The Trade City of Parsha
From Lost Fables Wiki
The Parshans are a good-natured group of merchants and tradesmen that live together formed by the Beastfolk of Anoma. They live within towering stone pillars made from the anger of Gandhor, sculpted out by determination of its members to create new homes. The Parshans are always looking to expand their archive full of trade pacts. Settlements interested in expanding their resources and coin on Anoma are open to trade with Parsha. In the towering pillars, there are plenty of stalls for travelling merchants and if one is an inhabitant they gain access to the public workshops with constantly upgraded tools with possible mentors!
- 1 History
- 2 Government
- 3 Geography
- 4 Culture
- 5 Demographics
- 6 Random Tidbits
The history of Parsha is remembered based on the Chieftain at the time. Dates have been converted to the Old World system.
The Days of Grandmaster Varjo
The continent of Anoma was given a surprise when sails appeared on the horizon. An unknown amount and kind of people were held up in those giant wooden ships. The Natives of Anoma restlessly moved around their homes each day when the vessels inched closer. It wouldn’t have been much longer until that fleet set foot upon their continent, and how many more would follow after them?
A few Beastfolk watched the ships as they talked about what sort of mystery would arrive soon enough. They understood that these new creatures would stir up the normal life of Anoma. However, they had the upper hand here since they already knew the land and its properties. Yet, those gathered understood that these visitors will change the course of the continent entirely. Instead of rejecting the change, the few gathered together decided to embrace it. It was already common for Maksha to create caravans and travel, yet this same idea can be applied again to these new faces. The group on the coast came to an agreement, the survival of this group will rely on an agreement between old and new.
So they set up their plan. They created tents, hammered nails to create the carts, and lit a campfire. They waited for these new individuals to arrive and they waited patiently in their new caravan. They would embrace those willing to join them and the ones that want to be their trading ally. And soon enough, when the ships landed, the group welcomed new travellers that soon became caravan members. Natives and the new inhabitants of the continent. Together, they set out to travel the continent, supply, and trade with all the new settlements. The founder of the Parsha caravan, a large Catfolk of panther descent, hoped to make the Parsha dynasty last for decades.
Their goal was set on loyalty, taking care of each other, and taking responsibility. Instead of expanding to consume as much land as possible so soon. With honour and good intentions come great rewards and so the Parsha’s will find a bright future together. They will travel as long as necessary to create a stable new society on Anoma.
The Days of Chieftain Draqthul
However, after going on adventures without the caravan, Varjo had returned briefly. He realized that his previous dream for the Parsha Caravan was not one he could uphold. Returning for the first time in Ages, he apologized towards the fellow Beastfolk for his absence. He then handed over Grandmaster to Draqthul Flamescale, and the leadership shifted from the Makshan Grandmaster style to a more Javali Chiefdom style.
In the following phases, a rather interesting turn of events occurred after Parsha’s devotion to Ralios increased. From the plains that once housed the main Caravan erupted monumental stone pillars that nearly touched the sky. Instead of trying to leave and find a new place to establish, Draqthul ordered that new homes be carved into these spires and bridges to connect them. There was a decision to change the Caravan into a Trade Hub for the entire of Anoma, and a focus on its inhabitants to pick up trades and collect raw materials.
Under Grandmaster Varjo
Under Grandmaster Varjo the government of Parsha was slightly different from what it is today.
GrandmasterThe Grandmaster was the chief of the caravan. They typically pinpoint the trade routes, handles trade alliances as well as normal alliances, and were responsible for taking care of the caravan. They have the most responsibility as they need to keep their people as well as wares safe. They are above the Elders and are capable of vetoing decisions made by Elders when necessary. Although tasked with basically any responsibility, they can delegate with the three Elder positions underneath them.
The Three Elders
The Rho-Ais ElderThis Elder, sometimes shortened to Rho or Ais, was tasked with the security of the caravan. They were comparable to the captain of an army. They were responsible for the security forces and guard duties. The Rho-Ais needs to recruit a caravan guard and was responsible for holding training every now and then. He was able to take guards off duty and assign them duties as well, such as patrols. The Rho-Ais and Grandmaster work together to ensure every part of the settlement was secured. They also work together on improving defences and developing the caravan guards further. They work with the other two Elders in terms of securing them and their work.
