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400-miles directly north of Whitewall is the small subterranean city of Gethamane, where some 80,000 people dwell. An enclosed society, fed entirely on their subterrainian Supernatural Gardens, these people do not fear winter storms or barbarian attacks, while their  remove the threat of starvation.  
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400 miles directly north of Whitewall is the small subterranean city of Gethamane, where some 80,000 people dwell. An enclosed society, fed entirely on their subterrainian Supernatural Gardens, these people do not fear winter storms or barbarian attacks, while their  remove the threat of starvation.  
Indeed despite [[The Guild]]’s presence ensuring a constant stream of merchants passing through, and even though hunter-gatherers go out during the short summer season to harvest any food that they can obtain, the majority of Gethamane's inhabitants are born inside, live inside and die inside - never once seeing the outside realm. The shut-in corridors, the lit crystals that brighten during the day and dim at night, even the taste of the mushrooms that grow in the sunken Gardens, are things that become familiar to Gethamane’s children; the outside wind and sky and sun are strange to them.  
Indeed despite [[The Guild]]’s presence ensuring a constant stream of merchants passing through, and even though hunter-gatherers go out during the short summer season to harvest any food that they can obtain, the majority of Gethamane's inhabitants are born inside, live inside and die inside - never once seeing the outside realm. The shut-in corridors, the lit crystals that brighten during the day and dim at night, even the taste of the mushrooms that grow in the sunken Gardens, are things that become familiar to Gethamane’s children; the outside wind and sky and sun are strange to them.  
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Otherwise, there are mosses and ferns to gather and local wildlife to hunt down.
Otherwise, there are mosses and ferns to gather and local wildlife to hunt down.
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About half a mile up the mountain, spaced in a loose circle around the peak, a dozen small, well camouflaged tunnels lead to clusters of chambers and from there to the Temple District and Upper Ring. Hunter-Gathers use these to store their equipment and hunting weapons.
About half a mile up the mountain, spaced in a loose circle around the peak, a dozen small, well camouflaged tunnels lead to clusters of chambers and from there to the Temple District and Upper Ring. Hunter-Gathers use these to store their equipment and hunting weapons.
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=== PASSAGES ===
=== PASSAGES ===
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Gethamane consists of hundreds of twisting corridors that connect countless rooms. Its passages are square shaped, their floors and ceilings carved from the dark gray stone of the mountain while other forms of stone or concrete sometimes cover the walls.  
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Gethamane consists of hundreds of twisting corridors that connect countless rooms. Its large halls are covered in intricate and beautiful carvings of unknown plants and beasts, strangely designed pictures that haunt the memories of visitors.
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While smaller rooms are generally plain, larger rooms and halls are covered in intricate and beautiful carvings of unknown plants and beasts, strangely designed pictures that haunt the memories of visitors. Some rooms have stone doors, while others have newer doors of timber or stretched hide.  
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The passages of Gethamane are square shaped, their floors and ceilings carved from the dark gray, slightly rough, stone of the mountain while other forms of stone or concrete sometimes cover the walls.  
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Since Gethamane’s current population exceeds that of the old City of the Mountain Gateway, many Gethamanians live in apartments formed by partitioning larger chambers or passages. Older or wealthier families have heavier, metalnailed bulwarks or elaborately painted screens, while poorer families must make do with roughly tanned leather, pieces of wood cannibalized from merchants’ carts and other temporary makeshifts.
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While smaller rooms are generally plain and of much the same structure as the passageways, the larger rooms and halls are covered in intricate and beautiful carvings. Some rooms have stone doors, while others have newer doors of timber or stretched hide. Timber and hide are also frequently used to erect partitions across rooms or passageways or to mark the limits of a family’s territory. The older or wealthier families have heavier, metalnailed bulwarks or elaborately painted screens, while poorer families must make do with roughly tanned leather, pieces of wood cannibalized from merchants’ carts and other temporary makeshifts.
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The underways themselves are quite different in structure from the upper city. The stone from which the underways are carved is black, rounded and faintly slick to the touch. There are several dozen known entrances to the lower tunnels from the city, and the Guard watches them all and keeps records of all activity passing through the entrances in either direction.
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Smaller rooms tend to be plain, but intricate and beautiful geometric carvings adorn the walls of larger passages and chambers.
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Some rooms have stone doors; others have new makeshift doors of wood or leather. Gethamane’s current population exceeds that of the old City of the Mountain Gateway. Many Gethamanians live in apartments formed by partitioning larger chambers or passages. Wealthy families mark their compound with screens of metal or elaborately painted wood. The poor make do with makeshifts such as leather, cloth, paper or scraps of wood salvaged from a merchant’s cart.
