Eversink Mission DossierThe PCs' original dossier on the city of Eversink, as supplied by their King's chamberlain. <><><><> <><><><> <><><><> During the winter, a sealed official message arrives for Nolin et al. Since he is in Oursk, another member of the Defenders open it, and it turns out to be a message and detailed report from Montague (your least favorite King's Chamberlain) regarding your upcoming voyage to Eversink. It reads as follows: FROM: Montague, Chamberlain to his Royal Majesty Josric, King Kindric XVII, may he live long in the Hands of ErisTO: The Defenders of Daybreak and privileged adjutants Re: His Majesty's wish you represent our country in Eversink His Majesty wishes me to inform you that your travels as good-will ambassadors will be postponed until early spring, when the rivers are again navigable by boat and Eversink sends an escort to accompany you on a formal journey. I will be giving you a specific briefing at that time. In the meantime, however, you would do well to familiarize yourselves with this background information I have gathered for you. This is quite important, you realize; despite his Majesty's assertion that you "be yourselves", you assuredly understand that we can not afford to have our country embarrassed while our Ambassador negotiates for favored trading status. Thus, I trust you will treat this information with the gravity it commands, and communicate to those of your members who have not found it necessary to become properly literate. I will contact you in March for your departure and formal briefing, as duty demands. Additional Notes: - Eversink's gold pieces are called tails, silver pieces are called scales, and copper pieces are called fins. This is a holdover from the city's past as a fishing town. If you hear a reference to a "clipped tail", it refers to shaved coins. - When greeting people, shaking hands is less common than turning both hands upwards (almost if you were carrying a tray). It symbolizes that you are not carrying the payment of a rival, although many foreigners take it to mean that you have no hidden weapons. Do not offer to shake hands unless they do so first. - Most laws are straightforward, and some people (who are not diplomats) feel that they are optional as long as they do not get caught. That is certainly not an attitude visitors can afford to take. Many offences are punished by slavery, and foreigners are punished as readily as locals. The one exception to slavery is for those who have any current or past relationship with the church of Yorrine (God of Disease and brother to Toraz and Orthyss); for them, this crime is punished by Bloodleeching. - Amongst the upper classes, large fancy dress balls are common, especially during festivals. Skill in dancing, and small talk, is considered de rigeur. People claim that more politics are conducted at these than in council meetings. Be prepared for this, in wardrobe and in manner, as you will certainly be thrust into the local social scene due to your position. We do not wish to be seen as poor-mannered louts, as I'm sure you realize. Geographically: - Eversink sits on the eastern edge of the great inland Sea of Mist, also called the Sea of Holes, what the elves call Mistrinith. According to legend, Mistrinith is bottomless in several places. Its waters serve as the primary route of trade for many inner sea cities and landlocked countries. There is some pirate activity, which our forts keep from coming up-river into Gaunt proper. - Eversink sits in the strangulation point for trade between the seacoast and the inner kingdoms, as it blocks the river that leads from the sea to the ocean. Although considered odiferous, fetid and disease-ridden in summer (especially for the poor) the city holds a lock on all river trade coming to and from the sea, and is the trading capital of the inner kingdoms. Its population thus swells in trading season to over 40,000 inhabitants. - The city straddles the Great River Alaria, which stretches eastward from the Sea of Mist all the way to the ocean, emptying quite near Oursk. Eversink is built on islands and swampland on both sides of the river. Bridges and canals are everywhere, and most bridges have houses built off of their sides. - It is obviously known for its sinking buildings, which descend a bit farther into the swamp every year. It is a city of moss-covered stone, shallow canals, and exquisite architectural art. Be prepared to appreciate it, verbally and in clear earshot of locals. Interestingly, as the city's buildings slowly sink into the ground, masons work to shore up buildings and add new stories. Politically: - Eversink has maintained its neutrality as a city-state for hundreds of years, although alliances have shifted rapidly as ruling families have changed. It is commonly known that a country that is allied with Eversink enjoys economic power, as well as trading and reputation benefits throughout the area of the inner sea. Ever since an