* The Southern Principalities of Tainrearg: Scattered remnants of a once-mighty empire
* Niflheim: Kingdom of the night elves - King Nethrin; Zealia: much weaponsmithing;
The Valorn Empire |
Capital city: |
Lomar |
Major cities and towns: |
Lahrn, Ivrin, Tarimas, Talath, Jasmin, Dryze |
Political system: |
Feudal monarchy; nobles give their fealty to the King, who rules absolutely, usually
with one or more advisors. The nobles rule their demesnes with little interference from
the King, provided they pay their taxes. |
Races: |
Predominantly human, with a minority of elven traders and scholars |
Languages: |
Common |
Predominant alignment: |
LN |
Ruler: |
His Imperial Majesty, King Nivrim Darion (LG) (4847 to present), who had been regent
in place of Idriel Taleén, until she was deposed (in absentia) because of a technicality.
Previous rulers were Cromar Nerval (4833-4847), and Lorgin Destrarn (4815-4833). In the
question of succession, blood comes first, then the stronger contender. If the only heir
is female, she must marry or forfeit the crown. |
Justice and the law: |
Nobles are less subject to the law than commoners, but justice is meted out quickly
and harshly. The law is fair within one's station, so any commoner can expect the same
treatment as any other. The law tends to the letter rather than the spirit. |
Allies: |
No specific allies, but trade agreements with Faerieland and Tainrearg. |
Foes: |
No specific foes, aside from raiding pirates. Many nobles conduct feuds with each
other. |
State Religion: |
The state religion is the worship of Araforn, but religious tolerance is exercised.
The religions of Tarnis and Farath are well thought of, especially among soldiers. |
Common religions: |
Araforn, Tarnis, Farath, Storm. |
Resources and economy: |
Mining, especially in the south, furs, wheat and corn (in the west), worked metal
(weapons especially). The country is self-sufficient, but trades with Faerieland for
luxuries like fine cloth, ornaments and fine wines, and with Tainrearg for human resources
like artisans and textiles. |
Terrain: |
The terrain varies from rolling grasslands in the west, east and north, to mountains
and hills in the south. There is a fair amount of forest, mainly to the north (Coldwood),
and along the midlands (Lurin Forest), tending to forested hills further south, toward the
Troll Mountains. There are some small marshes along the coasts of Lake Lurin. |
Climate: |
Valorn falls in a cold to mild temperate area. The northern parts have mild summers
and freezing winters, the southern parts tend toward cold to mild winters and warm
summers. Rain is common in summer, especially in those areas near Lake Lurin, and snow in
winter is frequent. This makes the southern parts of Valorn very suitable for agriculture. |
Population commentary: |
Valorians generally tend to be honourable and chivalrous. Poor treatment of women is
severely frowned upon, but conversely, women are not afforded many of the opportunities
that men are. Most people are organised and neat, and polite to strangers. Physically,
most Valorians are fair skinned with slender to medium builds. Dark, black or red straight
hair predominates, with pale green, blue or grey eyes. Hair is usually worn short, and men
are clean shaven. Most Valorians wear simple, coarse-woven clothing because Valorn doesn't
have a very advanced textile industry and cloth from Tainrearg and Faerieland tends to be
expensive. Most shoes are simple pieces of hide, roughly sewn or tied. Nobility, however,
usually wear the best fabrics available (almost always made from imported cloth),
typically in styles that may seem slightly archaic to traveller from other countries. |
Customs: |
It is customary in rural areas of Valorn for nobles to provide hospitality to
noble-born or distinguished travellers. Typically serfs will direct such travellers to the
nearest lord rather than provide this hospitality themselves, but they will open their
homes to poorer travellers. It is customary to always wait to be invited into a home. This
custom developed from stories of vampires who allegedly cannot enter without the
permission of the homeowner. |
Buildings |
Buildings in mid- and southern Valorn are made of stone, while further north, timber
predominates, because of the easy availability and insulating properties of wood. Serfs'
homes are typically built of rough stone, with sod or wooden roofs. Within cities,
buildings are usually made of stone for the first or second storey, with wood for the
rest, and timber or slate roofs. Very few buildings exceed three storeys high. Nobles and
wealthy landowners usually have stone castles or manor houses, with timber or slate roofs.
Inhabited castles are usually large and elaborate, many with a mixture of styles, but
there are also a great number of ruined or uninhabited castles, most of the
motte-and-bailey style or simple keeps. The seat of the Empire resides in Kinniver castle,
a massive, impregnable castle built on a basalt island in the Great Eastern River, close
to the eastern shores of Lake Lurin, in the capital, Lomar. |
Military notes: |
Valorn has a fairly large army, backed up by the elite Knights of Valorn. Although the
army uses fairly conventional tactics, they are well trained, especially in mass
movements. Valorn's navy is small, but well equipped. |
Notable personalities: |
Ulworth, Advisor to the Throne, is an elderly sorcerer, who is devoted to the throne.
Vandalor Darion, uncle of King Nivrim Darion, is rumoured to be the father of Abu-Ska, the
man who died in prison in Tainrearg and is thought to be one of the causes of the downfall
of King Ereneth of Tainrearg. |
Notes: |
|
Faerieland |
Capital city: |
Frost |
Major cities and towns: |
Celowin, Litwar, Seatown, Scaith, Rilidale. |
Political divisions: |
Faerieland is divided into a number of hereditary counties: Unêr, Waric, Crystal,
Umbra, Celowin, Moonwood, Border, Gallows, Ril, Luin, and Northfalk |
Races: |
Almost entirely elves, with some humans and ghelflings. |
Languages: |
Mainly elvish, but all citizens know Common, and will speak Common to non-elves. |
Predominant alignment: |
N, tending to NG |
Ruler: |
Her Radiance, Queen Serene Milané (N?) (4848 to present). The previous ruler, King
Glorfindel Anduin, who ruled from 4833 to 4848, died in mysterious circumstances. Previous
rulers were the pyromancer queen, Queen Arienthul Arkenstone (4815 - 4833), who died in
the Arak War, her sister Queen Celestia Culwen (4796 - 4815), who abdicated, and King
Roloär Deepwood (4635 - 4796), who died of old age. |
Justice and the law: |
While there aren't many laws, the laws that exist are enforced harshly. Most laws
involve penalties against harming other citizens, or crimes against nature. Non-citizens
have fewer rights than citizens, and the law tends to be stricter with non-citizens. There
are no human citizens. The death penalty (by sword) is typical for murder, loss of a hand
or eye for theft. Some penalties may seem rather extreme to non-elves, like the loss of a
hand for destroying a tree, or death (by burning) for the burning of a forest. |
Political system: |
Feudal monarchy; nobles give their fealty to the ruler, who rules with the cooperation
of the council of nobles (who have advisory powers only). The nobles rule their demesnes
with little interference. Rulers are tolerated only as long as they act in the best
interests of their subjects. The King or Queen is usually selected by the incumbent to
succeed him or her. |
Allies: |
Trading agreements with Valorn and Tainrearg. |
Foes: |
None |
State Religion: |
No state religion. Places of worship are often used as places of learning and
knowledge. |
Common religions: |
Celebdil, Calorn, Ariensúl, Rothelm, Miëlyn, Vidhbh, and, to a lesser degree, Malac
and Farath. |
Resources and economy: |
Wine (in the south) and mead, jewellery, gems and precious metals (mined in the east),
works of art, furniture, finely crafted weapons and armour (especially chain). Faerieland
is renowned as a leader in magical research, and magical items and books from Faerieland
are sought after in many countries. |
Terrain: |
Mostly forested, especially to the east and south, with some hills to the north-west,
the Spine to the east, and frozen hills and plains to the north. |
Climate: |
Faerieland is freezing most of the year, warming to merely cold or chilly during
summer months. Blizzards are common during winter, as are cutting winds. Spring is
characterised by freezing sleet. |
Population commentary: |
The elven Faeriefolk tend to be hostile or, at best, neutral toward humans and
especially dwarves until they are well known. This makes the elves seem very cold and
aloof to outsiders, but amongst themselves they are a gentle and easy-going race, fond of
having a good time. Elves in Frost tend to be a bit more cosmopolitan. Physically, the
elves are short and slender. They have hair that is black, brown, white, silver, gold, red
or orange in colour, always straight, and wear it short or long styles. Elves have no
facial hair, and always have very fair, clear complexions which don't tan to any
significant degree. Their eyes can be various shades of blue, green, grey or purple.