=== UTILITIES ===
=== UTILITIES ===
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== THE PEOPLE OF GETHAMANE ==
== THE PEOPLE OF GETHAMANE ==
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Gethamane has little direct contact with the rest of Creation. Few Gethamanians travel, and fewer want to visit them. As such most Gethamanians know very little about the rest of Creation.  
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Gethamane has little direct contact with the rest of Creation. Few Gethamanians travel, and few other people want to visit this remote bastion of civilization. None can conquer Gethamane, and Gethamane cannot threaten anyone else. Most Gethamanians know very little about the rest of Creation.
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Bethan Redeye’s people spoke Skytongue when they came to Gethamane and it remains the most common language of the city. However, Bethan was one of the more educated of her group and carried hidden knowledge from her divine parent. As such some citizens also speak Old Realm.
It is easy to differentiate who go outside and the rest of Gethamane. The minority who spend much of their time outside (Guards, Hunters and Gatherers) show color in their cheeks, roughened skin or other signs of exposure to sun and weather. The majority who remain within Gethamane most (if not all) of their lives have unnaturally pale skins never touched by the sun and eyes adapted to shadows (exposded to sun and/or natural weather these 'albinos' are known to flinch, tremble or even break down into fits of hysterics).
It is easy to differentiate who go outside and the rest of Gethamane. The minority who spend much of their time outside (Guards, Hunters and Gatherers) show color in their cheeks, roughened skin or other signs of exposure to sun and weather. The majority who remain within Gethamane most (if not all) of their lives have unnaturally pale skins never touched by the sun and eyes adapted to shadows (exposded to sun and/or natural weather these 'albinos' are known to flinch, tremble or even break down into fits of hysterics).
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=== Adoption ===
=== Adoption ===
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Constant adoption prevents serious inbreeding, but many tragic plays deal with youths who fall in love with adopted siblings. (Such plays usually end with murderous rampages and suicide, or one lover nobly choosing exile. Comedies end with one lover adopted into a different family, making their marriage permissible.)
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Families often adopt children too, a custom that began as a way to make sure that orphans — future workers — could survive and provide childless couples with heirs to care for them in their old age. When a Gethamanian of humble birth shows great skill and dedication, a wealthy and socially prominent family may adopt her. Not only does this provide Gethamane with a unique form of social mobility, it prevents the leading families from becoming stagnant and complacent.
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When a Gethamanian of humble birth shows great skill and dedication, a wealthy and socially prominent family may adopt her. Not only does this provide Gethamane with a unique form of social mobility, it prevents the leading families from becoming stagnant and complacent.
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Most large families include a few adopted members. Adoption ends all ties to the former family, legally and (Gethamanians hope) emotionally. Therefore a woman can bear a child to a man in another family, then give the child to be adopted by that family (if married, this requires her husband’s permission as well), at which point the child becomes a full member of that family.
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It is considered very rude to pry into someone’s past about something like this or suggest anyone might feel loyalty to any family other than their own, even if they are the physical child of that family.
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=== Adopting Outsiders ===
=== Adopting Outsiders ===
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* Second, families don't want to adopt strangers who may bring disrepute on their position. Even middle/lower class who would be willing to adopt an outsider, particularly if a large payment in jade or goods was involved, want to be sure their family won’t be at risk from the outsider’s actions.
* Second, families don't want to adopt strangers who may bring disrepute on their position. Even middle/lower class who would be willing to adopt an outsider, particularly if a large payment in jade or goods was involved, want to be sure their family won’t be at risk from the outsider’s actions.
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* Third, while the “parents” are the only ones who formally need to give assent to the adoption, if their family strongly opposes this then pressure may be placed to prevent the adoption. Accidents, such as falling into the underways or tragic overdoses of common sleeping drugs have been known to occur in particularly awkward cases (especially ones involving Guild members).
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* Third, while the “father” and “mother” of the new adoptee are the only people who formally need to give assent to the adoption, if the rest of the family strongly opposes this course of action then pressure may be placed to prevent the adoption. Fatal accidents, such as falling into the underways never to be heard from again or tragic overdoses of common sleeping drugs have been known to occur in particularly awkward cases (especially ones involving Guild members being adopted).
Sometimes, an outsider will do a Gethamane family such a definite favor that adoption is the only commensurate favor the family can provide in return. In that case, adoption will be offered willingly, and the outsider is made to understand exactly how large a favor is being done for him. If the outsider truly doesn’t want to be adopted, then an accepted solution is for them to have a child of his blood (or, at worst, a deserving orphan) adopted by the family in his place.
Sometimes, an outsider will do a Gethamane family such a definite favor that adoption is the only commensurate favor the family can provide in return. In that case, adoption will be offered willingly, and the outsider is made to understand exactly how large a favor is being done for him. If the outsider truly doesn’t want to be adopted, then an accepted solution is for them to have a child of his blood (or, at worst, a deserving orphan) adopted by the family in his place.
