The Armorican Kingdoms · Legacy archive
Codex Populatia
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Codex Populatia
#1Dear Distinguished Readers,
This prologuia shall, by mine hand and pen, short remain, for it is not my custom as author to hand the reader disinterest before knowledge, therefore:
The purpose of this volume is to present said reader with a thorough and fair examination of the men who dwell in all parts and portions of the glorious Empire, and the Armorican Kingdoms as a whole.
By mine own hand and pen,
the Master Librarian of the Imperial Library and Imperial Sorceror,
Gnaeus Emmenathalus Tyndarian Estemon Aelorio -
The Arcturans
#2The Arcturans are the primary and most powerful of the Armorican people. They are the citizens of the nation of Imperial Arcturus. They are considered to be the most noble and civilized race of people in all of the Armorican Kingdoms, especially by themselves.
Arcturans are split between two classes of people: Patricians and Plebeians.
Arcturan Patricians are the nobles and high-class people of Arcturus. They are generally 5'3"-5'8" and have black or (Less commonly) very dark brown hair, which men wear in a Caesar cut (Brushed forward and short.), as is the style, while women generally style as they wish. Patricians have high cheekbones and aquiline noses. The darker one's hair and more aquiline the nose, the finer one's breeding is, by the Arcturan estimation. Patricians dress in calf-length togas, belted with sashes and, if they are in the Imperial service, a purple over-tunic. On formal occasions, the Imperial mantle is worn. This is a diamond-shaped shoulder mantle with a high collar, opened from the back and worn so that the "points" of the diamond-shape point down the middle of the back and torso. The high collar is clip tightly closed. Patricians generally ornament themselves with eagle-crests and symbols, as befits their god, Arcturus the Eagle, worked in gold, silver, and copper, for poorer families. Small jewels are common, while larger stones are reserved for the very wealthy and the very noble. Some Patricians have taken to wearing an eagle-feather pendant, though this is more of a Plebeian custom, and is considered "common". Sandals are worn, and, in the more northerly regions, socks with them.
Arcturan Plebeians are the lower class citizens, including merchants, commoners, soldiers, farmers, and indentured servants. They are generally taller and less delicate than Patricians, and range from 5'5"-6'2" on average. They generally have dark brown hair, but Plebeians are a less pure bloodline that Patricians, usually, and thus they may have any color hair, though dark brown is most common. Plebeian ment also wear the Caesar cut, while women most often wear their hair long. Among Plebeians, too, the darkness of the hair and aquilinity of the nose are remarked upon for estimation of breeding. Plebeian men wear knee-length leather-belted tunics with short sleeves, while women wear dresses similar to the togas of the Patricians. Footwear is, as with Patricians, sandals, with socks in the North. Plebeians often wear an eagle-feather pendant to signify their loyalty to the Eagle God and his empire. Jewelry is generally small, and made with copper or silver, and semi-precious stones. True jewels are rare, and are often the ornaments of wealthy merchants or those families who may have a Patrician ancestor.
Arcturan Patricians live in large houses with roofs made from red tile and walls of plaster-overlayed brick. The houses are almost always centered around a courtyard, with slave and servant quarters on the left ("sinistrine") side of the house, while family chambers are on the right ("dextrine") side of the house. Plebeian homes vary in style depending on region. (For more Arcturan home theory, look up Roman homes.)
Arcturans worship their greater gods, but also make prayers to many smaller gods, such as household Lars and the Numina of the natural world. The woodcutter just as often finds the name of a Numina on his lips as much as that of the Forest God Arborean, and the capricious water-Numinas are ever the patrons of the fishermen.
The primary god of the Arcturans is Arcturus, the Eagle God. Other gods include Ateniad, Fentor, Dellicus and his children, the Inspiri, Ceremeus, Fortuna and Plentimon, Tritonius, Arborean, Orana, Discus, Monala, Marcus, Jaina, and Julius, as well as the left-over Titans, Cthonus and Shaya.
Arcturan Names: Gnaeus, Honorius, Rhadamanthes, Selluon, Semmarus, Ostellius, Ivanos, Cyrantos, Eremendus, Theophilius, Asellion, Bareus
Patrician House Names: Provino, Aelorio, Atreus, Actoron, Vastosion, Calliter, Aemon, Ichneumior. For example: Castitor of House Atreus
Plebeian Family Names: None. Plebeians use their father's name and a third postnomen if the family has earned for past deeds. For example: Spendus Sedurius Zinaldius (Spendus, Son of Sedurius, who's grandfather was a hero in a Zinaldian campaign)
Archetypes
Patrician Fop: Just your usual noble, strolling about with a pommet at his nose and disdaining. Spoiled and arrogant, the Fop thinks the world owes him a living.
Imperial Soldier: Probably a Plebeian, a hard, gruff, swearing warrior of the Legion. The Soldier has been to many far-off places and seen many strange people.
Imperial Knight: An officer in the Legion. He is very patriotic and conservative, but has a soft spot when it comes to his troops. Like the Soldier, he has seen many places and met many people, but his heart is in Arcturus.
Imperial Official: Probably a Patrician, a beauracrat, going out to surf the political seas of Arcturus. An active member of the Senate, the Official is idealistic, and tries to take the world on his shoulders to help the people.
Farmboy: The Farmboy is a Plebeian from a rustic farm district who has left home looking for adventure. He is awed by the sights and sounds of the city, and is slightly scared of foreigners. He is very superstitious.
City Shadow: The City Shadow makes his living off of the city, prowling the alleys and preying on the unwary. The City Shadow is always a Plebeian. He had a hard childhood. The only way to survive, says the Shadow, is to take what you can get. Only the strong survive.
Crime Lord: He was once a City Shadow, scrabbling to survive. Now, the Crime Lord rubs shoulders with payable officials and corrupt priests, and wallows in wealth. He may have legitimate businesses, but his true profession is seen only at night.
Patriotic Citizen: The Patriotic Citizen lives in an urban or semiurban area. He is a strong believer in the Empire and it's somewhat democratic ideals, and is a great nationalist. He goes to great lengths to show his patriotism, and is often spouting of oaths like "By the Eagle!" or "Emperor's Name!".
Priest: Probably a Patrician. The Priesthood is extremely corrupt, and while the Priest maintains a facade of moralism and stern goodness, he makes backroom deals with City Shadows and Crime Lords and overlooks the sins of a few killers. Or, he may be idealistic and young, and, like the Official, leap to take on the burdens of the world.
For more Arcturan inspiration, see the Romans of the movie "Gladiator". -
The Alssons
#3The Alssons are the barbarian inhabitants of Alssonia. The Alssons are most frequently seen beyond Alssonia as slaves or gladiators, or both.
Alssons always have straight, auburn hair, light or dark, and have aquiline noses with narrow bridges. They often have very white teeth that resist decay. Alsson men range from 5'7"-6'3", and are, for the most part, very muscular due to their mountainous wilderness environment. Alsson women range from 5'2"-5'6", and are often in the same good shape as men, though the duties of Alsson women are traditionally at home.
Alsson men wear knee-length, rough wool kilts trimmed on the inside with furs or raw wool, and may wear leather boots or sandals, the former being reserved for the more powerful members of a clan. They wear no shirts, though in wintery months, cloaks of wolfskin or other hides are employed to cut the chill. Alsson women wear a long, calf-length, robe-like garment that is worn loosely on the shoulders. The inside is, like men's kilts, trimmed with furs or raw wool. Women, too, employ fur cloaks during chill times, but these are generally the pelts of deer, elk, and buffallo instead of the wolf and the cougar. Jewelry is common among both sexes, with arm-rings and ear-rings being common, as well as bracelets and anklets.
Alssons live in large migratory tribes, who rarely dwell in one place for more than four months of the year. The primary business of the clans is raiding and battle between other clans, though sheepherding is a duty that the young are called on to conduct. Alsson houses are tent-like constructions of wool and wood.
Alsson gods are a fierce warrior bunch, led by Alotti. Alotti gives a man three chances in life, and when those three chances are up, that man's death is near. Those who died an honorable death or a warrior's death go to the Hall in the Sky, Aiell Bragh, which is said to be atop great Mount Teubora. Those who die cowardly or dishonorable deaths sink to the gloomy underworld, Nifl, to be lorded over forever by Ymor, the lord of the dead. Other gods include Aulga, Teudr Emyrun, and Golla. Yneff Lleneur, the Alsson god of just causes, has of late become popular in the more rural parts of Marcosia, Woron, and Watzcha.
Alsson Names: Cuchullaine (M), Faioleghn (F), Alleimo (M), Mouravicti (F), Ergoalingetrix (M), Maollech (F), Boellah (F), Faefenoilleh (M), Victinmoillah (F), Oannellech (M), Boicca (F)
Alsson Clan Names: According to the tribe (tuath) the Alsson belongs to. For example: One Gellochon of the tribe of Tuath Mourna would be called Gellochon Mourna.
Archetypes:
Cu-Chullaine (Warrior): A man of the tuath, a fierce warrior barbarian. He battles with sword and axe, shunning armor or shield.
Alleonalghnex (Wise Man/Wise Woman): A hedge wizard or shaman who guides the tribe's spiritual life. He or she knows the secrets of mountain medicine and the Alsson wilderness.
Alsson Tribals (Women and children): The women and children of the tuath. The tribals are generally harmless, unless the tuath is under attack.
Inspiration for the Alssons was roughly Celtic/German. -
The Zinaldians
#4The Zinaldians are the people of Zinaldia, a young nation of the South that was previously the Imperial provinces of Zinaldia and Callamanca. After Feddaro of Messanthia and Egerinus of Cantala successfully sued for freedom and convinced the Arcturan Senate, the two new nations became embroiled in a civil war over supremacy. Eventually, peace was made, and combined into the nation of Zinaldia.
Zinaldians have light brown to golden-blonde hair, and round, soft features. Both sexes range from 5'7"-6'. Zinaldians are inclined to gain weight easily, and chubbiness is common, though most Zinaldians take trouble not to become too fat. Zinaldians have darker skin tones than most Armoricans, being the product of the southern sun.
Zinaldian men often wear their hair long in a ponytail, and have small moustaches or goatees. The typical dress is a thin vest-like garment, with a tunic underneath on cooler days of autumn and winter, and baggy, sash-belted pantaloons with sandals. Zinaldian women wear their hair either long or in a bun, and wear thin, toga-like dresses with a shawl on cold days, and sandals. Men and women often wear ear-rings, and other jewelry is also common. The symbol of the sun is a ubiquitous sign among Zinaldians.
To Zinaldians, life is seen as a game of chance. They are the players, their actions are rolls of the dice, and the score is kept in that most singular of things, gold. Zinaldians love gold, and the traditions of roguery and merchantry are close to their hearts. Their unique take on life is a great advantage in these occupations. Because of this take, their outlook on life is generally exceedingly sunny, and they tend to be laid back and accepting of any situation life may put them in. They are also resourceful, and can keep their wits about them in a hard place.
Zinaldians are heavily influenced by Arcturan tradition. Their architecture is much the same, as well as their dress, when not attired traditionally, as noted above. They also worship the same gods, however, Discus, the Sun God and Lord of Athleticism, Marcus, the God of Money, and Plentimon, the God of Thieves, are known to have greater influence.
Zinaldian names: Fradreko (M), Zinalia (F), Ibecelia (F), Tortaga (M), Doraz (M), Benedicale (F), Fabio (M)
Zinaldian last names: By place of residence. For example: Rinaldo diCaspalla (Rinaldo of Caspalla), Dolorea diPessa Maggeria (Dolorea of Maggeria Meadow)
Archetypes
Confidence Trickster: The Zinaldian streets and highroads swarm with confidence tricksters, selling fake elixers and raegents, pretending to be nobles in need of a quick coin in return for a lot of coin later, and other such swindles.
Thief-about-town: Of course, like the Arcturan cities, the Zinaldian cities are full of thieves. But Zinaldian thieves are a large bit more confident and good at what they do.
Duke: The Dukes are the roaming knight-police of Zinaldia, traveling from settlement to settlement, acting as a temporary judicial system in smaller districts, hunting down dangerous beasts, and generally protecting the rights and safety of the Zinaldian populace.
Priest of Discus: The Priests of Discus are popular in Zinaldia. They are healthy, wealthy, beautiful, and as athletic and strong as their god. They often sponsor athletic competitions. Many Priests of Discus double as adventurers, since they are so good at brawling and other athletic endeavors. -
The Orlonians
#5Orlonia is a nation on the Western Sea, prosperous and mighty. It's people have always been very independent and rebellious, and thus, the nation resisted always the domination of the Arcturans.
Orlonians have stiff black or dark brown hair and small, upturned noses. They are typically thinner than average and are 5'5"-5'9". They typically have a healthy tan due to the sunny climate of their lands.
Orlonian fashions are similar to those of more northerly climes. Males wear a tunic worn loose with pantaloons, and a calf-length, sleeveless, high-collared overcoat belted over it. Women generally wear whatever dress or shift or gown suits them, and some have even taken to wearing clothing styled after the Alssonian women's garb. For both sexes, sandals are the footwear of choice. Ornamentation is to taste, though especially gaudy jewelry is considered tacky.
The Orlonians, being an independent sort, have, instead of a monarchy, a republican system in which each Orlonian province has it's own representative, known as a Young King, who is given tasks and power by the provincial assembly, and goes three times a year to Orlonium, the capitol, as a representative of its province before the Grand Deliberative, which includes every other Young King, as well as the Deliberators.
Like Zinaldians, Orlonians often follow Arcturan traditions, however, wood is used more in Orlonian construction, and they tend to favor larger windows.
Arcturan gods are worshipped by Orlonians, but the god Ohmath, a native god, is also worshipped in more rustic regions.
Orlonian Names: Elmathen (M), Thoh (M), Lemoh (F), Voehn (F), Lenotha (M), Bellh (M)
Orlonian last names: By mother's name. For example: Aehthen, Son of Pallaieh
Archetypes
Young King: A representative of one of the provinces of Orlonia, elected by the people to represent them at the Grand Deliberative.
Deliberator: A politician of the Grand Deliberative. Elected from the ranks of the common populace.
Citizen: The common people of Orlonia. They may be merchants, or farmers, or soldiers in the army. Citizens are much like the citizens of the United States. They may follow whatever enterprise they wish.
