Tar

**Tar** is a city situated in western Calast, not far from the coast. The city is currently part of the Montiac Empire, serving as the capital of the province of Zarius. The city was founded in ME 96, far after the initial spread of the Nibayr across the region, but managed to become center to the culture of the Rat-folk due to sharing a name with their god. Present-day, Tar acts as the cultural capital of the species, and much of their traditions are based around the city.

## Layout and geography

Due to the small size of the Nibayr, the city is difficult for other species to navigate. The city's architecture is that of a chaotic and claustrophobic labyrinth. Narrow, winding streets snake around it, forming a convoluted maze that only the Rat-folk can grasp. The city is divided into districts, each ruled by different Nibayr families. These families have been residing in the city since its inception, and hold great power in it. They are, however, friendly to each other and act as the city's form of governance as opposed to a mayor. Shanty-like structures make up the homes of the city's residents, stacked upon one another. Buildings are not symmetrical and have confusing layouts. Hallways and stairways that lead to nowhere and second story doors that drop into pits. This is due to Nibayr homes being constantly expanded upon, sometimes needing to fit multiple families, and so dead end hallways are seen as wasteful. Overpopulation is evident as the alleys overflow with Nibayr during the day, while constant chattering from families inside fills the streets at night.

The city's infrastructure is a chaotic web of roads, staircases, and bridges. Lanterns illuminate the dim passages at night, and the city guard is responsible for lighting and extinguishing them. The city carries a foul smell thanks to Nibayr food and family practices. For outsiders, navigating the city is a disorienting, disgusting challenge, but for Nibayr it is the ideal city.

Tar has a dedicated city guard, which is directly controlled by the Montiac Military. However, these guards are solely Nibayr. Other species refuse to guard the city due to its crowded and dirty nature. Crime in the city is low because of the almost nonexistent population of non-Nibayr, and so patrols are infrequent.

## History

Tar's founding date is partly a mystery, but was the 13th of either Appius or Arrunus, ME 96. The month remains unclear due to an alleged typo in the original founding document, though Arrunus is most commonly accepted. Named after the Nibayr god of the same name, in the span of a mere decade it boomed in population and importance, solidifying its status as the cultural capital of the Nibayr, a position it has maintained. While Tar itself possessed no extraordinary features compared to other Nibayr settlements, its nomenclature tied to their deity bestowed upon it a prominence that eclipsed its counterparts. The Tar Scripture, an important document relating to the Nibayr religion, was later written within the city.

During the Northern War, Tar was layed under siege by Clan Grimsey. The city was abandoned by the Montiac Military, who were forced to flee the advancing Ursidae, and so defence of the city was put upon the Rat-folk themselves. To them, Tar wasn't merely a city; it was the essence of their identity, and the siege was perceived as an existential struggle. The Nibayr fought with tooth and nail to defend their home, turning the cramped streets into battlegrounds. Despite breaching the gates, the Ursidae forces found themselves in the labyrinthine chaos of Tar's layout, designed for smaller creatures in greater numbers. The Rat-folk swarmed the invaders, turning every alley into a deathtrap. Within a week, Grimsey conceded defeat, choosing to encircle the city rather than persist in the futile attempt to navigate its streets.

Grimsey's occupation of the areas surrounding Tar posed challenges, but the resilient Rat-folk adapted. Facing an embargo on imports, the citizens transformed their homes, town square, and markets into temporary farms, fending off famine. The siege, while a testing time, further solidified the unity and resourcefulness of the Nibayr. Relief arrived on the 2nd of Aquila, ME 329, when Montiac legions, on the march against Grimsey, liberated the region surrounding Tar. The advancing soldiers were hailed as heroes, their arrival marked by jubilation even amid the threat of famine. The resilient residents of Tar, in a remarkable display of gratitude, prepared a feast for their liberators, celebrating not just the end of the siege but the endurance of their culture and city.

To the Nibayr, the Siege of Tar became a testament to their tenacity, resourcefulness, and the impenetrable bond between the city and its people. Tar stood not only as a cultural hub but as a living testament to the strength and resilience of the Rat-folk.