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Bartsama

Bartsama is a coastal bastion in a region otherwise filled with chaos. Founded towards the end of the Second Mage-War as an outpost of the Bengion Imperium, it very quickly became populated by fleeing refugees from Matanga. As Bengion's power within the region began to wane and its influence in Nova Brigodia and Bartsama lessened, local leaders increasingly exerted their influence over the region. Bartsama formally declared independence from the Imperium shortly after the calamity known as the Temporal Binding, aligning with the newly founded nations of Sihir and the Knights of Nova Brigodia to assist in the binding of the Planar Aberrations. The Imperium's lack of a response was seen as acceptance by the local populace, who has received no retaliatory action to this day.   With the region in ruins, Bartsama picked up much of the slack to rebuild. Bartsama rose as a naval power, relying on the abundance of lumber within the Waysira Wood to build great shipyards for the purposes of trade. Allying with the knights of Nova Brigodia and the Mages of Sihir, Bartsama went from a backwater town to a prosperous city state within a matter of decades.   Today Bartsama is the westernmost-city in the known world, and the center of exploration and trade in southern Mana Jalqabaa. It is ruled by the Sovereign Council, a ruling body of nobles and merchant-lords within the city. The identity of these figures is a closely guarded secret, with meetings held away from the public's eyes out of a fear of political reprisal. The exact number of seats on the council is similarly unknown, with some speculating as many as 10 people ruling the city in a shadowy oligarchy. The public face of the city's government is known as the Sovereign, a position chosen from the council to act as their representative. The current sovereign is Ifa the Generous, an older shipbuilder famous for his donations to minor guilds of the city.   Magic is illegal in the city of Bartsama in any form, and is punishable by death or banishment. After the disaster that created the Eldritch Scar, the leadership of Bartsama decided to take no chances and banned the practice outright. In the event that magical solutions are needed to Bartsama's problems, mages are brought in from Sihir to deal with them on a case by case basis, and always under heavy guard. To enforce this practice further, Bartsama gave permission centuries ago to the Koleji Alkemi to build golems capable of resisting any arcane force. These golems are rarely used in practice, but the threat of their use is enough to deter most hedge-mages. Alchemists in Bartsama are kept under strict surveillance, and have explosives placed upon them that may be detonated at any time, should they ever use their Golems to disrupt the city.   Bartsama is the center for procurement of relics and magical goods within southwestern Mana Jalqabaa. Relics obtained from the Eldritch Scar must realistically pass through Bartsama if they are to reach the outside world. While magic itself is forbidden, the crafting and identification of magical goods are not. Many wealthy investors are willing to pay insane amounts of money to gain access to the tools that caused the Fifth Apocalypse, and many merchants are willing to provide.   Bartsama recognizes an official thieves guild to limit the amount of theft within the city, though several unofficial guilds also exist and are in conflict. Crime in Bartsama is a common affair, and despite the ban on magic, some still do it, usually to aid in theft. Internal corruption remains a greater threat to Bartsama than any foreign power, and many of the Sovereign Council are indebted to crime lords within the city.   Bartsamas prestige does extend beyond the scavenging the wealth of Matanga. Its position as the westernmost port in the world makes it a haven for investment into western expeditions. Merchant captains and pathfinders are keen to invest large amounts of money into the building of ships to sail westward. Amazingly, some of these ships have returned from the shores of "Vinland". Even if only one in every eight ships makes the return voyage, the profit gained from such an expedition is enough to make the merchants involved fabulously wealthy.   A returning ship is cause for a city-wide festival, and most labor is suspended by the city council to engage in the festivities. Curiously, the most recent ship to return beared a message for the leadership of Bartsama. Captain Mojisola of the OorunOko claims to have met a warrior on the shore of Vinland from Karlsguard. Missives have been sent north to the Giptukona, who sits upon a Throne of Honor with this news. Some merchant captains make eager plans to welcome the foreign Jarls' arrival to discuss the possibilities of new ventures and new discoveries.

Structure

Bartsama is an oligarchy ruled by a shadow council. The Sovereign is the public face of that council, while all other members are unknown.

