Talbot
Their foundations of democracy, art, and passion have all eroded and been replaced by fear, superstition, and fatalism. How could it have been any other way? They exist in the shadow of the Autumn Queen... her deathblow to TairosFor all of Tairos' remaining great nations, they exist in a state of stubborn survival, enduring despite the erosion of the world around them. Talbot's experience is... different. The fatal wound dealt by The Queen's Rebuke occurred right on their very doorstep, only a handful of miles to the north. Within the Queen's Palace, the devastating power of the Rebuke was unleashed, poisoning the Leylines and setting aflame the material world nearest to the disaster. The fires of the rebuke could burn, yes, but their touch was a mutating chaos of possibilities. Burning was perhaps the most mundane and merciful of outcomes. For most things touched by the power of the Rebuke, they were doomed to twist and warp into unrecognizable horror. While the woods around the Autumn Queen's palace absorbed most of the shockwave, birthing nightmares and inconceivable landscapes, Talbot was afflicted as well. Those looking upon the city first witness the Thomin DeLisle Clocktower, Talbot's most recognizable symbol, bent at an impossible angle like a candle's flame blowing sideways in a strong breeze. The tower forever locked in this strange geometry, its pinnacle mingling in the sky with floating buildings and fractured chunks of land all hurled into the sky during the first moments of the Rebuke. Some of the city's gorgeous wrought-iron fences now spiral up from the earth and into the sky, along with cobblestone brick paths. Crystaline growths erupt from the streets and coat the sides of buildings, anything facing the north when the Rebuke swept through now bears these arcane tumors. Some intact structures, locked in the sky and close enough to the ground, have rope ladders attached and are still in use. Others are too far and left to decay above. Even the earth itself is changed, volatile, and capricious like the Autumn Queen herself. From time to time, the earth will dislodge, sending new structures up into the skybound prison with little warning. On the ground, the crystalline cancer is far from remission. It often spreads to new corners of the city, and whatever it infects, it warps. Buildings can twist or flex. Streets will curl into strange shapes, ascending skyward or descending into the ground. The roots of these unnatural growths can cause sinkholes or even spontaneous eruptions. Teams of pickaxe-wielding laborers work in constant shifts to chip away at the crystals, keeping them in check but never truly gaining ground. Carts full of broken crystals are rolled through busy intersections filled with doomsday preachers shouting their proclamations at the masses. Trinket shops hold the attention of passing crowds, selling baubles that claim to keep them safe against all manner of curses, omens, and ill energies. The same people who buy up these icons of protection walk the streets mummering hushed blessings or hymns of good fortune to ward them from monsters -real and imagined. Every step they take during their day is steeped in fear and bound by rigid traditions meant to stave off the dangers spoken of in their endless tales of superstition. One could easily look upon these poor souls with a degree of sorrow or contempt for their backward ways. Yet, much of the lore they cling to is real and lurking hungry in the woods nearby.
