The City of Thrune - History

 

Humans fled to Thrune nearly eight hundred years ago. Where they came from, and what they were fleeing is something of a mystery, hotly contended and debated by scholars and historians, but “across the sea” and “strife” are the most commonly accepted explanations, despite the fact that expeditions since have failed to find evidence of this supposed other continent.

 

Thrune was already an ancient city when the first humans arrived. The city was built and populated by The Others, a strange race of serpentine humanoids who admitted that even they had in fact built the city atop the foundations and ruins of an even more ancient city, built and abandoned eons ago by unknown inhabitants.

 

It is believed that at first there was a truce and some trade between humans and The Others. The humans were allowed to build small settlements and towns near the city, and over time their numbers grew, perhaps aided by the arrivals of further ships of refugees although the actual truth behind this has been lost in antiquity.

 

Not much is recorded about this time – man does not like to document his more evil and selfish moments, but at some point between seven and six hundred years ago the human numbers had swelled to the extent that they began to impact on available resources in the region – in short there was no longer room for both humans and The Others, so the humans rose up and attacked their one-time saviours, killing thousands and driving the rest from Thrune and far to the north to break against the mountains. The humans took the city and formed a narrow empire that stretched a five-day to the north and nearly a twenty-day to the south (distances in those days being rated on how long it would take a rider on a fast horse to traverse the distance if he could ride without stopping). The empire was necessarily narrow, hemmed in as it was between the ocean to the west and The Serpent – a windy continent spanning mountain range to the east.

 

The new Thrune empire was very strong for several hundred years, taking that time to expand into the lands vacated by The Others. Much of the landscape is inhospitable, leading to cities separated by sometimes vast tracts of barely habitable land, most trade between them being conducted by sea or merchant caravans (which must be large and well guarded against bandits and outlaw villages eking out an existence in the wilderness between the cities). Trade itself mostly consists of foodstuffs and luxuries (more easily produced or grown in the more fertile southern lands) in exchange for crimson ore – a rare and extremely valuable iron ore only found in the Serpent range near Thrune itself. Crimson ore is tricky to smelt and work with, but produces extremely strong and resilient crimson-coloured steel that is highly valued for its beauty as well as it’s strength and ability to hold an edge far keener than regular steel.

 

Thrune itself was curiously the only city of The Others ever discovered, and although sections have been torn or burned down and then rebuilt many times over the centuries, there are still areas and buildings that display the characteristically “alienness” of The Others, who were apparently slightly shorter than humans on average and who used curves instead of corners to join walls. The only other known “original” area of the city is the catacombs – an extensive system of tunnels beneath the city that occasionally meet with the sewage system. These are largely unexplored and were sealed early in the city’s human tenure. The odd and often clashing colours of their architecture and artwork leads scholars to believe that The Others were colour-blind (in the red-green spectrum anyway) but little else is known of them now as few records exist from so long ago.

 

Around two hundred and fifty years ago, the expanding southern edge of the Thrune empire ran smack into the expending northern edge of another, previously unknown human empire. Although seemingly friendly, the Assembly Empire, as they called themselves, were expansionist, and greatly desired the Thrune land, especially when they learned of the existence and properties of the crimson ore.

 

The Thrune disliked the Assembly immediately, in part for their desires on Thrune lands, but also due to religious differences – the Thrune worship a deity known as The Arbiter, while the Assembly Empire worships The Arbiter only as a part of a pantheon of gods (unsurprisingly known as the Assembly), an unforgivable heresy to the monotheistic Thrune. Conflict ensued and raged for four years, becoming known as the Brothers War, with men battling men for the first time in the history of either empire (on such a scale, anyway). It is unclear what the result of this war may have eventually been however, as this was the time The Others chose to make their return.

 

With no warning whatsoever, The Others boiled out of the mountains to the north in force, destroying everything in their path and heading as straight as an arrow for Thrune, which they seemed desperate to retake. The Thrune Empire was lost – they could not possibly fight two wars on different fronts, and so made peace with the Assembly Empire (who were at least human). The Assembly Empire pushed a hard bargain, and with dwindling options the Thrune bowed down, surrendering their lands and annexing their cities to the Assembly Empire in return for aid against The Others. The combined might of both empires finally pushed The Others back again after a bloody three month conflict that became known as the Serpent war and saw tens of thousands of deaths on both sides and the loss of much of the lands north of the city to The Others. City walls were later built for extra protection, and the city expanded as well as watchtowers set to guard against the return of The Others.