The Er-Mar ElderThe Er-Mar Elder was responsible for mostly diplomacy tasks. The Grandmaster delegates the diplomatic business with the Er-Mar. This Elder tends to be a representative for the Grandmaster whenever there was a need for meetings with other settlements. The Er-Mar was comparable to that of a head merchant. The other merchants and workers can go to him whenever they were in need of guidance or work. The Er-Mar was also able to give quotas to workers or merchants as well as keeping track of the caravan’s stock. The Er-Mar works with the Grandmaster to help develop trade ally relationships. They also work together with the other two Elders to supply rations or weapons for the Rho-Ais. The Ar-Los and this Elder work together on all the stock the caravan has.
The Ar-Los ElderAs the Er-Mar needs to work on foreign affairs, so does the Ar-Los work on affairs within the community. The Ar-Los was responsible for keeping health, food supply, and the happiness of the Parshan Residents up. The Ar-Los needs to keep track of all the food resources to ensure everyone has enough meals a day. They were also in control of medical health developments. Usually, the Ar-Los themselves were a medic who has a good grip on how to be healthy physically and mentally. They essentially recruit more medics or give medical training to others. They also try to inquire about information about problems people in the community have. In summary, The Ar-Los takes care of the community’s physical and mental health through food, medic recruitment, medical training, and keeping in touch with them.
Members/OccupationsAll members have a profession they practice to keep the economy rolling. The members were all valued members of the community and without them, the group would not be rolling as smoothly. It’s common for members to work one or more professions. A key factor was that all members, as well as Elders and the Grandmaster, were considered to all be a gear in a machine. Most occupations were divided up into multiple categories. Members were able to go in any direction with their profession as long as they display knowledge in that section. Though they mostly work in either food, logistic, builder, or security sectors.
Under Chieftain Draqthul
Once Draqthul became Grandmaster of Parsha after Varjo's departure he rearranged the government to fit his new image of the city.
ChieftainThe Chieftain is the boss ruler of Parsha. They typically pinpoint the trade routes, handle trade alliances as well as normal alliances, and are responsible for taking care of the caravan. They have the most responsibility as they need to keep their people as well as wares safe. They are above the Elders and are capable of vetoing decisions made by Elders when necessary. Although tasked with basically any responsibility, they can delegate with the Elder positions underneath them.
EldersThe Elders of Parsha are selected Beastfolk to represent the desires of their own group. For example, there would be an Elder of Maksha that makes sure that their needs and wants are met and their voice is represented. They also keep in check those of their subrace and will be in charge of raising their young.
Members/OccupationsAll members have a profession they practice to keep the economy rolling. The members are all valued members of the community and without them, the group would not be rolling as smoothly. It’s common for members to work in one or more professions. A key factor is that all members, as well as Elders and the Chieftain, are considered to all be a gear in a machine.
Most occupations are divided up into multiple categories. Members are able to go in any direction with their profession as long as they display knowledge in that section. Though they mostly work in either food, logistics, builder, or crafters.
The landscape of Parsha is unique, and one can never confuse it with another settlement on Anoma. Rising from the flat plains of the western coast, and piercing the blue sky are stone pillars that reach higher than nearby hills. For those from the outside of the city, they stand as a landmark for travellers to orient themselves and as a symbol of the imposing beast folk within. Inside? They are merely the homes and buildings of the native Anoma populace, from the clinic to the tavern, to the simple gem cutting shop. These stone columns were formed by the elemental lord Gandhor, in his anger at the Parshans he rose them from the ground and shook the land. However, the beastfolk of Anoma are as adaptable as they are united in the face of these newcomers from Gildaran, Dahu, and Rehkara. They simply worked around the new land, building wooden platforms and lifts to navigate the higher and lower levels of the city, allowing one to look down at the various bustling stalls of the merchant capital.
