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rpg:charloft:guests:diencountries

Countries of Signi's World

A brief overview of the countries and regions of Signi's world, giving an overview of the relevant info a character from that world would know. (Or believe.)

Ardan

Capitol: Kishor

Symbol: A black horse on a field of white

Population: Medium, despite large geographic claim

Climate: The majority of Ardan is a steppe that is too dry to support intensive agriculture. Most population hubs are found along the eastern coast, to the south along the Darom River, or in the forests that start on Ardan's western frontier. The inner steppe itself is sparsely populated– it is wind-swept, and cold in the north, segueing to quasi-desert in the south except where irrigation from the Darom has greened the countryside.

Economy: Ardan's inner steppe is roamed by herds of wild horses, and it was the domestication of these animals long ago that allowed early Ardani to form a kingdom of what had been loose tribes of steppe-dwellers. The horse is still a central element of Ardani's economy; they produce the finest steeds in the world, and supply other countries with the best in horseflesh.

Other exports are within normal ranges, and do not deserve specific mentions.

Ardan imports most of its beef and leather, as the grazing land of Ardan is better suited to sheep and goats than the heavy consumption of cattle.

Government: The current monarch is Queen Mara, but the monarchs of Ardan are often figureheads. The real power lies with the Captains of the military, who are often at odds with one another.

Religion: Ardani were animistic nature-worshippers in their past. While they have civilized some and put more trappings onto their religion, the predominant deity for the average Ardani is still Ard, the Sky-God. Ardani believe he guides their arrows to their mark. There is a pantheon of lesser gods, all given appropriate respect in their sphere. The average Ardani has a live-and-let-live reaction to other religions, while still believing that of course Ard is superior to them all.

The Twin Gods of Sulvermor are making some inroads in the south and west.

Military: Ardani military is almost all mounted, and their mounted archers are the backbone. Lightly-armored but incredibly swift and accurate, these archers can bedevil even a charge of Sulvermorian knights.

Physical appearance: The average Ardani is black-haired and dark-eyed, with epicanthic folds. They tend to compact, short body types. There can be considerable variation in skin tones, but olive is the predominant hue.

Gender politics: The genders are treated fairly equitably in Ardani society. Women may serve in the military, own property, and have most of the same legal rights that men do. Arranged marriages are common throughout Ardani society, but not universal. Homosexuality is seen as a 'Harmaran thing' (although not a religious taboo), and is not approved of.

If you are playing an Ardani… You are almost certain to know how to ride a horse, so be sure to buy at least one level in Mounted. You have a vague contempt for anyone who does not know how to ride a horse, although you may be a nice enough person to chalk it up to ignorance and merely pity them. The ubiquitous beverage you grew up with was goat's milk (sometimes fermented) seasoned with honey and cardamom, and this is what you expect if you order 'milk' at a public house (unless you've been in other countries long enough to know that's not what they'll give you).

You are probably from a big family. Possible lower-class occupations include: goatherd or shepherd, hunter of the northern herds of migrating elk, horse trainer or breeder, horse rustler, farmer (if you live to the south), street performer, bowyer, storyteller, others (ask me if you need to be sure a profession is feasible in your culture of origin).

Higher-class occupations could be owner or trainer at a prestigious stable, or a merchant with a thriving trade, as well as many others.

The Ardani have slightly strained relationships with Haramani and Sulvermorians, as there have been wars with both nations in living memory. Border skirmishes with the Sulvermorians are a regular feature of life in the western part of the country.

Common entertainments of Ardani include horse-racing, gambling, dancing, and music; there is a strong folk music tradition in the country based on sung chants and flutes.

Belos

Capitol: Umsuline

Symbol: A red rose on a field of yellow

Population: Medium, middling-to-densely populated

Climate: Temperate, with mild winters and hot summers.

Economy: Belos is sometimes viewed as the breadbasket of the world. With plenty of water from both the Os and from snowmelt from the coastal range, a mild climate, and a good mix of flat and hilly terrain, Belos is a fertile land that produces grains and fruits in abundance. In addition, the sheep they raise in the high country produce luxurious wool, which is prized by textile workers everywhere. On the lower hills, there are excellent vineyards, and Belosan wines are a valued commodity.

Belos and Lamos vie for the 'distinction' of having the most slaves per capita. Anybody well-to-do doesn't go out and work their fields themselves, after all.

Government: The ruler of Belos is always a queen, although her consort may hold great power and respect as well. The Queen rules with a council of officials elected by the landowners. The current Queen is Umsuline XII.

