Some notes on the Western Trade Federation (I don't have the context of these, but they're from the same date as the previous session--I think they may be a recirculated version of an older document?):
The Western Trade Federation is a conglomeration of city-states, including 9 sea ports, 5 fortress cities, and 22 inland cities, including 2 mining cities - one for tin and copper, the other for iron.
The population of the Trade Federation is overwhelmingly human, although not exclusively so. Some hobbits, coexist throughout the rural holdings of the city-states and a smattering of gnomes constitute a respected part of the citizenry of the cities themselves. There is also some non-human blood carried by some of the human residents of the cities. Consensus is that about 5% carry either fey or orc blood in some small quantity.
The government of the Trade Federation as a whole is... weak. Regional loyalties divide the Federated Council, and the Grand Doge (occasionally referred to as the king by those who don't know better) is rarely able to take strong positions on anything. His job seems to be to placate those on all sides of all issues. The government is centered in the city of Morodrius. The only thing that it seems to be particularly effective at is collecting the small head tax from the various city states, and redistributing it to the five fortress cities that are the primary guard against the Forest of Shadows and the uncontrolled land to its south.
Morodrius in a sea port and has the third largest population of the city states. It is the see for the Archbishop of the Western Trade Federation, (aka the Archbishop of Morodrius, which is technically the correct title) - His Eminent Grace, the Very Reverend Claude Flarvori, who has held the see for nearly a decade, and given his age and health may hold it for two decades more, or perhaps three, if the Lord of Light favors him. While some in the Church may well assume that the reason for the government being entered in Morodrius is because of the holy sir and his predecessors – we differ. Morodrius is a protected sea port – a series of thin, steep, barrier islands of rock guarantee that the port will not be wiped out by storm, or by tidal wave. Additionally, Morodrius has a large merchant navy, AND a large armed naval force that has proved itself repeatedly by driving off pirates and protecting both shipping and fishing fleets. This increases the wealth of the city-state. Finally, the Eastern Trade Federation Exchange – the 2nd largest trade exchange in Southern Drucien, and arguably the 2nd largest such exchange on the continent proper, although it may be outshone by Hanal and/or Enclaves in the North – but no comparison has been technically made – has been located in Morodrius for over a thousand years, 400 years longer than Morodrius has been capital. It seems to us that the exchange is the major motivating factor, followed by the safety of the city, followed with only titular consideration of the ecclesiastical importance of the city. It has become routine, over the last 200 years, for the Doge of Morodrius to become Grand Doge. It is important to stress however that this is not automatic. There continues to be considerable politics surrounding the process – and the fact that a series of Doges from Morodrius have had the good fortune to be good at politics, does not change the fact that they could have lost the title. It may be easier to keep now than it is to lose – but the Federation is still some ways away from forming anything that most people would recognize as a national government. The wealth of Morodrius is undeniable however. The city-state collects a tiny 1/4th percent tax on all trades on the Exchange. That tax has lined the coffers of the city and the family of the Doge (the Calvarius family) for nearly 500 years. The present Grand Doge – Lucius Calvarius – like all of his predecessors continues to amass wealth from the tax, while continuing to tariff local businesses and merchants, as well as land holders for the money to maintain the day to day expenses of the city-state. Unlike his predecessors however, Lucius has actually expended some of the money – just recently he has commissioned two full field armies of ultra-heavy infantry. Recruitment is ongoing, but he has spared no expense, even sending a massive treasure train North to the dwarves in order that all of these ultra-heavy infantry be outfitted in Dwarven full-plate and armed with dwarf made weapons. So lucrative did the dwarves find his trade that they have sent a small core of specialists to Morodrius, to provide on the spot maintenance, repair, and adjustment. The payment he is offering to recruits is also high– but, his requirements are exceptional and he is recruiting in a broad swath that stretches all the way to Hanal. He does not care about the soldier's past – only his willingness to accept discipline, receive training, and serve loyally - and his strength and constitution.
Do not make the mistake of presuming that the wealth his family has been accruing has been exhausted now however. This expenditure, as grandiose as it seems for a city-state, does not even dent the wealth that our accountants estimate have entered the Calvarius vaults, and never exited.
So then. The 9 sea ports are (ranked from largest to smallest):
Calvinari – By a significant margin the largest seaport in the WTF – Calvinari is not particularly wealthy – but it holds its own. Heavy trade vessels that cross the ocean to both Zest'qua and Drucien tend to dock here, and the tariffs on the trade that moves through the port helps the city-state. The fishing fleet here is small. The war fleet is composed of ultra heavy ships, not good at pursuit and interdiction, but very good at static defense. The city is walled, heavily. The original city (nearly 2000 years old) has walls exceeding 30 feet in height and 20 feet in thickness, with baileys that are actually small castles scattered along haphazardly. The new city, which grew outside those walls as the WTF formed and became a stabilizing and civilizing influence throughout the region – is walled with a lighter, but still impressive wall – some 20 feet high, studded regularly with towers. The ruling family, the Trefori - is presently headed by a Doge named Houstoi, though he is somewhat simple minded, and most believe that his wife Clarissa is the actual power.
