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Carthas

Flesh wriggle and squirm. It's not a sight you haven't seen before, but its sickening still each time. The mass of meat and tendons clump up and makes its way into your open wound, merging seamlessly with the skin around it. "There, good as new!" your doctor exclaimed. Looking down on your arm, you can't even make out where the gash used to be. You give him a polite chuckle and hand over a silver pendant as payment. Glimmervale made; exotic, beautiful, but you don't like wearing loot from the cursed south.

Structure

Bronze Capitol
The city of Carthas is regulated by the Bronze Capitol; an office made of bronze at the heart of Carthas' most developed region. Ministers and delegates working within the Bronze Capitol decide city wide laws, plan the development of infrastructure and manage correspondence with the outside, although diplomatic contact is uncommon as Carthas prefers to stay isolated. Despite being the official capitol of Carthas, in practice the Bronze Capitol does not hold much authority over Carthas' citizens. In fact, The Capitol often does not have the resources or reach to enact their own decrees. This have caused economic and technological disparity within carthas, with the region surrounding The Capitol being well developed while most other regions remain mostly jungle lands and wooden huts.   Elders
The city of Carthas functions more like a loose collection of tribes, each with their respective territories albeit unofficial. The leaders of each tribe are given the title of Elder, regardless of age. Each tribe selects their Elders differently and thus the nature of an Elder vary widely from tribe to tribe. Regardless each tribe within Carthas have agreed to respect the authority of each other's Elders. Elders are mostly responsible for managing their own tribe; upholding cultural norms, taboos and justice. The Bronze Capitol often need the cooperation of local Elders to operate within an area, not because the Elders would rebuff them otherwise but because The Capitol do not have the resources to operate in remote areas without help from the locals. Most Elders view The Capitol positively, seeing it as a source of knowledge and development, however they are also reluctant to replace their traditional ways.

Culture

The numerous and diverse tribes within Carthas have made the city culturally vibrant, with a wide array of traditions, foods, dances and fashion. The tribes have coexisted harmoniously for so long they've more or less blended into one community with a mix match of tribal culture. Four large tribes in particular have highly influenced the culture of Carthas; the humans of Yl'Laon inhabiting the hexwoods, the cave-dwelling dwarves and halflings of Eldstone, the mixed settlement of Cerunia, and the elven fishing tribe of Sasmi. These cultures are empowered further by Carthas' isolation, protecting it from outside culture and norms. Outsiders are often put off by Carthasians, who wear their emotions on their sleeves and are very comfortable with physical contact, mostly unaware of social boundaries others would consider normal.   Unity in Diversity
The most distinguishing trait of Carthasian culture is diversity. One region of Carthas could look completely irrecognizable from another region. Carthasians grow up in a mix of cultures, beliefs, norms and races, indiscriminately viewing them all as a part of Carthas. 8 foot orcs walk side by side with 3 foot halflings, dwarves fraternize with elves, religious bishops cooperate with flesh-moulding shamans. What outsiders would find even more jarring, however, is the normalized presence of Nalkas. Nalkas are tall and hairy creatures in the approximate form of a humanoid. To the rest of Muria, they are creatures of legends. Bad omens, as tales tell of ancient times where such creatures wrought havoc. To Carthasians, they are friends, mentors, loved ones, rivals, business partners; citizens of Cartas just like all others.   Oral History
The tribes which makes up Carthas are much older than Carthas itself, with some dating back possibly thousands of years. Most these tribes did not originate from Carthas' jungles, instead settling here after generations of nomadic wandering or relocating here from a differet settlement. While the travels and years have eroded much of these tribe's original identity, there is one thing most tribes kept intact; folklore. The tales told countless generations ago are the same shared amongst Carthasians today, although transformed through many retellings. These tales are the basis of much of Carthas' beliefs and views of morality. These tales are also the basis of their superstitions. Sailors, for example, oft share the story of the South Plague as a cautionary tale.   As the tale goes, millennia ago a fleet of nalka fishermen sailed too far south, chasing a particularly large school of fish. When they sailed back to Carthas their nets were fishless, filled insted with gore and bones. The fishermen aboard laughed endlessly, their bodies twitching as they lumbered and bumped into each other. Whatever they saw, it had driven them mad. When they docked the cacophony of laughter was overwhealming, audible as far north as Mediana. The nalkas then leapt off their boats and entered a frenzy, starting what would become a battle which spreads across the entire eastern side of Muria. So intense was the maddened fishermen's bloodbath that the gods themselves descended to confront them and the fishermen managed to kill one before they themselves perished. The god that died was said to be the patron deity of nalkas who took pity on his children and held back punches although this aspect of the tale in particular differs wildly between itterations, with some itterations even saying that it was this god whom maddened the fishermen in the south.   Another tale tells the story of Lord Sasur, a God whom Yl'Laon's royal bloodline supposedly descended from. He was said to be a mighty deity whose domain encompassed all the kingdoms of Muria. A lesser goddess who sought to take him down used his pride to trick him. She boasted that she had a kingdom beyond the reach of even Sasur; the southmost island of the Gilded Archipelago. Sasur, unwilling to believe he was outdone, flew south to claim this kingdom. It was said he encountered waves so high it splashed him as he fly through the heavens and storms so violent it blew his lance right out of his grip. Months later he returned, ill and weakened. His divine strength utterly exhausted, he and his descendents live out their lives as mortals, constantly enduring mockery from the goddess who was once their lesser.   Folktales such as these cause Carthasian sailors to be superstitious about the south, most outright refusing to sail southwards. Sailors oft tell tales amongst themselves of things they saw in the southern horizon; gigantic shark fins peaking through the waters, wriggling tentacles trashing skywards, storms of red clouds creating waves as tall as hills, but what scares them most are stories of glowing butterflies which laughs with the same madness as the fishermen of the tale.   Piracy
Pirates make up a large portion of outsiders residing within Carthas' borders. These pirates are attracted to Carthas because of its isolation, hiding the outlaws from bounty hunters and law enforcers alike. The Carthasians accepted the pirates because of the influx of valuables they provide. Shiny metals and intricate craftmanships are viewed as rare commodities by the tribes and valuables gifted by pirates are often used by Carthasians in trading, circulating throughout the city like a form of currency. Pirates often dock along Carthas' eastern coastline, near the Manggalan Sea in which they usually operate. As a result, that region of Carthas have been shaped into a den of alchoholism, debauchery and mercenary jobs. Alchoholism have become a growing problem within the neighboring elven tribes.

Public Agenda

Carthas' main priortity is the development of infrastructure. The Bronze Capitol have worked for years to build roads and supply chains to equalize the living conditions of Carthas' many tribes. They often survey the living conditions of their citizens by region, using criteria such as level of technology, access to healthcare, life expectancy, education level, housing conditions, personal freedoms and crime rates. They use these metrics to prioritize regions and determine what aids they require. However, not all Elders are accepting of these aids, believing they erode the tribe's cultural identity. Other Elders view such development as an afterthought, prioritizing instead on their own activities; preparing sacrifices for the river, mantaining religious shrines, preserving sacred arts, etc. Tribes close to Carthas' borders prioritize mantaining the city's isolation, spending their time turning away outsiders, sometimes violently.
Type
Geopolitical, City-state
Government System
Tribalism
Economic System
Barter system
Legislative Body
Bronze Capitol, Elders
Controlled Territories
Neighboring Nations