As part of my personal "Best of Daily" collection, I found this file which gives a quite useful account for the use of the Midkemia Productions "City of Karse" supplement in Kethaela. My version differs strongly - it is a lot less priesthood-centered, my Aeolian Church is included, I have a different history and timeline, and - most of all - since my game started in 1615, I have more info on the pre-Lunar situation.
From: tzunder@cix.compulink.co.uk (Tom Zunder)
Subject: Karse
Date: 18 Feb 93 22:35:00 GMT
Carse, City of Evil!
"Carse, or Karse, is a city of quiet vice, a cesspool of unbridled trading
and profiteering with any willing to exchange coin or bolgs for sex or
goods. Under the Pharaoh Karse was the place where the loose Northern Hendriki
let off steam and the pleasure seeking rich boarded for the journey to
Casino Town. Now, under the Red Moon, the filth of Carse grows worse.s
Under the rule of the quisling Baron Bogardis Almareth, nephew of
the good Baron Egriff taken away in chains by the Lunars, Carse has capitulated
all honour to the sickening rule of the chaos goddess. Some two thousand
troops are stationed at Carse at all times and the heel of repression grinds
down any who would stand in it's way.
Carse was always a place of corruption, now it is beyond repair.
When Orlanth comes to sweep away the forces of Chaos, surely he will blow
down the walls of Carse and put all within to the sword!"
The speech of Erik the Bloody, rumoured Cold Wind activist in New Pavis, 1620ST. Transcribed and circulated anonymously.
Karse Military Records Division. Sun Dome 1602ST.
- Population:
- Four Thousand Souls.
- Ruler:
- Baron Egriff, acolyte Karse, initiate Orlanth
- Species:
- Human (99%), Trolls (1%), Others (1%)
- Religions:
- Issaries (55%), Karse (85%), Ernalda (30%), Orlanth (20%), Argan Argar(3%), Dormal(3%),
Humakt(3%)
- Industries:
- Trade, exporting Heortland produce to Esrolia and transhipping Esrolian goods to barges for export north to Heortland. Fishing and agriculture are self sufficient and do not generate trade.
- Politics:
- Loyal vassal of Pharaoh, independent within Heortland.
- Notes:
- Well known for its immorality and vice. Known as a bolthole for the scum of Kethaela.
GM notes on Karse
This section is an attempt to convert Carse, the Chaosium/Midkemia
universal fantasy city into Karse, the city on the Mirrorsea in
Glorantha. Although medieval in feel Carse can be used quite easily,
with the following details for the personalities listed in the book,
with the addition of some more people to fill the need for Gloranthan
religion to be well represented.
Rumour has it that Sanctuary was Karse in the Chaosium house campaign
but I'm sure that Karse will have many incarnations. This is just one
and I hope it might be of use to some. You will need to buy Carse to
make full use of any notes but I think it (and Cities) are well worth
the investment. If you don't want to then you can make use of most
of
this if you want.
All trademarks, copyrights acknowledged. Additional material copyright
T H Zunder 1993.
Personalities 1622 ST
All are Karse initiates unless otherwise stated. The cult of Karse is explained below.
- Baron, Bogardis Almareth IV (45, male)
- Brown hair and eyes, average build, strong and competent. Nephew of Egriff. Bogardis is an acolyte of Issaries Garzen and regards himself as the Merchant Baron of Karse. He sees no point in challenging the Lunars overtly, they bring trade and money. The Baronial house trades itself, controlling the salt and Corflu cotton monopoly.
- Baroness, Winoma Almareth. (30, female)
- Daughter of an old Karse family with Esrolian trading links. Slender, fair and green eyed. Member of Sharwen, and Ernalda acolyte.
- Chamberlain and High Priest of Karse, Gran Dorwellan. (51, male)
- High Priest of Karse and acolyte of Issaries. Thin, tall with dark hair and blue piercing eyes, Gran runs the city treasury as administered by the cult of Karse. Under the control of the city council, headed by the Baron, Dorwellan administers both religious and secular spending. Has been suffering from shaking and fits recently and it is rumoured he has been cursed. Divination cannot find any cause. (Mild epilepsy, not fatal, unknown trigger.)
- High Priest of Issaries, Garzeen, Silven Erstiasson. (52, male)
- Tall, heavy, unfit. Silven heads the formidable Council of Trade which runs all city markets and collects all tithes, taxes and tolls on behalf of the Karse cult and certain others (at a 2% handling charge). Reputed to have sold his second wife for a profit, he takes the concept of free enterprise so far that he always pays a small fee before entering a house but then charges a higher one to speak!