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=== Funeral Rites ===
=== Funeral Rites ===
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Gethamane's dead are cremated by the priesthood in the essence-fires of the three temples. It is illegal to dispose of dead bodies [[Gethamane Embalming|any other way]]. Families keep the ashes in small ornamental boxes, scatter them on the mountain slope or add them to fertilizer the Gardens.  
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The dead of Gethamane are cremated in the essence-fires of the three temples by the priesthood. Families keep the ashes in small ornamental boxes, scatter them on the mountain slope or add them to the fertilizer for the Gardens. It is illegal to dispose of dead bodies [[Gethamane Embalming|any other way]].  
Gethamane has no true ancestor cult since Gethamane has no ghosts at all. Some inhabitants say that this is due to the profoundly materialistic outlook of most of the citizens — they leave the religion to the priests. Regardless, Gethamanians accept this as normal.
Gethamane has no true ancestor cult since Gethamane has no ghosts at all. Some inhabitants say that this is due to the profoundly materialistic outlook of most of the citizens — they leave the religion to the priests. Regardless, Gethamanians accept this as normal.
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* Farmers maintain the magical Gardens.  
* Farmers maintain the magical Gardens.  
* Hunter-gatherers bring additional food and other commodities from outside, and act as 'scouts'  
* Hunter-gatherers bring additional food and other commodities from outside, and act as 'scouts'  
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* The [[Gethamane's Guard|Guard]] preserves civic order and defends against the monsters of the underways.  
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* The Guard preserves civic order and defends against the monsters of the underways.  
* Artisans fashion the tools and implements needed for daily life.  
* Artisans fashion the tools and implements needed for daily life.  
* Merchants trade with the Guild and other outsiders.  
* Merchants trade with the Guild and other outsiders.  
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The Guard seldom chooses to help owners find slaves who escape in Gethamane. An escaped slave adopted into a citizen family also leaves the Second Rule’s purview, as she becomes a citizen herself. As such, though not encouraged by the city government, Gethamane includes a few abolitionists who encourage slaves to escape and come to them for adoption.
The Guard seldom chooses to help owners find slaves who escape in Gethamane. An escaped slave adopted into a citizen family also leaves the Second Rule’s purview, as she becomes a citizen herself. As such, though not encouraged by the city government, Gethamane includes a few abolitionists who encourage slaves to escape and come to them for adoption.
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== THE GUARD ==
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*'''Commanding Officer:''' [[Golden Stag]]
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*'''Secondary Officers:''' [[Gavne Wheelwright]], [[Mindros Yami]]
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*'''Armor Color''': Red; target shield bears a white mountain on a red field
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*'''Motto:''' ''“Let none of them survive!”''
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*'''Numbers:''' 5,000 medium infantry functioning in 20-man platoons (250 platoons total)
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*'''Armorment''': Lamellar armor and slotted helms, half carrying great axes and half with pickaxes and target shields
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Gethamane has no army, only a Guard that keeps order and defends against creatures from the underways. At 5,000 well-trained troops, the Guard is quite a formidable force for a small city but has no experience operating in groups larger than the 20-man platoons (in most of Gethamane, it just isn’t possible to gather more soldiers in one place). Guards wear red lamellar armor and carry target shields blazoned with a white mountain on a red field. They favor heavy weapons that can hack, pierce and crush eldritch horrors.
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Gethamane’s lack of a standing army or the ability to fund and furnish one means that the city pursues a generally pacifist line and has no inclination to invade other city-states or take over their resources.
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The Guard wants to recruit thaumaturges for the enchantments, talismans and alchemical medicines they can provide. The city has few skilled thaumaturges, though. Thaumaturgically proficient outsiders who want to join the Guard can easily wangle adoption into a family with strong traditions of Guard membership.
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When riots erupt in Gethamane, half the responding Guards carry leather-padded clubs, but the Guard never operates without the threat of lethal force and big damage.
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Despite the high death rate from incursions below, the organization never lacks for recruits. A career in the Guard is considered very prestigious, and a Guard gets a high ration of the Dole. Less nobly, (and the main temptation that lures children into training) Guards receive greater opportunities to meet outsiders and 'collect' small gifts from them in return for assistance 'beyond the call of duty' (such as explaning the local geography and laws). Large bribes, however, or attempts to subvert a Guard into serious breaches of the law, constitute “injury to the city” and result in the Guard’s arrest if he is caught.
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don’t count as bribes but are considered tokens of gratitude for assistance beyond the call of duty.
