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 The City State of Far Madding

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Join date : 2011-03-17

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PostSubject: The City State of Far Madding   The City State of Far Madding EmptyTue Jun 21, 2011 7:55 am

“Small hopes can grow surprising fruit.”
—Old Far Madding saying

The City State of Far Madding 200px-Farmaddingmap

Far Madding is an independent city-state in the south-eastern part of the Westlands. It is situated on an island in the midst of a lake, and is connected to the mainland by three bridges. At a junction of major overland trade routes, Far Madding is an important commercial centre. It is the only known significant human settlement where channelers are unable to access, or even sense the presense of the True Source.

Far Madding lies at the northern end of the Plains of Maredo. From Far Madding, highways run to Caemlyn, Illian and Tear, and indeed Far Madding sits on the principal land routes between Caemlyn and the other two cities. The city is entered through three gates. The northern Caemlyn Gate offers access to the Ajalon Bridge; the Illian gate, to the Ikane Bridge; and the Tear Gate, to the Goim Bridge. At the mainland ends of the bridges are the satellite towns of Glancor, Daigan and South Bridge.

While trade flourishes in Far Madding, foreigners may trade at only three of the town's markets. These three are collectively called the Strangers' markets, and are named the Nethvin, Amhara, and Avharin Markets, after three important women in Far Madding's history.

While it is legal to carry weapons in Far Madding, any weapon brought into the town must be "peace bonded", in a process by which a sword or knife is wrapped in wire mesh while in its sheath, so that the weapon cannot be drawn. Peace bonding costs a small fee, and a peace-bonded weapon must be presented for inspection by the town guard on departure, where any signs of tampering attract a fine. Name lists of visitors and their weapons are distributed to all three gates so that a visitor and his peace bonded weapon may be tracked. Many travelers instead opt to leave their weapons at the guardhouse. To reclaim their weapons, they must then leave by the same gate they originally entered the city.

“In Far Madding, a wealthy man was one whose wife gave him a generous allowance or a widower who had been provided for."
Far Madding is relatively unusual among the societies of the Westlands, in that it is an openly matriarchal society. Women run the city's businesses and occupy most Government positions. The city is governed by a committee of 13 women, the Counsels, presided over by the First Counsel, who is "first among equals." The Counsels meet in the Hall of the Counsels, an imposing building in the Counsels' Plaza, near the geographic centre of the town. During the events of Winter's Heart, the First Counsel is Aleis Barsalla.

Characteristic women's fashion in Far Madding is a high-necked dress, heavy with embroidery of flowers and birds on the bodice, shoulders, and right up to the chin.

The Guardian is an immense ter'angreal in the Hall of the Counsels. Made of three disks, it creates an area around the city in which channelers are cut off from the True Source. However, a channeller with a specialized ter'angreal called a well may capture a small amount of the One Power and then use the contents of the well inside the city. Men are cut off about a mile around the city and women at the city limits. The third disc creates an even larger area that allows channelers to be tracked. Each of the disks has within it a crystal wedge which ordinarily points to the center of the Guardian's chamber. When a channeler channels, the wedges all swing to point to him or her. When the Guardian detects saidar, the wedges turn red, and when it detects saidin they turn black. The stones around the three rings are marked with highly detailed points of the compass, allowing the channeler's position relative to the ter'angreal to be plotted on a map.
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