Religion: Perhaps unsurprisingly, Belosans accord a great deal of importance to gods and goddesses of harvest and fertility. While numerous local deities are worshipped, the general consensus seems to be that these are all aspects of the Queen of the Earth, the great Mother who brings forth all life. Belosan culture is more or less matriarchal– women tend to be primary property holders.

The Twin Gods of Sulvermor are making some inroads, but usually it is melded with the existing goddess worship, casting her as the Mother/Sister, and somewhat downplaying the Father/Brother of the Duo.

Military: Belos has a decent military, but primarily they rely on good trade relationships to avoid serious invasion attempts.

Physical appearance The average Belosan is tall, with a middling-to-fair complexion, usually brown hair and brown eyes. Belosans tend to have friendly faces, and are usually well-fed. Proverb: Never trust a skinny Belosan.

Gender politics: While women hold more economic clout, men are not especially discriminated against, and may legally own property, do business, seek divorce, etc. However, children are considered to be their mother's– in the case of a divorce, a man has no “father's rights” to see or visit the child.

Homosexuality is considered indulgent, but not sinful or taboo. It is usually treated with a mild “s/he'll grow out of this phase and settle down to producing children eventually” mentality– although there are more than a few women who remain with female partners long-term and still have children by a male friend.

If you are playing a Belosan… You grew up in a stable, fairly tolerant community that was likely close-knit and friendly within reason. From an early age, the primary virtues drummed into you were to be reasonable, responsible, and to get along with others. It is possible you firmly believe that most of the problems of the world could be solved if people just sat down and talked it out together over a good vintage, like civilized people. You may also be somewhat sheltered from the problems of war, poverty, and disease– those are things that happen…. 'elsewhere'. Far away.

Likely lower-class professions include but are not limited to: shepherd, farmer of various stripes, rancher of cattle, vintner, cook, baker, craftsman, weaver.

Common entertainments include: group dancing, getting merrily drunk, having cooking competitions, growing and arranging flowers.

Coria

Capitol: ?

Symbol: A falcon clutching a red arrow, often on a field of green

Population: Low, sparsely-to-middling populated

Climate: Cool-to-cold winters and mild summers, hilly-to-mountainous

Economy: With little arable land, the population leans more heavily on hunting and gathering. The heavily wooded hills and mountains of Coria are a gamesman's paradise, and fishermen delight in the great salmon that call the swift-flowing rivers and falls of Coria their home. Major exports of Coria are timber and fine furs. Additionally, their bows are considered the best in the world, although some Ardani take great exception to this.

While it is something of a niche market, Coria also exports well-trained hunting falcons.

Slavery is illegal in Coria (although working off a debt does allow for a similar arrangement).

Government: Every seven years, the headsman or woman of each village meets in CITY NAME to pick the Reeve, usually a man. The Reeve is given power to call muster, to lay limited taxes for the construction and maintenance of roads, pass final judgments on disputes, and to conduct diplomatic relations with other countries as a sovereign would. A Reeve may not serve a consecutive term.

Religion: Corians, especially those from the more remote regions of the country, tend to be animistic and believe in a number of spirits of nature. The closer to the borders with Belos and Sulvermor, the more the number of spirits drop off to a few 'gods', but Corians have limits to how much they will tweak their own beliefs for their neighbors' sake. Worship of the Duo has found very little ground in Coria, and the White Guard usually abandon their temples for lack of converts.

Back in the true hill country, it is said that the worship of the animistic spirits reaches a frenzy on some sacred nights of the year, with naked dancing under moonlight and blood sacrifices such as would chill the blood of civilized people. But if you believe that, I have a bridge in Neran to sell you.

Military: While Coria does not have a 'regular' standing army, their huntsmen muster when there is a call for it, and there are no finer archers in the world. (The Ardani are mounted archers, and their tactics combine both horse and bow to devastating effect– but with skill at the bow alone, the Corian huntsman is superior.) Corian archers, with their intimate knowledge of their densely wooded and rugged countryside, have successfully kept Sulvermorian knights at bay for centuries, finding the clunky armored warhorses and warriors easy targets whenever they attempt to penetrate the hills.

Physical appearance: Corians tend to height and fairness of complexion. Grey eyes are common, as is light brown and even blond hair. They are often lanky and rangy. Outsiders say they smile rarely.

Gender politics: Men are considered superior in Corian culture, but women have considerable rights and are respected by most men. Homosexuality is not unknown, although uncommon. Sexual liasions of any nature are considered nobody's business but the participants.