Humans found in Faerieland tend to the characteristics of Valorians (to the west and
north) or Tainrargans (to the east and south). |
Customs: |
|
Buildings: |
Dwellings in most parts of rural Faerieland are organic, coaxed from living trees over
generations. Many in the forests of Faerieland simply cannot be found, because they blend
so well with the surroundings. Having buildings of living wood can protect the people from
the bitter cold, as well as satisfying the elven love of nature. Houses to the far north,
in Lansen, Celowin, and Medhbh, tend to be made of ornately carved timbers, because of the
lack of suitable numbers of living trees in those areas. The city of Frost, however, has
buildings made largely of white stone or marble, with many elaborate, beautiful spires. |
Military notes: |
Faerieland has relatively small, but very well trained, well equipped and flexible
army. Faerieland's archers are very well known for their accuracy, and the Faeriefolk are
also well known for their military intelligence. |
Notable personalities: |
The Archmage, Celestia Culwen, rules Celowin County, and is rumoured to live somewhere
within Faerieland. |
Notes: |
|
Arial |
Capital city: |
Cail |
Major cities and towns: |
Olorîn, Dragon Village |
Political system: |
Arial has no rigid political system. The king is basically a figurehead for
negotiations with other countries. There are village elders, who act more as repositories
of wisdom than as rulers. Inhabitants of Arial are generally kept in line only by peer
pressure, and are expected to uphold basic rights themselves. |
Races: |
Mostly ghelflings, with some halflings, and a few elves (mainly in the north). |
Languages: |
Mainly elvish, although Common is widely spoken too. |
Predominant alignment: |
CG |
Ruler: |
King Lirriwi Silwë (4823 to present), who rules only as a representative of Arial
because other countries expect a single leader. No-one can remember who the previous king
was (it was too long ago for humans, and the ghelflings don't care). |
Justice and the law: |
All citizens of Arial consider it their duty to enforce the law when and where
appropriate. Punishment often consists of being ignored by other people (the ghelflings
consider this terribly cruel) for minor infractions, and exile for serious crimes, like
theft or murder. If the criminal resists punishment, any citizen is prepared to enforce
the "law" at arrow-point. In cases where there is a dispute on facts, village
elders are called upon to mediate. Arialites have no compunction about dealing very
harshly with those that commit crimes against them. |
Political divisions: |
None. |
Allies: |
Although Arial has no formal allies or trading partners, there is a great deal of
informal trading with Tainrearg and Faerieland. |
Foes: |
None (Arial as a country has no real value to potential conquerors). |
State Religion: |
No state religion. Temples (to any deity) are regarded as places of entertainment and
merry-making. |
Common religions: |
Calorn, Malac, Mielyn, Celebdil, Vidhbh, and Holinnë. |
Resources and economy: |
Arial's dwellers are generally self-sufficient, sharing the fruits of their labours
freely with others, knowing they can expect the same. Musical instruments from Faerieland,
and expensive beverages from Tainrearg are popular trade items. |
Terrain: |
Arial is completely forested, with rolling hills and mountains to the east. There are
very few large open areas. |
Climate: |
Arial is cold most of the year, warming somewhat in summer. The perpetual tree-cover
has tempered extremes of temperature and precipitation. |
Population commentary: |
The ghelflings are a very isolated race, so they tend to be very curious about any
visitors. They don't appreciate others disturbing their environment though, and will react
fiercely to any threat on themselves or their homes. Amongst themselves they are a very
sharing race -- most of them don't really understand the concept of money, because they
share everything with each other. A musician, for example, shares his music with the
community, a baker will bake bread for others, a scholar shares his knowledge, and so on.
Children, the infirm and the aged are not expected to contribute to the community, and are
looked after. Ghelflings are usually very hospitable to strangers or travellers, but those
that betray their trust are dealt with harshly. The ghelflings live in very small
communities scattered all over Arial, usually numbering no more than a few hundred
citizens each. Even Cail, the capital of Arial, would to be classified as a small town
anywhere else. Physically, ghelflings are small and delicate-looking. Most have black
or dark brown hair, always straight, although red or silvery hair is not unknown. Eyes
tend to be bright blue or green, and they have fair complexions. |
Customs: |
Arialites consider it important to have a feast in honour of almost any occasion: they
will have a feast at the birth of a child, birthdays, arrival of a traveller, departure of
a traveller, or almost any other chance they get. |
Buildings: |
The ghelflings live in homes made from the living wood of the trees, often high up in
the branches, or in small networks of caves (especially to the east, near the mountains).
