The Icy Coast marks the north edge of the western coast, beginning in rocky shield in the south and morphing into tall, icy peaks in the north. This dangerous mountain range is a formidable foe, and human society does not go much farther than the foothills.
The south of the Icy Coast is much like the north of the Western Coast, small tribes testing each other and competing for resources. Further north, however in the foothills of the great frozen peaks, is an entirely different story.
Influenced by ancestors who had close interactions with dwarves in the distant past, the Commonwealth of the North is based on a synthesis of dwarven and human ideals.
The Commonwealth is rightly so-called. It is a large group of allied principalities where, in a similar fashion to dwarven tribes, leaders are chosen out of the population to rule by their merits. These leaders are chosen for limited terms, and may only serve once in each of the eligible stages of their life, called "Maturity" (the age at which a person can fight), and "Wisdom" (the age at which a person is old enough to stop fighting).
The Commonwealth has its origins in the expansion of the Kularian Empire. The dwarves, seeing a threat to their safety like human threat before it, allied themselves with the humans who lived in the foothills of their mountains, teaching them principles of government and warfare. Dwarven religion was rejected by the humans, though they have added Dimiourgos to their pantheon and greatly respect him.
As dwarves have no gender to speak of, the government and society of the Commonwealth is similarly egalitarian. This is an excellent society for female PCs to hail from.
The Gods of the Commonwealth are considered to be very harsh, but very fair. "The winter," the people say, "Is harsh, but does not distinguish. Nor do the Gods. The same harshness for all." In much the same way, the society of the Commonwealth is not for the soft-hearted. Justice is retributive, and age is marked by the ability to fight.
The martial nature of the society is largely symbolic, now. There are few wars, and most are against southern tribes foolish enough to try to conquer this defensible area. This does not mean, however, that this symbolic martial focus does not impart real combat skills, and warriors of the Commonwealth are to be respected, if not feared.
There is no longer contact with the dwarves, but the people still long for this interaction. A ruined dwarven temple is a few short days travel into the mountains, and once a year a large quantity of oil is carried to the temple by a group of young persons, to refill the lamp that the Commonwealth rulers keep lit, in case the dwarves return. The dwarves watch this ceremony, but do not intervene.
Next Time: Either a cultural look at the Golden Interior, or the former Kularian Empire.
Showing posts with label western coast. Show all posts
Showing posts with label western coast. Show all posts
Monday, February 4, 2008
Centres of Culture II: The Western Coast (Part ii, The Western Coast)
Just north of the Bay Coast, the Western Coast marks the divide between warm, agrarian grasslands and hilly, rocky shield. Summers are warm and winters are cold, with distinct cool periods in between.
The peoples in this area, especially extending to the east, are generally put together in small villages, mostly ignored by larger kingdoms. Most of the area is under the control of the Four Kingdoms, but most people outside a short ride of the capitols have never seen a high noble.
The Four Kingdoms are a usually peaceful alliance comprised of three traditional patrilineal hereditary monarchies and one matrilineal monarchy. The capitol cities are, in fact, one metropolis built on the traditionally defined meeting of borders. The capitol was moved here with the signing of the Four Kingdoms Treaty.
The Four Kingdoms are Gallus, Poletia, Mercia, and Ferrad. Being easternmost, Ferrad extends further east than the cultural area marked on the map (the maps are coming, I promise), but is considered to be part of the Western Coast.
Gallus and Mercia both border directly on the coast, and are quite similar to Littoria and Calar in the south. Mercia's Queen, however, is anything but standard.
The matrilineal monarchy of Mercia arose as part of their interaction with the culture of the Icy Coast. Northern religion places the power associated with birth in the hands of the women, rather than the men as is the custom in the south. Mercia has officially adopted southern-style religion in the form of Sun-worship, but many people (the further north you go, the more there are) still worship northern gods.
Poletia reaches south in the direction of the Golden Interior (coming soon!), and is the most agrarian of the Kingdoms. Apart from the greater focus on agriculture, Poletia is fairly similar to the other kingdoms.
Ferrad, like Mercia, is torn between two cultures. The largest of the Four Kingdoms, it was originally founded in violent revolution from the former Kularian Empire. There will be more about Kulari in another post (being its own cultural boundary), but Ferrad has taken a language and mindset from being a part of this historical empire.
Where most of the Western Coast believes in formal agreements and formal shows of force, the Kularian Empire was founded on shadowy operations. This is not to say that these operations were evil, merely hidden. It is considered normal for leaders to lie and maneuver, making informal agreements and alliances in the background. It can be very difficult to follow for leaders from outside the former Empire.
North of Mercia is unclaimed lands. These lands are inhabited by small tribes who are no less civilized than those of the Four Kingdoms, but they lack an overarching government. They are, however, distinguished from the Four Kingdoms by their (supposed) propensity for war. Each tribe tests the others' strength, and this war is rarely lethal or absolute, though the Four Kingdoms believe these tribes to be savage.
Next time: The Icy Coast
The peoples in this area, especially extending to the east, are generally put together in small villages, mostly ignored by larger kingdoms. Most of the area is under the control of the Four Kingdoms, but most people outside a short ride of the capitols have never seen a high noble.
The Four Kingdoms are a usually peaceful alliance comprised of three traditional patrilineal hereditary monarchies and one matrilineal monarchy. The capitol cities are, in fact, one metropolis built on the traditionally defined meeting of borders. The capitol was moved here with the signing of the Four Kingdoms Treaty.
The Four Kingdoms are Gallus, Poletia, Mercia, and Ferrad. Being easternmost, Ferrad extends further east than the cultural area marked on the map (the maps are coming, I promise), but is considered to be part of the Western Coast.
Gallus and Mercia both border directly on the coast, and are quite similar to Littoria and Calar in the south. Mercia's Queen, however, is anything but standard.
