Re: Cities of Sartar Questions

From: Joerg Baumgartner <joe_at_toppoint.de>
Date: Sun, 27 Jun 1999 00:53:48 +0000


Julian Lord
> It also appears that there are Sartarite clans
> (maybe just families, called "clans" for legal reasons ?)
> who belong to cities, not Tribes.

There have been independent clans for much of the Quivini history, with increasing tribal strength, some of them may logically have taken refuge in the multi-tribal cities rather than join a single clan.

> However, bravely assuming that the 10.8 "clans" of Boldhome *do* have
> some sort of existence, their "Tribal King" would be the head of the
> city council.

Rather than taking the term "clans" literally, you'd better call them clan equivalents wrt military strength. Yes, I do think the source was made for wargame uses...

But even if they are clans, there is no need for them to be organized in tribes.

The urban settlers brought in by Sartar from Heortland won't have joined local clans or formed their own but organized into the guilds we found mentioned in old sources.

> And other such legal technicalities, fictions, and other
> spoon bending ... and he would be their representative before the
> King.

> Is this in the right direction, or is it just cobblers?

> Must a citizen always belong to a clan that must belong to one of the
> Tribes that have constituted the city?

Definitely not, or Sartar would never have been able to import the specialist craftspeople he needed for his vision of his principality.

> In the 15th century, answer obviously yes, but have things evolved
> since then?

Prior to Wilmskirk, there were no cities in Quiviniland, only glorified market places like Runegate or tribal centers like Clearwine. These were tribal affairs.

Wilmskirk probably started by the settlement of Heortland craftspeople and taking in tribesmen from the confederates, as much as the other way around.


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