Valrius – The second largest of the seaports, and the original capital (for some 40 years after formation), The Doge of Valrius, Maddeus Thustos, ran against Lucius when his father died, but could not muster the votes needed to displace the Calvarius family from its position. Valrius has a huge fishing fleet, and is the primary exporter of salted and dried fish in the WTF. Other major exports include rock and coarse ground salt, clams, oysters, and salt water pearls. The naval fleets of Valrius are weak – lacking discipline, and strong line ships. Occasionally a concerted effort can clear out some of the pirates that prey on the fishing fleet – but because of the shallow draft approaching the port – major naval vessels do not utilize the city, instead congregating in Calvinarius, so tariff income is almost non-existent, and while there are significant markets for the various products that Valrius peddles, inland – the taxes on her merchants simply are not sufficient to support heavier ships – furthermore, a deep water quay would be needed, just to berth them.
Morodrius – the capital, already discussed.
Duci – The 4 th largest port city. The city is self-supporting, but not affluent, this large city concentrates on fishing, oyster farming and cultivation of pearls. The city has little arable land however, so much of the meager income received goes to import grain, root vegetables, and other staples. Little money is spent on defense, which is reflected in the decaying walls, untidy suburbs and aging naval force. The Doge, Zatreus Aeruli, is simply not an ambitious man – and is not likely to ever be one. His elder son, Ustus, seems to remedy that problem, but whether or not there is anything that any amount of energy and ambition can do to change the economic position of this venerable city, remains to be seen.
Pabrosi – The 5th largest port city. The Doge is Marius Nahous – whose niece, Anita, is the wife of the Grand Doge. This is an unremarkable, but quite successful city with a solid fleet, good landward defenses, and a steady amount of trade passing through – bolstered by its position as the furthest south of the sea ports in the WTF. Pabrosi also has three institutions of learning: The Sea college – which certainly helps it be well defended by sea, for many young men in the college marry local girls – there are always more wanting to settle in Pabrosi than there are places for them to work – and one solution is the naval defense force; the college of arts and sciences – calligraphers and scribes, apothecaries and lawyers, engineers and chirugeons – not only from the Federation, but from throughout southern Drucien and occasionally beyond, young people come to this college for professional training in those half dozen valued fields and others. A large part of the steady, quietly affluent economy of the city-state is the result of an ongoing devotion to educating people; the Pabrosi Conservatory of Music and Mime - which does not focus on standard bardic arts – but rather on composition and performance of music, and on theatrical writing, stage preparation and acting also brings in a certain amount of wealth - and adds culture and esteem to the local community. Doge Nahous and his family rule quietly – guaranteeing the safety and prosperity of the people, patronizing the arts, and hosting an annual fete of spring that draws wealthy participants from throughout the Western Trade Federation.
Natus – The 6th largest port. Doge Belaxurus Dodi – Natus, of all the ports, seems somehow discomforting to many visitors. There are always many rough men in the port, and rumor has been heard that many of the ships in the busy harbor are unflagged pirate ships. Certainly the port of Natus has money flowing freely from unknown sources, and the naval defenses of the city are robust - with many well armed “civilian” ships joining any defense against any aggressor. Additionally, by sea, the low barrier islands have been fortified and heavy chains have been dropped beneath the waves, easily raised with winches in the fortifications. The city is also well walled, even though landward approach leads through narrow fortified passages in craggy cliffs, where a known invading army would be devastated with boiling oil and burning naphtha.
Niduris – the 7th largest port. Doge Ariel Blaxuri – Nicuris is a modest port - and a center of craft. There are just over a 40 thousand citizens involved in crafting. While the port takes up the rest of the available citizen workforce, and many from the local suburbs.
The economy is solid - with much of the product of master craftsmen being exported by ship and pack train. The people hard working and charitable and modestly devout are also quite withdrawn from the activities of the Federation of which they are part – and therefore, the Doge of Niduris, responsive to his people, does not contend for higher position within the Federation, although the city is technically a member of the Northern Council.
Tauri – the 8th largest port. Doge Marcus Jusicanus. This city maintains a strong and nimble navy, and a strong land force – one of the largest except for the capital – with 2 full legions of heavy infantry (veteran) and 5 regiments of bull riders.
