BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The Realm of Tarsis

Where the fey sleep and the wicked hide

A realm of freedom, of sprawling farmland and moors, of ancient forests and nobles corrupt and honourable. Tarsis is a true melting pot of cultures, priding itself on individual liberties, on prosperity and peace. But it is also a realm with a dark past, of dynasties that have abused and used the land for their own gain.   Fifty or so years ago, the ranger Arva Tessaline led a rebellion against the Tormaline dynasty, which has broken ages-old pacts with the people of Arden Forest. The realm is restored to a respectable, respectful place once more.   But the shadows in the soul of Tarsis remain, and they resurface with alarming regularity...

Public Agenda

Currently, the realm is governed by the Queen, Arva Tessaline, who led a rebellion against the previous dynasty, who had broken ancient treaties with the elves and fey, and begun to log in the Arden Forest, as well as taking other steps that led to widespread pollution of the realm, as well as increasing the hardship of its people. House Tessaline, formerly an impoverished house who made their living as ranger adventurers, has brought back the historic rights for the people of Tarsis, and it has restored the reputation of the realm with its allies. There are always Nine Duchies, with the Monarch originating from one of them.   There are several factions within Tarsis, broadly defined as below:  
  • Traditionalists (loyal to Arva Tessaline, who restored the traditions of law, rule of law, and preservation of nature)
  • Counter-traditionalists (those who want a return to the old ways of profit before people)
  • Radicals (do not believe the Tessaline reforms go far enough)
  • Imperialists (those who believe Tarsis should be part of Kharasaki’s influence, as a nation amongst its Empire)
  • Pacifists (those who seek peace with neighbours of Tarsis)
  • Traders (who seek gold and the ability to trade, but some ally with other factions)
  • Republicans (who seek an end to the monarchy entirely)
  • Elf-friends (who seek ever closer relationships between the republic of Tarn, and Tarsis)
  • Assets

    There are ten duchies in Tarsis:   Duchy of Wander Ruling seat: Wandernot Duchal ruler: Bettany Bettancourt Faction: Traditionalist   Duchy of Westfast Ruling seat: Westfast Duchal ruler: Morgram Garrull Faction: Neutral   Duchy of Nortbrack Ruling seat: Nortbrack Duchal ruler: Theo Ironfast Faction: Counter-traditionalist   Duchy of Vaden Ruling seat: Vaden Duchal ruler: Agravisa Vaden Faction: Counter-traditionalist   Duchy of Marbor Ruling seat: Marbrook Duchal ruler: Duchess and Heir, Ciara Tessaline Faction: Traditionalist   Duchy of Holt Ruling seat: Southholt Duchal ruler: Kendrick Balliar Faction: Counter-traditionalist   Duchy of Norr Ruling seat: Shame Duchal ruler: Ward Tarkus Faction: Radical   Duchy of Fallhome Ruling seat: Fallhome Duchal ruler: Samson Parlar Faction: Imperialist   Duchy of Exmarch Ruling seat: Exmarch Duchal ruler: Elevine Mariah Faction: Traditionalist   Duchy of Gillen Ruling seat: Gillen Duchal ruler: Severille Gnarl Faction: Independent

    History

    Tarsis was established a few hundred years before the Accords of Kharasaki. A group of renegade rangers, fleeing persecution in Estol, followed paths shown to them by halflings, arriving in the desolate land of moors and overgrown swampland. They brought their families with them, and over time they made alliances with the local tribes and small settlements. Firstly, they formed a confederacy of towns and villages, united for the first time by the rangers that ran messages and carried calls to war or defence.   Eventually, other men and women found their way to the realm, and the rangers and druids cleared a great plain from swamp, and named a new settlement Tarsis, the New Start. Almost fifty years later, those rangers named from themselves a King, and the realm of Tarsis was founded. Since then, it has faced dark times and good times, but its borders have continued to grow. It has existed for over two thousand years, but still retains its focus on freedom and liberty, right back to its early days as settlers from an oppressive land.   The recent fifty years have passed after a revolution that overthrew the royal house of Tormaline, which was concerned with economic growth and wealth, rather than abiding by the Treaty of the Forest. Those still loyal to the old ways, overthrew their tainted lords and ushered in a new era of respect for the land and the old promises made.

    Demography and Population

    A large nation, Tarsis has a population of several million, and is known for being welcoming to people of all races. It has enclaves of gnomes and halflings within its borders, as well as separate gatherings of elves throughout the realm.   It is estimated that the demographics of the population are as follows: 79% human, 5% half-elven, 3% elven, 5% halfling, 5% gnome, 3% other.