- High Priestess of Ernalda, Hilya Heylonsdottir. (39, female)
- Short, plump and slightly smelly, fair hair and green eyes. Priestess of most women of Karse and of most of the rural population in the outlying Barony. Mother of seven children, four of whom live, Hilya has great social power. Politically the High Priestess has had a limited role in city politics, largely used as ambassadors and go-betweens in any trade discussions with Esrolia. Secret leader of Sharwen.
- High Priestess of the Seven Mothers, Zar-ek Xenorides. (45, female)
- Tall, elegant, highly attractive, red haired, green eyes. Priestess
of the Seven Mothers temple, illuminated. Direct liaison between Karse
city council and Tatius the Bright. Has agents in the field and a
growing congregation in the re consecrated ex-Orlanth temple.
- Sheriff, N'tara Lakven. (35, male)
- Commander of the Karse permanent militia. Dispenser of Low Justice. Yanafil Tarnils Sword from Sylila. Loyal to the Baron as the duly appointed ruler of the Lunar Empire. Holds a higher oath to the Lunar Provincial Governor directly, a fact known by all, since N'tara does not keep it a secret. Tall, heavy, red-haired with black eyes and a quick temper. Ambidextrous.
- Deputy Sheriff, Feylen Alkara. (29, female)
- Deputy commander of Karse permanent militia. Yanafil Tarnils initiate from Sylila. Commands
watch in evening, skilled in rapier, head easily turned by pretty boy.
- Captain of the Guard, Bullroarer Redhand. (37, male)
- Tall, heavy and red haired as N'tara. Good drinking buddy with N'tara but unrelated. Bullroarer is a Tarsh Seven Mothers initiate and organises the Karse non-permanent militia in its patrolling and training duties. Only loyal and pro-Lunar citizens are allowed to join these units which are largely symbolic and made up of pre-Lunar guardsman put out to grass.
- Magistrate, Gehazi Zemwara. (51, male)
- Tall, gaunt, balding brown hair. Dispenses Middle Justice from admin buildings (H-17) Appreciates a good meal and takes a bribe for unimportant matters. Was an ambassador to the Shadow Plateau as a younger man and speaks good Darktongue. Initiate of Argan Argar, takes private commissions to resolve troll trade issues.
Organisations and Politics.
- The Sharwen
- The Sharwen is a female organisation based around the Ernalda and Uleria cults which aims to overthrow the patriarchy of Karse and "re-instate" the matriarchy which they claim preceded it. Close links with the Red Earth Alliance in Esrolia, they have recently seen the Lunar way as offering the path to improved female power. The Sharwen has a long history in Karse but only recently has it become militant.
- The Iron Fist
- The Iron Fist is a male oriented secret organisation which grew up originally as a men's club with some hostility to the Sharwen. Made up almost entirely of Orlanthi it became militant with the invasion of Heortland and the taking of the city. Now completely underground it holds secret Orlanthi ceremonies and keeps contacts alive with rebels and the last Orlanthi King Broyan. Increasingly desperate and alienated it engages in acts of brigandage and terrorism.
- NB: Because of this dichotomy in Karse society the Ernalda and Orlanthi cults are not as friendly as usual. Orlanth has been banned within the city walls, following an Iron Fist outrage on some Lunar women. The Orlanth temple was stormed by Lunar spirits and re-consecrated to the Seven Mothers. The Ernalda High Priestess is the leader of the Sharwen, the leader of the Iron Fist is an anonymous Wind Lord.
- Karse (permanent) Militia
- This is actually made up of Lunar troops transferred to Karse as part of a regular tour of duty. It is considered a cushy number, although Iron Fist attacks are increasing. It is called a militia since fictionally it is the continuance of the original Karse militia unit. This force numbers some 200 men at all
times rising to 1000 (in temporary accommodation) at times of tension or manoeuvres.
- Karse Guard
- This is a non-permanent group of Karse citizens who have declared their loyalty to the Empire and initiated in the Seven Mothers. They perform limited guard duties and are trained to fight. They are the basis of any future citizen force for Karse. This unit numbers about 50.
- Brotherhood of Dalshra
- Karse includes some sorcerers and Malkioni. They maintain a quiet and discreet organisation named after the High Wizard of Malkion in Nochet. They are known of by the Lunars and are quiet. Sorcery in Karse is not explicitly forbidden but is frowned upon and never practised in public.
- Troll Caravanserai
- The Caravanserai in Karse is a troll trading outpost with about thirty troll kind living there. They trade troll and human goods between Karse, the Shadow Plateau and other troll settlements. Most are initiates of Argan Argar and support a shrine to him. Many humans are also initiates of Argan Argar and a priest or acolyte often holds large worship ceremonies at holy and high holy days.