Wind-Warrior: The Wind-Warriors are the famous warrior bards of Orlonia, who slash through their enemies while singing long war anthems and sword ballads. The Wind-Warriors are known for their prowess with sword and dagger, and also their singing ability. -
The Marcosians
#6Marcosia is the second-most powerful of the Armorican Kingdoms, under Arcturus. Its inhabitants are a strong and prosperous people, descended from barbarians, who have carved a mighty and wealthy nation from the mountainous wilderness that is their home.
Marcosians have hair that may be any shade of blonde, brown, or, rarely, fiery red. They have strong noses and chins, and their eyes are almost uniformly blue-green. Marcosians of both sexes average among the tallest of Armorican peoples, ranging from 5'8"-6'5". Marcosian men of low class wear a coarse cotton tunic with breeches or pantaloons, women, a dress of the same, and both wear fur-lined vests and coats during the colder months. Upper class Marcosians wear similar, if higher-quality, garments, or, sometimes, Imperial Arcturan garb. Jewelry is generally ornate and heavy. Pendants and armlets are the most common. The sign of Mitras, the Marcosian chief god, is common, as well as the sign of Orana, the Arcturan goddess of mystery and sorcery, who is popular in Marcosia.
Marcosians make extensive use of lumber, stone and plaster in their buildings. Their houses are long, constructed along a main hallway of sorts, with a steep roof in the northern regions to ward off snow. Curtains of fur and hide are employed to keep out the cold during winter (Glassmaking is a skill that has not been discovered in the Armorican lands.).
The Marcosian gods are a mixture of local and Arcturan gods. Mitras, the Marcosian sun deity, replaces Arcturus, and the position of god of waters is taken by Thanoces. The fierce demon Ozibel takes the place of Julius and Cthonus.
Marcosian Names: Baggan (M), Ninga (F), Marco (M), Botta (M), Leggar (M), Lena (F), Elizabat (F), Hega (F), Baza (M), Benzant (M), Reeglen (F), Sarah (F), Eddard (M), Sansa (F), Arya (F), Catelyn (F), Robbet (M), Jason (M), Jon (M), Lyssa (F), Roose (M), Marjaery (F), Tyrion (M)
Marcosian Last Names: Beekeep, Westering, Woodhurrow, Bright, Geltonarry, Liddle, Reedling, Eastmark, Eagle, Tarringell, Potter, Spicer, Wheelwright, Carve, Edgeworth, Sunglass
Archetypes
Commoner: A middle or low class member of Marcosian society. They are generally poor. Some work under the supervision of feudal Lords, while others dwell in the city, living by free enterprise.
Serf: A semi-slave who works for a Lord. Serfs rarely escape bondage, but those who do often take careers in adventuring to see the world which they have been denied.
Lord (Duke, Count): Lords are feudal masters of Marcosian government. All Lords are considered nobility. Dukes and Counts are not as well-trained for battle as knights, though they, too, need to go to war for their king. Knights are subservient to Dukes and Counts.
Lord (Knight): Knights are Lords who are specially trained as warriors for their master Dukes or Counts. Knights are well-trained, and generally have much battle experience. They oversee farming Commoners and Serfs.
Sellsword: Sellswords are mercenaries who sell their skills to the highest bidder.
Mitran: Mitrans are the clergy of the Temple of Mitras. They spread the word across Marcosia, and the Land. Mitrans are often dispatched by the temple on missions important to the faith. -
The Chargians
#7Chargia is the land of forests, home of the Chargians. The Chargians have learned to base their culture around the forest. They dwell in, live off, and love the forest.
Chargians are black, brown, or red-haired. They have high cheekbones, wide nostrils, and diamond-shaped faces. Skin tones are generally paler than the norm for Armorican peoples, which hints at a strain of Kozkilite blood in the Chargian population. They are among the shortest of Armorican peoples, as males are 5'3"-5'5", and females 4'10"-5'3". They are also noted to have unusually large hands and feet. Chargian men dress in enveloping, thigh-length coats made from hides with collars that obscure the face up to the bridge of the nose, and breeches of wool or hide. Women wear much the same, but their coats are calf-length. The coats of both sexes are dyed in pastel patterns with natural plant dies, and the inner lining of one of these coats contains many, many pockets for carrying supplies in the forest. Unlike most Armorican people, Chargians wear leather footwear that incases the entire foot, much like a moccasin. In colder periods, Chargians may also wear a fur cloak, and a pastel-dyed hat of wool that fits over the head much like a beanie. Chargians do not wear much jewelry, but what they do wear is generally very colorful and features natural themes. Dyed leather armbands are among the most common, as well are necklaces and bracelets of beads.
Chargians, above all people, enjoy a good laugh. Humor is the virtue closest to the Chargian heart. Chargians are also peerless hunters and trackers, rivalled only by the Eregard barbarians. Many an expedition into the Black Forest of northern Arcturus is led by a Chargian forest guide. It is also said of Chargians that they are among the best of all animal trainers.
Chargian houses are small, circular constructions of timber and dried mud. A typical Chargian village is composed of six or seven of these circular houses in an open meadow or carefully cleared area of forest.
Chargians worship a variety of nature gods, of whom the chief is Elrim, the Tree. The other Chargian gods, who, Chargians say, dropped off of Elrim's branches as divine fruit, include Rilmanus, Torada, Sesere, and Jode. Chargians also often worship Mitras, the Marcosian sun god, Arborean, Arcturan god of nature and the forest, and Jaina, Arcturan god of growing things.
Chargian Names: Odara (M), Maritann (M), Joden (M), Ettena (F), Lerenaia (F), Horgelon (M), Tessenai (F), Mejennissai (F)
Chargian Last Names: By home settlement. For example: Jadessi of Open Hill
Archetypes
March-Forester: The March-Foresters are the experienced foresters and protectors of the Chargian people. They generally patrol the western border, guarding against Kozkirrim agressors and other things of shadow that come down from the mountains. March-Foresters are skilled with the use of bow and blade, and often are armored in boiled leather and gear that shields them against sight in the wood.
Dastarn Druid: The Dastarns are the priests and loremasters of Chargia. They dwell in temples of Elrim, the Tree God, across the Forested Land. Dastarns are wise and skilled, and often know simple charms for accelerating the growth of plants, calling up clean springs, or bringing rain. They are also great healers of wounds and sickness, as well as priests of the Chargian Wood Gods.
Beastfriend: Beastfriends are former March-Foresters who have taken to live with creatures of the wood, taking oaths by the Forest Gods never to dwell among Men again. Beastfriends battle with their bare hands and teeth and brute strength, emulating their companions, the beasts. Their oaths prevent them from entering cities or from sleeping in settlements, though every so often, a Beastfriend will come from the wild to advise a Dastarn. They are considered blessed by the Forest Gods, and are respected as beings of the wild, though generally not welcomed because of their savagery. -
The Sedurians
#8Seduria is a great northern plain, snowy in the winter and sweltering in the summer. The Sedurians are its people, and they are a hardy and rough folk, considered barely civilized by more southerly populations. However, it is believed, no matter where one goes in the Armorican Kingdoms, that the Sedurians are matchless in the ways of horsemanship.
Sedurians are a thin, wiry people, averaging 5'3"-5'7". They generally have curly red or blonde hair, and are large-nosed and sharp-chinned. Sedurian men wear short beards and moustaches, and wear ponytails. Sedurian women wear their hair in long braids. Men dress in knee-length, high-collared, sleeveless overcoats, with tunics and breeches underneath. Women dress in long dresses with a shawl over their shoulders. Jewelry is generally woven from natural fiber and twines, with beads and jewelry. Horse-emblems abound.
Sedurians love all horses. The husbandry of horses and riding reindeer ("antler-horses") is considered to be the highest occupation one can take up, besides that of warrior. Horses are the greatest allies and friends a Sedurian can have, and riding is a skill that Sedurians learn before they learn to walk. Sedurians are semi-nomadic, moving from hunting spot to hunting spot by season, riding their beloved horses and reindeer. There are established Sedurian outposts, but these are few, and are often empty, used only as temporary homes.
In a typical Sedurian clan ("riddemark"), there are one-hundred to five-hundred regular men, women, and children, including hunters, gatherers, healers, and trackers, and twenty to sixty warriors, plus a chief, called the Riddenheld, and a shaman-priest, called the Obertheld.
Sedurians worship many gods, but their primary god is Riechter, the lord of the wind and the King of Horses. In addition are worshipped Halcte, Riedenu, Elcoling, Howige and Urllenbrand. Sedurians also worship various foreign gods related to the wilderness and riding.
Sedurians hold as their king the Wizard of the Tower, an ancient and mysterious being who lives in a great tower in the capitol settlement of Orollas. It is said among Sedurians that they once had a king, but that in great war he betrayed them and that the Wizard of the Tower saved them from destruction, and thus, they pledged their fealty to him.
Sedurian Names: Marku (M), Freol (M), Liesel (F), Sunne (F), Seorl (M), Dreine (F), Urllech (M), Remmis (F), Theoden (M), Siegismund (M), Engli (M), Oppe (F), Fralbod (M), Fafrd (M), Grima (M), Jundel (F)
Sedurian Last Names: By riddemark. For instance, Fierhald of the Hommenu Ridde.
Allemane Ridde, Sigild Ridde, Friesenhommu Ridde, Riddimard Ridde, Fauerheld Ridde, Galbod Ridde, Eorl Ridde, Rahold Ridde, et cetera.
Archetypes:
Gram (Warrior): A Gram (plural Gramun) is a warrior of a Sedurian Ridde. Gramun are respected, and are higher in status than any other in the Ridde, save the Riddenheld and the Obertheld. Gramun learn from birth to fight from horseback, wielding swords or axes and spears. They also learn the skills of archery, and horseback shooting. Gramun wear leather armor produced by the Ridde or coats of mail and pieces of armor stole on raids.
Obertheld (Shaman): The Obertheld is the spiritual leader of the Ridde. He is in charge of all the Ridde's rituals, as well as spiritual guidance and the worship of the Gods. Oberthelden are usually former Gramun, and are thus trained as warriors. But they also know small charms of nature magic, enhancing the eye or making the sword-arm quicker.
Riddenheld (Chieftan): The Riddenheld is the leader of the Ridde, the strongest and most skilled Gram, and often called upon to be the Ridde's decision-maker. Riddenhelden are generally outfitted in the finest of gleaned armors and weapons, and these armaments are often passed down through generations. If a Riddenheld has no heir, or his heir is judged unworthy by the Obertheld, there must be a trial by combat to find the strongest of the Gramun, who is then elected the Riddenheld. -
The Daalishmen
#9The Great Duchy of Daaldag is the peninsular home of the Daalishmen, an ancient seafaring people nearly as old as the Kozkilites. Daalish boats ply the waves wherever they can, though, quite obviously, they are not such skillful sailors as the Gunds. It is also said of the Daalishmen that they are the most loyal allies a man can have, should he earn their trust.
Daalishmen average 5'6"-6'2", with Daalishwomen being similar in height. They have stiff, bristly hair that is usually black, or, in those with foreign blood, dark brown or red, and men wear their hair long as do women, and men usually wear goatees. They have angular, thin features. Clothing is generally similar to Sedurian garb, though it is usually made from more costly materials, as well as fishnet and other sea-based materials. Jewelry is a Daalishman's best friend, and any good Daalishman or Daalgishwoman wears at least copper jewelry with semi-precious stones. Oceanic images are common.
Daalishmen are a curious people in that they are extremely loyal to those who have earned their trust. No Daalishman will betray one in which he has afforded his trust and honor. For this very reason, Daalishmen make excellent soldiers, though the Daalish temperament is ill-suited to more in-land climes. One of the most famous of the generals in the Arcturan army is a Daalishman, Fraalec Asedrus.
Daalish homes generally follow Imperial Arcturan styles, though they are more weather-proofed due to the marine storms that blow through.
Most Daalishmen occupy themselves as fishermen or sea-traders. They have extensive dealings with the Olkishmen and Gunds.
Daalishmen worship Euthog, the Drowned God, their chief sea-god, a grim sailor-god who is also responsible for earthquakes and sea monsters. Below Euthog are Dallmishma, Saagnil, Elleuc, and others. When they die, good Daalishmen go to the Daalsensier, the City of the Gods, which lies across the Western Sea in the Land of Hope.
Daalish Names: Fraalec (M), Maalen (F), Eullecr (M), Vreech (M), Vraata (F), Saanlell (F), Fraagor (M), Senieseu (F)
Daalish Last Names: Esskeur, Eumell, Vraakellin, Frieseu, Raal, Vraasliel
Archetypes:
Sailor: Self-explanatory. A Daalish sailor may work on a merchant vessel, or as part of the Daalish navy, or as a fisherman, or as a member of a hundred other professions. They return often to shore to meet with their wives and attend to "dry-business", as they call matters of dry land.
Soldier: The Daalish temperament lends itself well to soldiery. The Daalish army is strong, and has many men in it's ranks. Daalish soldiers are trained in the use of spear and bow, and wear shirts of mail.
Sea-Singer: Sea-Singers are members of an ancient druidic brotherhood. They pass along the shores of Daaldag, dressed in slate-grey robes, ornamented with rope hausers and fish-netting. They wear strings of shells, and carry horns made from conch shells, which they blow in honor of Euthog, the Drowned God. Sea-Singers are usually master fishermen, and can read the tides like a book. In Daalish communities, Sea-Singers are called upon to tell the Ancestral Tales, perform baptisms (an important part of Daalish religion), bless boats, and other duties. -
The Woronites
#10The land of Woron crouches grimly in the hills above the great Tibor's Wall, manning always that mighty anti-barbarian bulwark. Woron is a gray, gloomy, debatable land, and its people, the Woronites, are as such a gray, gloomy, and fiery-tempered lot.
Woronites range from 5'1"-6' tall, and generally have uncontrollable, rough-textured hair, ranging from red to brown to black. They have long noses and sharp chins, and their eyes have a constant shadow, as if they are deathly tired. Woronite men wear heavy, long-sleeved wool tunics and baggy trousers tucked into leather boots. Woronite women wear wool dresses and robes, with leather moccasins. Both may wear a heavy, fur-lined cloak in the months of cold. Men generally where drab colors, such as gray, slate blue, and dull green, while women wear brighter shades, reds, yellows, and oranges. All Woronites carry a dagger somewhere on their person. Jewelry is considered a luxury that compromises one's personal safety, and it is rare indeed to see a Woronite with more than a dull copper or silver ring or pendant.