Being a safe haven for Beastfolk on Anoma, the culture is more of an amalgamation of differing Beastfolk traditions. It is not strictly one thing or another, but a more harmonious melding. The lifestyle of the Parshans is relatively simple. They live most of their life of trading and hunting, hence why they need to take part in the necessary travel for income.
The Parshans are a good-natured band of people with a neutral good alignment. They’re overall welcoming to visitors and clients, except for those who have ill intentions. Bandits and thieves who intend to take goods from the Parshans can expect a fight. Although good-natured, this doesn’t mean defenceless and they’ll try to protect their home and wares. Parshans can hold a bit of a grudge, however. Especially if former thieves who tried to rob them turn up to sell goods. The Parshans, in this case, will most-likely refuse to trade or even interact with this individual for a long period of time. More aggressive members will possibly take more hostile actions. like removing the fingers of one of these individuals.
The art of Parsha is a mix of multiple beastfolk cultures. From the dancing storytelling of the Maksha to the cultural performances of opera and interpretive dance. To the feathered cloaks of the Javali.
The Parshans have praised chefs as they have a very complex cuisine. Although they are simple in lifestyle, their food is on another level. They are able to create simple and bland meals into masterpieces with the help of spices and techniques.
These are used for simple meals like bread or are used as a reserve type of food. They forage wild crops and herbs from their surrounding areas as well. These most of the time being stuff such as berries, carrots, turnips, or nuts
Meat is either acquired through trading or is freshly gathered by the hunters. Deer, Rabbit, wild pigs, or boars are the most consumed type of game. Fish, birds, and eggs are often caught in the wild as well. The Parshans keep a small herd of livestock with them as well. Small herds of sheep, cows/oxen, and chickens are kept close for more stable production of animal products or food.
Parsha is home to a multitude of events because of its status as neutral ground. The festivals range from marketplace events where vast items from several beasts and plants are sold. Weapons, tools, foods, and clothes are a few of the many things that can be found at these marketplaces.
As stated before, Parsha's main occupants are the natives to Anoma. The Beastfolk. Though united in the presence of settlers from the Old World they still remain separate in clans, tribes, and groups. These tribes are usually based around race and thus only allow those of the same race within them but there are rare cases of "Honourary" beastfolk. Below are the current groups that are separate but stand united.
Ashen Claw Clan
The Ashenclaw is a clan of fierce javali warriors dedicated to Cahiltzur, respected for their amazing hunting capability and diverse wares of trade. The Ashenclaw is mostly a neutral tribe, only fighting when necessary and will only initiate conflict when provoked and prodded enough. Ashenclaw are known for helping their Parshan allies when needed, supporting them with numbers and cheaper trade for weapons and goods. Their Chieftain Draqthul was one of the first known Javali who set foot outside of their residential hunting areas of the swamp of his clan. Chieftain Draqthul helped set up multiple trades and ordered multiples of his clan to start making tents and carts to travel around during the infancy of Parsha. As time grew on, they helped carve out more permanent homes and fine workshops to ensure the prosperity of Parsha- the home for Beastfolk who have found themselves far from their homelands.
The Ashenclaws' favourite activities are rather simple: hunting, fighting and crafting. After their hunts, they will make the most of their spoils; eating the beasts that they hunt, utilizing every part that is inedible with either crafts or selling to others. Many Javali in the clan are great craftsmen, able to create a wide array of goods: beastial weapons, bone jewellery, leather armour, woollen tapestries, and much more. Ashenclaw members enjoy eating delicious meals after their hunts, growing closer to one another and able to appreciate the hunted creature to the fullest. The Ashenclaw hatchlings that are not yet strong enough to go on hunts, stay at the camps and start learning the least deadly of lessons a Javali must learn. Once they are done with their lessons they are able to have plenty of fun and help out those who might need it within Parsha. Through this way they learn to be on edge and stay alert all times, able to alert older members when something may go awry.
The weapons of an Ashenclaw member mainly exist out of bones, teeth, and wood. Although they are able to forge crude tools of metal, they prefer to use the spoils of majestic beasts they slay. Their types of weapons range mainly from spears, swords, axes, shields, and bows. The armor they create is normally made out of bones or leather, but they have gotten comfortable wearing metal armors. This is only for occasions where firearms and in general more difficult hunts are anticipated.
