History of Tarnauld in World of Arith | World Anvil

History of Tarnauld

Tarnauld started out as a trading outpost for the Veikar, the Jendarri sea raiders. The original outpost was located on the site of modern Noordenport. Fresh from plundering a coastal village or town, or maybe another sailing ship, the captains would travel to Tarnauld and trade their ill-gotten goods. The wide and deep river mouth was the perfect spot for the outpost, and almost anything could be found or traded here.   Eventually, the site grew, and a motte-and-bailey castle was erected on the site of modern Tarnkeep. Those Veikar captains cunning enough to reach a "retirement" settled in Auldport, and began increasing their wealth by backing the Tarn-Traders. Those captains who managed to keep their ships either helped defend Auldport or began shipping goods out of the growing town to other coastal villages where they could sell their goods.   As Auldport grew, it began to treat with the Veikars differently, eventually the Veikars were not allowed in port, but used smaller intermediary ships to smuggle their goods in. This gave Auldport a measure of respectability without actually turning away any profits.   As Auldport continued to grow, some of the more established captains formed a council to administer the town. Not trusting one of their own to "rule" the town, they decided to formalize the High Council and make it the governing body. The high council's first decree was to name the city Tarnauldport (or Old Trading Port). Eventually the "port" was dropped and as Tarnauldport grew, it became Tarnauld.   As the older captains passed away, the High Council soon became dominated by Tarn-Traders and merchants. As the town developed, the older merchant houses needed a way to channel the younger merchants' ambitions. They created the Merchant Council (or the Low Council), which up and coming merchant houses could "buy into" if they had the backing of five more-established houses.   Eventually, the burgeoning Empire of Arvanor came calling. The empire established a military post, which grew to the City of Darcos. As Darcos grew, the lands around it became tamer and soon other settlers came north to find a better life. The merchant council of Tarnauld saw the potential in being a part of the Empire. Meeting with the Senate, they negotiated their inclusion into Arvanor, gaining equal representation on the Imperial Senate and being ceded the lands around their port. In fact, Tarnauld had never controlled this amount of land, but they had an expert team of traders leading the talks. Even better, the Imperial Army was responsible for keeping the roads and wilderness clear of threats to Arvanor, allowing more of Tarnauld's profits to be used in establishing new trading routes.   When the Empire fractured, Tarnauld quickly declared its neutrality, and provided necessary supplies and equipment to all sides. When the rest of the city-states fell to the humanoid mercenaries Tarnauld found itself bereft of protection. They were approached by the fish-men known as kuo-toans who promised that their ships would remain safe. Something wicked came with the kuo-toans however, and insanity and madness crept into the city. Things seemed darker and shadows moved of their own accord. Rumors of tentacled monsters ran through the sailor dives. The city closed in on itself, the great merchant houses closed their doors and a sense of paranoia and fear infested the city.   The rise of the Northern Kingdom was a blessing for Tarnauld. Although initially skeptical, when the Army of Reclamation freed Darcos from its orcish overlords, the High Council jumped at the chance to become part of the Kingdom. It would still be able to choose its High Councilor according to the laws and traditions of Tarnauld, but its High Councilor would also bear the title of Duke of Tarnauld for their tenure. The Army of Reclamation has now cleared the lands around Tarnauld of threats, and the city is slowly shaking itself out of its stupor. Trade is flowing again, and the city has become a destination of many up-and-coming young folk looking to make their fortune. Tarnauld has replaced the population it lost since the fracture and may even have to expand beyond its current walls.   The future is bright.

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