, is rumored to be the largest elven tribe of the Tablelands. They have an odd and historically strong relationship with the dwarves of Ledopolus going so far as to help defend the village against human raiders in the reasonably distant past. Their skill as traders and relationship with the dwarves means they often supply Ledopolus with needed goods in exchange for dwarven handicrafts that the elves carry and trade all over the Tablelands.

Largest elven tribe of the Tablelands.

  • Reputation: capable traders, as honest as elves get, very nomadic.
  • Dominates trade in: nothing.
  • Conducts trade in: everything, especially goods of dwarven manufacture.
  • Major ports: Elven markets all over the place.
  • Allies: ???
  • Rivals: ???
Fenek edit top

House Fenek is among the proudest gladiator stables in the Tablelands. Located in Tyr, they take their stable across the Tablelands in search of the biggest tickest in the sport. R’kus, the Champion of Tyr, is an unbeaten phenom belonging to their stable.

House Freydlav of Tyr edit top

Noble House of Tyr.

Guild of the Hammer edit top

The guild is an organization of (mostly) human blacksmiths operating out of a sizeable workshop in the artisan district of Tyr. In fact, the workshop is secretly connected to a large partition of the ruins of UnderTyr and serves as a gateway to meeting areas for the Rebel.

Inika edit top

Dominant house of Gulg.

  • Reputation: cunning and agile.
  • Dominates trade in: kola nuts, spices originating in Gulg.
  • Conducts trade in: gemstones, exotic feathers.
  • Major ports: All but Nibenay; note that Inika rarely maintains a permanent position in foreign emporiums.
  • Allies: ???
  • Rivals: ???
Jarko edit top

Niche house of Balic.

  • Reputation: premier gladiator academy, strong in niche.
  • Dominates trade in: mul gladiators.
  • Conducts trade in: gladiators and capable men-at-arms.
  • Major ports: the nature of Jarko’s stock is such that they do not maintain booths or warehouses in foreign emporiums. They ship gladiator-slaves on order to any destination.
  • Allies: ???
  • Rivals: ???
Jura Dai Tribe edit top

The Jura Dai are a small tribe of elves that focus mainly on kank herding in the Northwest regions of the Tablelands between Urik and Tyr. They are currently struggling with the consequences to their territory’s proximity to Urik, as they find themselves frequent targets of Urik’s slave-based economy. Urikite military regiments frequently march into Jura Dai territory and capture the elves who are typically then sold as slaves to House Stel and transported to Tyr, currently the largest slave importer. Fleet of foot though they may be, they are no match, over the long term, for Urikite discipline and tactics.

  • Reputation: ???
  • Dominates trade in: nothing
  • Conducts trade in: ???
  • Major ports: ???
  • Allies: ???
  • Rivals: ???
Losthome Clan edit top

Losthome is little more than a temporary village of displaced halflings from the Forest Ridge. The Oba of Gulg made a deal with then tribal chieftan Mogg-lul for a contingent of 100 halfling warriors to migrate to Gulg and serve as a specialty unit in the Crescent Forest. Soon after, Mogg-lul died, and his successor, Alu saw no reason to continue to bind the halflings to the previous chief’s arrangement.

The Oba subsequently enslaved the halfling contengent who thought they thus had the right to migrate back across the wastes to their homes. It is now five years since the Oba’s deal, and nearly three since Mogg-lul’s passing. Many of the halflings escaped into the woods surrounding Gulg. Eventually they had sufficient numbers to create a semi-permanent home there while contemplating a return to the Forest Ridge and freeing the remaining halflings in the Oba’s service.

Zivlil is the current leader and founder of Losthome. As the community has no official status in halfling society as a proper clan, Zivlil has no proper rank. He is a de facto leader largely on the strength of his natural leadership ablities and status within the home tribe in the Forest Ridge.

Currently, Losthome maintains itself as a secret group of halflings hidden in the Crescent Forest. Squeezed between Gulg and Nibenay, Losthome’s 40ish halflings seek to stay alive and shelter any halfling slaves that escape from Gulg. Under Zivlil’s leadership, Losthome will stop at nothing to maintain its existence and secrecy. It also seeks to learn about the lands and inhabitants around the forest, as well as who and what lies to the west—in case Losthome ever decides to return to the Forest Ridge.