They have very few 'buildings' as such. Cail is somewhat of a tree city, with more than
half the population of Cail living in the trees. |
Military notes: |
Arial has no formal military force. All citizens are trained in the use of weapons
(typically bow and spear) for hunting purposes, and all will participate in defence of
their communities if the need exists. Very few marauders would attack an Arialite
community: a defending force that moves silently and invisibly through the trees armed
with deadly bows makes a terrible foe. |
Notable personalities: |
|
Notes: |
|
Tainrearg |
Capital city: |
Istari |
Major cities and towns: |
Ilbree, Rancorin, Teomar, Hewport, Estmar, Highport, Low Cay, Matal, Menel, Mylar,
Finla, Nerow, Varda, River Cay, Devinn, Giantn, Eliador, Formar. |
Political divisions: |
Tainrearg consists of a number of states with loosely defined borders. The areas south
of the Iron Hills are largely unorganised. There are a number of free cities (Hewport,
Teomar, River Cay, and Giantn) which do not fall under any state. Each state is governed
by a titled noble called a seneschal, who answers to the king. Each state has its own
parliament. The states are: Istarin, Rancorin, Rudan, Samar, North Aginou, Aginou,
Edianin, Estrai, The Mark, Tairol, and Finla. |
Races: |
Predominantly human, with a few ghelflings, halflings and dwarves. There is a
shrinking minority of elves, mainly merchants in the counties of Rancorin, Istari, and
parts of Rudan. |
Languages: |
Common, with some variations in dialect. |
Predominant alignment: |
LN, tending to LG. |
Ruler: |
King Devar Anguin, "Ta'larin" (Elvish for "Bright Blade") (4848 to
present). He claims to be the last surviving heir of King Baruin the Just, who was slain
during the Arak War. Despite offering no conclusive proof of his lineage, his claim to the
throne was supported by the major banking houses, various merchants and nobles, and the
Mages' Guild. He is very wealthy in his own right, and it is rumoured that he has an
outside sponsor. The previous ruler was Ereneth Dragonbane (4833-4848), who abdicated on
the basis of Anguin's claim. He and various of his supporters (especially the Grand
Marshal, Freehand, who escaped from prison), are being sought for high treason. Ereneth,
as the most senior noble, was elected king after the death of Baruin the Just, who died in
the Arak war in 4832 without issue, but when he mysteriously disappeared for ten years,
Grand Marshal Freehand ruled Tainrearg in his place from 4833 to 4843. Prior to King
Ereneth's ascension, King Baruin the Just had ruled from 4828 after the death of his
father, King Lorgin Destrarn III. |
Justice and the law: |
Each state is responsible for its own affairs, appealing to the king only in unusual
circumstances. Mayors and magistrates answer to the seneschals, who in turn answer to the
king's magistrate or to the king himself. In theory, the king is subject to the law. The
clergy are largely exempt from the law, answering to their own legal systems. All men are
supposedly equal before the law, but in practice the wealthy and the nobility are
favoured. Those accused of crimes are generally considered guilty until proven innocent,
although considerable leniency is allowed regarding proof of innocence. Penalties range
from fines, beatings, and imprisonment for lesser crimes to death or outlawing for major
crimes. |
Political system: |
The king and his advisors pay credence to the Low House (a parliament of commoners and
the middle class) and the High House (composed of nobility and the very wealthy), although
final authority rests with the king. Regionally, a similar system operates, the seneschal
having the authority. At city or district level, many systems abound, such as town
councils, mayors, elected citizens, magistrates, and others, all answerable (in theory) to
the seneschal and state parliament. Under the current king, this system is in danger of
breaking down in favour of an absolute feudal monarchy. In remote areas, true serfdom
still abounds, although elsewhere landed peasantry pay rent and are considered free. In
the cities, guilds are prominent, and the merchant class is rapidly expanding. |
Allies: |
Tainrearg has trading agreements with Valorn and Faerieland, and to a lesser extent,
with Romen, Niflheim, and Allemaren. |
Foes: |
No specific foes, but relations with the Southern Principality are very strained, if
not hostile. Also, relations with Khosala are somewhat strained since the Khosalan
ambassador was brutally murdered at a Tainrearg court ball in 4847. |
State Religion: |
No state religion, and freedom of worship is allowed. |
Common religions: |
Large followings of Araforn, Cabisse, Storm, and the Holy One. Smaller followings of
Malac, Calorn, and Mielyn (especially in Rudan). The worship of the Holy Father/Mother is
growing in wealth and influence in eastern Tainrearg, under the nominal authority of the
Holy Seat in Tarenne (Allemaren). Clad in yellow, fanatical priests, known as Guardians of
the Source (or Buttercups), are proselytising and spreading the faith. |
Resources and economy: |
Mining, in iron, silver, and some gold, timber, wheat and cereals, livestock, ship
building. Tainrearg is self-sufficient, and reasonably wealthy. Trade, both internally and
with neighbouring countries, is expanding. Major trade centres are growing, and the
merchant fleet is very active. Manufactured goods, mainly textiles and metal goods, are
exported, and Tainrargan artisans are much in demand. Inflation and currency debasement,
coupled with worsening conditions in the poor and disorganised south, however, have
resulted in increasing tolls, fines, levies, and a tax rate that varies between 20 to 80%. |
Terrain: |
Forested in the north and east, with open grasslands in the central parts. There are
many hills and mountains toward the Spine in the east. The southern region of Tainrearg
tends to be arid steppe, with some fertile regions scattered around. |
Climate: |
Cold temperate in the north, warming to temperate in the central regions. The south is
warm to hot. Snow in winter and a high rainfall are characteristic of the northern and
central parts, with less rain the further south one goes. |
Population commentary: |
Tainrearg was originally a confederation of states, and the populace still retains
regional heritages: Rancorans tend to be more reserved and cultured,
because of a strong elvish influence;
North Aginoux and Aginoux are passionate and quick to
emotion;
Istarins are cosmopolitan, and somewhat suspicious;
Rudanians are passionate and hospitable;
Samarans are typical mining stock, grim and dour;
Tairolans and Estraians are cheerful, conservative,
and stubborn, and appear somewhat slow;
Edianins and The Markers are farming stock, close to
the earth, and very hospitable; those from the south of Tainrearg are typically hard,
grim, and very clannish.
Physically, most Tainrargans have fair to ruddy skin, medium to stocky build, light
coloured hair, usually longish, green, grey, brown or blue eyes, and are usually
clean-shaven (in north-western Tainrearg a common combination is blonde hair and brown
eyes); further south, darker skin and beards become more common. Tainrearg is quite a
patriarchal country, so very few women are found in positions of power (certainly it is
inconceivable that a women could become a seneschal or rule the country).
Clothing tends to be functional: tunic and breeches or dresses, usually of wool or
cotton. The more well-to-do wear similar styles, with made of finer materials and more
ornate. In larger cities, varieties of styles abound. |
Customs: |
Weapons larger than daggers are not allowed in many cities, by law being required to
be handed in or sealed with wire and lead. |
Buildings: |
Tainrargan buildings are mainly half-timbered and plastered north and east of the
Blight. Larger cities, particularly Istari, have walls and buildings of stone as well.
Almost all buildings in Rudan are of wood, ornately decorated. Further south, where wood
is more scarce, structures tend to have a higher stone content, and thus are also fairly
squat, while buildings further north are higher and more graceful. |
Military notes: |
Tainrearg has a medium-sized well-trained, professional army. It can, in addition to
the army, also call on various knightly orders, most notably the Order of Deepsnow. There
are some elite 'ranger' units, composed of rangers and woodsmen. The navy is well-equipped
and trained, though small. |
Notable personalities: |
Ereneth Dragonbane, outlawed, is somewhere in Tainrearg. Freehand, until recently the
Grand Marshal, is outlawed, and is rumoured to be somewhere in the depths of the High
Forest to the east. The Archmage, Celestia Culwen, is rumoured to live somewhere within
the mountains on the eastern borders of Tainrearg. |
Notes: |
|
Notable features: |
Istari: Notable mainly for its size, it is very large and sprawling.
It's a relatively young city which developed from a trading nexus, and has been the
capital for only a couple of hundred years. There is an imposing castle in the centre of
Istari, and also notable is the Tower of Wizardry, a large spiralling tower with the
university around it. There are many temples and statues, and buildings tend to be adorned
with statues of historical personages. Matal: has a well-known
"Crystal Bridge" across the Matal River, supposedly made of a single piece of
quartz or milky-white crystal in ages past.
Rancorin: Rancorin is a beautiful city, and was the old capital of the
first confederation.
The High Forest: The High Forest is wild and untamed, full of strange
creatures and dangerous monsters. Settlements and farms tend to be along the edges or on
major roads, which are well patrolled. More and more parts of the forest are being tamed
and exploited, especially in the eastern parts. |
Mereth |
Capital city: |
Mereth |
Major cities and towns: |
Jehanun, Bannelinn, Westward, Borrogane, Queste, Port o' Fre |
Political divisions: |
Mereth is politically divided into the city of Mereth, and the six mainland cities.