Woronites are a ill-tempered and gloomy people, quick to anger and full of melancholy. Imagination is not a valued trait among the folk of Woron, and day-dreamers may be quick to find themselves on the wrong side of Tibor's Wall. Woronites are, however, fierce fighters, ready to do anything to protect their homes, and extremely clever when in a tight spot. Woronites make excellent tacticians, and often have an understanding of the barbarians that they protect against far exceeding that of any Imperial scholar.
Woronites construct their houses of wood and local stones, constructing small, square homes with walls of rock and plaster, and steep wooden roofs stuffed with thatch to ward off snow and cold. All Woronite homes have a large firepit in the center, around which the family beds are clustered. Auxiliary functions of the house take place at the back or outside, in warmer months.
Woronites worship a blend of Arcturan deities and more primitive gods from their barbarian past, such as the warrior-god Erlik and Alssonskya Mezkjya, the god of the Alsson Mountains.
Woronite Names: Pomnie (M), Rawieg (M), Narnia (F), Leczn (F), Iscieg (M), Miolec (F), Budeli (M), Braw (M), Lech (M), Buchac (M), Wprodm (F), Szofia (F)
Woronite Last Names: By father's name. For instance, Lechie Wicza-Son. -
The Watzchans
#11The nation of Watzcha is the brother-kingdom of the melancholy country of Woron, however, it is further south, in the Imperial climate zone, and its weather and its citizens are both much sunnier than those of Woron. Watzchans are gerrulous, sunny-dispositioned folk, and are born merchants.
Watzchans range from 5'2"-6'1" tall, and have rough-textured hair in shades of black, red, or brown, like Woronites. Watzchans have long noses and sharp chins. There are also influxes of foreign blood in Watzcha, Arcturan, Marcosian, Zinaldian and otherwise, so foreign features are not uncommon. Watzchans are a nation of frank Arcturophiles, striving to imitate them in all ways. The climate of their nation has aided them greatly in imitating Imperial dress, and the majority of Watzchans wear Imperial outfits, though in more traditional areas, one can find them wearing vestments similar to, if thinner and more colorful than, Woronite clothing.
Much like the Chargians, much unlike their cousins the Woronites, are a cheerful and sunny people. They are almost uniformly optimists. 'A smile is the best solution to any problem' goes a Watzchan proverb. The expeditious Watzchan temperament makes them ideal merchants, and, indeed, they are the finest merchants in all the land. The trade that Watzchan merchants have conducted has made their kingdom of a prosperous and rich land, which just gives them more to smile about.
Woronites and Czechki, though descended from the same stock as Watzchans, do not get along with them. Woronites find the irrepressible Watzchan cheer to be irritating and disquieting, and, obviously, relations between Watzchans and the barbarian Czechki are not at their best.
Watzchans follow Imperial traditions in housing.
The premiere gods of the Watzchans are the Arcturian gods, though they also share some deities with the Woronites.
Watzchan Names: See Woronite Names -
The Zlandics
#12The Kingdom of Zlandis lies nestled on the seacoast between Chargia and Orlonia, with Kozkil lurking beside. The Zlandics are its people, and are often called the Children of the Inspiri, for they are the most artistic and imaginative of all Armorican people.
Zlandics are a stout people with a large Marcosian heritage. They range from 5'3"-5'8", and are broad and thick-limbed. Zlandics have square jaws and square faces, with sharp, blade-like noses. Zlandics haver feathery, soft hair, in blonde and light browns, that has a tendency to gather much static. Zlandic men generally wear their hair long and combed straight, with short beards, while women wear their hair in styles that suit them. Men wear knee-length pantaloons and tunics, with a vest over, patterned with a colorful geometric pattern peculiar to a particular man's kith. Women wear long dresses or robes patterned with the same patterns, and, when they marry, they adopt their husband's pattern. Both sexes wear sandals as footwear. Zlandics wear whatever jewelry they find beautiful.
Zlandics are known throughout the Armorican kingdoms as the children of the Inspiri, with good reason. No other race is as artistic or musical. Many, many of the Empire's most succesful artists, musicians, and poets have sprung from Zlandic roots. The Zlandic capitol of Thermum is said to be one of the artistic wonders of the Armorican Kingdoms. The Zlandic poet Aslegus Maximus once said "Truly are we Zlandics a blessed people, for we have the gift of imagination." One art where Zlandics do not excel, however, is the art of war. Zlandics are poor fighters, clumsy and unmotivated, and any Zlandic would rather compose a song than fight a duel on any day.
Zlandic homes are large, low affairs, made from mud-plaster and local stone, painted with the geometric pattern of the home owner's kith.
Zlandics arrange themselves in large clans consisting of extended families known as kiths.
Zlandics worship the Arcturan gods, with a special emphasis on the Inspiri.
Zlandic Names: Zlen (M), Sezlan (F), Slessi (F), Ozza (M), Asleg (M), Nezel (F) Issilen (F), Zonn (M), Essen (M), Lenezilan (F)
Zlandic Kith (Last) Names: Ozil, Baseniss, Legass, Nezellion, Slezas, Ozoleg, Izimol -
The Kozkirrim
#13Kozkil is the Shadowed Land, a place of darkness and terror, the last home of a culture which predates the Empire, and indeed the Armoricans, by a thousand years. The Kozkirrim are the deathly people of this bloodstained land.
For a thousand years before the coming of the Armori barbarians to their land, the Kozkirrim were the rulers of a great empire, a massive, military entity controlling iron-fistedly the entirety of what is now called the Armorican Lands. The Kozkirrim are extremely flat-faced, having few planes or extensions to their skulls, with flat, large-nostriled noses, and large, unnatural-seeming eyes, totally black but for the colorful curve of the iris. All Kozkirrim have soft, feathery hair either of the dark auburn of dried blood, or of a black as dark as a raven's wing. Kozkirrim of both sexes wear their hair long, pulled back in a ponytail. Both sexes also dress alike, wearing long, ankle-length silk hooded robes, with stripes of color indicating caste hemming the sleeves, hood, and front of the robe. The robe is belted with a silk sash in the caste color. Sandals suit the warm, humid climate of Kozkil. They do not wear jewelry, for their religion forbids it.
The Kozkirrim are not the only descendants of the pre-Armorican peoples. Radothites and Daalishmen are alike in that way. However, they are the only folk of their nature who have retained the bloody ways of their ancestors. Within the boundaries of the Shadowed Land, the Kozkirrim array themselves in castes, with the highest caste being the Priesthood ("Taacharai" or "Godspeakers"), followed by the Law-makers ("Nrachegrai" or "Lawgivers"), followed by the Warriors ("Vartaagai" or "Swordwielders"), followed by the Populous ("Populai", or "Headbowers"), which include merchants, common workers, tax collectors, and other government officials, and, least of all, the Slaves ("Helotai" or "Weightcarriers"), who farm, construct, do tanning work and butchery, and other sublunary tasks. The Priesthood control the entire nation with an iron fist, and their leader is the Priest-Queen of All of Kozkil, She Who's Name Is Not To Be Spoken, The One in White. The Priest-Queen is the most important being in all of Kozkil, to the Kozkil mind, for she is the high priestess of the Kozkirrim god, K'Thalath, an ancient deity forgotten to all but the Kozkirrim since the dark, misty days of the past. K'Thalath is a brutal, bloody-handed god, a dark being who, it is said, demands the sacrafice of blood and the worship of all of Kozkil so that he will not destroy the Kozkirrim once and for all. It is said, in Kozkirrim legend, that in the ancient days of their empire, the Armori swept down from the north, laying waste to the Kozkirrim glory, leveling their ancient cities, and slaying their mighty armies. The Kozkirrim cried out to their solar deity, begging mercy and help, but they were forsaken by the Sun, and their empire was destroyed. The Kozkirrim fled from their capitol, a great exodus, fleeing the pursuing Armori, and they split into three different Diaspori, one going to the far, far north, to Radoth, one to the sea, to Daaldag, and the last to the shadows of the mountains, to Kozkil. The Kozkirrim, in their need, forgot the Sun. At their final battle against the Armori, the Kozkirrim fell beneath the horror of slaying after slaying. Finally, a being came to the leader of the Kozkirrim, a shadowed being, but offering hope, in exchange for eternal service. The leader snatched it up in a second, and upon the battlefield appeared a horrible being, K'Thalath, the Unspoken. The Armori fled, and the Kozkirrim called out to the Unspoken, and pledged forever to worship them. As they established their nation, the Kozkirrim contacted the Daalishmen and the Radothites, tried to give them the glory of K'Thalath, but their brethren would not except it. The Kozkirrim vowed death and destruction upon their brothers, seeing the refusal of the Unspoken as a bitter betrayal. The same is true of all folk, for all but the Kozkirrim see the true dark nature of the Unspoken, and thus, Kozkil is known as the Shadowed Land, a place of evil and darkness, and rightfully so. The very ground of Kozkil is tainted with the evil of K'Thalath, the mountains above, the forests between, and the people within. They have very strong morals and laws, prohibiting killing of other Kozkirrim, rape of other Kozkirrim, and other atrocities, as well as looking into another's eyes, especially a member of the priesthood. All Kozkirrim laws and morals apply only to other Kozkirrim, except under special exceptions.
Kozkirrim homes are large affairs, circular, octopus-like structures sunken in the ground. The hallways and auxiliary chambers form the tentacles, and the central chamber as the head. The whole home is generally sunken below the ground, but for the roof of the central chamber, which is two storied. Kozkirrim homes have two entrances, one in the central chamber leading to the overcity, and one an auxiliary hallway, leading into a warren of tunnels below the city that connect districts. Kozkirrim towns and cities are odd-looking structures, with the low-boxes of Kozkirrim houses protruding from the ground in irregular patterns spread through a carefully controlled wilderness area overhead. Paths lead throughout this are to the center of the settlement which is always occupied by the pyramidal temple of K'Thalath. The undercity is were most city activity takes place, with subterranean tunnels taking the place of a usual city's streets.
Kozkirrim worship one god and only one god, K'Thalath, and the depth of their dark devotion knows no bounds.
Kozkirrim Names: A'lai (M), Li'laa (F), Kaaz (M), Aazkai-e (M), Kail'za (F), Taa-e-Kai (F), Thaazan (F), Aazaan (M), Kia'zaan (F)
Kozkirrim Last Names: Kozkirrim do not have last names. If there are two Kozkirrim of the same name in a situation, they are known called First and Second. -
The Gothics
#14The land of Gotha is a hilly wildercountry in the south of Alssonia, bordering on the Imperial satellite-nation of Nydria, as well as Watzcha and Botheria. The Gothics are the barbarian people of Gotha, a warlike, primal folk who shun metal.
Gothics are a small and heavy people, ranging from 4'11"-5'7". They have broad flat noses and heavy brows with deep-set eyes. Their jaws are square and strong. Their rough, curly hair is usually a dark brown or red, though it is almost certain to be black with filth and dirt. Gothics wear no particular hairstyle, though some wear braids or ponytails, and men grow beards as a sign of virility. Gothics wear whatever hodgepodge of poorly-tanned animal skins, plants, natural twines and scavenged raiment. Gothics love jewelry and wear whatever shiny metals and jewels that they can find.
Gothics are a seeming defiance of all natural law. They have not progressed, technologically, mentally, or societally, in all the thousand years since they came south as an arm of the Armori invasion. They shun metal, except as an ornament or in armors and weapons which they scavenge off of more civilized victims, and they cannot comprehend the working of stone or tree-wood. They are a rough, warrior people, quick to anger and happiness, amazed by the "magic" of civilization, though they do not understand it.
Gothics organize themselves into tribes, each headed by the strongest Gothic in the tribe. The tribe's women and children are the property of every man in the tribe, to do with as he sees fit, short of slaying them. Gothics dwell in round lodges constructed of leather and hides strung between a network of scavenged branches and whatever other straight, stiff objects can be found. A chieftan of a tribe of Gothics in southern Gotha was found to have constructed his tent by stretching the tanned skins of slain enemies between said enemies' spears.
Gothics worship Uthgo, a wild, bear-headed god who slew his father, the giant Thraleveg, and married his twin sisters, Gevex and Sothex. Below Uthgo there are innumerable nature and animal spirits, worshipped by Gothics to placate the rage of the wilderness.
Gothic Names: Verex (F), Uthexeving (M), Levengor (M), Sothsinma (F), Lallevex (F), Gothgo (M), Gothex (F)
Gothic Last Names: By father's name, plus titles according to deeds. For instance, Golleveor Levexslayer Dragonsclaw Uthex-Son -
The Cumberlanders
#15The Cumberland is a small, autonomous province of the Empire in the foothills of the Great Mountains. No outsiders are allowed to enter the Cumberland, though many wish to do so, and this interdiction is upheld by the Cumberlanders, a people as mysterious as the land which they defend.
Averaging about 5'-5'5", Cumberlanders have round faces with aquiline noses. They have thick, lionish manes of matted dark brown hair, usually in a dreadlock-like style, with hints of gray interwoven. The eyes of Cumberlanders are always of a pale violet shade, and their gaze seems very penetrating to those who look into their eyes. Cumberlanders have quite darkly-tanned skin, as their homeland is far south (Due east, as the crow flies, from Zinaldia.). Cumberlander garb is unique, unlike anything else in the Armorican Kingdoms. Both men and women wear baggy pantaloons with sashes decorated in serpentine patterns, with their torsos bare and arms covered by odd, sleeve-like garments tied at the shoulder. They also wear a cloth bandanna tied around the head to hold their dreadlocks away from their faces.