Foundation of Passion
Talbot was not always a place of skewed geometry, superstition, and fears. It was born only a few centuries after the human tribes of the central plains united to found Balmoral. The tribes that would become the Talboti rejected the authoritarian Balmorans and the violent Frostmerites. They were a people who embraced ideas, art, and the serendipity of discovery. The other human tribes saw the proto-Talboti as soft and were happy enough to let them have their tiny corner of Tairos, knowing that should the need arise, they could easily take whatever these artists and philosophers claimed. Fortunately for the people of Talbot, they chose a faraway enough place for themselves that few outsiders cared to explore. And, those who did came to find something truly unique here. They found a people who valued ideas and inspiration, who shared knowledge and debated the paths to progress together. Thus, wandering tribes and wayward individuals often chose to be absorbed into this new way of life rather than bow to the warlords of the north or the "enlightened" kings of the plains. The exact etymology for Talbot's name is tied to older tribal tongues that have long since been lost. For those historians who care about such minutiae, the prevailing theory is that it's a derivative of a word meaning 'messenger'. This is fitting when one considers the Talboti see themselves and their civilization as one spreading the message of wisdom, democracy, and enlightened thought. However; this idea is somewhat aspirational and very on-the-nose. Other historians have found equally compelling evidence from other proto-Talboti tribes that the word is closely linked to something akin to 'hunting dog'. Why the Talboti chose their name is immaterial. It's principle that brought them together and became the foundation for one of Tairos' great nations. So much so that the realms of Melanthris and Ghal Ankhar looked favorably on this small human nation versus their derogatory view of places like Balmoral and Frostmere. The elves saw the Talboti as child-like in their mastery of knowledge, magic, and the land, but with a sense of wonder and harmony akin to the elves' own origins. Or, at least what the elves perceived as their early ambitions. The people of Melanthris are known for many things, including a very idyllic (and edited) view of their history. For the dwarves of Ghal Ankhar, the nature of Talbot's forum debates and parliament reminded them very much of the raucous halls of the Urin King and his council. To them, the Talboti were a gentler version of Ankharans—a people driven to prosper by wit and invention, a people loath to war but willing to see conflict through, and a people living in the shadow of elven arrogance. When the Gnomes of Carda appeared in the region to Talbot's west, the Talboti welcomed these mysterious newcomers with brotherly warmth and an eagerness to honor their wishes for isolation. Other nations would have to pass through Talbot's land to try and contact Carda, and like good neighbors, Talbot would always send word about unwelcome visitors bound for the gnomes. In turn, the gnomes were open to business and trade with Talbot. This culminated in many joint resource-gathering efforts, such as mining operations, logging efforts, and dealing with mutual threats such as goblins and koboldsSerpents and Death
Talbot's Role during two of Tairos' greatest threats was relatively minimal, not for lack of passion but because of proximity. During the legendary Fang Crusades against the dreaded Ximezci and the nightmarish apocalypse of the Plague of Undeath, Talbot was unable to do much to aid the greater continent. A consistent issue that has plagued this nation for most of its history is unstable supply lines and weak logistics. Talbot has few colonies, and all of them are located very near to Talbot itself. It lacks a network of roads, distant assets to support any reach, and even a reliable network of caravaners and horses. Talbot itself supplied aurins, offered resources to those who could come to them, and provided expertise in the areas of medicine and magic. Local Talboti struck out in droves as sellswords looking to toss their lot in with any fighting force that would have them. In the way of magical support, Talbot never played host to a branch of the College of Magic. It had its own traditions- magical painters, sculptors, storytellers, and other similar artists, all empowered by the spells. bardic traditions that were honed over generations from the days of tribal wanderers to modern universities teaching the blending of magic and passion.Age of Autumn
The arrival of the Primary Fae Races in Tairos was heralded as a miraculous event, and for the people of Talbot, this was especially true. While the Talboti weren't particularly fond of the idea of monarchies, they did deeply appreciate the concept of diverse cultures and races uniting under a single banner. Also, the passions of the fae were unlike anything in Tairos. The Autumn Queen and her people cared for art, for the exploration of ideas, for story, and for life - something the Talboti found lacking in many of their neighbors. Like the rest of Tairos, Talbot was quick to embrace the wonders of Manacite. They so greatly valued the mana source that they traded the entirety of their northern forest to the Autumn Queen in exchange for a stockpile of manacite. This forest would become home to the Queen's palace and eventually the site of the disaster that nearly destroyed Tairos, the Queen's Scar. While most of Talbot was enamored with the fae, a small subset of the nation's bards began suspecting something particularly dark was lurking beneath the surface. This small band of artistic magicians began exploring the bardic traditions of the fae in secret, digging deeper than just the surface-level powers the fae casters would share. What they found was rather shocking. The bards of the fae were practicing arts born in heart-stopping terror rather than passion. The fae bards veiled their powers for their new audiences, but in truth, their stories, songs, and dances channeled the power of insidious entities unknown to Tairos. These fae were more akin to warlocks and priests than artists, and their aims seemed to be appeasing hungry powers rather than spreading joy.Falling Leaves