Each city is responsible for the protection and upkeep of the lands surrounding it. Each
mainland city is administrated by two elected Councillors, while the city of Mereth is run
by the Matriarch herself. The Council of Twelve meet with the Matriarch regularly to
cooperate in the administration of the country. Within each city, there are many
sororities, who have women as their members. There are also many guilds which are
generally run by men, but they wield almost no political power. |
Races: |
Human. |
Languages: |
Common. |
Predominant alignment: |
LN |
Rulers: |
The current Matriarch of Mereth is Morraine Fregran, originally of the city of
Borrogane. Though young and beautiful, she is said to have a will of steel and veins of
ice. The previous Matriarch, Samanda Vulpin, died of old age in 4845. |
Justice and the law: |
Each sorority deals with infractions of the law by its members, with the accused being
judged by a randomly selected group of 13 citizens from the sorority. Men are judged by a
Councillor, and penalties are very harsh, with many crimes (such as murder, rape, assault
of a citizen, and theft from a citizen) carrying the death penalty. There is very little
crime in Mereth, with most crimes being committed by non-Mereth travellers who don't
understand the laws. |
Political system: |
Mereth is a republic, with rulers elected by citizens. The Matriarch is elected from
within their number by the Council of Twelve (and a replacement for the vacancy in the
Council is elected by the sororities of the city from which the Matriarch came). Each
Councillor represents a city (with the Matriarch representing Mereth), and she is elected
to her position from among their number by the Matrons of the many sororities in each
city. The Matriarch is elected for life, but Council elections are held every ten years
(or as needed, in case of premature death or the Councillor being elected as Matriarch).
The next election is to be held during Springfeast of 4850. The Matron of each sorority is
elected by the members of that sorority, and all citizens belong to a sorority. A
citizen is defined as a woman of 16 years old or older who was born in Mereth, or been
invited to join a sorority by that sorority's matron. No man can be a citizen, and very
few women not born in Mereth are citizens. |
Allies: |
None, though Mereth does trade with Allemaren, Tainrearg, and Gaunt. |
Foes: |
Mereth is too isolated to be easily threatened by any country, though a small invading
force from Anghain lands was recently repulsed (with some difficulty, because of an
element of surprise) in the south-east of Mereth. |
State Religion: |
Though not an official state religion, the order of Rothelm is very well-respected in
Mereth, and the Holy Seat of Rothelm is in Mereth city. |
Common religions: |
The deities Cabissë, Calorn, Ariensúl, Miëlyn and Vidhbh are worshipped in Mereth.
Storm, Araforn, the Holy Father/Mother and Tarnis are treated with derision. |
Resources and economy: |
Mereth is largely self-sufficient, relying on much internal trade between guilds and
cities. Some goods are imported from other countries such as Tainrearg and Allemaren. |
Terrain: |
The Isle consists largely of rolling green hills, but the mainland, though fertile,
can be quite hilly, and very rocky nearer the Spine. |
Climate: |
The climate is generally warm, though the island is balmier than the mainland, which
can be quite chilly at times. |
Population commentary: |
Male and female children are nurtured together, but at the age of three, they are
separated. Boys are affiliated with a guild, and brought up by the male members of that
guild, learning the trade of the guild, as well as social details like the respect of
women. Girls remain with their mothers, but during the day are educated at a sorority. The
sorority they go to is usually the sorority the mother belongs to, but occasionally they
will join another for political reasons. The Mereth people are almost always
blonde-haired, with blue eyes, and generally tall. This makes it very easy to spot
foreigners. |
Customs: |
Merethfolk are triskaidecaphiles: they believe in the power of thirteen, and many
decisions are based around things adding up to thirteen. There are thirteen councillors,
if the Matriarch is included, and many sororities have their own "councils of
thirteen". |
Buildings: |
Most buildings are elegant and designed in a fairly open-plan layout with beautiful
gardens and a sense of harmony. Columns are popular, but not many buildings are more than
one story in height. |
Military notes: |
Mereth has a small standing army, but each city also has its own army. The army
generally consists of daughters who are not destined for the family trade or for politics
or religion. |
Notable personalities: |
|
Notes: |
|
Allemaren |
Capital city: |
Tarenne (pop. 300000) |
Major cities and towns: |
Neilbrun, Aarbach, Harabrun, St Kerinth, Helva, Enn, Maraglaad |
Political divisions: |
Allemaren is divided into small duchies and counties, each administered by its ruler.
The church also holds some lands and administers them. The lands around major towns and
cities are semi-autonomous from the ruling noble. |
Races: |
Human, with some dwarves. |
Languages: |
Common, with dialects in rural areas. |
Predominant alignment: |
LN, tending to LG |
Rulers: |
King Ferdinand Tulmar (4832 to present) and Queen Anja Tulmar of Gardelegen-Sinvaniei
(4843 to present) . The previous ruler, Gheorge I of Gardelegen-Sinvaniei (4817-4832) and
his Queen Elissa were slain by goblins during the Arak War. Ferdinand, an excellent
military general, was elected king by the Nobles' Council after the war. He married Anja
11 years afterward. There were at one time some malicious rumours that King Ferdinand was
a vampire, but since he has been seen in daylight, most citizens don't believe these
rumours. Queen Anja is known to be crippled, but is able to walk in summer, spring and
autumn with the help of some magical device. |
Justice and the law: |
A legal code and constitution determine the legal rights of every citizen, from the
lowest peasant to nobles, who are all considered equally subject to the law. In practice,
it is more difficult to initiate proceedings against nobles and the wealthy. Accused are
considered innocent until proven guilty. Penalties for minor crimes include fines and
public humiliation, while for major crimes, penalties are imprisonment, exile, or death.
Major centres have "Cathedrals of Justice" where legal proceedings for the
district are concluded. Travelling magistrates, known as "Blackshields",
administer justice and penalties in more remote areas (this concept dates back to a system
introduced by King Ferdinand). The church stands outside the secular legal system, being
subject to its own laws. |
Political system: |
The king and queen are considered co-monarchs, with various rules of precedence
governing lineage, marriage, and coronation. The heir of the current rulers will inherit
the throne on the death or abdication of both parents. Should there to be no rulers and no
heirs, the Nobles' Council will elect a ruler from its ranks. Any decision of these
natures is subject to ratification by the Church. Not surprisingly, the Nobles' Council is
a hotbed of intrigue and power play. There are, however, certain inviolable rules and
ethics. A specially elected magistrate oversees the Nobles' Council along with the Church.
The Nobles' Council also acts in an advisory capacity to the rulers. Districts are
governed by titled nobles and advised by regional councils of the middle classes. Towns
and cities are governed by mayors and town councils.
All people have recourse to the king or queen, whose authority is final. |
Allies: |
Romen is a military ally. Allemaren trades with Romen, Niflheim, and to a lesser
degree with Mereth and some southern countries. There is a small amount of trade with
Tainrearg across the mountains. |
Foes: |
Aelin, although peace has been made after the recent Aelin invasion. |
State Religion: |
The Church of the Holy Father/Mother (or Holy One). Other religions are tolerated, but
not widely catered for. One deity is worshipped, faith depending more on personal insight
than religious dogma. Clerical magic is seen as divinely granted and not to be used
frivolously or to interfere with the divine plan. The Church wields a fair bit of secular
and political power, but is also plagued by fundamentalist schisms, especially those
stressing the divinity of man and those seeking the subjection of all to the authority of
the Church. |
Common religions: |
No other religions are common in Allemaren. |
Resources and economy: |
Mining, manufactured goods, wines and food. Allemaren is a rich and fertile country
with an active economy, but prices tend to be high. There is a rapidly expanding middle
class, and guilds are becoming increasingly powerful. Bureaucracy is becoming a problem.