If you are playing a Corian… You grew up in a small community where seeing anyone from another village was a big event. You likely know at least the basics of living off the land, so be sure to buy at least one point in Wilderness Survival.

You distrust almost anybody who is not Corian, especially Sulvermorians. You are likely to be a staunch defender of your personal right to live your life as it suits you, as long as you're not harming anyone else, and devils take any foreigner, priest, or reeve who says otherwise. You will also defend your neighbor's right to the same sort of privacy.

You may find most of the people of other countries to be over-talkative and pushy. You likely believe that all a man (or woman) really needs in life is a good house built with the help of the neighbors, a strong cloak against the coming winter, and a strong right arm to draw your bow.

Professions may include: hunter, forester, falconer, fisherman, trapper, furrier, farmer, bowyer, carpenter.

Entertainments common to Corian culture are: competitions of skill, music, storytelling, wrestling.

Dam

Capitol: N/A

Symbol: A stylized representation of the Dam– a grey field with a line of blue at the bottom

Population: Low, but dense indeed

Climate: cold winters and mild summers, although weather is mostly ignored by the Dam-rats except when ice makes getting around difficult

Economy: Dam's economy is built on the trade of one very precious commodity: the water of the river Os.

At some point in ages past, the ancients built a great stone dam, monumental in scale, to block what had been a fast-rushing river gorge. This created the body of water known as the Rill, and turned the Os from a swift and unpredictable river in the springs to a slower and controllable creature.

The great dam was of such a size that dwellings were carved into the face of it, for the engineers that maintained it. Those original engineers and architects are long since forgotten, but people have been living on the Dam, and controlling its water, ever since. A regular city (or at least a town) has been carved into the Dam's face, as well as built out from it in rambling and ramshackle landings, huts, stairs, and sheds.

The citizens of Dam maintain the Dam and see to it that water continues to flow at a reasoned, sustainable rate from the north to the south. However, they do charge their downriver neighbors for the privilege. Also, as the Dam represents the easiest trade route to and from the community of Rill, the citizens of Dam take their share of tax on both the foodstuffs and crafted goods going up, and the metals and precious gems coming down.

Slavery is legal in Dam, but little practiced.

Government: The Water-counter is the equivalent of the mayor of the ramshackle community of Dam. He or she sets the price each season of water, and is the final judge on the taxes of all the other goods that pass over the Dam. The position tends to be held by the fellow who can get the most big burly wall-crawlers to do as he says.

Religion: Dam dwellers have a spotty sense of religion, following any of a number of gods or spirits as it pleases them. Some worship the original builders of the Dam, believing they must have been gods. Others have adopted beliefs of either Rill or Coria, or maintain an irregular belief in the Duo. Many couldn't give a fig about gods or goddesses, 'just as long as the water flows and the stone holds'.

Military: There are any number of siege engines niched away in the fortified walls of Dam, some of ancient provenance and most of more recent construction. These have been the downfall of any number of countries who have thought that Dam's taxes were ridiculous, and decided to take direct control of the Dam– an idea that always looks good on paper, but falls apart when your soldiers come to the base of a wall of immense stone thousands of feet high and realize your orders are to try to conquer the people whose homes you can see five hundred feet up that wall– the ones shooting catapults at you…

There is an actual regimented guard that is tasked with keeping the top wall of the Dam safe and cleared.

Physical appearance: Dam-dwellers tend to be slender and slight, the sort of physique that results when you spend half your life scrambling up ladders and across tentative rope bridges. They are fair-skinned as a rule, with eyes of blue, grey, or brown, and hair from brown to blond.

Gender politics: The genders are treated with rough equity in Dam. Social status depends primarily on how good you are at tinkering things or keeping your family's section of the Dam in good repair, not whether you are male or female. Homosexuality is not considered a big deal. Dam-dwellers tend to a certain fast-and-loose approach to sexual relations anyway– it's a small community, and the general school of thought is that everyone probably winds up screwing everyone else at some point anyhow.

If you are playing a Dam-dweller… You grew up with no sense of privacy at all, as you likely lived in a small carved room (or a small wood room clinging to the side of the Dam) with several other people whom you may or may not have been related to. You spent childhood scampering along ladders, into and out of other people's living spaces (the distinction between 'home' and 'corridor' is a moot one on the Dam), and daring your friends to do idiot things like see how far you can climb on the Dam's bare wall without a rope, or how far out onto the clinging structures, or how deep into the labyrinthine inner tunnels.