(The city is named for a generally ignored saint of the Light, Tauri: the sacred cowherd, who is as near as the Church has to a saint of agriculture. Tauri was a minotaur who converted from worship of the shadow to worship of the Lord of Light as a very young calf and spent his life preaching to the unconverted. After preaching for several years, as a young adult, he was captured by a tribe of unrepetent minotaurs led by a powerful sorcerer, near the spot where Tauri was later built. The tribe mocked the Lord of Light and tortured Tauri for nearly a week, while a band of his followers, also captured, were forced to watch. He remained strong, and refused to renounce his faith or to turn to the shadow. Finally, the sorcerer and priests of the tribe called upon their patron from the Abyss to receive the sacrifice of this stubborn minotaur – and lo, an arch-angel of the Light appeared instead and struck down the tribal leaders. Even the arch-angel's great healing power was not enough to restore Tauri's shattered body however. Having freed all of the captives, the arch-angel told them that they were to lead and teach the now leaderless tribe without Tauri, who was to return to the heavenly kingdoms to receive his reward from Glor'diadel. The arch-angel departed, taking Tauri's body with him, except for a horn, broken off in the torture, which he left behind to remind the minotaurs of what had happened. The minotaur tribe that had formerly followed the great sorcerer became a very holy tribe, and the three Glor'diadelian tribes of minotaurs in the present age sprang from that single line, to whit, the Bright Hooves, the Silver Horns and the original, the Golden Pelt.
The minotaur tribe settled, and for centuries dwelt in the same spot – herding goats, and twice seeing small bands break off – to establish tribes elsewhere. Then, humans began to settle in the area. By this time the minotaurs had built a rather mazey shrine to Tauri, and to the Lord of Light. When the humans encountered these minotaurs, and gradually distrust turned to unease, to comfort, to alliance, and to absorption, they were shocked to find that the minotaurs already worshiped the Light. Once this came to the attention of the first bishop of the area, it was reported to the holy see for doctrinal reasons – was Tauri a saint? An imposter? Were the minotaurs acceptable unto the Lord of Light? The answer, given to the patriarch when he communed regarding the issue – was yes, Tauri was a saint and the minotaurs, along with all creatures great and small were beloved by the Lord of Light.
So it is. The seat of the bishop of Tauri is in the Basilica of the Horn in Tauri city, where the sacred relic of the horn of Tauri, the sacred cowherd is kept in a reliliquary suspended in the high altar and guarded day and night by a guard of 30 minotaur paladins. The tribe, some 400 strong, continues to live in the area, some of them even in the city - and others herding in the land outside it. The chief order house of the Order of Tauri (OT) is just outside the city's landward gates, and has twice given possible invaders pause. The order is over 80% minotaur, with the rest of its members being primarily composed of humans.)
The city handles a fair amount of trade – and also presses and purifies goat cheeses, sells both carded wool and finished woolen clothe from the goats herded nearby, and is a very small pilgrimage center.
Simbolisi – the 9th largest port. Alexis Bradoris is Doge, the only female doge in the WTF. Simbolisi has a modest fishing fleet, a good solid, though small, navy, a small, elite, calvary, and a significant number of alchemists and two small psionic circles. Exports therefore tend to alchemical and psionic products – not necessarily of the highest quality in the world, but of adequate quality – particularly for purely human workmanship. The city is affluent, and probably, per capita, the second wealthiest city in the Federation. Doge Brandoris minds her business, as others of her family have in the past – and oversees the defense of her city and its suburbs and rural holdings – voting regularly in the council of doges, but never rocking the boat if it can be avoided.
The 5 Fortress Cities:
These cities are not under Doges, but rather under Procurators. Each city-state does have farm lands from which it draws some support – but the cities would not survive without the support given centrally by the federated government. Each city has approximately 2 legions of elite heavy infantry, and a couple of regiments of elite medium calvary stationed within the walls – but above that, the citizenry, which averages about 80,000 in each city, is universally a militia. Each of the fortress cities is heavily walled, in five concentric circles. Nothing in any of the fortress cities is flammable. All external construction and most internal construction is stone or metal. All open surfaces are either covered in metal nets, or shielded in some other way. No roof has a convenient perch, and all roofs are of well secured sheeted metal. The only exceptions to this are firing platforms prepared in advance for militia and military defense. Each of the fortress cities has a mage circle and at least a small number of psionics assigned to its defense, to support the military defenders, and to provide communication in the event of an emergency.
From north to south, the fortress cities, and their procurators are:
Sintari – Procurator Gubacci Telero
Bodori – Procurator Tulfori Crabanachi
Titorisi – Procurator Abansia Telcuffri
Mantili – Procurator Cudili Mokanori
Ilsati – Procurator Lucien Agadito
Sintari actually falls under the Archsbishop of Life, and has a bishop assigned by him – Adolfo Petreu. The other four fortress cities fall under the Archbishop of Morodrius, and have a single bishop between them, the bishop of the Frontier, Claudius Calagaro.