Allemaren is a major cultural and learning centre, highly advanced with regard to culture,
art, architecture, medicine, science, sanitation and health care. Knowledge is exported in
the form of books, art, scholars, artisans and craftsmen. |
Terrain: |
Allemaren is bordered by mountains to the west and north, and much of the country is
mountainous and hilly. The country to the west of the Ilmar River is mainly forest; to the
east of the Ilmar, it is mainly rolling grassland with some forest. Most of Allemaren lies
at a reasonably high altitude, dropping quite sharply toward the coast. |
Climate: |
Allemaren has a mild to cold temperate climate. The winters are cold, especially in
the mountains, but the summers tend to be warm. Rain is common throughout the year,
especially in autumn, and snow is frequent in winter. The weather in the mountains can to
be very unpredictable. |
Population commentary: |
The standard of living and education in Allemaren is almost unparalleled in Lune. The
people are generally religious and traditionalist, and while they take their time in
befriending strangers, are hospitable. Men in the eastern areas can be touchy about their
honour, and most of the populace are strongly patriotic. There is still a reasonably large
stratification between aristocracy and commoners in attitude. Women are treated with
respect, and are equals in many respects. Moustaches are popular. The wearing of armour in
cities and towns is considered gauche, but gentlemen are expected to wear rapiers or
smallswords (even though the king himself usually appears in public bearing a massive
ancient broadsword). Clothing tends to be simple and comfortable, but often colourful and
decorated. |
Customs: |
Feast days are popular, and are usually preceded by holy services. The most holy day
is the 20th day of Deepsnow -- the Day of Revelation. |
Buildings: |
Stone is used in the cities for churches, fortifications, and important buildings.
Dwellings are normally plastered and half-timbered. Houses, generally three to four
stories high in the cities, are often painted and decorated, and stonework tends to be
lacy and delicate. Statues and carvings tend to be very popular. Wooden structures are
common in forested and mountainous regions. Tarenne is believed by many (those that
haven't seen Frost, anyway) to be the most beautiful city in Lune, with many structures of
marble and dressed stone, and its "flying bridges", which cross the gorges
through which Tarenne's rivers. There are many castles in Allemaren. |
Military notes: |
Allemaren has a very small, well-trained standing army, which doubles as town guard.
Every male is trained in weapons. |
Notable personalities: |
There are rumours that the Archmage Celestia Culwen, supposedly a friend of the Queen,
makes her home in the west of Allemaren. |
Notes: |
Since the end of the war with Aelin, which began in 4847 and ended in 4848, life is
slowly returned to normal. Fortunately, looting and pillaging by the Aelin troops was
minimal, and reparations are being made by Aelin. Although the Allemaren army was smashed,
actual casualties were low, most units being scattered. The population that remained in
Allemaren during the invasion were largely left alone, but many thousands of slaves,
mainly soldiers, were taken and are now being repatriated. |
Notable features: |
Maraglaad Mere: This lake is reportedly bottomless, with clear blue
water at the shores but black in the middle. A monster (a giant quid, apparently) has
infrequently been sighted, but reports are unreliable. Grausteyin:
This mountain peak in north-west Allemaren is said to be a giant demon turned to stone in
a great battle (and indeed, it does vaguely resemble the head and shoulders of a giant
humanoid. The seven peaks surrounding it are supposed to be its servants. Legend tells
that one day the demon and its servants will awake and lay waste to the region. The area
is noted for sudden, violent storms.
The Knoll: Three days travel from Tarenne is the Knoll: the spot where
the martyred prophet Clavus was restored to life many centuries ago. It is a holy site for
pilgrims, and it is said that miracles occasionally happen there.
The Helva Battleground: South of Helva, this is the site where the
Allemars threw off the yoke of the southerners 350 ago. Even today, relics can still be
found. It is also the site of a recent battle against the Aelin.
Schaidfell: Fifteen miles from Harabrun, this is the site where the
Prophet ascended after his murder by the Yondells many centuries previously. And ancient
church marks the site, on a cliff face overlooking the Storm Sea.
The Dark Forest: Settlements are few and far between. Many strange
things abound in the parts of this dense forest. |
The Aelin Empire |
Capital city: |
Haele (pop. 300000) |
Major cities and towns: |
Oriant, Murb'ara, Do'pantiple, Okhrida |
Races: |
Humans only |
Languages: |
Aelin, which is a very strong dialect of Common. |
Predominant alignment: |
LN |
Ruler: |
Ruhvan, Radiant Right of Aelin, Jewelled Sceptre of Righteousness, Emperor. He is
never seen by anyone, aside from his personal guards and certain close advisors. Shevorne
is the High Priestess of Kasvin, and wields a great deal of political power, especially
since it is said that she has seen parts of the world outside of Aelin's borders. |
Justice and the law: |
Aelin law is rigid and harsh. Slaves have no legal rights. Commoners are subject to a
different code of law from the aristocracy. Judges decide cases and tend to the letter
rather than the spirit of the law. Penalties are harsh, and include fines, mutilation,
slavery and death. Torture is considered an acceptable method of obtaining confessions. |
Political system: |
The emperor has absolute authority, although the priestesses of Kasvin keep him in
check to a degree. Districts are ruled by governors. There is a rigid division between the
commoners and the aristocracy, and they do not mix. The very wealthy may be elevated to
the aristocracy on occasion. The emperor, seldom seen, can be misinformed and manipulated.
Wealth and position determine power, as positions in the hierarchy are either granted or
bought. Intrigue and plotting are rife, and bureaucracy has been raised to an art. |
Political divisions: |
The country is divided into districts, which change frequently in position and owner
by decree, power play, or whims of state. The empire tends to be expansionist. |
Allies: |
None. Yondelle is a protectorate of Aelin. |
Foes: |
Gaunt, Allemaren, Gline and Romen are enemies of Aelin by virtue of Aelin's recent
attacks on them. |
State religion: |
The goddess Kasvin is worshipped. Only noblewomen may join her priesthood, and the
priestesses are held in awe and revered. The emperor, Ruhvan, is Kasvar, Kasvin's male
counterpart, who has been cut off from his divinity and trapped in human form for
centuries. Evil and quite mad, he has been constantly scheming a return to his divine
status. With the destruction in 4848 of the gem Kas'Lai (and the resultant end to the war
Aelin was waging on surrounding states), his latest scheme has failed. Kasvin is
determined to prevent his return to divinity, as he would be powerful and deranged enough
to destroy Aelin itself, but she is bound not to intercede directly. Only small sects
actually worship the emperor. |
Common religions: |
None. |
Resources and economy: |
Aelin is a rich empire and totally self-sufficient. Being totally isolationist, there
is no trade with other countries. Although the land is not overly fertile, agriculture is
well developed. Aelin is quite advanced culturally and scientifically, especially in the
fields of medicine, mathematics, and astronomy. The aristocracy, wealthy and educated,
provide the scholars, scientists and legislators. The middle classes are also well-off.