Cumberlanders do not show emotion. Stoicism is the only facial expression that is known to have been seen on a Cumberlander. They speak without modulation of tone or pitch. They have never been known to act in anger or any other emotional extreme. When Cumberlanders are seen in a group, all individuals move in unison, and move to precise formations and tactics without any apparent form of communication. They seem to be everywhere in the outskirts of the Cumberland, and no man has entered said country in recorded memory. If one were to cross the borders into the Cumberland, one would see the spectacle of a group of Cumberlanders, armed and stone-faced, rising out of the wilderness as if from thin air, to say "Outsiders are not permitted in the Cumberland," and then proceed to be escorted away. No histories say why the Cumberlanders do this, or what it is that they are protecting. No maps of the Cumberland can be found within the vaunted Imperial Library in Arcturus. Explorers are warned often to, if they must go near, skirt the dusty wastelands that mark the borders of the Cumberland, and to stay on the good side of the Cumberlanders. More than one would-be Cumberland explorer has been discovered staked upon an intricately-tooled Cumberlander spear on the borders of their debatable and desert land. If there are those who have successfully resisted or defeated Cumberlanders, they have not told of it. Cumberlanders are not known to be of the Armorican peoples, nor are they counted among the descendants of the Lands' original inhabitants.
Nobody knows what Cumberlanders believe, or what gods they may follow.
Cumberlander Names: Unknown -
The Durmalgishmen
#16A savage and lawless country of the north, the Durmalgish Marches are home to the Durmalgishmen, a rough and strong people, as hardy as their homeland is wild. The name "Durmalgish" is not native in origin- it is a word of Turacian origin meaning, roughly, "Very far north".
Pure-blooded Durmalgishmen range from 5'8"-6'4", and generally are a massy and thick-muscled people. They have high cheekbones, narrow, sometimes hooked, noses, square chins, and heavy, thunderous brows. They have red or blonde hair that is straight and dull. However, since the Marches are a haven for criminals and exiles of all kinds, it is often easier to find mongrel folk with a combination of Durmalgish and other features. Durmalgishmen wear their hair long or pulled back in a ponytail, and they grow beards. Durmaglishwomen wear long, thick braids. Durmalgish dress is generally made from leather, heavy wool, or fur, to ward out the wintery cold of the Marches. Men wear long, thigh-length tunics, belted at the waist, with baggy trousers tucked into their soft, moccasin-like, leather shoes. Durmalgishwomen dress in ankle-length dresses, belted at the waist, and wear similar leather shoes. Both may wear heavy furs and cloaks to further defend against the frost in the air. Durmalgishfolk wear jewelry when it suits them. Most men wear hammer-pendants as entreaty to one of the Durmalgish gods, Thurr, for strength and vigor, and women axe-pendants for similar calling to Skadi, a goddess of snow, mountains, and women's strength.
Durmalgishfolk are a rough and hardy people, well schooled in the craft of the mountains and the snows. Durmalgishfolk are also skilled hunters and rovers. Durmalgishfolk are a fractious and war-like people, who organize themselves in clans and make war upon each other. They are quick to anger and quick to make amends, and honor is a great issue for them. Any Durmalgishman who's honor has been slighted will seek vengeance. Durmalgishfolk are also heavy drinkers and mighty eaters. Though they are considered to be civilized by most, the Arcturans rank them as barbarians, for these very reasons.
Durmalgishfolk live in long wooden lodges, constructed around a central fire and feast-table, with partitions along the walls which are the homes of individuals. Families get larger partitions than single individuals. The leader of a clan of Durmalgishfolk lives at the head of the hall, in the partition closest to the fire. The warriors of a clan live in the partitions closest to the chieftan. In the settlements ("klaenhalgr") of larger clans, there may be three or more lodges. In such a case, the chieftan's lodge will be constructed on a raised motte made of piled earth and stones. No matter the size, all Durmalgish settlements are surrounded by wooden palisades to protect them from raids by other clans. The Durmalgishmen are very concerned with honor and duty. Severe arguments are often settled in ritual duels called einvigi.
Durmalgishfolk worship numerous gods that are called the Aesir. Among their number are Wodan, Thurr, Skadi, Frej, Tiw, and others. The chief god of the Aesir is Wodan, who is a very wise and powerful god, yet feared, for he heralds a warrior's death. He is a grim and unforgiving god, much unlike the jolly warrior deities that comprise the majority of the Aesir. Durmalgishfolk also acknowledge the existence of the Giants, or Jotuns, who represent natural phenomenon, and are the enemies of the Aesir. When winter frost comes early, the Durmalgishfolk say that the Frost-Jotun are marching south early. When it is too foggy to hunt, they proclaim that the Fog-Jotun are angry.
Durmalgish Names: Saasi (F), Nid (M), Giri (M), Fjal (F), Aesmr (M), Feimli (M), Aestn (F), Eilke (F), Feimli (M), Ragnar (M), Einja (F)
Durmalgish Last Names: By father's name. For instance, Nadr Aesisenn (Nadr Aesi-son)
Wisdom's Note- The religious information in this is entirely incorrect. We are not sure where the author got this information. Perhaps it is invented? -
The Halecans (Halecolliaeladainilaithair)
#17The northern land of Haleco is a place of natural beauty, with temperate climes toward the coast and a mountainous alpine clime toward the borders. It is home to the bare-footed Halecans, small, long-winded folk who love the telling of tales, and, also, the telling of lies.
Halecans are small, thin folk, like the Chargians, ranging 5'-5'4". They are round-featured, with low-cheekbones, pert noses, and smiling, merry eyes, and are often considered very attractive by people of the North. They have golden skin tones and golden-blonde, shining hair that grows in tight ringlets. Men wear their hair fairly short, while women wear theirs long, some even having hair at waist-length. Halecan men shave their facial hair, for Halecan women find smooth faces to be most handsome. Halecans do not braid or restrain their hair. Both sexes of Halecans wear sleeveless, robe-like garments called, in Halecan-tongue, halecassemaionellasillecae, or "brilliant-fire-cloth", that are died in exceedingly beautiful rainbow patterns, tailored to fit the tastes of each individual Halecan. These robes hang roughly halfway below the knee, and no Halecan will wear any other garment. During the icy winters of their country, they wear a fur-lined cloak that is decorated with dyes to make it as beautiful as possible. Halecans will never, ever, under any circumstances, wear footwear. They say that it prevents them from being close to the Wurd of the World. Their abhorrence of footwear is such that they can be tortured through threats of the application of sandals. Where jewelry is concerned, Halecans wear bracelets and anklets, usually made from pounded silver adorned with semi-precious stones, and, if more adornment is required, wear fresh flowers in their hair.
The Halecans are an exceedingly unique and odd people. They are lovers of the spoken word. Their language is extremely long winded and flowing, imitating the streams and flowing patterns of the Earth, and when they speak, nothing can stop them. They resent being made to speak in other tongues, saying that the short words 'restrain them from the Wurd of the World'. They have very long names. They absolutely love to tell stories, and at the worst of times will not refrain from launching into a tale. This love of speaking also makes them fantastic liars, and thus, they are not as well-trusted as some races. They are often hired as ambassadors and messengers of royalty and nobility. They are also great entertainers, and though they have not the way with humor that their Chargian brethren have, they are known to have a fine wit as well. They greatly enjoy dancing, and many is the summer night when one would behold colorfully-garbed, golden Halecan folk cavorting in the vales of their beautiful forest home. The Halecans call Haleco "Halecolliaeladainilaithairicalli", which is actually a shortened form of Halecolliaeladainilaithairicallimiminolecalliothiririmanillioamoenellicawestiomaionellesorairhalecolliaeladainilaithairicalli, which translates, extremely roughly, to "Place where flowers bloom and grass grows underfoot with golden-green color and a restless sea is to the west of it; land of beauty and living jewels; it is green and gold and a restless sea is to the west of it; Halecolliaeladainilaithair live and sing and are there and are in it."
The Halecan existence is defined by their religious/ethical/moral/cultural belief in and pseudo-worship of a thing they call The Wurd of the World, or Wurddillensiaeomaienallessere. This is a term exceedingly difficult to explain to non-Halecans. It is, basically, an elemental concept, nature incarnate. It represents the beauty of the world and the mighty power of the Earth and of living things. But it can also mean, variously, the Halecan's own nature, themselves, their way of life, humanity in general, life in general, the vagaries of fate and destiny, and the power of luck. It must be said that no non-Halecan can truly understand or appreciate the Wurd of the World. Halecans use the Wurd of the World to facilitate a very relaxed, "come-what-may" attitude towards the world. When things go wrong, they shrug and say "It is the Wurd of the World." Of course, this expression could mean many things. It is a paradox, which both accepts and rejects blame.
Halecan Names: Llellimallettorinalleanillo, Aleccimollinaelloccsaeinellasereina, Occelletaeiolliccsaoeir, Callinistrelau (Halecan names are not gender-differentiated.)
Halecan Last Names: Halecans do not have last names. If they require a last name for documents or an Imperial census or something like that, they always give their last name as Flowers, giving rise to the notion among some that all Halecans are part of the same family. -
The Radothites
#18Radoth, grim, gray land of pines and chill, northernmost of all Armorican lands, is home to the Radothites, called the Gray Pirates, fearsome coastal raiders and fierce warriors, a feared people.
Radothites have the same flat-faced look of Kozkirrim, but with sharp chins and narrow, sometimes hooked, noses. They range from 5'6"-6'3". They have heavy, straight, dull hair that is coal black, dirty brown, or tainted red. Men wear their hair long with a beard, which they may braid, and women wear their hair long and unbound. Radothite men wear knee-length tunics of heavy wool, belted with leather, and baggy breeches tucked into fur-and-leather boots. Radothite women wear ankle length wool robes, and similar boots. Both wear heavy wolf or caribou pelts during cold months. Radothites wear little jewelry, because it is impractical, but what they do wear is generally of silver or brass, with gems.
Radothites come from the same ancient stock as the Kozkirrim and the Daalishmen, but they took a much different path than their brother-races. Radothites, fleeing the destruction of the ancient empire by the Armori, migrated north, encountering the Armori tribes who would become the Marcosians, Durmalgishmen, and Eregard. As a beast may imitate it's prey in order to capture it, so did the Radothites gather Armori traditions, mixing them with their own. They then went further north, into lands beyond the Armorican Kingdoms, into ancient Ixia, of which Radoth legends speak of only as the "Accursed Land", and then they returned south. The Radoth legends say that as they migrated south, fleeing the death of Ixia, they encountered the cold-eyed Hyperboreans. Their people spent three generations in slavery beneath the sorcerors of that frozen land, and then broke free, and escaped south into the peninsula which they now inhabit. It is an iron place, hard and cold, pine-forested and flint-mountained, a place of fists and blades, a place that brooks no casualness or joy. The Radothites are as cold and hard as the land they inhabit. They make their lives through the enslavement of other folk to farm their lands during the short, burning Radoth summer, and raid seacoast settlements for gold and glory and blood.
Radothite homes are similar to Durmalgish homes, but make better use of the local stone.
Radothites worship grim, gray Roth, who gives a man three chances to live, and when those chances are expended, a Radothite's time in the world is over. Below Roth are a cluster of nebulous deities representing principles of Fear, Strength, Fire, Storms, et cetera, which are named after the principles which they represent.
Radothite Names: Skarnu (M), Rennu (M), Eska (F), Laakkii (F), Eskuru (M), Renka (F), Larku (M), Sarka (F), Lurta (M), Buurak (M), Elleski (F), Kaaru (M), Halli (M), Ektii (F)
Radothite Last Names: By a formal family title; the Lord, the Slayer, the Harnussen, the Dragon, the Red Eagle, the Rothsenn, the Snowy, the Long Beard, the Fierce, the Cold, the Flint Axe, the Wave. For instance, Urski the Great Heart, and his son, Luus the Great Heart. -
The Czechkis
#19The Czechki Wilderness stretches alongside Tibor's Wall, between Woron, Alssonia, Arcturus, and Helvetia. It is a dark, gloomy land, possessed of grim weather and a wild country, and its folk are the Czechki barbarians, enemies of the Woronites and the Alssons.
Czechkis are very similar in appearance to Woronites, being their close relatives, however, they are brutishly heavy-featured, and their hair is dirty brown or black. They wear their hair in thick manes, braided or ponytailed or loose, and thread feathers and other interesting trinkets into the dirty strands. Men and women wear garments of poorly-tanned hides and scavenged clothing. They wear necklaces of bones and beads and feathers, and other bric-a-brac that they find. All Czechkis carry a knife or axe on their person.
Czeckhis are the brutish, barbarian inhabitants of the Czechki Wilderness. They are very similar to the more southerly Goths, but they are more hardened warriors, being surrounded on all sides by enemies. Czechkis hold the wilderness in little account. Everything a Czechki sees is his or hers to destroy, reave, use, or eat as they see fit. They are a warlike people, and they nurse great hatreds and grudges, much like their cousins, the Woronites. They are also exceedingly dull-witted, on most accounts.
Czechkis live in communal lodges, pits dug into the ground and roofed with sticks, leaves, and whatever else can be found, with smoke-hole in the center. On the inside, there is a central fire for cooking and warmth, and family beds spread all about.
Czechkis worship Dura, a bloody barbarian god who demands the sacrafice of worthy warriors to feed him. Also worshipped are Tzechka, Lenya-Borr, and Akka, among others.
Czechki Names: Czarr (M), Lennk (F), Zsora (M), Braacz (F), Okkorz (M), Kosztcha (F), Wiczarkye (M), Bellu (F), Kzetchi (M)
Czechki Last Names: By tribe name, plus any additional titles earned for worthy deeds. For instance, Tchenkhi Eagleslayer of the Uskki Tribe. -
The Helvetians
#20The Helvetians are the people of a small, mountain kingdom known as Helvetia, which occupies a small portion of the westernmost arm of the Khossus Mountains. The Helvetians are a warlike people, and often sell the services of their warriors to other nations.
Helvetians are very similar in appearance to Marcosians, however, they tend to be shorter, around 5'3"-5'7". Helvetian men wear thigh-length wool tunics and pantaloons tucked into leather boots, with a knee-length fur-lined sleeveless coat. They also wear a scarf of cloth, tied around the neck with the ruffled extra length hanging out, much like a neck-tie. They wear their hair cut short, with short beards being acceptable among older men. Helvetian women wear knee-length dresses with form-fitting leggings underneath, and leather slippers. They also wear the long, fur-lined coats, but forgoe the neck-ties. They always wear their hair up.