  • Reputation: none. unknown to non-halflings
  • Dominates trade in: nothing
  • Conducts trade in: ???
  • Major ports: ???
  • Allies: none
  • Rivals: Gulg, especially slavers. Nibenay and its raiders
M’ke edit top

Dominant house of Raam.

  • Reputation: wealthy and methodical; conservative.
  • Dominates trade in: nothing.
  • Conducts trade in: food, obsidian, weapons, metals.
  • Major ports: Urik, Altaruk, Tyr, Balic.
  • Allies: ???
  • Rivals: ???
House Minthur of Tyr edit top

Noble House of Tyr.

Okeke edit top

Secondary house in Gulg.

  • Reputation: small.
  • Dominates trade in: nothing.
  • Conducts trade in: exotic feathers, small piece agafari lumber.
  • Major ports: ???
  • Allies: ???
  • Rivals: ???
Orodin edit top

Only trading house of North Ledopolus.

  • Reputation: none.
  • Dominates trade in: nothing.
  • Conducts trade in: goods of dwarven manufacture, primarily tools and implements.
  • Major ports: South Ledopolus, Altaruk.
  • Allies: ???
  • Rivals: ???
Rees edit top

Merchant House of Balic.

  • Reputation: ???
  • Dominates trade in: nothing.
  • Conducts trade in: ???
  • Major ports: ???
  • Allies: ???
  • Rivals: ???
Shom edit top

Dominant house of Nibenay.

  • Reputation: ancient, massive, hedonistic, corrupt.
  • Dominates trade in: large piece lumber, esp agafari.
  • Conducts trade in: obsidian, rice, water, weapons, works of art.
  • Major ports: Urik, Raam, Tyr, Draj.
  • Allies: ???
  • Rivals: Everyone?
Stel edit top

Dominant house of Urik.

  • Reputation: militaristic, aggressive, violent.
  • Dominates trade in: Urik’s spoils of war, slaves.
  • Conducts trade in: obsidian, weapons, iron.
  • Major ports: Raam, Draj.
  • Allies: maintains impeccable relations with all Sorcerer-Kings
  • Rivals: Shom, Inika, Tsalaxa, Vordon
Swiftwing Tribe edit top

pass

House Terthani of Tyr edit top

Noble House of Tyr.

Tomblador edit top

Merchant House of Balic.

  • Reputation: ???
  • Dominates trade in: nothing.
  • Conducts trade in: ???
  • Major ports: ???
  • Allies: ???
  • Rivals: ???
Tsalaxa edit top

Dominant house of Draj.

  • Reputation: powerful, ruthless.
  • Dominates trade in: hemp.
  • Conducts trade in: grain, artwork, intricate weapons, specialty good, slaves.
  • Major ports: all City-States but Balic.
  • Allies: ???
  • Rivals: Wavir, Stel
Vordon edit top

Dominant house of Tyr.

  • Reputation: once powerful, on the ropes; under duress from Kalak’s policy changes regarding iron export.
  • Dominates trade in: iron.
  • Conducts trade in: dyes, silk, slaves, artwork, textiles.
  • Major ports: Altaruk, Urik, Balic.
  • Allies: ???

  • Rivals: Stel
Wavir edit top

Dominant house of Balic.

  • Reputation: powerful, ruthless, strict to the Merchant’s Code.
  • Dominates trade in: obolos; the far-reaching caravans of Wavir, their willingness to do business on credit (tracked in obolos), and the stable economy of Balic have made obolos the closest thing to a default currency in the Tablelands.
  • Conducts trade in: grain, ceramics, artwork, precious metals, specialty goods, textiles, tools, basically anything but slaves; House Wavir has an anti-slavery policy.
  • Major ports: all City-States, Altaruk.
  • Allies: ???
  • Rivals: Tsalaxa
Group edit top

pass

Groups

To Kill a Dragon Gravedigga