Hard or manual labour is usually done by slaves and criminals, and slaves are found
everywhere. There is a small, clandestine trade in foreign slaves, especially elves. The
Aelin currency is a confusing system based on coloured beads and disks strung on coloured
strings, with gold and silver being held in large banking houses. |
Terrain: |
Aelin's terrain is mainly rolling grassland, often rocky. There are two major mountain
ranges, and some forest areas. |
Climate: |
Aelin lies in a mild temperate region. The summers are hot and dry, and the winter
cold and wet (inland, temperatures can drop to well below freezing). The northern parts
tend to be colder, the southern areas more arid. |
Population commentary: |
Aelin folk tend to be pragmatic. They are unquestioningly patriotic, and follow
authority more or less blindly. They consider non-Aelin to be barbarians. The upper
classes will have nothing to do with commoners, and are well aware of the privileges of
rank. It is suspected that the aristocracy are descended from a different race of people,
probably conquerors, from centuries back. From their ranks come the rulers, scholars,
scientists, artists, and the clergy. The commoners are the merchants, artisans, craftsmen,
and farmers. Aelin noblewomen have their arms amputated at the shoulder at puberty, to
show that they never need do anything for themselves. This custom, which may seem barbaric
to foreigners, is not questioned, but rather welcomed, for it proves the girl's elevation
to the status of noblewomen. Noblewomen are considered the equals of men in most respects
-- in fact, more than half of the scholars and orators are women. Among the lower classes,
men and women have rigidly defined roles.
Aelin clothing consists of wide, comfortable trousers, shirts and blouses, woolen coats
or cloaks, and boots or sandals. The differences between male and female clothing are
small.
The Aelin folk have olive skin, mid-brown to black hair, and brown, hazel or green
eyes. Nobles usually have straight hair and are lighter in complexion, others have curly
hair. Generally the men go clean shaven. |
Customs: |
Games are very popular, as is alcohol and a bitter drink akin to Witches' Brew, known
as kaef. Holy services are held and noon and sunset every day or second day. |
Buildings: |
Buildings are generally of stone or brick, three to five stories high, with many
archways, minarets, and pillars. Buildings tend to be close together and intricate;
colourful geometric decorations are common. Cities and towns have interior city walls
within which the aristocracy live. Barred to most commoners, the buildings there have
large gardens and fountains. |
Military notes: |
Aelin soldiers are brave and zealous, but inferior in terms of strategy or tactics.
Aelin boasts a large army, with some units consisting of slaves (these units are typically
fanatical, as they are promised freedom for exceptional bravery). The emperor's personal
guard wears red and black, and will do almost anything to achieve the emperor's aims. |
Notable personalities: |
|
Notes: |
|
Khosala |
Capital city: |
None |
Major cities and towns: |
None known. |
Races: |
Humans only |
Languages: |
Khosalan, a rather exotic language completely unrelated to Common.. |
Predominant alignment: |
LN |
Ruler: |
There is no single ruler of Khosala. Each tribe rules its own areas, although they do
occasionally cooperate. |
Justice and the law: |
Justice is dealt with by the sharif of each tribe. There is very little crime in
Khosala, as typical penalties range from loss of a hand or eye to exile or death (and with
Khosala's geography, exile usually means a lingering death). Betrayal of the tribe is
considered to be the most serious offence, worthy of several days of torture before death. |
Political system: |
Khosala has a tribal society with four main power groups: the Sharifs, the Wise
Women, the Mages, and the Galat'nir.
The Sharif is the tribal chief. The position is always held
by a male, and is basically hereditary. However, each successor to the position must be
formally approved by the tribe; thus it may not be the eldest son who wins the title, but
ideally the most able. If the Sharif dies without sons, or none is approved by the tribe,
an heir is sought firstly among his close relatives (both male and female are titled shalif).
This is often a nephew or son-in-law; selection of a brother is unlikely -- he has already
been passed over once -- but either a nephew or son-in-law ultimately continues the
bloodline. The heir-apparent is often designated early in life, distinguished by his
leadership skills, strength of character and popularity. It is in the interests of his
brothers to support the heir-apparent in order to maintain the ascendancy of their
immediate family; quarrelsome or treacherous shalifs are unlikely to gain the approval of
the tribe as sharif, and those that are brothers will rarely be accepted in any case. It
is not unknown for a family to be ousted from their position if the tribe feels its best
interests are no longer being upheld. Brothers therefore tend to cooperate in a close-knit
group, and to support their father, a slice of power being better than none. In the even
of a difference of opinion, a splinter group may leave the tribe, but this is most unusual
as their chances of survival are generally slim.
The Wise Women are the mystics of the tribe, and the closest
the Khosalans get to religious figures. They are venerated and also respected, if not
feared, for their talents, which occur irrespective of social station, although the traits
appear to run (albeit erratically) in some families. Young girls displaying the early
manifestations of the powers of a Wise Woman are fostered by the group, forging strong
links between these individuals that transcend those of family and ultimately tribe,
although the extent of the bond is known only to the Wise Women themselves and not to any
outside the group. The Wise Women thus constitute the only group that operates truly
pan-tribally, making them in some instances capable of and responsible for the
behind-the-scenes manipulation of large numbers of people through their influence in every
tribe in Khosala. The intent of the Wise Women is not necessarily to dominate or control
the Sharif, but it is certain that it is very difficult for the Sharif to rule without the
tacit approval of the Wise Women of his tribe. One must suspect that many of the
"accidents" befalling Sharifs and turbulent shalifs are engineered by the Wise
Women, who thus help to maintain the prevailing social structure. On the surface, the Wise
Women appear to the tribe as conduits and wielders of mysterious and dangerous forces
outside the common experience through the enactment of various rituals which enhance the
abilities which are their birthright. They are also funds of knowledge, in some cases of
seemingly supernatural origin, including a limited clairvoyance. While clairvoyance is
definitely a real power of some Wise Women, it is more usually the result of a secret
conference with others of the Wise, presented to the tribe as prophecy. The limited
telepathic abilities of the Wise Women, one of the first things that marks a child for
fostering into the order, makes them very difficult to deceive, a talent for which they
are feared.
Mages: All users of magic in Khosala are male; just as there
are no "Wise Men", there are no female mages, and it is believed that this is
impossible rather than merely proscribed. No female Khosalan would attempt to use magic,
in the same way as no male would think to attempt the rituals of the Wise Women, any more
than either would attempt to fly by leaping off a cliff. Unlike the Wise Women, however,
Mages are solitary and do not generally collaborate or cooperate except in the case of
master and apprentice. This limits their power as a class in influencing Khosalan society,
although individual Mages may wield enormous magical powers. They are not bound by tribe,
and may associate themselves with their native tribe, any other tribe, or no tribe. A Mage
is made welcome and treated with respect wherever he goes; most do not involve themselves
overly with tribal concerns, but are formidable allies or opponents should they do so. A
single Mage may disrupt the carefully laid plans of many groups of Wise Women, but as they
are so few in number, they are very much the wild cards of Khosalan politics.
The Galat'nìr is the group of elite warriors in each tribe.