The Helvetians are a war-like, embattled people. They are hardened deeply from centuries of battle against Alssons and Eregardi, who surround their alpine kingdom on both sides. They seem to be born with weapon-skill. All Helvetians, male and female, train with the sword and the spear up to the age of puberty. Men may choose to continue this weapon training, while women, though continued warriorship is frowned upon, may choose to continue their training, or get married. The Helvetians, as it is apparent, are much more gender equal than other cultures. Helvetians also have a long tradition of hiring out their warriors as mercenaries to supplement the little wealth their nation can gather.
Helvetians worship mostly Marcosian or Imperial gods, though gods such as Felica and Zlonty are also worshipped.
Helvetian Names: Zlontana (M), Ellice (F), Lonty (M), Reamy (M), Luenne (F), Zells (M), Eliz (F), Meana (F), Eullent (M), Lear (M), Zeall (F)
Helvetian Last Names: Coeur, Leuon, Seamil, Zloen, Seuz -
The Iberians
#21Iberia is a verdant, bounteous country couched on the coast between Zlandis, Orlonia, and Chargia. The Iberians are a comfortable, scholarly people, raised by their pastoral, sun-soaked country, and they enjoy life's amenities.
Iberians are 5'1"-5'8", and are generally olive skinned and prone to having extra flesh, like Zinaldians. They have round, pert-nosed features and curly, black or dark brown hair. Iberians have been quick to adopt Arcturan customs, and they generally wear Imperial garb.
Iberians have loud, excitable temperaments. They are almost uniformly extroverts, and they love parties and symporiums of all kinds. They are also very cheerful, like their Chargian brethren to the north, though they are quicker to melancholy and anger. They enjoy living like royalty, no matter their economic strength, and they enjoy amenities of all sorts. Food is a large part of Iberian society, and almost every meal is a feast for them.
Iberians worship Mitras, the sun god, imported from Marcosia, as well as a smattering of Orlonian, Chargian, and Imperial gods.
Iberian Names: Hacto (M), Atcania (F), Taclan (M), Matacania (F), Icanto (M), Illimatica (F), Salacal (M)
Iberian Last Names: Callatio, Sactallino, Aclato, Illctonio, Licano, Tacanto -
The Gunds
#22Gundia is a coastal country between Daaldag and Chargia, a cold, rocky land that has only one true resource: The sea. As such, the Gunds are the finest boatmen in the entirety of the Armorican Kingdoms, surpassing even the Daalishmen. They are a people with their hearts in the sea, and are often called the Seafolk.
Gunds are tall and gangly, being 5'5"-6'3", and are often scarecrow-thin. However, they hide amazing strength in their fleshless extremities, and that strength is necessary for their work on their ships. They have long, narrow features, with straight, sharp noses and high, noble brows. They generally have silvery, ash-blonde, or golden hair, a trait of their northron heritage, which Gundmen wear short and unbearded, and Gundwomen wear long and braided, in order not to impair their vision on the sea. Gundmen wear knee-length tunics with long sleeves that hang loosely. They also wear baggy pantaloons, which they often tuck into sandals, or, in wintery weather, soft leather boots. Gundwomen wear an ankle-length dress, like a longer version of the men's tunics. Underneath, they wear similar pantaloons and sandals or boots. Both men and women wear a distinctive Gund-cap, a woolen head-covering much like a stocking cap. Gundish jewelry is very austere and simple, generally composed of equal parts precious metals, jewels, and sailing materials, such as rope, wax twine and netting.
Gunds are, simply, the finest sailors in all the Armorican Kingdoms. It is said that there is no sea that the Gunds cannot sail. They excel amazingly in seacraft, the ways of the ship, and the skills of sailing. Gundish children are born with the roiling waters beneath them and the iron sky of the ocean gale above. Gunds are a serious, dour people. Chargians and Halecans consider them no fun, emotional folk consider them cold and lifeless, and the many Arcturan Patricians wish they had a measure of Gundish patience.
When Gunds go to shore and dwell in the rocky coasts of Gundia, they dwell in irregular houses of driftwood and plaster, roofed with thatch. Their settlements are generally as near to the coast as possible without being at the mercy of the sea. But a Gund's true home is only on the deck of a boat.
Gunds worship Thoma, a god of sailors and the patron of sailing, who is the enemy of Orcc, the lord of the ocean's fury, who represents the principles of the sea gale, ocean storm, and reaving wave.
Gundish Names: Thom (M), Ogann (M), Amo (F), Gomen (M), Otham (F), Attom (M), Mag (F)
Gundish Last Names: Wavestepper, Goodwinden, Breakscallt, Intentide, Bringfeshen, Netweaves -
The Licurians
#23Licuria is a swampy, lowlands region between Arcturus and Kozkil, often called the Licurian Swamp or, more sinisterly, the Black Morass, by outlanders. Its primal fens and flats have long proved a deterrent to visitors, so the Licurian people have retained a large measure of their native culture, and protected themselves from absorbtion by the Empire.
Licurians are small, stocky people, ranging 5'-5'5", with black, brown, or red hair hanging rough and lank around their heads, which both men and women wear long, though men grow short beards. They have pronounced chins and heavy brows that make their eyes seem deep-sunk. Licurian men wear loose, rough trousers and long, knee-length tunics (unbelted) made from plant fibers and the woven wool of marsh-goats. Women wear ankle-length dresses and, over that, woolen waist girdles. Unmarried women wear waist girdles dyed blue, while married women wear red-dyed girdles. Both men and women wear sandals for footwear. Licurian jewelry is solely made from the collected trophies of a Swamp-Rove, woven into a hemp circle for the neck or wrist. Married men always wear one preserved, white swamp flower in their jewelry.
Licurians, as the people of the Licurian Swamps, base their lives around the fens. All food and material necessary for living is collected from the swamp, and Licurian children grow up learning the ways of the venoms and boons of the marsh. Each week, adult Licurians (over the age of 11) go Swamp-Roving, searching the fens for the materials for the sustenance of the settlement. Generally, children, elders, and up to twenty defenders, depending on the size of the settlement, stay behind. The Rovers search out the needs of the settlement, and may keep any interesting things they find which are not useful for the thorp. Licurians have an uncanny ability to tread without being heard, to dissapear into shadows like a spot of darkness, and to see within twilit conditions. While they do not have the darkness-reaving sight of the Kozkirrim, their realm, also, partakes of some of the constant cloud cover of Kozkil, and thus, their vision in dark places is more than adequate for the purposes of the Imperial Ranger and Pathfinder Legion, for which they are often recruited. It is often said that Licuria was once a high, hilly land, but that, through some ancient sorcery long ago, it, and the Licurian people, where cast down, and that the dark cloud cover of Kozkil rushed over it. The Licurians say that this is the way that they have always dwelt. Indeed, they were among the earliest Armori in the lands, having migrated hundreds of years earlier than the rest, and they had dwelt in peace with the ancestors of Kozkil.
Licurians are one of the most easy races to scapegoat. They are often called Swamp Rats, and it is a common opinion that they are savage and stupid.
Licurians dwell in small, 20-100 person settlements in dryer regions of the fens. Their homes are generally squarish structures framed with the straightest-possible branches that can be found, with walls and roofs of woven swamp-reeds and hemp, held together with mud, wooden pegs, and stones. Within, the family generally sleeps together in the same bed, next to the fire.
Licurians worship Emmys, The Lord of Shadows and Dry Land, who, it is said, safeguard them from the swamp dangers and gives them their stealth to help them in hunting and Swamp-Roving. Other Licurian gods include Nimue, Lyrr, and Dyffedun.
Licurian Names: Findail (M), Brendan (M), Gwenhwyvar (F), Lynn (M), Guinevre (F), Emynil (F), Gradlon (M), Wrdisten (M), Mellynest (F), Rhiwod (M), Budig (M), Mellusine (F), Rhia (F), Rhiannon (F), Cadfan (M)
Licurian Last Names: Cyllyn, Ellwysyn, Syllwind, Ullgroden, Mudyllsiw, Merowig, Bafel, Skystwen -
The Paphlagonians (The Shadow Men)
#24Paphlagonia is an unknown land that lies beyond the Khossus Mountains to the east of Eregard. The Armoricans know nothing of this land, save a few disparate rangers and adventurers, and many a drunken boast does not a map make. But every Armorican knows of the Paphlagonians themselves, and call them the Shadow Men.
Shadow Men are tall (5'10"-6'4"), slender, and muscular, but having not the strange gauntness of Hyperboreans, nor the heavy muscularity of the Eregard. Instead, their bodies are perfect in the extreme, highly honed. Women are shapely and lithe, men similarly so. Paphlagonians wear their hair very long, either in an unbound stream or in a mass of thick braids, and said hair is uniformly of a silvery gray color. No Armorican has ever beheld a Shadow Man's face, or if one has, they have not lived to tell of it. The Paphlagonians always wear lacquered wooden masks over their faces. Each mask is unique to the individual, some being brilliant mockeries of human faces that seem nearly real, others being simple and tribal in appearance, and others being intricate and aniconic. Despite the icy climate of the lands that they frequent, and, presumably, of their land, Paphlagonians wear only the barest of clothing; loincloths, skirts, or kilts, sandals, and, for women, a halter or girdle as it suits them. The flesh of Shadow Men is deathly pale, having a silvery white tone, and their flesh is tattooed with serpentine, aniconic patterns in black and red, each pattern unique to each individual, much like their masks.
Paphlagonians are mysterious and shadowy, as befits their name. They appear as suits them and depart with similar abruptness. They are cold and quite emotionless, and seem to have no sympathies of any kind. The Shadow Men come as slavers over the mountains, seeking servants and helots. They come also to sorcerors, bringing dark knowledge, no doubt in some sort of dire exchange. The Shadow Men are incredibly intelligent and clever, and monstrously willing to do whatever needs to be done to complete their goals. Many a king has met his downfall through the whispers of a Paphlagonian advisor. They are ruthless diplomats and infallible negotiators. The few Shadow Men who carry weapons are high in their skill. It is unclear what the true goals and ways of the Paphlagonians are. For thousands of years they have been demonized and storied, to the point at which they are often considered both enemies and emissaries of the gods by smallfolk and peasants.
As is said before, little is known of Paphlagonia, the Shadow Mens' mysterious country. Only one man is known to have written down a description of this land, a ranger of Helvetia called Savon Goat-toes, who's published journals mention that he passed through the borders of Paphlagonia. The land was marked as "debatable and empty, a wasteland of flint hills and frost fields, with a few foetid bogs scattered in." He says that "we saw no Shadow Men on the way, gods be praised."
If the Shadow Men have gods, they are unknown.
Paphlagonian Names: Haike (M), Quaithe (F), Qarik (M), Ohkai (F), Quek (M), Shreen (F), Neerkaiq (M)
Paphlagonian Last Names: None. Paphlagonians do not have last names, or if they do, they do not disclose them. -
The Vescorians
#25Vescoria is an eastern province of the Empire on the border of Woron, a gloomy, rocky land forested by pines and oily-barked vladeskai trees. Its people are the Vescorians.
Vescorians range between 5'3"-5'7", and are generally wiry, thin, and strong. They have sharp, angular features with slashing cheekbones, narrow, blade-like brows, and pinched, small-nostriled noses. They have thick, heavy hair that is usually red, auburn, or light brown. Vescorians have a tendency towards having green eyes. Vescorian men wear a thigh-length tunic bearing the colors of their Star-house (explained below), with knuckle-length sleeves. Rings of iron, bronze, gold, or other materials, are sewn into the hem of the sleeve. The tunic is belted with a rope or strap of leather. They also wear woolen trousers. They wear their hair at shoulder-length. Vescorian women wear ankle-length dresses or shifts, likewise decorated with the colors of their Star-house, with elbow-length sleeves. The hem of their sleeves, like that of men's tunics, is sewn with metal rings. Women also cover their hair with a sleeve of material decorated with their Star-house colors. Vescorians love the look and feel of jewelry, and wear whatever jewelry they can find.
Vescorians believe that Fate is controlled by gods who dwell in the stars, in the Star-houses. According to Vescorian astrology and astronomy, each month is the time of a different Star-house, and each Star-house emphasizes certain things. Those born under a certain Star-house are destined to have a certain luckiness concerning their Star-house's emphasis. Vescorian children are organized into groups according to their Star-house. All children of one Star-house are segregated from those of a different Star-house. Customarily, when a child comes of age (age 14 or 15), they are considered adults, and thus, are allowed to consort with Vescorians of other Star-houses.
Vescorians typically hold the worship of the god of their Star-house above the worship of all other gods. The gods, and their Star-houses include Chenttios (Gold and black; Thunder, air, ice, strength, athletics, the number 1, the bull), Ivanos (Purple and dark blue; Knowledge, magic, mysteries, ice, snow, the number 0, the snake), Phresena (Green and orange; Mercy, life, healing, smiles, humor, the number 4, the dog), Errleina (Silver and red; Sleep, dreams, beauty, pleasure, love, the number 2, the horse), Caranel (Yellow and purple; Water, growing things, rain, the sun, the number 9, the eagle) and Koturon (Black and red; Blood, anger, battle, excellence, rulership, fire, thunder, stone, the number 5, the wolf).
Vescorian Names: Escobb (M), Pattyra (F), Lessein (F), Kakethon (M), Vanisos (M), Lechentta (F), Escem (M)
Vescorian Last Names: Vescorian last names actually go first, before their name. They are named after their star-house. For instance: Errleina Scennekos. -
The Nermalians
#26Nermalia is called the Border Kingdom, for its place as the most southerly kingdom of all the Armorican Lands. They are a folk of southern tradition and light dress, of dark skin and dark hair, and of the sun-crowned skies of the desert.
Nermalians are shorter and thinner than most Armoricans, being 5'3"-5'5". They have rounded cheekbones and fine features, with pert noses. Their skin has a tendency towards oiliness and their hair is generally curly, oily, stiff, and black or dark auburn. Nermalian men dress in loose thigh-length vests and silk pantaloons, belted with sashes of silk. They might also wear an over-vest of wool, though such weather as to warrant it is rarely felt so far south, and such thick garments are usually the fashion follies of the rich. Nermalian women wear ankle-length robes, slit down the front to the stomach, and belted with silk sashes. Both wear sandals as footwear. Men usually wear their hair cut short , while women wear theirs long, flowing and unbound, save for a crown-like band that they wear to hold it back out of their eyes. Nermalian ornaments are subject to the whims of the wearer, however, all Nermalian men carry the small buckler-shields favored in those lands strapped to the hip or the back.
