Tabolport is a teeming fantasy port city, blessed with a secure harbor from which roughly half of its trade comes (the rest moves inland by caravan). Trade, in fact, is vital to Tabolport, and forms the basis of its rise to power: the city-state is probably the second wealthiest in the imperial coalition (second only to the capital) and certainly one of the most influential. Several canals cut through the city; these carry goods and people between the various sections of the city (the boaters also supply transport to and from the breakwater island on the far side of the harbor). Pedestrian, mounted, and wheeled traffic is also used, of course. Other aspects of society are outline below, roughly by topic.... Magic: magicians are considered useful and perhaps essential, but their abilities are also cause for some level of fear. So magic is respected, but its workers aren't necessarily (court magicians might be, chiefly for their political influence). It is, however, legal and even supported; it's just that it carries a level of social taint somewhere between prostitution and homelessness, and some of the "dark attraction" of organized crime. Magicians in the military (uncommon, but not rare) are generally subtlely ill-treated, for example, by the infantry and such, but get various official perks and many duties. Law: In general (there are lots of exceptions), the law tries hard but is undersupported by the government, which is looking for more important things (self-interest and advancement). Rich families and factions will hire their own security; the guard does what patrolling it can, but is forced to leave some areas virtually unprotected. The northern (wealthy) section is well-patrolled (though largely privately), while the east and south ends are only moderately so. The downtown area is quite well covered, but the SW slums and the breakwater receive at best mediocre coverage. Some guards, of course, are interested only in their own advancement; some are bought; but most are honest and honorable. Trade: Everything moves, either in from or out to the sea, or to or from the mainland. Ocean trade moves in galleys and occasional barges, land trade in wagon caravans in good weather, mounted or not at all in poor. Lots of work in moving, all the time, but mostly not exciting. Languages: Tabolport and the neighboring city-states share a common language (Torian), with distinct dialects for upper- and lower-class speakers (comprehensible, but distinct). Some groups (the Church, cults and magic societies, etc.) will have their own language, foreign nations have their own; and there is a sort of trade pidgin. Thieves' gangs have their own signal sets, usually hand motions and glyphs. Races: Predominantly human. Dwarves are in the mountains far south (the ones on the map are meant more as rough hills); elves are in the forests but, having had some bad experiences with human expansion, are generally secretive and self-sufficient (think of Sidhe, not the merry Tolkien elves). Some may even think them legendary. Dragons, unicorns, and the like are "known to be extinct," as many other monsters may be. Goblins/orcs vie with dwarves for mountainous territory, and also forage in the hills nearby (there's a sizable settlement south, but it confines itself to skirmishing forrays for food and goods to steal, which normally find a base somewhere distant, harrass for a week or three tops, then return). Government: Taloport and its environs are ruled by a the Baron Raconi, but he is bound to his neighbors, the entirety being run by Prince Myril from Mitoch, the capital province to the southeast. And although the baron has nominal power over his lands, he's more interested in intrigue wars with his neighbor's for the prince's favor, and needs lots of gold anyway, which prompts lots of power blocks on a more local level with enough weight to be reckoned with: the chancelor(s) who handle day-to-day stuff, guilds and minor nobles with their own lands and taxes and donations, churches promoting their interests, wealthy families, etc. There should be plenty of room for intrigue (which is what I usually look for in a city) and adventurers as well, since there's a partial power vacuum (or maybe it's a surplus). Slavery: Slaves are legal; in addition, certain groups (magic and monastic guilds) may indenture members in lieu of taxes. Slaves are normally prisoners of war or piracy, though some will be criminals. Owners may set their slaves free; this normally doesn't carry significant stigma in its own right, but stigma for other things (conviction of crime, being from an "inferior" nation) may. Terms of indenture may vary. Religion: Tabolport, and in fact the entire Myrillian Empire, has a single official religion (described in detail under factions). Any other religion is illegal, and the Church does maintain an active Inquisition to root out cults. However, this does not mean that they do not exist, and the distinction between a legal magician's society and an illegal cult may blur...