All are female, as, although members of both sexes and all classes are trained in the use
of weapons, it is only a few of the women that reach this peak of excellence. This
probably has to do with fighting style: Khosalans prefer to fight from horseback, and
there is a stronger bond between a Galat'nìr and her horse than can be achieved by any
man and a horse (or sometimes between a man and a Galat'nìr, for that matter!) Thus not
only do the horse and rider function as a synchronised unit, but the more cooperative
nature of women results in a force of Galat'nìr using interdependent manoeuvres with
deadly efficiency. The main function of Galat'nìr is as bodyguards, and they are
generally very loyal and highly efficient at protecting their ward (and each other) from
harm, even against overwhelming odds. Failure to defend a ward or comrades is not
tolerated in Khosalan society, so individuals will usually fight to the death to fulfill
their duty. Confrontations between the full force of Galat'nìr of rival tribes are
generally either stalemates, or blood baths.
In some ways, membership of class in a Khosalan tribe is very fluid. The succession of
Sharifs is generally hereditary, and his family are of the shalif class. The Sharif is
responsible for the overall welfare of the tribe as an extended family; he makes decisions
on internal disputes, on where the tribe should move, and with whom they should trade or
fight. Members of his close family are generally involved in advising him and executing
his plans. Other families and individuals are on much of a level, differentiated mostly by
wealth assessed in terms of livestock (primarily horses) and silver. However, selection
into one of the other three power groups is dependent only on talent, so a shalif may not
have the aptitude to be accepted into any of these groups, while an orphan of the poorest
family may become a powerful mage. In this way an individual may rise to prominence in the
tribe through his or her innate superior abilities and be accorded greater respect than an
ordinary individual born into a higher social position.
Most Khosalan tribes are nomadic within a home range. They herd animals where possible,
and trade with other tribes and also on the borders of other countries. Arguments may
develop over trade routes, access to water, alleged raiding of stock or attacks on members
of one tribe by another. The environment is harsh and there is little leeway between the
survival and ruin of a tribe, with the result that tribes are generally somewhat
suspicious of each other, while at the same time having to depend on each other for
certain commodities. Any major arguments are mediated by the Sharifs or shalifs of the
respective tribes (in which they may be helped or hindered by the Wise Women), with their
Galat'nìr escort in vigilant attendance. |
Political divisions: |
Khosala consists of a number of nomadic tribes who trade with each, and fight with
each other. There are rumoured to be large cities deep within the desert of Khosala. |
Allies: |
None. Khosala has no formal trade agreements with any country, although they have had
representatives in various countries. These representatives are typically chosen by the
Sharifs of some of the more powerful tribes, and those nearest the foreign country. |
Foes: |
None, but the Bar'gura tribe bears Tainrearg a great deal of enmity because a member
of their tribe who was selected to be a representative to Tainrearg by a convocation of
tribes was murdered at a state ball in Istari in 4847, and the murderer never punished. |
State religion: |
|
Common religions: |
. |
Resources and economy: |
The Khosalan tribes trade with each other on occasion, and also to some degree with
foreign traders, particularly for good quality weapons. |
Terrain: |
Khosala is essentially a single barren desert, mainly hard, dry, rocky soil. There are
some rugged hills in places, and oases scattered around, as well as some areas consisting
of sandy dunes. This desert is home to a number of dangerous creatures, of which the
notorious Khosalan Red-backed scorpion is the most lethal, with a variety of deadly
poisonous snakes also in abundance. |
Climate: |
Khosala has a temperate climate. It's warm to hot in summer, and mild in winter,
although winter nights can be freezing. Because of the extreme dryness of Khosala, these
conditions can seem much more extreme |
Population commentary: |
Khosalans usually wear either sandy-coloured robes for enduring both heat and cold, or
lighter tunics and flowing trousers when combat is expected. They are calm and emotionless
when dealing with strangers, but can be wild and raucous among themselves. They fight
fiercely, rarely giving or taking quarter. Physically, they are of average height, but are
normally quite lean. They have swarthy, sun-darkened complexions, aquiline features, and
usually blue or brown eyes.
Family and group identity is important to Khosalans. In many, but not all tribes, an
individual's name will include syllables from the names of both parents. Their full name,
though not often used within the tribe, gives the name of each parent in full, the
connecting syllables denoting gending, to thoroughly identify the individual and his or
her antecedents. The individual's own name is given first, followed by the connection
'ash' and the father's name. For females, this is followed by 'ben' and the mother's name;
for males, 'ash' is used again. 'Ash' denotes 'child of', while 'ben' means specifically
'daughter'. An individual may be addressed or referred to by their own name alone, their
own name plus patronymic, or by their own name plus patronymic plus matronymic. Naturally,
all members of a tribe take a pride in their tribal name. |
Customs: |
|
Buildings: |
|
Military notes: |
|
Notable personalities: |
|
Notes: |
Most of the detail of Khosala was contributed by Claire Jamieson, player of Kherin
ash'Kulal ben Aqueridh. |
The Anghain |
Capital city: |
Dobrin (pop. 20000) |
Major cities and towns: |
Kisvarda, Nayatadd |
Political divisions: |
The Anghain, also known as the "Horse People", are a semi-nomadic people.
There are numerous clans, most of which are suspicious of each another and there are many
feuds, alliances and uneasy truces. Each clan is ruled by a chieftain, or "Tain"
who swears allegiance to the "Grantain" or overlord. A state of war existed
between the Anghain and the Dragannan, an offshoot of the Anghain, but the latest Grantain
has been making peaceful overtures to them. Some of the clans are Mah'dianah (the
Grantain's clan), Cul'ChCul, Treheiill (which was largely wiped out by the Great Plague of
4849, and has now been absorbed into Mah'dianah), Fahann (now disbanded and scattered
among the other clans), Behal (only barely surviving after the plague), Fintarinn, Athult,
and Sinn. |
Races: |
Human |
Languages: |
Dialect of common. |
Predominant alignment: |
CN |
Rulers: |
Todrin Mah'Dianah, of clan Cul'ChCul, is the Grantain of the Anghain. He was appointed
Grantain by the Druids after the untimely deaths of Grantain Brador Cur'Fahann and his
wife, Grantiaina Ch'Vana, by plague in 4849. |
Justice and the law: |
Justice tends to be swift and harsh. Each clan administers its own criminal and civil
justice. Criminal cases are usually dealt with according to the crime, civil cases are
dealt with on their own merits and according to an extensive traditional code. Civil
disputes between nobles are sometimes referred to the Grantain. |
Political system: |
Clans are ruled by an Tain, a hereditary chieftain. It is uncommon, but not unknown,
for a Tiaina, wife of a Tain, to rule after his death or incapacity. Despite their
feuding, most clans are loyal to the Grantain, who is based in Dobrin. The position is
hereditary, devolving first onto the eldest surviving male heir, then onto the
foster-sons, and lastly onto the eldest female heir. Although women are not barred from
the position in the absence of male heirs, it is not unknown for them to voluntarily
relinquish the position in favour of other male relations. The situation has not arisen
for generations, however. Although many clans would like nothing more than to butcher
each another, they all respect and are represented at the twice-yearly councils in Dobrin.
