Tuesday 26 August 2014

Holiday

Hello,

Just a quick note as I know I'm late updating this week.

Sharoban's taking a month off so that real life stuff can happen and I can get my MA in Writing finished.

When we come back we'll be stepping outside the city and starting to explore the rest of the world, starting with the Steppes.

Have a lovely month and I'll see you at the end of September.

Sunday 17 August 2014

The Balance of Power

Within Sharoban, there are a number of political groups, all vying for some sort of control.

The grandest and oldest is the Council. Founded by the Six, the Council is the only originator of legislation and decrees within the city. The city's rulers sit upon it though their role is largely judicial. The laws the city follows are the ones laid down by the Six. These cover the basic aspects of law and order and the entire record of laws can be read out, in its entirety, over the course of a day. In fact, one of the tenets is that all the laws must be able to be recited over the course of one day and no longer.

Politically the Council does pass laws, usually through a process of debating points amongst themselves, discussing the issues with representatives from the guilds, Church and other groups. The rest of their time is taken up with dealing with groups from outside the city. They meet regularly with the delegates from the local tribes, ambassadors from the nearby western kingdoms and members of rich mercantile syndicates. This involves a tightrope walk of trying to balance the city's interests with the demands of these groups. Merchants want lower taxes, the local tribes want more taxes and a cut from the profits the city takes, as well as being picky about their territories being violated by the trade caravans. The ambassadors want everything from specific ingredients, the ability to put (more) spies into the city and to generally drag the city state into their sphere of influence. Despite all this the current Council has managed to maintain the balance it requires with these groups. It is only when the local giants, or worse the strange figure that calls itself the Dragon's Diplomat and claims to speak for the dragon Bright Wing, come calling that alarm is registered. This might change if an army made its way to the city, but that remains a remote possibility.

Within the city, the real intrigues exist between the guilds and the Church and other groups that want to influence the process of law making.  There is a tug of war between the guild leaders as they try to win concessions for their own crafts at the expense of the others. This creates an atmosphere of low-level animosity and backbiting that goes hand in hand with dirty tricks campaigns and the push towards spying amongst the most trusted aides of the guild leaders.

The merchant houses are similar; their factors constantly jockey in an effort to gain financial advantages. They usually battle via gift giving, each of them trying to curry favour by offering lavish presents to the Council members and their assistants. They often focus on the people who work behind the scenes, hoping to build influence by getting them to owe favours.

The Church has a different plan. They have an agenda to enforce the ideals of the Church. This takes the form of doing things like trying to keep the war season as short as possible and to control the more militant feelings among the Wind Strikers. They also work to encourage alms and charity in the city, and to preserve learning.  They tend to do this by influencing the Council indirectly, using the people as their tool to bring pressure on decisions made in Sharoban's keep.

These three groups, which are by  no means homogenous, in fact in many ways their internal politics are more of an impediment to their goals than their enemies are. However, it can be said that they represent the various voices in the city, excepting the military, and are instrumental to the maintaining the balance between trade, industry and faith. They bring pressure on the Council to enact changes in their favour and to further build influence. Through their machinations they force the Council to act, sometimes to favour them and sometimes not. Despite the power the factions bring to bear, it must be remembered that the Council is still very much in control, and it is hard to steer policy too much.

In all these factors have a piecemeal influence over the city and policy, they stymie each other regularly and often see plans fail. Whilst their intrigues have yet to bring the city to a standstill, it may only be a matter of time before it happens.



Saturday 9 August 2014

Politics: The Problem of Sharoban

Even out on the steppes Sharoban is not immune to the machinations of politics and intrigue. The city suffers from both internal plots and upheavals, and the shifting steps of the Great Dance between nations. This time we will consider the city's relation with the kingdoms of the west.

As Sharoban has become more affluent, it has attracted more and more attention from the western kingdoms. The city has been seen as both a boon and a curse, a place for ideas to take shape and alliances forged without the problems of domestic politics getting in the way. The fact that a good number of these treaties were thrashed out in the inns and taverns in the city was part of the appeal as was the anonymity Sharoban allowed. It was only after a number of rebellions were found to have originated in Sharoban's inns that the western kingdoms started to be more cautious and heading east became a sign for spy rings and assassins to make sure malcontents were caught, captured or killed. The city has become seen as something of a problem as a result.

The coup in Allreyda is perhaps the best way to demonstrate this. Allreyda is a nation that sits in the south of the continent, with its southern border along the shore of the Silver Sea and its eastern edge running along the steppe. To the north and west it is hemmed in by the Greycap Mountains. Twenty years ago a coup took place, killing the king and driving his family into exile, with the exception of the crown prince, Markov, who was held at the capital, Nebyezod. The coup's leader, Anders the Black, the boy's uncle declared himself regent, though most people suspect that this is a fiction designed to appease the peasants; the boy has not been seen in public for more than ten years.

How does this relate to Sharoban?

The conspirators had used Sharoban as a base for their plotting, even going so far to purchase weapons, armour and mercenaries in the city before launching their assault. The financial side of the coup also originated in the city, a number of the backers were merchants and guild leaders who saw a chance and took it. Many of the city's people did very well out of it, the financial backers were paid large dividends, mercenaries were given positions of power. Trade was bolstered too, contracts were signed with the new regent and as his banner fluttered above the palace at Nebeyezod barrels of dye, packs of eastern spices and bales of steppe hay trundled their way to the Allreydan border. In addition, as trade was pushed in the Allreydan ports Sharoban's merchants discovered that they made good money from access to a wider market. Money flowed back to the city, to the extent that there was talk of the Crimson Knights establishing a chapter house in Sharoban.