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The Captain of the Guard, [[Golden Stag]], is aware of this and takes care that his seconds, [[Gavne Wheelwright]] and [[Mindros Yami]], rotate their soldiers between duties regularly so everyone gets a fair share. These three officers command various district and shift lieutenants, and Guard posts are spread throughout the city.
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The Guard’s overall commander occupies a Guardhall in the Garden District. Here the Guard trains, gathers to organize hunts for invading monsters, and imprisons lawbreakers. A few 100 Guards bunk in the Guardhouse at all times, ready to go wherever needed.
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Unlike the subdued tones of the rest of Gethamane, bright red pennants mark all entrances to the Guardhall. Doors in this complex are always high-quality iron.
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Each Guard post has a large drum mounted on the wall. In any disturbance, one soldier beats a signal on the drum to alert other posts of the nature and location of the trouble, and to call for backup if this seems prudent. In the case of major disturbances such as monsters from the underways, riots or rampaging Exalts, a runner is additionally sent to the Guardhall with a report and a request for full mobilization.
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In the event of serious trouble, a runner is always on duty to contact the Guardhall, and more Guards can be mobilized at a moment’s notice. The Guard tends toward firmness and severity. The constant awareness of the horrors lurking in Gethamane’s underways leaves the Guard on edge.
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Guards quickly move in to capture anyone who makes a ruckus, while drumbeats signal for reinforcements and a runner races to the Guard’s headquarters.
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=== Riots in the Guild District ===
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As the busiest district in Gethamane, riots are a somewhat common occurance in the Guild District.
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There are many possible causes for riots: arguments over space, accusations of theft, claustrophobia, culture shock from the surroundings, etc. It’s very easy for a crowded group of people to become a screaming mob. When this happens, any important merchants present barricade themselves in, and the Guildmasters themselves retreat to Tribunal Cave, while sending in mercenaries to crack heads and disperse the crowd.
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Gethamane don’t care if foreigners in the Guild District kill each other. There will always be more outsiders coming to trade or to explore the underways. However, locals flee the Guild District themselves if they know a riot’s starting and are (from experience) quite good at spotting the tell-tale signs of rising aggression. This generally alerts the Guard, who either moves to break things up in the early stages, or just close off the Guild District and wait for things to die down. Any surviving rioters are liable to be tried on charges of breaking all three of the Rules and are likely to be fined for everything they possess.
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=== Incursion Procedure ===
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There is a specific Guard alarm, given by drumbeat (or thumped out on the side of the wall or on the floor) — which everyone in Gethamane knows from childhood — that signals an incursion from the underways. Any Gethamane citizens who hears the signal retires to the nearest defensible spot, taking all non-combatants with them, and arms themselves for battle. Any Guard who hears the drumbeat will immediately head for the area, forming into squads there and preparing for battle.
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Guards who carry drums will repeat the drumbeat, adding the signifier, which makes it clear which underways’ entrance the alarm refers to. The Guardhall goes on full alert, the Gardens and Council are shut off, wards are raised and any outsider combatants in the vicinity who owe service to Gethamane (particularly thaumaturges or Exalted) are asked to lend their assistance.
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This is never treated as a drill or taken lightly; the people of Gethamane are terrified of the things that live beneath.
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Once the incursion has been dealt with, the all clear is given (again by drum signal). Monster corpses are taken to the Courthouse for investigation, dead humans are taken to the temples for immediate funeral rites to prevent them rising as undead, while wounded Guards and civilians alike are taken to the Guardhall for treatment and observation (there have been cases where citizens wounded by the underway creatures turned out to be under their mental control and tried to sabotage areas of the city, assault Guards watching the entrances, or just go on killing sprees.)
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The Guard on that particular entrance is doubled for the next half-month, in case of more incursions. The procedures have been honed by practice, and both Guards and citizens alike know what they are expected to do.
== FOREIGN RELATIONS ==
== FOREIGN RELATIONS ==
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Though many desire the city, Gethamane has few outright enemies. None can conquer Gethamane, and Gethamane cannot threaten anyone else. Most states have nothing Gethamane especially needs, and Gethamane feels safe remaining neutral. Given the insularity of the city and the safety of its underground location, many citizens fear the enemies from below rather than those outside. Only the [[Guild]] and the [[Bull of the North]] particularly trouble Gethamane.
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Though many desire the city, Gethamane has few outright enemies. Most states have nothing Gethamane especially needs, and Gethamane feels safe remaining neutral. Given the insularity of the city and the safety of its underground location, many citizens fear the enemies from below rather than those outside. Only the [[Guild]] and the [[Bull of the North]] particularly trouble Gethamane.
Currently Gethamane is pursuing a policy of cautious but proactive friendship with almost everyone.  
Currently Gethamane is pursuing a policy of cautious but proactive friendship with almost everyone.  

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