 

That was 199 years ago. Unable to expand to the North, the Assembly Empire has largely ignored Thrune as a frontier city, notable only as an important source of crimson ore and as the largest port in the region (but too far away from “civilisation” to pay too much attention to). With a lot of the Thrune empire citizens killed in the two wars, much of Thrune was repopulated by the Assembly Empire, leading to a weakening and diluting of the Thrune monotheistic faith – the average citizen happy enough just to finally know peace and prosperity that over the years most have come to worship the pantheon of the Assembly. There still exist a great number of Thrune empire loyalists however, who would like nothing better than to break ties with the Assembly and return to their own religion, which still has a small following (in the old city region, anyway). The Others have not been seen for two hundred years, and few believe that they still exist, although it’s also true that nobody travels north much – there are few cities that way and they are small and far-between. The average person doesn’t really know anything about The Others anymore, and many (raised on bedtime stories featuring The Others as boogymen in their youth) believe them nothing but myths and stories used to frighten children with.

 

The city (and in fact all Assembly Empire cities) is ruled in the name of King Davard by a council of 5 – a soldier, a tradesman, a scholar, a mother and a lawyer (with a sixth vacant chair – see the religion section of this document). These councillors are selected through a public vote, but of course answer to the king and his local governor general who has the power of veto over anything they pass. Magic is universally feared – those of the Assembly faith fear it as the province of the sorcerer (the evil sixth god cast down by the other gods and worshipped by demons and users of magic). Those of the monotheistic Arbiter faith fear it as it is thought to be a tool of the chaos lords and to use it is to draw their attention. Consequently, the average man is terrified by anything remotely magical or supernatural, and witch hunts and other such persecutions are not uncommon events.

 

Thrune Today

 

Today, the city thrives. A steady (if small) stream of crimson ore is mined in the nearby mountains to the east, and is channelled through the city to distant southern Assembly Empire ports. Coming into the city are foodstuffs (to supplement the nearby farming communities and the fishing industry’s efforts) and a great number of luxuries. As the producer of the crimson ore, Thrune is a wealthy city. There is also a boom trade for fishermen; the waters around Thrune are unusually rich in nutrients, and the marine life is bountiful and varied – the gathering and exporting of fish is second only in importance and wealth generation to the crimson ore trade. Thrune is also the final stop for any travel north, as none of the cities in that direction are port cities. Travellers and supplies must stop at Thrune and join the vast merchant caravans heading out to supply those towns and cities.

 

Geographically, the city is split up into three regions. The Old City is everything south of the Mid City Gate, a walled area encompassing the harbour and docks, most of the warehouses and bulk storage areas of the city, as well as lower cost housing and the famous Fish Market. The name is not strictly accurate, as Thrune was larger than this small area before the Assembly Empire took over (and even before the Thrune took the city from The Others) but it’s name has come into common usage over the past two hundred years since the Assembly Empire took over the city. Assembly loyalists tend to avoid the Old City at night, as the more militant Thrune empire sympathisers make their bases there, and the seat of the monotheistic Arbiter faith lies there still.

 

The New City is the bulk of Thrune, encompassing everything north and West of the Old City, as far west as the start of the open land where the two Sisters (the lookout hills) begin. The New City comprises most of the commercial and middle or upper class residential areas of the city, although they are not generally split into distinct regions (except for the area surrounding <street> street, which is where the more affluent citizens choose to live). This region of the city also houses the main Assembly cathedral and churches, and the Thrune graveyard, which encompasses the Lost Sister – an old lookout fort that used to watch the lands to the East but has fallen into disuse. These days, many of the more superstitious citizens believe the lost sister and its abandoned fort to be haunted.

 

Finally, there is what the locals call King City, the region of the city encompassing the Sisters and the lands down to the Kings wharf. The First Sister is a lookout fort that is continually on the lookout for anything arriving from the north (the potential return of The Others, mostly). The Second sister looks south and across the harbour, watching for the safety of merchant and fishing fleets and keeping a lookout for pirates. The area around the Sisters is lush and beautiful, and the land around first sister is available for all citizens to use, making it a favourite spot for family picnics and sports events. This is also where the castle lies, in which the governor general and the council make their homes, council meetings are held, and a residence for the king is maintained should he ever choose to come to Thrune (he has never bothered to date). The Kings wharf is where the small fleet of local Assembly Empire warships sail from in case of trouble with raiders or pirates, and is also where the special cargo ships that carry the crimson ore to the lands to the south dock and make their homes. This area is guarded heavily, of course.