The fallout of the coup was immense in political terms. Various nations imposed blockades and refused to buy Allreydan goods.The Jorvin Empire went so far as to provide assistance to groups opposed to the new regent, though many observers felt this was simply a way to extend their influence southward in an effort to gain a foothold on the Silver Sea.

Allreyda became isolated.

Sharoban was their only friend and that only extended to the line of credit the merchants and guild masters had extended to the new regent. The Council remained resolutely neutral, despite the rumours that one of their number Feydor Shadow Sword, argued passionately in favour of Anders' cause. Despite this, there was a notable reluctance to close off relations with the Anders. It was only after the Jorvin Empire decided to expand eastward at a place called Merida's Mill, which would serve as a good place to disrupt trade and to mount an attack from, that the city quietly disengaged from Allreyda's political affairs. Trade was not disrupted but quietly discouraged nonetheless. In the meantime, the camp at Merida's Mill suffered a series of quiet acts of sabotage that eventually led to the camp being pulled back 100 miles towards the Imperial border. The culprits were never found and Sharoban has never commented on the campaign of dirty tricks, but it has been noted that a series of Wind Striker patrols swept through the area during the next few months and at least one skirmish was fought.

This encapsulates the issue that Sharoban presents to the west, it is technically part of their world but, at the same time the city sits wild and ungoverned out on the steppes; half in and out of even the Jorvin sphere of influence. As a result, Sharoban is feted for the assistance it can provide, even if that is mostly economic, and hated because it is a law unto itself and has a veneer of independence that allows it to get away with a lot more than other political entities. Sitting alone on the steppes, it is beyond the reach of most armies and the natural environment acts as a deterrent to even the toughest of the Jorvin commanders. Even if one can avoid the winter, one must deal with biting winds, ground that can turn into a sea of mud under the spring rain storms and the general lawlessness of the tribes and other denizens (an army can attract giants and hobgoblins like nobody's business) by the time Sharoban's walls are in sight troops are likely to be demoralised, tired, cold and hungry with little will to fight. Even threatening the city from afar is a delicate strategy, with no guarantee of success.

However, things may be changing. Sharoban can stand alone for the moment, but the Empire has learned to take it seriously and is slowly expanding eastward, under the name of 'living space' and the need for more land to feed the population. A new city, complete with a large temple is being built at Schwarzhugel, under the wolf banner. The southern nations have closed their borders, fearing the consequences of meddling too far. If the trend continues at the current pace, Sharoban will have the Empire as a close neighbour in the next fifty years.

Next time, we'll look how the city dances the Great Dance.


Sunday 3 August 2014

Superstitions

There are stories people tell when the sun goes down. Tales of things in the night, or creatures that lurk in the winter snows. They tell tales of the broken hearted lovers who pined away to nothing at all and who long to get the feeling of love back again, of widows who invited their husbands back in after they were buried and found they had something quite different to contend with. Of men with the beast in their hearts and women with ice in their veins.

And they swear that these are true.

There are beliefs that are passed from generation to generation. Put fresh herbs above your door to ward against sickness, the spirits of pestilence will turn aside at the smell. Don't tread on your own shadow, or you'll only invite the dark gods to reach into your heart.

Call it hearth wisdom, call it the old ways, call it superstition; call it what you like. But never, ever doubt it, for the people of Sharoban are a cowardly and superstitious lot.

The beliefs that drive the everyday lives of the people of the city are frequently nothing to do with their history or religion. The Luminal Pantheon and the Shadow Gods feature, but often wedded to older, more primal beliefs that have survived from older times.  These customs survive because they are so deeply embedded culturally that even the adoption of a new faith cannot wipe them out entirely. Old gods become bogeymen or spirits. Old rituals are diminished, their meaning becomes lost. Even if the old women touch the spinning wheel when they enter the house as a matter of course, the acknowledgement of the craft spirits becomes a private matter.

Superstitions in many ways are the grease on which Sharoban's society runs. From the traditions concerning beds and bonfires to the old beliefs that have been salvaged from the folk traditions everyday life, is bound with these customs. For instance, it is bad luck to wear anything new when a contract is signed. Similarly, it is considered bad luck to mention dead relatives in business matters or when a child is born, to the extent that comments about the infant having a grandfather's eyes or nose are strongly discouraged.

Alcohol-based traditions are common, drinks are used to seal deals and celebrate the traditions. This does lead to drunkenness however, leaving any drink in your glass is considered unlucky as is putting a tankard with drink in it on the table after you've begun to drink. There are rituals covering when to drink and how to drink, often governed by when one arrives or leaves, if one is married or single (married people drink twice, once for themselves and once for their spouse).

Animals are associated with luck as well. From the Jorvin Empire, the tradition of raven blessing has travelled east and it is common for the Council and the High Priest of Merida to bless the local birds. In Jorvin culture, the birds were meant to have led the settlers to the Jorn islands and when the people fled Ember's Rage, the ravens led them to safe shores. Another beast venerated by the Jorvins, wolves, are placated by prayers and blessings to keep them strong, even if the people of the city do not welcome them. More locally the bear is held to be the soul of the land, their disappearance into sleep, a sign that the winter is truly on its way. Farmers will often wait for news of bear sightings before planting crops. Cats are a thorny issue. They are celebrated as both the eyes of Mycra, the light goddess and as defenders against the things in the dark, they have also been accused of being servants of the dark gods. In some places, they have even been burned, for fear of what they're capable of.

Next: We return to the political side of the city, the council and steps of the Great Game.