Nermalia is not the first kingdom to bear that name. Long ago, during the first Armori migrations, a tribe of Armorii and a tribe of desert men of the South met, and from their meeting and alliance was born the great Bronze Age kingdom of Old Nermalia. Old Nermalia reigned as tyrant of the South, until Caesar the Arcturii established the Empire of Arcturus.
Four times did the Old Nermalia in all its strength shatter against the might of young Arcturus, and four times did the Old Nermalian rassyll (warrior-kings) refuse to submit. But after the fifth war, the rassyll Olleryn the Kneeler did submit, and Old Nermalia was cleft in two. One half of the ancient kingdom became Sammeria, the southernmost province of Arcturus. The other rose to become Nermalia the Lesser, the newest Nermalia, crossroads of North and South.
Nermalia retains its culture of old. Its men still carry bucklers and its women still hold back their hair with circlets of silver and brass. Its people still are proud and boisterous, though they are not so warlike as they once were. Nermalians are quick to take offense and find slight, and quick to draw swords at even supposed insult. Nermalians favor a quick, fluid fighting style, and even now, the armies of Nermalia are mailed only in silks, light plates, and cloaks of bronze discs. Nermalians are rather open about carnal matters, so open in fact that many call Nermalia "the Land of Sin". It is said that many Nermalian men enjoy the company of other men, and some Nermalian women that of women, and that duels over lovers are often and bloody.
Nermalians build from pale plaster and light mud bricks. Their structures tend to be very large and open in order to distribute heat, with sunken gardens and chambers to utilize cooling shadows. They use silks and light fabrics extensively.
Nermalians worship Oberyn, the Sun, the Lord of Harmony, who bears the moon as his buckler and wields the arc of the stars as his sword. Oberyn's wife is Ellisyria, the Mother of the Waters, while his brother is Doran, the Lord of the Sands. In the beginning of time, Oberyn cast down Xesyren, the Dis-Harmony, onto the Earth, much to his sorrow, for the Dis-Harmony cause his children, the Nermalians, to feel strife and pain.
Nermalian Names: Nymeros (M), Nymeria (F), Obara (F), Oberynos (M), Ryon (M), Tyene (F), Ellia (F), Rystymer (M), Obella (F), Ollyros (M), Xesyra (F)
Nermalian Family Names: Nermalians have no family names. If they need to be differentiated, they use their mother's name. For instance: Mestoryn, Son of Ellisyrria. -
The Volsci
#27Volscia is a very small, very quiet region in the heavily wooded northern borderlands of Arcturus. It is a land of deep valleys, great crags, and deep, primeval forests. To the east lies the impenetrable Black Forest. To the west lie the airy peaks of Helvetia and the Khossus Mountains. It is in this place, scarcely changed in seven-hundred years, that the Volsci dwell.
The Volsci are broad and stocky, and average 5'3"-5'7" in height. They have long, horse-ish features and broad, flat noses. Their eyes are usually a peculiar, deep, mossy green. Their hair is lustrous and soft, and is usually raven's-wing black. Volsci men wear a cape-like garment called a wautaen, a knee-length wheel of coarse, heavy wool with a hole in the top for one's head. When worn, the wautaen covers the man's entire body, save head and lower legs. The wautaen is quite impervious to cold and wet, the perfect garment for the wilderness of Volscia. Underneath, the man wears a short tunic and baggy trousers. Volsci women also wear the wautaen. Underneath, they wear an ankle-length robe or dress. Volscians wear a form of sandal with a closed toe and no straps as footwear for villages, roads, and civilized places. In the wilderness and the bush, the Volsci wear hide boots with fur-lined socks. All Volsci carry a waubrachn, a quarterstaff/walking stick.
The Volsci are an insular, conservative people. They rarely, if ever, leave the forest fastnesses of Volscia. To see Volsci in the northron towns of Marcosia is highly unusual. To see Volsci in the southron cities of Arcturus is unthinkable. Volsci are also unsufferably honest. Volsci will proudly tell you that no Volsci has ever told a lie. They repay all debts. Of course, they do not allow honesty to get in the way of pragmatism. Things found in the forest are theirs by right, unless the owner is in presence, or comes to claim the property.
Volsci subscribe to an ancient religion which any of them will tell you is the faith of their "great-great-great-grandfathers, and their fathers, and their fathers, and theirs before them." It is a strange faith, one venerating gods who are much like the Arcturan numen, gods of rock and tree and river, gods of wolf and owl and eagle. These gods have no names, nor faces, and dwell in all things, say the Volsci.
Volsci names: Aefur (M), Unna (F), Laes (F), Howest (M), Raboun (M), Glaenna (F), Routt (M)
Volsci family names: Stoneleaper, Rockthrower, Spriggather, Streamsplash, Lakedeep, et cetera. -
The Eregard
#28East of the Durmalgish Marches, there is a land of high, misty valleys, deep pine forests, and silent snowfields. Wild and empty, Eregard's people are likewise called the Eregard, a savage barbarian people who worship the powers of winter.
Eregard look much like their Durmalgish cousins, being tall (5'10"-6'6") and beefy. They have high cheekbones, narrow, sometimes hooked, noses, square chins, and heavy, thunderous brows. They have red or blonde hair that is straight and dull. Eregard men wear their hair long, or in a braid or ponytail, and grow long, thick beards, which they may weave into many small braids. It is customary in some Eregard tribes to weave a small braid into a man's beard or hair for every enemy he has defeated. Eregard men wear kilts made from layers of fur and hides and cloaks made from the skins of the animal which the Eregard has slain for his coming-of-age, either a wolf, or a bear. Bearskins are sign of great honor. Only those Eregard with legendary strength wear mammoth-skins for their cloaks. Eregard women wear their hair long, or in a single thick braid. Some Eregard women also weave braids into their hair, though many tribes forbid this. Eregard women wear calf-length robes of hides and furs, with a cloak of forest sloth or wolf. Customarily, a husband slays a beast to make a new cloak for his wife on their wedding day. Eregard men and women both wear thick, fur-lined boots. Eregard love jewelry. Eregard chieftans are practically festooned with arm-rings, necklaces, and crowns. The stronger a man is, believe the Eregard, the more jewelry he will have looted from his enemies.
Eregard are a warlike and battling people. They live in small tribes, and all outside of the tribe are considered to be enemies. Intertribal combat is frequent. Eregard are firm believers in the superiority of men. Eregard women are expected be bow to their husband's will. Strangely, however, Eregard believe that women are more intelligent than men. Thus, they prefer women who speak their minds and are not afraid to assert opinions, as long as they obey their husbands. When a young Eregard male believes he is ready, he may undertake his coming-of-age, in which he goes into the wilderness for five days and slays a beast, making its pelt into a cloak. Eregard are very fixated on the concept of honor. Blood-debts and ritual duels (holmgang) are common. Eregard females are considered to be of age at the beginning of the menstruation. When an Eregard man courts a woman, and is ready to marry her, he must abduct the girl from her father's home. If he is succesful, they are married.
Eregard dwell in longhouses, like their Durmalgish cousins. Generally, a tribe is not very large, and a whole tribe will fit into a single longhouse.
Eregard worship Ymir, the Frost Giant. He is a huge being, they say, who dwells in the uttermost north. Unlike the Durmalgishfolk, who hold that their Aesir slew Ymir, the Eregard say that Ymir defeated the Aesir and that they now serve him.
Eregard Names: Ragnar (M), Jarl (M), Huginn (M), Frejaal (F), Einja (F), Leini (F), Einjar (M), Korl (M), Saasi (F), Nid (M), Giri (M), Fjal (F), Aesmr (M), Feimli (M), Aestn (F), Eilke (F), Feimli (M), Einja (F)
Eregard Last Names: By tribe, plus a patronymic. For instance: Nodr Beddrsonn of the Bronze Helms. Tribe names include Bronze Helms, Stone Crows, Smoke Wolves, Dog Eaters, Beard Tearers, Moon Steppers, and Blood Roarers. In addition, those who have distinguished themselves with great deeds add a title to their name. For instance: Aesmr Headstriker Huginnsonn of the Dog Eaters
Wisdom's Note- The author obviously did not take the time to authenticate his information on the religion of these folk. Our apologies. It is only somewhat correct. Please see the Belief Systems of the West volume for an accurate account of Eregard religion. -
The Laestrygonians
#29The Isle of Leastrygonia is a beautiful isle off the coast of Orlonia, sitting invitingly in the Western Sea like a gods-sent haven for sailors, with forested slopes and proud, white towns. But do not be fooled- it is a trap, for the isle is peopled by the horrible Laestrygonians, evil people who devour human flesh.
Laestrygonian men are hideous, deformed, and huge, standing, on average 6'4"-7'2", and are horribly strong and monstrously stupid. They have thick, wiry black hair that they grow in wild manes. They weave a braid into their hair for each man they have eaten. Laestrygonian men wear whatever their wives can trick them into girding themselves in. Therefore, some were silken togas, while others wear filthy skins or nothing at all. Laestrygonian women, in contrast, are stunningly beautiful, with the forms and faces of goddesses. They range from 5'4"-5'9". They, too, have black hair, but it is soft and shiny, with a tendency to be wavy. Laestrygonian women wear robes of silk and sealskin, and wear jewelry of gold and platinum. They do not find footwear to be necessary.
Laestrygonians are cannibals, plain and simple. They relish the taste of human flesh and blood, and ships full of sailors that crash upon the reefs around their isle are destined for their banquet tables, though not in a guest capacity. When human flesh is not available, Laestrygonians eat from the bounty of the sea, and the lushness of the fruit trees of their isle.
Long ago, the people of Laestrygonia were all alike in beauty and great intelligence, though they were cannibals. But then, they committed a horrible crime against some god, devouring his only son on the Earth, and this god punished them by making their men ogre-like in form and in wit, with twisted arms and legs and blasted mutations. The god then layed down this sentence for all of Laestrygonia: For all time, the beautiful women of Laestrygonia were to be as slaves to their ogre husbands, bringing them food and shelter, making sure that they were happy and well-cared-for. This, of course, was a monumental task. With such stupid, brutal, hideous husbands as the women of Laestrygonia were cursed with, what wife could be happy?
But they stayed under this burden, and through the generations, the Laestrygonian women have become the rulers, and the men the slaves, though the men are so stupid that they believe it otherwise. The women contrive to feed, cloth, and house their husbands in towns of white marble, and then trick these same men into mining gold, cutting wood, fishing, constructing new marble houses, and generally serving under the women, who make it seem as if they, too, are doing some sort of labor for their spouses.
The Laestrygonians worship a bloody god named Laestrykos, the Eater of Flesh, who demands the sacrafice of human hearts and virgin brides. His rites are held atop the highest peak on Laestrygonia, in the Temple of the Bleeding Heart. Whether or not Laestrykos is the same god who cursed the Laestrygonians is not known.
Laestrygonian names: Kirke, Kraelo, Lystrke, Okraelyrk, Kyr, Kraeke, Trykaese, Lyko. These are all the names of Laestrygonian women. Laestrygonian men do not have names, but are instead referred to as "Husband of Kykre" or what-have-you. They have a rather small population, so last names are unnescessary. -
The Poscerdians
#30Poscerdia is a small province of Imperial Arcturus in the Great Mountains, known for its many mines and quarries. The Poscerdians, its people, are a conservative, traditional people, known for their stonework.
Poscerdians, from generations of working in mines, have become a short people, 5'1"-5'4". They are generally wide-shouldered and heavily muscled, with large arms and stout legs. Poscerdians have rough, wild, dark brown to dirty blonde hair. Men wear their hair cut short, while women wear long braids. Their eyes are usually brown or hazel. They have round, short noses and similarly round features with pointed chins, giving their faces a pleasant heart-like shape. Poscerdian men dress in a sleeveless, knee-length tunic with a hood and stocking-tights. This clothing is generally dull-colored and without ornamentation. Poscerdian women dress in ankle-length, sleeveless dresses decorated in floral patterns. Both sexes wear sandals as footwear, while men wear tough leather shoes into the mines. Poscerdians enjoy wearing jewelry, though they do not wear it into mines. A curious mutation in many Poscerdian families causes many children to be born with a sixth toe on each foot. It is Poscerdian tradition to remove this toe, for it is believed that leaving it on causes bad luck.
Poscerdians are the product of a long history of mining. Poscerdian men have always been miners, while Poscerdian women have always been homemakers. The Poscerdians were originally a slave population established in the early days of the Empire that interbred with Plebeians and the Capite Censi until it became only a subsection of Arcturan humanity.
Poscerdian children are raised in and around the mountains. Any Poscerdian child would be more comfortable in the towering black peaks of the Great Mountains than in the fertile Imperial heartlands. Poscerdians are excellent climbers and mountain guides. They also have slightly better eyes for darkness than most, and have a tendency for poor vision in the light.
Poscerdians, as a subsection of Arcturans, worship the Arcturan Pantheon.
Poscerdian Names: See Arcturan names.
Poscerdian Patrician Names: Patrician houses of the Poscerdians include Bastoli, Auropinus, Castolon, Bolcenor, and Lathenas. Patricians of Poscerdian houses are usually considered to be rustic and "country", and will find subtle derision leveled at them by patricians of such heartland houses as Atreus or Aelorio. -
The Botherians (Bohushem)
#31To the southwest of Arcturus, on the shores of the Southern Sea is the vast kingdom of Botheria, or Bohakii to it's inhabitants, the Botherians. The Bohushem, as they are known in their language, are a people steeped in ancient magic, and chosen from birth for their place in Botherian society.
Bohushem are tall (5'10"-6'5"), with reddish-brown skin. Botherian men are broad-shouldered, and women wide-hipped. They have straight black, dark brown, or reddish-brown hair. Botherians have emerald-green or lime-green eyes which are roughly almond-shaped, though slightly wider and rounder than eyes of those from further East. They are round cheeked, narrow-chinned, and full-lipped. They have large ears. Each noble family of Botheria has its own traditional hairstyle, and commoners emulate the hairstyles of local nobles. For instance, the Family Sheshu-Kish wear their hair in tight cornrows, while the Family Tsazuk-Shedii wear their hair in two loose buns caught up in silver pins. Botherian men wear loose, sleevless vests of about knee-length and calf-length, loose baggy pants. Women as young as puberty wear long-sleeved robes that bare the shoulders and upper chest, while those younger than puberty wear enveloping robes that disallow the use of arms and cover the head, save the face. Botherians wear jewelry that is generally made of gold, for their mountains are rich in it. They enjoy wearing ear-rings, armlets, and other jewelry, but only sheker-laar may wear necklaces.