 

Immediately to the north of the city (in the “shadow of it’s walls” so to speak) lies the small farming community of Fairfield. Here, livestock are grown to provide variety to the primarily seafood based diet of the city folk, as well as some staples such as corn, wheat and potatoes.

 

The Assembly religion

 

History: In the beginning, there was void. And throughout the void boiled chaos, formless and purposeless. And the gods looked upon the chaos and desired that there be form. So on the first day, the sorcerer captured the chaos, pulling it together and working it, creating order where once there was chaos, light where once there was darkness and matter where before there was void. And with it he created the sun and the moons and the stars. And the gods looked upon them and they were good, yet more was needed. So, on day two, the Smith took the leftover matter, and worked it on His forge. From it he created the world, and he made the oceans and the mountains, the trees and the rocks, the wind and the weather. And the Gods looked upon his creation and it was good, yet a spark was missing. So on the third day, the Mother made life. She took the last of the matter and she birthed the beasts and the birds, the fish and the insects, and last she made man, sending them all forth to multiply. And the gods looked upon this life and it was good, yet directionless and overly bountiful. So on the fourth day the Warrior taught the beasts and the animals and man to fight, that there might be balance among the creatures of this place they had created. And man fought the beasts and the beasts fought man and the numbers of each became stable. And the gods looked upon this and it was good, yet man was not dominant as was his place. So on the fifth day, the Sage took man and gave him knowledge. He taught him of love and of passion, of fire and of shelter, of hearth and of home. And man learned. And became lord over all the world with dominion over all of the beasts that they might feed and clothe him. And the gods looked upon this and it was good, yet it was still chaotic. So on the sixth day, the Arbiter created order and law. He imposed order on nature, structure on life and reason on man. Thus the world was as we know it today, and the gods looked upon it and it was good.

 

Yet the heart of the sorcerer knew jealousy. He had played with the formless chaos of the void and had felt mastery over it. It had succumbed to his demands and moulded to his desire. And thus he looked upon the order and matter and life They had created and it was not good. No longer would it so easily bend to his will and obey his whim, and he knew anger. And thus the sorcerer strove to destroy that which the Gods had created that he might once again know dominion over the chaos, but the other Gods loved Their creation and desired that it remain. Thus the Gods cast down the sorcerer and denied him his wishes. And the Arbiter imposed order on Him, that it would be ever difficult for Him to work with the remaining vestiges of Chaos to bend them to his will. And the Mother turned Her back on Him, that ever would all living things shun those who would work His sorcery. And the Sage denied knowledge to Him, that ever would the search for dominion over Chaos involve the tedious quest for information and knowledge. And the Warrior declared war on him, that men for ever after would hate and hunt those who would work the raw Chaos in service of their god. And the Smith turned creation against him, that those who would use sorcery would ever age and hasten their way toward death. And the sorcerer fled.

 

And thus was the world made. And it is good.

 

Basic Beliefs: There are five Gods, plus a sixth who was cast down:

 

The Warrior governs conflict, battle, strife, but also tests of strength and prowess. A warrior about to enter battle will pray that The Warrior be with him. One who is wounded in battle might lament that The Warrior turned his back on him.

 

The Smith is the lord over all forms of trade, commerce, creation and suchlike. An armourer will pray that the smith guide his hand while fashioning a breastplate, while a poor trade or shaky business enterprise means that the Smith found disfavour with the deal.

 

The Mother is the god of all life, love, beauty and happiness. All weddings are done before a priest in the name of The Mother, that She may smile down on the occasion, while an ugly woman is said to have offended The Mother who obviously turned Her back on her.

 

The Sage is the lord of all knowledge, learning, intelligence and skill. A smart man is said to have found favour with The Sage, while a poor teacher or a fool is said to have offended Him.

 

The Arbiter is the lord of order, reason, justice and law. When one wishes to do well in a sporting event, one might pray that the Arbiter judge in his favour, while criminals are said to have found the Arbiters back (literally, he has turned away from them).

 

There was originally a sixth God, or so the legends say. He was the Lord of chaos and sorcery, but He was cast down and his evilness banished.