Talbot's bards began spreading a warning to any and all who would listen. They brought evidence to their guilds and soon found that the Fae's influence was further-reaching than anticipated. Many of the guild masters had turned to the patrons of the fae bards, blending the fear-touched powers of these grim gods with their own traditions. Other guild masters had accepted the patronage of The Autumn Queen herself, or her insidious Shadow Court. This small troupe of bards loyal to Talbot's principles would soon learn it wasn't just their guilds that were infiltrated but even Talbot's military and parliament. When tensions across the continent erupted into full war, Talbot's city leaders declared the city's support for the Autumn Queen. However, the loyalist bards, along with much of the city's population, revolted against the yoke of the fae. These loyalists formed an underground resistance to the newly formed collaborator government. The nation's parliament was dissolved and governance placed in the hands of Talbot's ranking military leader, Grand Marshal Symon Montissier. This elderly and mentally fading statesman was the perfect puppet for the Shadow Court's control - weak-willed, feeble, and yet a popular figure from Talbot's past. He, along with other aristocratic figureheads, ensured that the city would pose no threat to the Queen's nearby palace, and that Talbot itself could serve as a buffer against any aggression from the southeast. The loyalist resistance sabotaged every effort to make Talbot a meaningful part of the Fae's war efforts. While unable to free their city from the Montissier government, they succeeded in forcing an ever-steady flow of Fae resources into the city rather than into the larger war. Perhaps the most impactful of all their efforts was the clandestine network they established to help the young gnome refugees escape their homeland before the fae forces could exterminate them as they had done to their parents. Only in the final months of the war were they able to lay siege to Montissier's estate and topple his collaboration efforts. They found the Grand Marshal to be a shell of his former self, senile beyond recognition because of years of fae enchantments. There was nothing left of the man to even stand trial for his crimes. The loyalists were able to turn their city into a launching point for the rest of Tairos' heroes as they began the siege of the Autumn Palace. When Tairos' forces managed to breach the Autumn Queen's palace and confront her directly, it triggered the disaster known as The Queen's Rebuke. Talbot was nearest to the ignition point, and the warping energies unleashed had a dreadful effect on the city. Many escaped to deep safety inside basements, wine cellars, and the army's bunkers. Those that didn't suffer the same twisting effects as the city above. When they emerged from safety, the survivors found Talbot forever changed.Spoiled Canvas
Modern Talbot is a product of the dark days that followed the Rebuke. Much of the city's infrastructure and citizenry had come to rely on magic and manacite; its loss caused widespread suffering, starvation, and disease. They were also forced to come to terms with how their passion and openness invited in the disastrous relationship with the fae. The guildhalls of the artists were mostly left to rot, the traditions of artistic pursuit were abandoned, and even their idealistic parliament was forsaken. Instead, miserly and joyless politicans who favored pragmatism over passion took their place. Where the love of art and idea once flourished, only dread took root now. The only stories told here are of the lurking things in the woods, of curses and ill omens, and the dangers outsiders can bring. The Talboti of old would not recognize this place or even be able to fathom why they strayed so far from the old ideals. There are some that cherish the artifacts from Talbot's passionate past. They hoard these old objects of art and ideas like precious treasures, even speaking on the virtues of the old ways. To most modern Talboti, these people are wild eccentrics at best or dangerous malcontents at worst. The city-state's current parliament is very cautious about these old artifacts, especially books and newspapers that trumpet the grandeur of democracy- a reckless notion now that only the most prominent landowners hold the right to vote. Outsiders view Talbot as a particularly backward place, and few can find a reasonable justification for visiting. Their presence is deeply distrusted, their lives potentially threatened, and all for nothing. Talbot has little to offer and no desire to try.Demographics
Talbot is almost entirely human. Their distrust of outsiders makes other species reluctant to visit here. Culturally, the humans here are mostly Talboti, though a few Frostmerites, The Ghal Pelorians, and others are known to visit or even settle.