Silent Rain Sept
Maksha have long travelled under the stars, whether on their fleets or their caravans. They have watched the constellations of the sky and listened to their elders to interpret the wills of the spirits. Those of the Silent Rain Sept honour the spirits through song, dance, and story, the selling of items, and the tales of their mercenary work. Members of the Silent Rain Sept fall into elders, bards, or merchants and occasionally sellswords. They remain neutral and try to act as mediators between groups. Though their faith in the spirits can be found to be the root cause for their endeavours into conflicts. Silent in Storm Rain found this group after arriving in Parsha, her core reason being her temporary enslavement. The group acts as a more welcoming and safe place for young Maksha who have just left their caravan.
Most of the group spend their time crafting and selling or venturing out to gain experience of the world just to return for long periods of time to heal their wounds and rest. The rest remain in Parsha, often preparing food such as their trademark candy or practice their performances that vary from song, dance or plays. They tell their stories around the campfire and offer their mercenary deeds to the spirits that watch through the current constellation or they perform dances and songs in tribute of the spirits. At the end of the night, merchants offer up trinkets they obtained and the elder concludes with a few words. All this in hopes that one of them receives glimpses and omens of the future, or even speak with spirits of the past. Gender means very little to the group and thus set roles are saved for simply the cubs. The cubs of the group will study the stars and begin to pursue their profession. The Elder will advise each member where they can with their wisdom.
“Star-hood” is when a member of the Silent Rain Sept achieves something grand. This can be anything from heroics in their mercenary group to creating grand plays, but the recognition of star-hood must be agreed upon by an elder or (all elders). Maksha who achieve “star-hood” receive an additional title, a title that extends their phrase-like name to a whole sentence. During ceremonies and rituals, they are referred to by their full title.
For example, Mist on the Clifftop becomes Mist on the Clifftop who quelled a Blood Storm. A Maksha can receive star-hood multiple times if great enough and grow a rather large name.
For example, Mist on the Clifftop who quelled a Blood Storm becomes Mist on the Clifftop who quelled a Blood Storm then Danced with Rain. When a person who achieves “star-hood” dies, their name and tale are attached to a star along with others that are there.
After any major change within the stars, something falls from the sky, or when nature begins to act awry, the Silent Rain Sept comes together under the night sky and offer their tribute to the spirits. Regardless, they also meet every half era.
Silent Rain Sept weaponry consists of bows, shields, one-hand axes, sabers, short swords, scimitars, daggers, and metal quarterstaffs for non-lethal protection. However, it is not unusual to see a Maksha of the Will of Stars to simply use their claws. Most will find that when required to use a metal they use as much Luminide as possible and "Star Metal" on rare occasions. This is due to the metals connection to the moon and stars, therefore the creations in the night sky. Lamb leather is often used for weapon handles or armour as many Maksha will come from other caravans that have tended sheep. This leather keeps them light, and quick in battle while it offering some protection. Luminide armour is preserved for Maksha that are considered heroes that saved the group from previous peril or by seeing that the spirits favour them. It's often adorned with embroidered stars, moons, and suns.
Births & Deaths
When a Maksha is born they are given a name that is typically a phrase based on complex astrological formulae that occurred at the time of their birth, but it is shortened to a one-word nickname for daily use. An elder or a close member of the family must write a mark on the forehead using dye. This mark will symbolize fire, earth, water, or air, depending on the astrological state at the time of birth. They then are held up high in the night sky where their name is spoken to the spirits.
When a Maksha dies, the belief is that their soul remains in the body. It remains there until the corpse goes through the elements. First, it is carried upon a bed of sticks up a hill that allows the air to bless it with its wind. Second, it is then placed on a canoe and paddled down a river or stream to allow the water to bless it with its currents. After that, it is placed in a field where members of the group lay flowers and wheat across the deads body. Lastly, it is burned, so that the fire can begin carrying their spirit up to the spirit realm through the smoke. Ashes are placed in vases depicting their likeness and given to next of kin. If the person who dies achieves “star-hood” they are burned exclusively at night and their star is chosen.