 

The gods made the world, and govern everything within it. Although individuals usually worship a specific god (warriors revere The Warrior, librarians pray to The Sage, lawyers to the Arbiter, and so on) an individual will also pay homage to all the gods in situations where it seems prudent to do so (before a fight, both sides will usually ask The Warrior to smile on them, expecting parents will pray that The Mother bring them an easy birth, the condemned will beg forgiveness of The Arbiter, etc). No prayer or homage is ever given to the sorcerer (note that his name is always spelled in lower case) and those who do worship him or try to work the mysterious forces of chaos (i.e. use magic) are thus evil and deserving of a quick and painful death. This has led to a deep superstition of anything even remotely supernatural or different, and witch-hunts and other such persecutions are sadly not uncommon. Additionally, because randomness and chaos is seen to be the domain of the sorcerer, gambling of any form is seen by many to be a way of paying homage to Him. This doesn’t sit well with the average citizen of course, but nevertheless gambling is officially outlawed (usually with harsh punishments for transgressors) and those who choose to engage in it must therefore pick their opponent carefully, lest he turn out to be more devout than they and turn them in.

 

Traditions: There are six days in every week, and five weeks in every month. Each of the days is named for one of the Gods, starting with Arbiters Day, Mothers Day, Sages Day, Smiths Day, Warriors Day and the sixth day, which presumably was once known as sorcerers day but is now known as Noday. Services are held at all churches on every one of the first five days of the week, worshiping all the Gods but especially the one whose day it is. No services are held on Noday, which is viewed as a holiday by most people (businesses close etc, like a Sunday on Earth but without the religious tone). Events that may be important to certain gods will always be timed to fall on those days; thus many weddings are scheduled for Mothers day, duels will be organised for Warriors day where possible, legal proceedings that fall on Arbiters day are treated with more deference, etc. Of course, everyone hopes that their child will be born on Mothers day and that their new sword will have been forged on Smiths day, etc.

 

Additionally, each week of the month is named for one of the five gods. It is not known if there used to be a 6th week for the sorcerer, but there certainly is no longer. Thus you have Arbiters week, Warriors Week, and so on. Obviously, a birth that falls on Mothers day during Mothers week is especially blessed, an arrow crafted on Smiths day during Smiths week will be thought to never fail to find its foe, and so on. These days are treated with much religious awe and are always public holidays. Services on those 5 days per month honour only the God whose name and week it is and are known as Holy days. The extremely wealthy and/or important may be able to arrange special treatment on Holy days, such as a wedding on Mothers day in Mothers week and suchlike, but this is well beyond the purses of common folk.

 

The world has a 366 day year. There are twelve 30-day months, and then a single 5-day “week” at the end of the year called Festival. During these 5 days, everybody from commoner to royalty celebrate the outgoing year and the incoming year with a 2 day sombre fast followed by a three day glut of dancing, drinking and feasting, often sponsored by the local lord (the festival in Thrune is widely renowned due to Thrune’s wealth and the council do not stint). The actual twelve months are divided into four seasons: Planting, Harvesting, Storing and Fasting. These are further divided into Early, High and Late, so that the months go from Early Planting to High Planting to Late Planting, and then to Early Harvesting, High Harvesting, and so on. Festival falls between Late Fasting and Early Planting, which historically gave the farmers something to celebrate before the hard part of the year started again. The years are numbered from the (supposed) fall of the sorcerer, and the current year is 1491.

 

All Assembly churches and cathedrals follow a similar design. The centre of the building is a large open floor, where worshipers may pray and where services are held. Around the floor are six altars, one to each of the Gods and an empty altar that is never approached or worshiped. Services are oriented to point to the God they are presently worshiping, which is why there are never any chairs, pews or suchlike in an Assembly church. Worshipers are obliged to alter their facing several times during most services, as the prayers always begin and end with the God whose day it is, but cycle through all of the other 4 gods as well during the service (except on holy days when the service honours only the god whose holy day it is.

 

Assembly Empire cities are ruled over in the name of King Davard. Each city has a governor general, who speaks with the authority of the king, and has veto power over any ruling passed. The day-to-day ruling is performed by an (elected) council of 5, who honour the gods through their previous occupations – a warrior, a tradesman, a lawyer, a sage and a mother. In the council chamber there is a sixth chair that of course must always remain vacant.

 

Perceptions: Those of the Assembly faith believe that those of the Arbiter faith are merely misguided. Their hearts are in the right place as they do worship The Arbiter, but they do not pay homage to the other 4 gods and for that they are to be pitied. It is hoped that one day they will “find their way” and discover that they are merely worshiping a single aspect of the Assembly. Some among the Assembly believe that the Arbiter faith is merely a mutation of the Assembly religion, slowly changed over the years, somehow losing the other four gods. This viewpoint is hotly denied and abhorred by the Arbiter loyalists of course (who point out that the Assembly are equally likely to have began worshiping The Arbiter and have since invented four new false gods rather than it having occurred the other way around).