The matrilineal monarchy of Mercia arose as part of their interaction with the culture of the Icy Coast. Northern religion places the power associated with birth in the hands of the women, rather than the men as is the custom in the south. Mercia has officially adopted southern-style religion in the form of Sun-worship, but many people (the further north you go, the more there are) still worship northern gods.
Poletia reaches south in the direction of the Golden Interior (coming soon!), and is the most agrarian of the Kingdoms. Apart from the greater focus on agriculture, Poletia is fairly similar to the other kingdoms.
Ferrad, like Mercia, is torn between two cultures. The largest of the Four Kingdoms, it was originally founded in violent revolution from the former Kularian Empire. There will be more about Kulari in another post (being its own cultural boundary), but Ferrad has taken a language and mindset from being a part of this historical empire.
Where most of the Western Coast believes in formal agreements and formal shows of force, the Kularian Empire was founded on shadowy operations. This is not to say that these operations were evil, merely hidden. It is considered normal for leaders to lie and maneuver, making informal agreements and alliances in the background. It can be very difficult to follow for leaders from outside the former Empire.
North of Mercia is unclaimed lands. These lands are inhabited by small tribes who are no less civilized than those of the Four Kingdoms, but they lack an overarching government. They are, however, distinguished from the Four Kingdoms by their (supposed) propensity for war. Each tribe tests the others' strength, and this war is rarely lethal or absolute, though the Four Kingdoms believe these tribes to be savage.
Next time: The Icy Coast
Saturday, February 2, 2008
Centres of Culture II: The Western Coast (part i, the Bay Coast)
This cultural area goes from the north end of the western coast right to the Three-Tooth Mountain range in the south. It's often subdivided into three areas: The Icy Coast in the north, the Western Coast in the middle, and the Bay Coast in the south.
These three areas share in common a significant slice of ocean. Their cultures are not as notably sea-going as the Aruan Archipelago, but the influence of the sea on their cultures is undeniable.
The Bay Coast
Nearest the Aruan Archipelago, this cultural area does a great deal of trade with the Aruan Empire. There are two major kingdoms (and countless minor kingdoms) in the area.
Littoria is a coastal kingdom at the southern end of the Bay Coast. Its capitol (also called Littoria) is protected by a coral reef, forcing most ships to put ashore a day's walk from from the city. Littoria is a standard monarchy, ruled by a kind and just man. It is illegal to swim to the coral reef, which is considered to be the property of the king.
Bordering Littoria to the northeast (still along the coast) is the city of Salmonsford, named after the original reason people settled at the mouth of this river: The salmon. Salmonsford is not a very large city, but it is run by a few lesser noble families who splintered from Calar, to the north. Salmonsford forms a natural border between Littoria and Calar.
Calar and Littoria have a history of war, but are currently at an uneasy peace. Littoria's king is a kindly man, but very dedicated to the protection of his people. Calar, however, has been wronged in the past by more war-like Littorian kings, and the public sentiment is against Littoria.
Culturally, these three places are quite similar. They are governed by monarchies who have the support of their people. Comparatively to other great kingdoms, these kingdoms are relatively middle-sized.
They are mixed agrarian societies, growing a good deal of wheat and cotton, domesticating cows and chickens, and fishing for fish, crabs and clams. There are typical harvest season celebrations.
Religiously, the Aruan Archipelago, Bay Coast and Western Coast all share a similar religion: Sun-Worship. I'll get more into religions later, but the Sun is representative of Passion, Strength, Determination, and Order. Worshippers of the Sun recognize the Moon as well, but do not condone its worship. The Moon is not so much devil as adversary. Religious holidays are typically held during the summer months.
One cultural area down, only a few hundred more to go, haha. Slight exaggeration, but it's a big place. Until next time!
These three areas share in common a significant slice of ocean. Their cultures are not as notably sea-going as the Aruan Archipelago, but the influence of the sea on their cultures is undeniable.
The Bay Coast
Nearest the Aruan Archipelago, this cultural area does a great deal of trade with the Aruan Empire. There are two major kingdoms (and countless minor kingdoms) in the area.
Littoria is a coastal kingdom at the southern end of the Bay Coast. Its capitol (also called Littoria) is protected by a coral reef, forcing most ships to put ashore a day's walk from from the city. Littoria is a standard monarchy, ruled by a kind and just man. It is illegal to swim to the coral reef, which is considered to be the property of the king.
Bordering Littoria to the northeast (still along the coast) is the city of Salmonsford, named after the original reason people settled at the mouth of this river: The salmon. Salmonsford is not a very large city, but it is run by a few lesser noble families who splintered from Calar, to the north. Salmonsford forms a natural border between Littoria and Calar.
Calar and Littoria have a history of war, but are currently at an uneasy peace. Littoria's king is a kindly man, but very dedicated to the protection of his people. Calar, however, has been wronged in the past by more war-like Littorian kings, and the public sentiment is against Littoria.
Culturally, these three places are quite similar. They are governed by monarchies who have the support of their people. Comparatively to other great kingdoms, these kingdoms are relatively middle-sized.
They are mixed agrarian societies, growing a good deal of wheat and cotton, domesticating cows and chickens, and fishing for fish, crabs and clams. There are typical harvest season celebrations.
Religiously, the Aruan Archipelago, Bay Coast and Western Coast all share a similar religion: Sun-Worship. I'll get more into religions later, but the Sun is representative of Passion, Strength, Determination, and Order. Worshippers of the Sun recognize the Moon as well, but do not condone its worship. The Moon is not so much devil as adversary. Religious holidays are typically held during the summer months.
One cultural area down, only a few hundred more to go, haha. Slight exaggeration, but it's a big place. Until next time!
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