You have no problems with heights (or if you did, you were nigh-ostracized growing up) or enclosed spaces. You may however have a problem with wide-open flat spaces, should you wind up in them in the course of the story.

You likely have only a limited understanding of how life in the rest of the world is conducted. You think in terms of a barter economy, and money's a bit odd to you.

Aside from the main profession in Dam which is maintaining the Dam and its mysterious inner workings, you might also fish, from the top of the Dam, or be a cook or craftsman of various stripes.

Dam-dwellers are often called Dam-rats, which can be meant derogatorily but is often proudly used by a Dam-dweller. Belosans and Sulvermorians tend to dislike Dam-dwellers, viewing them as gouging, greedy tyrants over the water supply.

Entertainments on the Dam are: storytelling, feats of acrobatics, mocking flat-landers, tinkering with things.

Dardua

Capitol: Dyn

Symbol: A field of blue waves with a gold sun rising

Population: Low-to-medium

Climate: Cool winters and mild summers; frequent storms throughout the year, but the coastal climate keeps temperatures moderate

Economy: Dardua is a country of shipwrights and sailors, navigators and explorers. Their sailors and ships are considered the best. Darduan timber is also a valued commodity.

The Darduans and the Tur have a long-standing compact, centuries old. The Tur offered to go in as trading partners to the Darduans– supplying them with much of the inland trade directly– in return for an agreement that the Tur (and only the Tur) could hire Darduan ships for trade expeditions. A Darduan ship flying crimson sails is actually under the command of the Tur, even if the crew remains Darduan. This agreement has led to hefty profits for both partners, and what is almost a monopoly on all sea trade by the Tur and Darduans.

Slavery is legal in Dardua, usually in the form of being forced to serve on a ship's crew.

Government: The owners/heads of the largest shipping interets form a Council of Merchants that serves as the main law-making body of Dardua and can order the navy to war.

Religion: Here's a surprise– Darduans worship the sea. They view the sea as the domain and embodiment of a god called Dar, who is mostly indifferent to human affairs but can be moved at times by the prayers of sailors and by offerings left at his temples for safe voyage. Darduans also are known to pick up tidbits of beliefs from various other cultures they visit, so it is not unknown for the crew of a Darduan sailing ship to include a devotee of the Duo, a fervent worshipper of Luck, someone who might carry a talisman of a Gemijian demon, someone who burns incense to Ard, and someone who hedges his bets and says a prayer to each of them before bedtime.

Military: Naturally enough, the Darduans have a strong navy, which accounts for the bulk of their military presence. Their warships are far and away the best to be found sailing in the Northern continent, although some Gemijian vessels have been rumored to be their match. In terms of a land force, Dardua maintains a small standing army as a defensive measure, but the Kotun mountains are an effective deterrent to most would-be land invasions. A sea invasion would have the navy to contend with, and most would rather not.

Physical appearance: Darduans are naturally medium-fair, but the usual life of one spent as much as possible on the open water tends to weather them early, and tan them. Their hair is usually curly, and can be any color. Eyes range also from dark to light. Darduans tend to be a bit short, but are often muscular.

Gender politics: “A man's place is on a boat; a woman's place is on the shore.” Ideally, women stay home and raise families, while men go out and fish. It is worth noting, however, that on the northmost of the three islands that Dardua claims, women and men seem to consider it fair that everybody gets an equal share of fish guts and screaming toddlers.

Homosexuality is relatively common, especially on long ship voyages, and same-sex marriages are performed.

If you are playing a Darduan… The salt air is in your blood and your bones. Points in swimming, sailing, or both are recommended. You likely grew up with an extended family scattered among the three islands and the mainlands, and sailed to visit some family member at least once a month.

If you are a typical Darduan, you are likely cheerful and friendly. You love a joke, especially a dirty one, and you love to gamble. You may get itchy and restless if on land for too long. You have eaten nearly every type of fish in probably every possible way to prepare them that exists.

You may consider yourself more “worldly” than inlanders, especially if you have sailed to the Islands or Gemijia.

The Tur are your close allies by long-standing bonds of trade, and you are careful never to offend one…. but deep down, you may not like them very much. (Smug bastards, ordering your ships about! Insisting you fly their colors!)

Darduan professions: sailor (aren't we surprised), fisherman, shipwright, carpenter, forester, weaver or tailor (sailcloth), rope-maker, merchant

A Darduan's idea of a fun time includes: storytelling, feats of acrobatics, jokes, music, gambling, drinking, boat-races, swimming races, collecting curse words in different languages.