Government
Talbot has always valued democracy and the idea of individual votes mattering. However, after the Rebuke, landowners and those with the most resources quickly became de facto leaders. This new tradition evolved into what exists today: a parliament composed of aristocrats, landowners, and wealthy businesspeople. And, only those with wealth and position are allowed to vote for parliament members. If you do not own property in Talbot or its colonies, you are not allowed to vote.
Defences
Talbot has well-built stone walls and reinforced gates that protect the city. A secondary series of walls exist inside the city to section off the blighted zones.
Industry & Trade
Talbot has several active and plentiful mines. Coal is by far the most generous of these mines but others exist that supply the city with stone - mostly granite and limestone. While outsiders rarely venture all the way to Talbot for business, those who do come are seeking the nation's cheap coal and granite. Talbot's prices are relatively affordable due to the low wages that landowners offer to workers. Often, these workers are being paid in land usage rights and food rather than aurins.
Infrastructure
Talbot retains the remnants of its old magical infrastructure, but much of it is in a state of disrepair. Some sectors, like the street lamps, irrigation pipes, and sewers, are maintained but lack the manacite to function as originally intended. These systems are maintained in the hope of one day being able to function, or jury-rigged to run manually without manacite.
Districts
The Arrondissements Municipaux is the very technical term used in the Talboti tongue, but most simply refer to them as the districts. Talbot has seven unique districts remaining; three others have been surrendered to the spreading magical blight and walled off to prevent further contamination.
Guilds and Factions
Talbot as a nation is dotted with tiny settlements that themselves often act as small and insular factions. These solitary communities are frequently as distrustful of fellow Talboti from other villages as they are of outsiders.
There was a long-standing tradition of artist guilds, opera houses, theaters, and such, but those have mostly vanished due to the shifting attitudes post-Rebuke. There are small communities of collectors and historians that do gather to appreciate what fragments of the past they can find. These tend to be very secretive gatherings because of the scrutiny other Talboti place on the past.
Dread Hunter lodges are common as well. Hunters in Talbot are a distinct breed from elsewhere. These lodges are filled with trained monster slayers who track down beasts that emerge from the Queen's Scar. Some specialize in certain beasts, or certain regions, others are experts in rooting out monstrous corruption within their own people. Usually, these lodges are anchored in one settlement, colony, or district of Talbot, but the most successful will have additional outposts. Their members can be called upon by community leaders, landowners, or even voteless citizens. The hunters have little care for where their payment comes from, so long as they are paid. As welcome as their services may be, Talboti in general are very wary of the presence of a hunter. These warriors are far from altruistic; they are mercenary at heart and show little regard for those caught in the crossfire between them and their quarry. Those who hunt corruption among humans are often known to go to excessive lengths force confessions or bring hidden darkness to light.
Points of interest
The strange skyline filled with floating hunks of earth and buildings is undoubtedly of interest to outsiders. Also, the warped nature of the Thomasin DeLisle Clocktower is particularly eye-catching and deeply unnatural.
Tourism
None. Coming to Talbot is a task of deep reluctance for most, no one comes here willingly.
Architecture
Talbot had a style unique to itself among both human civilizations and Tairos as a whole. Much of that beautiful architecture is now encased in the slowly spreading blight crystals or drifting overhead in a ghostly waltz
Geography
Much of Talbot's territory exists in the hills and valleys between the Queen's Scar and the Rylan Woods. Its closest actual neighbors are the nations of Rylan and Lockland
Climate
This area has mild summers, unnaturally long autumns, and bitter winters. Rain coming in from the west is common as well
Natural Resources
The mines are a source for abundant resources. For lumber, the nearby Queen's Scar is considered an unthinkable option filled with cursed wood and dangerous monsters. Instead, lumber is sourced from the Rylan Woods. Either small logging teams of their own are sent to procure it, or merchants from Rylan can sell pre-processed wood to them. While Talbot would make an ideal market for Rylan due to proximity, the frugal nature of Talbot's aristocrats and the xenophobic levels of fear they have for outsiders make this relationship impossible.
Type
Large city
Population
178,000
Related Ethnicities
Inhabitant Demonym
Talboti
Related Professions
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