    Territories

    Tarsis holds its old boundaries from Tarsis City, to the eastern edge of the Braves, to the western edge of the Harsh, and to the southern edge of Gildtree.   It has over centuries extended its boundaries into parts of Magarun and Magaron, seizing Southolt and Fallhome. It took Vaden from Suden, and Greyback from Estol. It took most of the braves from Chara, and northwards it seized and destroyed much of Arden Forest, to where Wandernot now stands as the northernmost settlement within Tarsis borders.   By now, these territories are fully assimilated by Tarsis, and most would not consider any other realms from having anything save the most tangential claim upon them.   Only with the Braves, and the empire of Chara, is there still dispute, with the famed Midwinter Peace, which ceded control of the Braves to Tarsis. Since then, through trickery and cunning the elves have seized back many of the lands, sometimes an inch at a time. On any Midwinter Night, if no human stands in a settlement, then that land reverts back to elven ownership.

    Military

    Tarsis maintains a strong military, being surrounded on all sides by other nations and having no access to the ocean. Increasingly, it has been warring each year with the Empire of Kharasaki. Now that Suden, its neighbour to the south has been conquered, it is finally facing its first major war on its own border for almost a century. Until now, the war with Kharasaki has largely been a proxy one, fought on Suden soil.   The realm is divided into five geographical military sections, as well as the sixth Royal Command. There are usually 2,000 soldiers per regiment, with around 200 support staff, logistics and other functions.   Central Tarsis: the regiments of Tarsis City, and the central lands:
    • First Regiment, stationed in Tarsis City
    • Second Regiment, stationed in Southolt
    • Third Regiment, stationed in Nortbrack
    • Fourth Regiment, stationed in Tarsis City
    Eastern Command:
    • Fifth Regiment, stationed in Shame
    • Sixth Regiment, stationed in Greybrack
    Western Command:
    • Seventh Regiment, stationed in Westfast
    Northern Command:
    • Eight Regiment, stationed in Exmouth
    • Ninth Regiment, stationed in Wandernot
    • Tenth Regiment, stationed in Marbrook
    Southern Command:
    • Eleventh Regiment, stationed in Vaden
    • Twelfth Regiment, stationed in Vaden
    • Thirteenth Regiment, stationed in Flymouth
    • Fourteenth Regiment, stationed in Southfort
    Royal Command:
    • Fifteenth Regiment, an honorary regiment that adventurers can be assigned to for specific tasks (on the books, approximately 300)
    • Queen's Rangers, a group of highly trained rangers and natural paladins that enact justice (approximately 200 men and women)
    • Queen's Eyes, the secret service of the Realm (unknown, estimated around 500 worldwide)
    • Sixteenth Regiment, a loose cadre of arcane casters (unknown, estimated thirty - forty wizards that can be called to service, with at least two regularly per regiment)
    • Royal Airforce, a small unit of eagle and pegasus riders, used for scouting and dispatch (usually five or so per regiment, with a reserve force in the capital of around 50)

    Religion

    Although technically, worship of Gardaran is the state religion, Tarsis is open to worship of almost all the gods of the Golden Throne and the Moon Rulers. Some others are tolerated from the Dethroned, but not all. For example, worship of Vaskrull, and Aesa, are outlawed.

    Agriculture & Industry

    Most of the realm is focused on farming and related industries, especially since the Tessaline Revolution, which reduced the industrial footprint of the kingdom to preserve the sanctity of Arden Forest. Nonetheless, it is a wealthy kingdom despite being largely landlocked.

    Trade & Transport

    Transport across Tarsis is quick, with well-maintained roads and canals. Trade tends to be mainly internal, as Tarsis has learned to be self-sufficient due to the risk of war and blockade.

    Justice restored

    Founding Date
    378 BA
    Type
    Geopolitical, Kingdom
    Capital
    Demonym
    Tarsian
    Head of State
    Head of Government
    Government System
    Monarchy, Absolute
    Power Structure
    Feudal state
    Economic System
    Mixed economy
    Major Exports
    There are a few specific exports that Tarsis has a monopoly on:
    • Wheat-based parchment
    • Fern beer
    • Goat milk
    • Coal (formerly)
    • Lake pearls
    • Hardwood
    • Halfling trinkets
    Major Imports
    Tarsis tends to import spices from the south, and increasingly from Tun's neutral trade links. It also imports rarer magical gems and items, but given the size of the realm, it can produce mostly anything it needs - although every year events may mean there are specific shortages of particular goods or produce as it is highly sensitive to local events.
    Legislative Body
    The National Conclave is a Cabinet of sorts that make decisions alongside and for the Queen. The Parliaments of Gold and Stone, one for the nobility (dukes and barons), and one for skilled labourers, mayors and other commoners, make the laws. The Conclave is led by the First Minister.
    Judicial Body
    The Queen and the Court of Justicars oversee the laws and maintain justice in Tarsis.
    Official State Religion
    Subsidiary Organizations
    Controlled Territories

    Comments

    Please Login in order to comment!