unfortunate diplomatic incident fifty years ago, we have not been so favored, and in fact have had to endure substantial tariffs. - Social status is determined by money and power, including political power. Belonging to the Upper Class, which has more to do with status and wealth than anything else, requires a net worth of 50,000 golden Tails. Merchant houses often "adopt" citizens who buy their way into the upper ranks. - Household slaves are quite common. Individuals are most often enslaved for debts, although other crimes are usually punished by less pleasant slave tasks, such as swamp-clearing. In theory, a slave can buy their freedom after they have paid off their debt, but this is not very common. While slaves are illegal in Gaunt, I wish to stress that taking it upon yourselves to lead a slave revolt would be a very poor way to conclude your diplomatic career. - Although the city's ruling council is technically run by a Doge elected from the Council, in truth the city is controlled by a series of Greater and Lesser families, each of which controls most or all of an industry. The council consists of members from each of these houses. The Greater Houses (and their affiliations) are: House Meridian: controls all stonework, masons, and construction in the city. With a beautiful, huge estate on the west end of the city, House Meridian is socially prominent both on and off the council, which it currently leads. Their symbol is a stone arch, and they are led by the elderly Matriarch Althea Meridian. House Clearwater: controls shipping, docks, shipwrights. Led by Patriarch Griggan Clearwater, who is in his mid-40's. Its symbol is of a gold chain encircling a blue fish, upon a circular white field. The Clearwater estate is a huge ornate stone palazzo on a low hill overlooking the sea. House Jeltos: controls the spice trade up and down the inner sea. Sir TomTom, you have House Jeltos to thank for your infatuation with cinnamon. Their symbol is a white compass on a red field, and the smell of spices from the walled estate spreads throughout the inner city on windy days. They are led by Patriarch Ilirius Jeltos, a clever and educated man. House Tillinghast: controls textiles and dyes. Allied with Roaringbrook and Jeltos, Tillinghast has substantial power for a relatively small house. The Tillinghast estate is on the east of town, in an area known for relatively rapid sink, and its symbol is three purple drops of dye on a pale yellow field. With her Patriarch husband Orlus badly ill, the House is led by his socially astute wife Biala Tillinghast. House Bariman: controls herds of livestock which feed the city, and which are traded from huge stockades near the docks. Much of the Bariman property is farther inland than the city proper, and thus they are commonly looked down upon by better families. Their symbol is a red bulls' head, and they are led by Patriarch Doxix Bariman, man not known for his subtlety. House Roaringbrook: controls wheat and other crops grown in and around the city. This house is known as negotiators, as the druidic patriarch has significant diplomatic ties with nearby countries. Their symbol is a shaft of golden wheat on a green field, and their estate is on the far inland side of the city. They are led by Heldrake Roaringbrook, and they lead an informal alliance of Houses Jeltos and Tillinghast. House Coskeep: the least prominent of the Greater houses, Coskeep controls the brewers, vintners and many of the taverns. Its symbol is a silver beer stein on a barrel-shaped brown field, and the estate in the south of the city has an excellent view of the city's center from the towers. This is a very popular house, despite its lack of political influence. Its Patriarch is Brontus Coskeep. - Other centers of power and influence include: The Children of Lethe, the city's rumored assassin's guild. As you know, Lethe is the enigmatic Goddess of Night. Stories of "Night's Children" are embedded in the verbal history of the city, as their actions are supposedly linked with changes in the local power structure. The Arcanus Mysterium, the mysterious Sorcerer's Guild. They are paid by the city to stabilize weather, moderate temperature extremes, keep flooding down to a minimum, and ward the swamp's insects out of the inner city. They work out of a doorless tower rising from the water in the middle of the Grand Canal. The Stormcrowns are a former adventuring group and mercenary organization. They provide guards, bodyguards, and muscle for many of the upper class. They are not known for their tolerant and gentle nature. The Sparkling Harbor, the name of the Psorgan temple, on its own island, where priests of the God of the Waters administer to rites that ensure safe sailing. Not attending religious services on at least a weekly basis is considered to be a sign of moral decay, and is said to affect a family's fortunes. It may also affect a family's view of foreign diplomats if they miss services. |