- {The caravanserai in Carse is Arabic, simply translate camels to beetles, Abdul to Azgrak, and away you go!}
The Cult of Karse
Karse was an Issaries trader. On her trading through the Dawn Age she yearned to settle and raise a great market city in which to let all peoples come together and trade their goods and knowledge. To that end she travelled and traded with many, eventually meeting with Argan Argar and the Only Old One and receiving from him the grant of lands at the mouth of the CreekStream. There she began the city of Karse, building from the profits of her market the walls and infrastructure of the great centre of trade we know today.
Karse is a demi-deity, a spirit embodied in the city she founded. The cult of Karse is inescapably entwined with the Issaries cult and indeed the cult is almost a subcult of the Trader God. It does, however, have a seperate existence.
It's Runic Association is with the Trade Rune. It has no role to play in funeral rites and so on.
All divine magic and divine magic from Karse only works within the city boundaries, as defined by the consecration of land by the cult. The city does therefore extend some way beyond the current walls. Priests of the cult may use divine intervention beyond this radius.
Lay Membership
Lay membership of the cult (or higher) is compulsory for all within the city boundaries. Membership can be gained by the payment of one penny a season, in exchange for which a bronze button bearing the season and the year is granted. This is worn as a badge for the relevant season as a sign of membership and may be demanded by any city official, cultist or guardsman at any time. This button is the same size and value as a clack and may be used as currency after the season's end. In Karse coins are often called "buttons". The buttons usually bear the head of the current ruler on one side and an animal head representing the season on the other side.
There are no cult restrictions, limitations or duties on lay membership of Karse. There are also no benefits save that of entry to the city.
Initiate Membership
Initiation into the cult of Karse is a requirement for all who reside within the city boundaries for more than one season a year. Initiation involves the sacrifice of one point of POW and the payment
of 21 pennies a season to the cult, and two days of work. (This work may be replaced by the equivalent of two days income and the tithe by four days work.) Initiation is denoted by the giving of a silver button, identical to the bronze lay member button in design, which must be worn or carried for the season and may be used as currency thereafter.
Initiates may sacrifice for divine magic on a one-use basis save for spells which are one-use for a priest.
Cult Skills: Orate, Speak Heortling, Speak Tradetalk, Evaluate
Spirit Magic: Glamour (max 2 taught by cult), Befuddle
Acolyte Membership
Requirements: Standard RQ plus must be an initiate of an associated cult.
Duties and benefits: Acolytes may sacrifice for divine magic as priests, paying as initiates. They may receive divine intervention only within the city boundaries. They must spend 50% of their time
on cult or city affairs. They must pay a tithe of 10% of their income to the cult.
Priest Membership
Requirements: Standard RQ but must also be an initiate of an associated cult.
Duties and Benefits: Standard but may request Divine Intervention beyond city boundaries. Only 1 priest can be supported in Karse per 1500 inhabitants.
Common Divine Magic: Excommunication, Mindlink, Worship Karse
Special Divine Magic: City Harmony, Create Great Market of Karse (as similar Issaries spell GoG p49 but limited to Karse )
High Priest and Chamberlain
There is one high priest in Karse at any one time. This person is also appointed Chamberlain and controls the treasury of the current ruler. Only priests of Karse may be elected to this post.
Duties and benefits: As a priest but must have been a priest of good standing for three years before appointment. Appointment is by the city council, upon which the Baron has total veto if exercised. A high priest may roll 1d20 for divine intervention within the city boundaries of Karse.
Associate Cults
- Issaries: Create Market (GoG p49)
- Argan Argar: Safe (GoG p28)
Spirit of Retribution
Karse herself, POW 30, will hunt down any city official who betrays the city and engage them in spirit combat. If defeated then the victim will have his shadow permanently stolen. If reduced to 5 MP then Karse will withdraw. Karse is not a violent goddess and as such betrayal is to do with threatening the trading entity of Karse, not changing the ultimate overlord to whom it answers.
Notes
Karse, Issaries and, to a lesser extent in recent history, Argan Argar are intertwined in the city. Tithes are collected by the Issaries temple on behalf of Karse, at a 2% handling fee. The temple of Karse adjoins that of Issaries. Most Karse priests are also Issaries initiates or even priests, since both gods allow multiple membership on equal footing. Argan Argar is now a smaller force than in the days of the Only Old One, but many Karse priests of history were also of that cult and many still follow the "darker path".