The Bohushem are a sorcerous people. They are much more familiar with magic than the superstitious Armoricans. Though there are still few true sorcerors, Bohushem priests know enough magics to qualify them as hedge wizards of a sort, and Bohushem are bored with magical tricks that make more northron Armoricans gasp. However, only men are allowed to become priests, and only women are allowed to become wizards.
This Botherian society is extremely regimented and stiff. A child is altered with magic while still in the womb to fit into a specific section of civilization. This alteration, conducted by priests who are called from the local temple at the first sign of pregnancy, causes a child to be born into a certain role in Bohushem society, dictated by certain astrological signs. The ceremony alters the growing child to certain necessary abilities and talents. Some become commoners (uuzuk-kiiru), others merchants (tzaak-ushaak). Some are warriors (kihu-uyazi). Some are priests (behu-sonc). But the highest subsection of Botherian society are the sheker-laar, the sorceresses, and the kihu-sheker, the sorceress-guardians. Chosen daughters (always daughters) of Bohushem families are altered to make them more intelligent, with better memories, and better minds on the overall. They are given a closer link to the powers of magic. These are the sheker-laar, the sorceresses, the chosen beings of Bohushem society. They wear special necklaces that display their status, and none other in Bohakii is allowed to wear one. The kihu-sheker are their guardians, always male, given enhanced loyalty, strength, focus, and sense of duty, and trained in the special Temple of the Guardians from birth to guard a sorceress.
The Bohushem are ruled by the sheker-laar, but the queen of all of Botheria (Bohakii), reigning from the splendid capitol of Same, is the Sorceror-Queen, Tunhii Ehu Uyaa-Sheker.
The Bohushem worship Suuy, the Great Mother, who is the patron goddess of earth, magic, and mystery. Other, lesser gods include Baashe, the Moon Girl, and Uhuu, the Sun Warrior. Each star is a demigod, and vast charts and huge books of star charts label each one seen, assigning them all names and fields of worship, constantly cross-checked for accuracy.
Botherian Names: Tuyii (F), Shekuu (F), Ukuuz (M), Aayuk (M), Tsensek (F), Uupe (F), Yaak (M), Uysha (M)
Botherian Family Names: Sheshu-Kish, Tsazuk-Shedii, Uyaa-Sheker, Uhuu-Tsez, Yaak-Shush, Uuyuushi-Ba, Kaa-Uyii -
The Gasparrians
#32The city-state of Gasparr lies in the frozen tundra of the northern Durmalgish Marches, is a harsh place, cold all year round, where snow piles in the streets and the stone houses are cemented together with ice instead of mortar. The inhabitants of Gasparr, the Gasparrians, are human reflections of the city in which they dwell, cold and hard and militaristic in the extreme.
Gasparrians are shorter than average (5'2"-5'6") and are thin and wiry. They have sharp, hard features with narrow, blade-like noses, pointed chins, deep-sunken eyes, and high foreheads. Their eyes are a steely, winter blue. They have lank, straight hair so blonde that it appears white. Both men and women wear their hair in a mass of plaits that can be easily pinned up under a helmet. Gasparrians of both sexes wear long-sleeved knee-length coats and baggy trousers tucked into leather boots, all of which is lined with soft, warm fur. All Gasparrians carry two knifes and a sword or axe.
Gasparrians live and work according to schedule. Gasparr is a stiff military dictatorship, ruled over by the High General of Gasparr. The Gasparrian day goes like this: First, they all wake up at once and go to the Communal Hall fora communal breakfast. Then, they go off to their first scheduled shift, which may be a job in some part of the city, be it shopkeeping, smithery, or what have you, or it may be a patrol outside of the city. Then, in the second shift, they switch, going to patrol or guard duty if they were at their jobs, and to their jobs if they were on patrol or guard duty. The day goes on like this for four shift, until they all file into the Communal Hall for the communal dinner. 10 minutes are allowed for travel between shifts. All Gasparrians are considered members of the Gasparrian military from age 1. Children are taught what is believed necessary to know in the Gasparr Warrior Academy, where they stay until age 12. Children are not allowed to form emotional bonds to their parents. The parents, in addition, are not in any way in love or married. They are matched up to produce the best possible of children, and then go their separate ways.
The Gasparrian military rule began ages ago, when, according to Gasparr histories, a mysterious "Enemy", who is never identified, nearly destroyed the Old Gasparr. In retribution, the Gasparrians became militarized, and fended off the Enemy. According to the Gasparrians, the Enemy never left. They are still lurking around the icy walls of Gasparr, and it is the duty of all Gasparrians to remain vigilant and strong against them to prevent the destruction of the city. All non-Gasparrians are believed to be servants of the Enemy, and are enslaved or killed.
Gasparrians do not worship any god. All temples in Gasparr were destroyed long ago to make room for armories and guardhouses.
Gasparrian Names: See Durmalgish names.
Gasparrian Last Names: By their patrol shift. For instance, if Einnjar's patrol goes out onto the tundra to "fend off the Enemy" on the third shift, he is known as Einnjar Third-Shift. -
The Gohblinns
#33Gohblinn is a word in Old Marcosian word meaning "monster", or more literally, "fear-maker". Most consider Gohblinns to be supernatural monsters who prey on Man, but it is this author's personal opinion that the Gohblinns are in fact an ancient race of men.
Gohblinns have are short (4'2"-4'11"), with barrel chests and thick, bowed limbs. They have huge, bony brows that far overhang their eyes, very large nostrils and wide noses, and protruding lips, with rounded-off, chinless jaws. They have thick, almost-pelt-like curly hair, that grows across their arms, legs, loins, back, head, and chest on males. It has a tendency to be a dark brown. Gohblinns have uniformly brown eyes, save the blind. Gohblinn dress consists of great animal pelts, usually sewn together from smaller pelts, that the Gohblinn wraps around their body. Most Gohblinns also carry dried animal organs, leather keeps, and small baskets tied to them or hanging from their backs in some fashion to carry things.
Gohblinns are mysterious and barbaric. They are rarely seen, and when they are, they seem to vanish from site. Most Gohblinns keep to the forests which are their homes. They do not seem particularly intelligent, but they have an animal cleverness about them. Most Gohblinns that are seen by Men are carrying game, so they most likely derive all of their sustenance from hunting. They are not known to make war, though many Men slay them on sight merely because of their supernatural reputation.
Gohblinns, it seems, communicate mostly with hand gestures. They make few sounds, just hoarse grunts and other animalistic noises. However, they have a complicated language of hand gestures, body positions, and facial expressions.
It is unknown what gods the Gohblinns keep, though they seem to hold great reverence for nature.
Gohblinn Names: Unknown.
(OOC: The Gohblinns, though Armoricans don't know it, are the last, dying remnant of the neanderthals. The Armoricans, of course, do not know what a neanderthal is.) -
The Tocharians
#34From the east, over the Khossus Mountains came the Tocharoi Wanderers, a nomadic warrior folk who ran like the wind and bore weapons of red bronze and black iron. Slashing their way through Alssonia, the Tocharian tribes spread out throughout the Armorican Kingdoms, bringing battle wherever they went. After several hundred years of dwelling in the Armorican Lands, the fearsome battle-lust of the feared Tocharians has diminished somewhat, as have their numbers. But the ring of Tocharoi battle-chimes and the whistle of their arrows is a sound at which to tremble.
Tocharians stand 5'1"-6'2" and are wiry, rangy, and long-limbed. They have a golden-brown tone to their skin. Tocharians have angular, long faces, with narrow-bridged noses and large lips. They have shiny, smooth-textured hair of dark brown or raven black. Men wear their hair long and strait at about shoulder length. Women also wear their hair long, but weave in many braids, feathers, and metal rings. Tocharoi men wear ankle-length, baggy trousers. and the traditional mantle-vest, which covers the upper chest and shoulders, with sleeves that come to the elbow. Warriors may also wear leather bracers and cloth wraps for their feet and hands. Women of the Tocharians wear ankle-length skirts with a triangular slash up the side of each leg, and a strip of cloth tightly across the bust. The clothes of both sexes are decorated in brilliantly-colored geometric patterns. Anklets and bracelets of beads and wire are popular jewelry, as well as necklaces made from the fingerbones of slain enemies. Warriors also wear a charm of metal woven into the back of their hair, set with small slats of metal that clank together, chiming as the warrior runs. This charm is the famous (or infamous) Tocharian battle-chime. Sky-related motifs such as lightning or clouds are often seen in Tocharoi art. All Tocharians go barefoot.
Tocharians live in tribes of 70-100 people called nirnggoi (singular nirngga). All men in a tribe are the husbands of all women in the tribe, and all children are considered to have been parented by every adult. Women raise children in communal groups. Women are in charge of cooking for and feeding the tribe. Women are also in charge of deciding where the nirngga will travel next in search of better hunting grounds, more plentiful gathering, or new towns to plunder. One half of the men of the nirngga hunt, fish, and gather food and necessary goods for the women to make into what the tribe needs. These men are not allowed to bear weapons or wear a battle-chime in their hair. The other half of the nirngga's men are the warriors, trained from birth to wield a spear and axe and bow, run like the wind, protect the tribe, and bring swift death to their enemies. The Tocharoi warriors wear leather bracers and weave battle-chimes into their hair. They string the finger bones of their enemies into necklaces.
Wherever the Tocharians wander, they go on foot. It is considered a sign of weakness to use an animal to do what feet can do. This suits the Tocharoi just fine, because they can run as fast as any horse, for as long as three hours at a time. When the Wanderers migrate, they form long lines, called vnasskioi, or strings, and dash in the direction of their migration. Tocharian hunters have been known to chase down deer on foot when they could just as easily have lain in wait and ambushed them. The overweight are not tolerated in Tocharian society, because they cannot run. There are very few overweight Tocharoi anyway, due to their very unsedentary lifestyle.
The Tocharoi Wanderers worship Gnatochosskio, the Father of Runners, the Feathered One, who they say dwells in the sky as the eagle and the condor. His anger is the lightning and thunder. His left eye is the sun and his right, the moon.
Tocharian Names: Gnassko (M), Ivachi (F), Ssenno (F), Akchot (M), Vnatchi (F), Sseggenaikio (M), Brakssim (M), Kagchom (F)
Tocharian Last Names: Chosen at puberty by the women of the nirngga. Usually a reflection of that person's qualities. For instance, Tcheviki Hears-All, Kessiggiko Loose-Tongue, or Akissi Slow-Talking -
The Hin
#35The Hin are a race of nomads like the Tocharians. Unlike the Tocharians, however, the Hin prefer trickery and showmanship to battle, and prefer not to shed blood where they can help it.
Hin are rather diminutive, standing only 4'5"-5'2". They have very pale skin and delicate frames. Their faces are fine boned, with good angles, noble noses, and sharp brows. Hin have curly hair in red, auburn, or dark brown shades. Male Hin, or hina, wear their hair in a ponytail or braid, while Hin women, or hini, wear theirs long. Both male and female Hin wear baggy, open-legged hide trousers sewn with numerous pockets and loose, knee-length, cloak-like tunics. Hini also wear a bag, made from a dried bladder or stomach, on a leather strap. Both male and female Hin wear sandals as footwear.
Hin are of uncertain origin. They were already wandering the Armorican continent when the Adversaries established their empire. They were well-known as tricksters and vagabonds by the time the Armorii came south.
Hin live in groups of 20-40 called hinwai. A hinwai is led by a ohinnear, or Hin-leader. While on the move, hini are in charge of gathering useful plants, stones, earths, and food, which they carry in the pockets of their pants or in their bag. Hina have the duties of watching for enemies and dangers, as well as looking for good spots to stay for a week or two before moving on. Hin do not fight unless they can help it, but these days they are finding it more and more necessary to fight with bigoted merchants, superstitious farmers, and drunk, careless soldiers from whatever armies happen to be camping about.
Hin have a (somewhat true) reputation as being thieves and tricksters. Their small size and stealth make them good at roguery, and it is often the best way to get things that the hinwai needs. However, this has also made other Armoricans wary of the little ones. Their status as barbarians does not help.
The Hin worship U-Hin, the goddess who stepped from the Cave At The Other Side Of The World to lead the Hin forth at the beginning of their wanderings. The Hin believe that in the lands east of the Khossus Mountains, their ancestors lost U-Hin's trail, and that eventually, they will find it once more and be led to the End of the Way.
Hin Names: Tahin (M), Hin-Ha (F), Mahindi (F), Lohin (M), A-Hin (F), Hy-Hinhina (M), K-Hin (F)
Hin Last Names: By hinwai. For instance, Lostwaters, Tallsteps, Farlooks, Outleads, Carryswords, Sunfollows. Example: S-Hin-Ha Grassgather, Yamhina Rockthrow, E-Hinho Loudshout -
Codex Populatia
#36OOC: I've been reading about nomads lately. Can ya' tell? -
The Jayo
#37In the arid, dusty hills and stony canyons of the southern Empire dwell a fierce race of barbarians called the Jayo. Though the Sammerians and the Arcturans have many times tried to exterminate these warlike people, they cling to existence with savage tenacity.
Jayo stand 5'1"-5'10" and have spidery, long-limbed frames. Their skin has a dusty dun color. Jayo have round faces with full lips and narrow, dark eyes. Their hair is generally rough-textured, thick, red or red-blonde, with a rare auburn being seen. Unmarried Jayo of both sexes wear their hair long. Married Jayo men wear their hair in a top-knot, while married women wear theirs in a long braid. Jayo men wear simple hide loincloth and grass-fiber breechclout, while women wear a hide skirt and halter. Jayo wrap their hands and feet in thin cord. The Jayo wear little jewelry, but what they do wear is brightly dyed and heavy with jewels and gold, when it is available, strung on woven cords.