The political divisions within each clan tend to be as follows: The Tain has his
attendant nobles, who are either born to the position or are vassaled. This is a process
whereby a man in a lesser position proclaims himself a vassal of a superior, and pays him
in some way, in return for patronage and protection. The process is entirely voluntary and
may be cancelled at any time by either or both parties. Position, therefore, is a function
of wealth and status. Beneath the nobles are freemen and below them the
"workers", generally criminals and those performing some penance and captives
from other clans awaiting ransom. All are loyal, in the first instance, to the Tain,
however. There is no clan hierarchy, alliances and feuds being the order of the day,
except that the clan of the Grantain is respected and considered above such feuds and
alliances..
All clans are loyal to the Grantain, and the title is so firmly ingrained in Anghain
culture that usurping the position is virtually unthinkable. The Grantain himself,
however, has little power other than heading his own clan, acting as spokesman before
outsiders and arbitrating between clans. |
Allies: |
There is a fair bit of trade between the Anghain, Yondelle, and isolated settlements
in the Borderlands. |
Foes: |
After the war known simply as "The War", a large number of clans split off
from the Anghain. Calling themselves the Dragannan, they are nomadic warriors who live
only for war. |
State Religion: |
The Anghain worship Nature, personified in a number of aspects. The names of these
aspects of Nature differ from area to area, and are often unnamed. The Sun is universally
venerated as Bi'in and the earth as Ch'Isvetra There are wandering priests who are held
in great esteem. Magic is used by priests, but is otherwise largely ignored. A darker
presence is to be found in the Druidic order, which reveals little about itself and seldom
meddles in day-to-day affairs. Should they choose to interfere, however, they are feared
and venerated. Their holy sites are in the forests. Many people consider the Druids to be
the true rulers of the Anghain, though they involve themselves with people very little.
The Dragannan also worship Baro, an evil aspect of blood and glory. It was his cult
that caused The War. |
Common religions: |
No other religions are common among the Anghain. |
Resources and economy: |
The Anghain clans are generally self-sufficient. Most clans have permanent villages
which are used as bases and trade centres. There are three cities which are major trade
centres. Horses and livestock are traded amongst themselves and with outsiders. Jewellery,
cloth, pelts and leather goods are produced for trade. These are traded for metal and
luxury items. There is also some mining of iron and gems. The concept and importance of
money is noted, but far more important indicators of wealth are the number and ostentation
of personal decorations and items, the amount of land owned and the number of horses on
it, and the status accorded the individual by his peers and vassals. Money, therefore, is
seldom saved but freely spent. |
Terrain: |
The Anghain steppes consist mainly of treeless grassland and rolling hills. Large
areas are rough and broken. There are many forests and lakes and some ranges of hills
where ore and gems are to be found. The soil is quite rich and abundant wildlife wanders
the plains. |
Climate: |
The steppes are generally hot in summer with cold winters that can be extremely harsh.
It rains heavily in spring and autumn with huge thunderstorms being common. The summers
are dry and windy. |
Population commentary: |
The Anghain people are descended from nomadic warriors who many centuries ago had
conquered large areas and most of the neighbouring peoples. After The War the Anghain were
decimated and sundered and their power broken. In the past few hundred years, they have
tended to settle down and have started farming and trading. The men still range far and
wide hunting, foraging and fighting with other clans. Despite having learned to live with
their neighbours, if not one another, the Anghain remember their past glory - they are
still fearsome warriors and all children, boys and girls alike, are taught to ride and
shoot. Boys are also taught to fight with swords, spears and bare hands. Despite their
feuding, they can be surprisingly united against a common threat until it is removed. The
Anghain are a volatile, emotional people with a rich tradition of lore, music and dance.
Very few people can read and write, although most Tains and their heirs can. The people in
the cities, merchants and tradesmen, have a much higher literacy rate.
The Grantain and his family are well educated.
Anghain society is male dominated, but women are in many ways treated as equals; they
are allowed to own property, they may divorce their husbands and they rule in the home.
The Tiainas and Grantiainas are often advisors to their husbands.
Horses are very important to the Anghain and are very well looked after. The bond
between an Anghain and his horse is incredibly strong. To lose one's horse is a tragedy;
to lose it through neglect or stupidity is a disgrace. Anghain horses are of a small but
hardy breed.
The Anghain are very proud, even insolent and exceedingly fond of bombast and a good
fight. The concepts of honour and the "proper forms" is likewise important.
Ridicule and shunning are considered two of the harshest punishments for any Anghar.
Anghar clothing tends to be richly embroidered with brilliant colours and elaborate
patterns. Jewellery is common to both sexes.
Male garb is usually tunic or shirt, breeches and boots, sandals or shoes together with
sword and knife. Leathers are worn in winter. Beards and moustaches are common.
Women usually wear long dresses and colourful cloaks. Short knee-length dresses or
shirts with wide skirts, which are often divided for riding, are also common. Boots,
sandals or shoes are worn. Hair is worn long.
Formal clothing follows the same pattern, but is usually white or light, with
contrasting items or embroidery in browns, yellows and light blues. |
Customs: |
Men's names commonly end in "-or" or "in", women's names commonly
start with "Ch". Feasts are popular, with lots of singing, dancing and
eating. Hunts and contests of all kinds are organised. Honour is integral to the Anghar
way of life, and an Anghar's word is sacred. Contests of honour are often used to settle
disputes, and even wars. Usually, the challenger will boast that he can best the other at
anything, allowing the challenged party to name the terms of the contest This may be
anything from a fight to the death to a poetry or dancing contest. The letter, rather than
the spirit, of a promise is often adhered to, though.
Between clans, noble children are often fostered for a number of years to the noble
families, where they are taught the skills they will need as adults. This cements
alliances and acts as an insurance. They are returned to their families just before
adulthood, which for boys is considered to be 18 years old and for girls 16 years.
Between the ages of five and nine, a boy is given a foal of his own with much
celebrating. Girls are often given horses at the same ages.
When one warrior saves another, the one who was saved may make the other his blood kin.
They then consider themselves brothers.
Bodies are burned, not buried.
The children of a Tain have stylised horse heads tattooed on their left palms as
babies, the children of the Grantain have a circle around the horse's head.
The Anghain are highly superstitious, crippled or deformed people are respected as
"special" and dreams are paid a lot of credence. Taboos and geasa, which are
laid by priests, have much power.
Bards are revered. Although loyal to their own clans, they often travel and are an
important source of news as well as being repositories of culture and advisors. They often
act as fools, saying things that no one else may say and live. In any conflict, they are
left untouched.
The Anghain are fastidious and spend much time on personal adornment. Their domestic
surroundings tend to be simple, but the ornamentation is lavish. Culture is very
important. |
Buildings: |
Sod huts are common. The villages and towns have wooden buildings. Only Dobrin has
some stone buildings and a city wall. |
Military notes: |
Anghar horse-archers are deadly and a large army can be assembled at very short
notice. They suffer from poor tactics and a lack of unified command, however. The Anghain
are fierce warriors whether mounted or on foot, and use sword, spear and shield, and
leather or chain armour, if any. |
Notable personalities: |
|
Notes: |
This section contributed by Karl Kaufmann. |
Southern Principality: Shorter, medium to slender build; olive (French Spanish)
complexions, dark hair (long, bearded/moustached), hazel or brown eyes.
Allemaren: Fair, easily tanned skin (light in winter, dark in summer); two typical
types: dark hair and eyes, and blonde hair and light eyes. Straight hair. Moustaches
popular.
Gaunt, Gline, Yondelle: similar to Allemaren, with Slavic features.