 

To those of the Assembly, The Others are a vile race of magic using creatures (who were possibly created by the sorcerer). That they were driven out is a testament to the fall of the sorcerer and his weakness before the Assembly gods.

 

The Arbiter faith

 

History: Before the world there was void, and in this place the fickle gods of chaos made their sport. In that time there were no men but the sleeping god, The Arbiter, dwelled in the chaos, deflecting it and drawing order to Himself. In time, the sleeping god awoke and pushed back the chaos, imposing law on the other gods. For a thousand years they battled, until at last The Arbiter defeated the gods of chaos, and by doing so formed the world. By his will he brought into being the plants and the birds and the animals, that by their very existence they might defy the formless chaos. Lastly, he caused the first man and the first woman to appear in His own image, that they might serve as guardians and protectors for the world, ruling over all domains as was their right, maintaining order and ensuring that chaos might never return.

 

But chaos is like a plague; it seeps through the smallest cracks to make its presence known. For in a time The Arbiter was not watchful, one of the Chaos lords came to the first man and woman and enticed them, saying to the man, “See her beauty and her strength… take it to yourself.” And the man took her. The birth of the first child shattered the heavens, raining the pieces throughout the skies. As the heavens broke, so did law, and all sense and order was lost for many ages. Chaos returned and mankind was alone in the world, only parents and children. This was mans first sin, for he created life with no right.

 

Children coupled with children and many more men were born, man and woman both. And the chaos lords returned and said to some, “See how the others walk your lands and gaze upon your women… there is but one way to gain recompense.” And those men took up weapons and killed their brothers so as to gain their brothers lands and women. This was man’s second sin, for he took life with no right.

 

And the Arbiter looked down upon the world that he had wrought. And he saw the chaos that had established itself in the heart of man, his greatest creation. And so he sent to man a prophet, one who spoke to us the laws of The Arbiter, that by living by them we may banish the lords of Chaos from this world and live in the praise and glory of Him. This prophet’s name was Xanar, and it was from he that we learned our laws.

 

Basic Beliefs: There are two basic principles according to the faithful of The Arbiter:

 

Do not take that to which you have no right, and

Do not give that which is not yours to give.

 

This roughly translates to “no murder, no stealing, no illegitimate children, and be obedient to local laws” but of course those two principles should be applied in any given situation. Mercy is valued, as are honour and justice. Priests of course must live by the strictest interpretations of those laws brought down by Xanar, and thus may never commit violence of any form (in case they accidentally kill, duplicating the second sin), and must abstain from all sexual relations (in case they accidentally create life, duplicating the first sin). As a fickle and unpredictable force, sorcery is the domain of the chaos lords and not to be practiced by man. The faithful cross themselves (drawing an “X” for Xanar across their chest) whenever they encounter magic or the supernatural (they are not quite as fanatical about facing it down as Assembly followers however, which may be seen as a lack of faith or a surplus of good sense, depending upon which side of the fence you sit).

 

Traditions: Most of the Arbiter religion traditions have been lost over the years. It is known that they used to observe a different calendar and different holy days, but the overwhelming dominance of the Assembly faith has caused even devout Arbiter loyalists to forget those roots and use the Assembly calendar and system. Arbiter loyalists consider every Arbiter day to be holy (and Arbiter day on Arbiter week to be even more so) and can usually not be coerced through any means to work on those days.

 

Perceptions: There are few truly devout Arbiter loyalists in Thrune these days. Hundreds of years of Assembly rule and traditions have diluted the Arbiter faith to the extent that most people have now come to accept the Assembly maxim that The Arbiter is but one God among the five, and Assembly sympathies have taken over. Many of those loyalists who do remain are very devout in their beliefs and desire to expel the Assembly from Thrune and return to the Arbiter religion. This has led to a curious dichotomy between those who are devout enough to believe that any means will justify the end if that end is the abolition of Assembly rule, and those who realise that many of those “means” contradict one of the basic rules laid down by Arbiter faith, to wit: no violence or murder. While the Assembly believe that the Arbiter faithful are merely misguided by only worshiping one God out of the 5, the Arbiter loyalists harbour a resentment and oftentimes fury toward those of the Assembly faith for worshiping four false gods and lowering the status of The Arbiter to a mere member of a pantheon.

 

Those of the Arbiter faith view The Others as being the children of chaos (after all, they used foul chaotic sorcery) and despise and fear them with a passion. More than anything else, The Others represent the fall and weakening of The Arbiter by their simple existence (assuming they still exist…)