Jayo live in small villages near whatever water sources they can find in the semidesert climate of the canyons. Many Jayo settlements lie at the bottoms of canyons, where there are often rivers. Jayo hoard water throughout the wet season, so that, come the dry summer, they can drink, if they follow water conservation traditions. Jayo homes are constructed from specially-cured hides which are strung on meshed branches. The curing process makes the hides water-resistant. During night hours, dew condenses on the hide's surface and rolls down into a small, clay-lined furrow dug in at the base of the hide, where the Jayo collect it into small clay pots.
Jayo ferociously combat any who pass through their village's territory. Many a trading caravan has been waylaid by xenophobic Jayo. They have become such a nuisance as to prompt Arcturan authorities to begin an attempt at destroying the Jayo.
Jayo are excellent climbers. The rocky walls and angular piled surfaces of their environment make this necessary.
Jayo worship numerous gods and spirits. The patron god seems to change from village to village. Example gods are Shining White, Lord of the Sun, Five Fish, Lord of the Rivers, and Loud Sound, Lord of Rockfalls.
Jayo Names: Yoya (M), Ejayki (F), Ayayi (F), Majoya (M), Ezkiyo (M), Zjeyi (F)
Jayo Last Names: None. Jayo do not have last names. -
The Walters
#38The Walts are several small independent districts in northwestern Marcosia, inhabited by the Walters, a fiercely independent people who are just as willing to wield swords as they are to wield plows.
Most Walters are Marcosian in appearance. However, they are generally shorter and smaller in stature, and have a greater tendency towards brown hair and green eyes. Walterwomen seem singly favored with appearance, and are considered to be very beautiful in most parts of the Armorican Lands. Walter costume varies with the Walt in which they dwell, though in most, men wear baggy trousers and plain, thigh-length tunics, and women wear ankle-length, long-sleeved dresses. Both sexes of Walters wear sandals, save in Connen's Walt. Waltermen wear their hair short or in a braid down their backs, and sometimes grow beards when they get older. Walterwomen do not have any specific style in which they wear their hair, but currently it is considered stylish to knot the hair behind the head.
Swordwalt
Swordwalters are a calm, slow folk, very traditional and conservative. They have slow tempers, but when moved to excitement they are volcanic. As the name of their Walt proclaims, Swordwalters know swords. Though they may or may not be good swordsmen, Swordwaltish swords are the finest made weapons in all of Marcosia.
Swordwaltermen augment the usual Walter garb with a knee-length jacket decorated with stripes of color that denote their community of origin (Green for Lees, yellow for Upon-the-Stream, blue for West Springs, red for Helbed-on-the-Hill, or black for Ravensburg)
Sentwalt
Sentwalters are sarcastic and cynical. Their Walt is the closest to Seduria, and has suffered much at the hands of Sedurian raiders. Sentwalters are old hands at battling the Sedurians, and know many of the Horsefolks' tricks. Sentwalters are gloomy and depressing to be around.
Sentwalterwomen typically wear a hood and mantle over their heads. Sentwaltermen often shave their heads.
Orwaltia
Orwalters (Despite Orwaltia's name, it is never permissible to call one an "Orwaltian") are the most worldly of Walters. Their large Walt is the least frontier and isolated of the Walts, and they see frequent trade and travelers from Marcosia. Many other Walters regard Orwaltia with disdain, saying that their closeness to Marcosia has made them soft.
Orwalters, due to their closeness to Marcosia, have recently been adopting the Arcturan fashions popular in Marcosia.
Marsh Walt
Marshwalters are full of laughter and life. They always live life to the fullest, due to the dangerous conditions of their Walt. They love to consume vast quantities of food and ale during meals, and always pursue their various business with consuming zeal. Marshwalters are sometimes called "Mudwalters" by disapproving neighbors in Kopswalt and Woodwalt. Marshwalters laugh at the tales told about the "supernatural horrors" of the Marsh Walt, saying that if such things dwelt in their Walt, they wouldn't be there, would they? And yet, at the mention of a Wytche or a Warg, they surreptitiously make the sign against evil.
Marshwaltermen always grow beards when they reach the proper age. Fashions in Marsh Walt always seem a touch barbaric, with decorations made from wood, shells, bone, and feathers often seen.
Durmswalt
Durmswalt is home to many thieves and criminals, and thus, Durmswalters are less inclined to be conservative and law-abiding than their more reigned-in (stodgy, Durmswalters would say) neighbors. Durmswalt was founded by Durmscario diScillo, a Zinaldian expatriate. Walters often tell strangers to be wary around Durmswalters; One never knows what things from one's personage might end up in their sneaky hands.
Some Durmswalters favor dark colors that are hard to see in the night. Others prefer wearing bright, flamboyant garb that makes other Walters shake their heads in disapproval.
Kopswalt
Kopswalt is much like Swordwalt, however, it is ruled by four marshalls who have ultimate authority over the inhabitants. Recently, one of the Kopswalter marshalls, Holbman Scaenhammer, discovered that the other three were members of a Wytche's coven, and they were destroyed. The current community elections to decide on the new marshalls have been rife with controversy. Kopswalt's position between the dangerous Marsh Walt and the equally dangerous Woodswalt makes many Kopswalters nervous, and it is rare to find a window and door not locked at night.
Kopswalters often wear blue, their national color.
Woodswalt
Woodswalters dwell in the midst of the Woodswalt, which had another name before they came to it: The Wytche's Wood. Woodswalters are a superstitious and nervous people, as befits their environment. There is no shortage of belief in the monsters of the Woodswalt here, and over every door one can find wreathes of wolfsbane and wytche-fire (OOC: Indian paintbrush). Woodswalters are excellent woodsmen, and will guide travelers through the Woodswalt, as long as said travelers are willing to guide themselves at the first sight of something spooky.
Woodswalters dress in greens, browns, and duns, the colors of the forest. Woodswalterwomen (a mouthful!) always carry staffs with a wreathe of of wytche-fire.
Blackwalt
Blackwalt was a prosperous merchant Walt on the border with Daaldag. Its inhabitants were industrious and hard-working. However, Scatha the Worm, Dragon of the North, reduced the entire Walt to a wasteland of ash and barren stone, with a field of black glass where the capitol town, Blownston, once lay. Walters now consider the place cursed, and say that the ghosts of the slain Blackwalters haunt there, unable to rest until the Worm is destroyed.
Lobbewalt
Lobbewalt is named for the Lobbe, a great statue of a spider that sits in the hills of this Walt. The Lobbe predates the coming of the Walters to this region, and is regarded as both a guardian god and a thing of evil. In any case, most Lobbewalters think of the Lobbe, and of the misty hills of their Walt, with affection, and consider that the Lobbe is a good way to scare off Sedurian raiders and make small children behave, at the very least.
Lobbewalters favor purple and gray clothing, and the image of a spider is a common decoration.
Connen's Walt
Connen's Walt is the newest of the Walts. Established by the adventurer Connen in the years after the Imperial withdrawal from Marcosia, Connen's Walt is often considered by other Walters to be the place to go if one wishes to do something bad. Connen's Walt is a young community, and few Connenswalters are as closely connected to other Walter families as other Walters are. Connenswalters are impetuous and bold, and have a sense of idealism about them.
Connenswaltermen favor heavy leather boots, and Connenswalterwomen favor leathern shoes, to the cord sandals of the other Walters.
Short Note on Walter Nomenclature
Walt- a district of the Walts; considered separate countries by Walters, but most outsiders see them as parts of the Walts as a nation.
the Walts- all of the Walts collectively. To outsiders, the Walts are one nation. To Walters, the Walts are a federation.
Walter- always refers to a person of the Walts. It is never permissible to call a Walter a "Waltian", "Waltishmen", or any other name save a Walter.
Waltish- always refers to goods of, places in, and features of, the Walts, and never to Walters.
Waltsman- Now slightly archaic, a soldier or, by extension, warrior, of any of the Walts. Should never be confused with Walterman, which refers to a male Walter.
Walter Names: See Marcosian names. However, the name Walter and variation thereof (Waltyr, Waltor, Waltair, Wulter, et cetera), are extremely unpopular mostly because "Walter of the Walts" sounds very silly.
Walter Last Names: "of (insert name)walt". For instance, Eddard of Swordwalt, Korren of Woodswalt, Tabba of Lobbeswalt, Batta of Connen's Walt. If one does not want to distinguish, one could always say "of the Walts" instead of "of (insert name)walt." -
The Callacians
#39The Callacian Mountains of Marcosia are wild, untamed wildernesses of stone, home to the Callacians, semi-barbarians who prey on travelers, caravans, and northern Marcosian communities.
Callacians come from the same racial stock as the Marcosians, and are similar in appearance. However, Callacian men wear their hair long, with great beards and moustaches which they braid like the Eregard of the north. Callacian women wear theirs in a single long braid. Callacian men dress in knee-length tunics with long sleeves, made from hides. Callacian women dress similarly, though their garb goes to the ankle. Both men and women wear fur and hide boots. Callacians decorate themselves with bones, feathers, bright flowers, and other items which may catch their eyes. Chieftans sometimes wear jewelry plundered from ancient barrows and tombs.
Callacians organize themselves into tribes of 25-60 people, led by a chieftan and a wytche. Wytches lead the tribe's spiritual life, guiding the people in the proper rituals for protection against devils and Marcosians, for warm weather and little snow, for strong birth and mother's welfare. Chieftans lead the tribes in their semi-nomadic migration patterns, go on hunts and raids, and lead the tribe in war.
Callacians are an incredibly superstitious people. Every tribe is governed by strange taboos, devised by the tribes' wytches in order to protect against spirits. Those who do not act by these taboos are considered to be bringing the spirits' wrath upon the tribe and are generally punished in gruesome manner as a placation to the angry gods. Taboos are different for every tribe, but examples include never stepping on stones at night, never slaying a man with red hair, never eating a certain bird, never whispering when it snows, and other, equally bizarre laws. Wytches are considered to be directly involved with both the spirit world and the mortal world, and thus, they are free of some taboos, and possessed of others that may be unlike the rest of the tribes'.
Callacians believe the world is full of angry gods who dwell in stones, trees, and rivers. Their legends speak of hundreds of gods, but the most commonly mentioned is Kirr, the Lord of Elk and Pines, who struck Sturm, the Monster Mother, with his axe. From her split belly emerged Lebb and Frumt, the First Man and First Women.
Callacian Names: Stren (F), Kudt (M), Hurled (F), Bengs (M), Urkirr (M), Anlutt (F), Sebbr (M), Weggdt (F)
Callacian Last Names: By tribe. For instance- Suttl of the Sturren. Example tribes: Sturren, Askirr, Fulldt, Paddn, Wass, Kurm, Thred, Skurrtl, Kellnrad -
The Corsairs (Khyarahsarain)
#40From the burning deserts of Phurucalimar, called by Armoricans Pherecia, sail the quick, black ships of the Corsairs, plundering the western Armorican seacoasts and the coast of the Southern Sea, bringing sword and fire to the Nermalians and Botherians.
Corsairs are tall (5'11"-6'5") and strong, with swarthy skin. Corsairs have high cheekbones and diamond-shaped faces, with long, straight noses and large, full lips. They have brown or hazel eyes, sometimes with an odd red or violet tint that hints at Atlantean blood. Khyarahsarain stain their eyepits black to help protect from sun glare. Corsairs have black or deep brown hair with a tendency to kink. Corsair men often shave their heads bald, while women have long hair which they often plait. Khyarahsarain men wear ankle-length coats (The word is not sufficient, because they are not meant to keep the wearer warm) with elbow-length sleeves. These coats are usually made from silk or another gauzy material, and are left to hang open at the front. Men also wear baggy pantaloons of knee or ankle length. To protect from sunburn and sand-scorching, they may also wrap their hands, legs, and bodies in cord or gauzes. While raiding and during desert travel, men cover their faces and heads in cloth and scarves, obscuring all but the eyes in a turban. Corsair women wear ankle-length robes, with obscuring sleeves and hoods. They also have gauzes which they draw across their faces, as a sign of modesty and to protect against sand-scorch. Both sexes wear sandals as footwear. Corsairs love bright colors, especially bright reds and yellows, and their clothes are often of these hues. They also adore jewelry and adornments. Men and women both cover themselves with rings, piercings, pendants, anklets, and the like, usually of gold or platinum, with semi-precious stones.
Corsairs dwell in a harsh desert peninsula of sand seas and salt pans, surrounded by the sea. There is little food to be found in Phurucalimar, and even less water. The Corsairs are thus expert desert survivalists. But it is not their desert survival that they are known for; it is their raiding. Piracy has been the way of life for the Khyarahsarain for thousands of years, a way for these people to pass times of woe, and times of plenty as well, as both are rather much the same in Corsair-land. Corsairs are not the best sailors, nor are they the best warriors. But in the southern Armorican lands, look no further than the Corsairs to find the perfect enemies. They are slave-takers, as well, gathering workers for their mines of precious metals, jewels, and salt. Of late, the Khyarahsarain have been viciously striking against the shipping routes of Nermalia and the Souther Sea (Which they call the Lesser Sea). There is a strong strain of Atlantean blood in the Khyarahsarain, and a strong thread of Atlantean in their language.
Corsairs worship Eru-Meneltarmo, the Lord of the Heavens, who dwells atop Heaven's Peak in the center of Phurucalimar. Other Corsair gods include Utmaylukhur, Senulhiermo, Illuphurisi, and Curumo-Phala.
Corsair Names: Hyalmoarnedil (M), Hyarnekhtamet (M), Melmetiermi (F), Ulmasaru (F), Khuphuso (M), Curunini (F), Sapherimocal (F)
Corsair Last Names: Corsairs do not have last names.
Archetypes
Pirate-Warrior: A Khyarahsarain warrior, who rides upon one of the swift black ships of Phurucalimar, slaying their enemies, and taking what your people need. The Pirate-Warrior is quick and ruthless, and loves the feel of a good sword in his hands.
Priest/Priestess: The Priesthood of Phurucalimar administer the mountaintop temples of Eru-Meneltarmo, keeping the sacred flames stoked, and maintaing the shrines of the lesser gods as well. Members of the Priesthood are often dispatched to convert heathens and destroy things of darkness.
Trader: The Corsair Traders are not well trusted, but their goods are. They range all about the Southern Sea, carrying salt, steel, jewelry, cloth, salt, and goods from the Southern Lands nearby, including lotuses from Durak, the Land of the Lotus-Eaters.