Culture

While Bengion is responsible for the city's founding, its influence has waned considerably over the decades. In its place the original cultural forces of the region have reasserted themselves. Strong cultural influences can be seen from the Zenj in clothing and architecture, A culture based on exploration, adventure, and oceanography has emerged within the cities fascination. Stories about the far west or the mad east are commonplace within the city. Businesses and inns are often founded by former adventurers or sailors using the fruits of their spoils to build property in the ever expanding city.   The colors of Bartsama are yellow, blue and pink. Achievements celebrated by one are often celebrated by many within the city, and impromptu festivals within Bartsama are relatively common. Street food is a common delicacy, including umleqwa, paps, as well as samosas and boerewors sausage.

Assets

Ships exist in abundance within Bartsama. Trade from Shujaa, Sihir, Nova Brigodia, and further away from Qut Hyksos or Nobatae are commonplace. The number of goods passing through the city ensures a constant need for new vessels, and venture capitalists are always needed to fund them.   Magical relics are commonplace of course, but far more notable are the magical items crafted within Bartsama itself. Golems are perhaps the best known of these relics, but the enchanting of raw materials from Qut Hkysos is equally as common.

Demography and Population

Humans, Elves, Goblins, Firebolg, Drow, Dwarves, Gnomes, Halflings, Planar Scions, Merfolk, Leshy. Tabaxi, Gnolls, Orcs, and even a few Androids call Bartsama home, though truly all races exist within the cosmopolitan city. While the plurality of the population is human, they do not make up a full majority by any stretch of the imagination. The Zenj make up the largest ethnicity amongst human beings, but Bekyar, Bonuwat, Caldaru, Imperials and Mauxi are not uncommon.   Of note are the Yaksha. These fey wilde beings immigrated to Bartsama following the Waysira Treaty with the Summer and Winter Courts. Many Yaksha are involved within the forestry and shipbuilding processes, both to ensure the treaty is followed, and out of curiosity of the larger world.

Territories

Palarma: Palarma is a small resort town sitting on the southernmost coast of Bartsama's territory. Originally founded as a joint venture by Sihir mages, Fey travellers, and Voel nobility, Palarma exists to allow those with wealth and privilege to escape the troubles of larger cities. Money moves into Palarma like funnel, absorbing vast quantities in exchange for giving a privileged few the best of luxury. The High-Magisters of Sihir are known to visit yearly, as are a number of Fey courtiers. When Bartsama needs to negotiate, Palarma is used as a base to wow potential investors. The outskirts of the town contain a number of small farms, providing nourishment for Palarma, and as a reserve should Bartsama ever need quick access to its storefronts.   The Waysira Wood: A vast forest from which Bartsama harvests nearly all of its timber. Fey creatures do inhabit the forest, and were originally hostile towards the Bartsaman populace. However treaties were signed with both the Summer and Winter Courts to allow for sustainable lumber harvesting. The Treaty of Waysira has stood for hundreds of years without significant issue, with fey entities being allowed free passage into Bartsama and Palarma as a result. There are still dangers within the depths of the forest, with Manticores being the largest problem. Many squires of Nova Brigodia will train against wild creatures within the forest as a way of preparing for the greater problems eastward.

Military

With Nova Brigodia in a state of civil war, Bartsama is moving swiftly to build up its own military, with assistance from the Magisters of Sihir and the Order of the Comet. However, few believe that the city could hold out against a large attack from either Bloodcove Pirates, or Brigodian Brigands, to say nothing of the existential extinction that would follow if Zir ever invaded.

Religion

Bartsama has a chief deity in Abadar, but in the Silence his influence has waned. The local deities of Adanye, Mazludeh, and Tlehar are much beloved, and maintain a far more active worship. Shines exist to just about every deity in Bartsama, as do their worshippers.

Foreign Relations

Bartsama has few enemies, having achieved through trade alliances and common cause what war could not. If its provisional forces are insufficient, it has relied on Sihir and Nova Brigodia to provide aid. Indeed, the trade roads north are patrolled by their soldiers. Bartsama does maintain a navy, primarily to deal with pirates from Bloodcove, who are a constant menace.   Bartsamas greatest fear is that Zir will attempt to shut down their trade with Qut Hyksos and Nobatae. An organized invasion from Zir with naval support would likely be enough to wipe Bartsama off of the map. Zir receives favorable trade conditions and even tithes to appease them as a result. While many grumble over the perceived surrender, the results of war could prove calamitous.

Ever Westward

Founding Date
3130
Training Level
Levy
Veterancy Level
Recruit
Demonym
Bartsamans
Government System
Oligarchy
Power Structure
Autonomous area
Economic System
Market economy
Parent Organization

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