Gemijia

Capitol: Sen Rio

Symbol: ??

Population: Large

Climate: ??

Economy: ??

Government: The Emperor

Religion: ??

Military: ??

Physical appearance: ??

Gender politics: ??

If you are playing a Gemijian… Then you ought to wait until Dien figures out what the heck is going on in Gemijia.

Gemijian professions: who knows

Gemijian entertainments: we will see

Harmaran

Capitol: Arreis

Symbol: A desert wolf, in red, often depicted with a snake or scorpion in its jaws

Population: Middling to large

Climate: Mild winters, hot summers. Fertile where irrigated, but a dryish climate overall

Economy: Harmaran enjoys a position at the center of the world (or at least the North) that is advantageous to commerce– perhaps as much as a third of the trade of the continent passes through the great city of Arreis at some point. Aside from this, Harmaran has a good mix of arable land and other natural resources. Harmarani craftsman are highly skilled and the country exports many luxury items, from blown glass to the most fashionable garments. Sulvermorians say Harmaran exports vice: Harmarani say that the best dancing girls (and boys), companions, masseuses, beds, and opiates in the world could only be considered 'vice' to those who know what to do with them…

Slavery is legal and common in Harmaran.

Government: The Lord Prince of Arreis is technically the monarch, but Harmarani politics are maddening things, and the power of the Prince often depends on the cooperation he can get from those who are technically his vassals– the various merchants and 'sub-princes' who hold sway over other cities in Harmaran. If not for the fact that Sulvermorian and Neranian aggression forces the princelings to unite against a common foe, Harmaran would likely have been carved up into smaller city-states by now. There are often intense rivalries between cities and their rulers, and a good deal of political intrigue going on between the aristocracy at any given moment.

Religion: There is no state religion, but many Harmarani believe in aspects of the goddess of trade, called Shulan, or the deity of Luck, whom nobody is willing to give a name or a gender to. The god of love, Bel, is much prayed to, as is Duara, a rather minor goddess of feasting, dancing, and wines.

There are temples to the Duo of Sulvermor, but most Harmarani consider them a source of amusement rather than deserving of serious piety.

Military: Unlike Sulvermor with her knights or Ardan with her mounted archers, the Harmarani troopsare not renowned for a particular martial focus. Instead they are a balanced mix of various regiments, from archers to cavalry to well-drilled infantry– but often commanded by clever and wily tacticians. The army pays well and is often the profession of choice for a young person with little idea what to do with their life. Additionally, Harmaran often augments its sometimes-fractious standing army with regiments of professional mercenaries.

Physical appearance: The average Harmarani is brown: brown-skinned, brown-haired, and brown-eyed. They are of average height. Black hair is also common. (All types of coloring are possible in Harmaran, given the influx of various peoples, but very fair or very dark people are less common.)

Gender politics: The genders are considered more or less equal in Harmaran, and the military is open to women as well as men, although it is true less women do enlist. Harmarani culture does acknowledge a third gender, a category of neither man nor woman, but that comes with its own issues…

In short, a 'man' in Harmarani culture is a heterosexual male, and a 'woman' is a heterosexual woman. Homosexual men or women, or transgendered individuals, or eunuchs, fall into the third gender, a neither-this-nor-that in the view of “normal” Harmarani (whatever they might individually identify as). A member of the third gender is considered, de facto, to be one of the “children of Bel”– a slightly euphemistic term for what is essentially a caste of people who are usually involved in the profession of pleasure– whether as a dancer, musician, masseuse, actor, tattoo artist, as well as anything that in modern society might be considered 'sex work'.

“Children of Bel” occupy a contradictory place in Harmarani society. On the one hand they are protected by law from harassment, and considered an important part of society– a nobleman would be considered an uncultured prude if he did not have a Child of Bel on his staff to provide him advice on cultural matters, to run his parties, to supervise his entertainment. On the other hand, Children of Bel are usually viewed in a highly sexualized and objectified light by the rest of the culture.

Interestingly, a Harmarani man might engage the sexual services of a male Child of Bel and not be viewed as deviant himself– it would just be considered part of 'being cultured'. Such are the contradictions.

If you are playing a Harmarani… You pride yourself on being a native of the most sophisticated and worldly nation in the world (at least as you see it). If you are a citizen of Arreis, you consider yourself to be from the greatest and most civilized city in the world; if you are a citizen of another city of Harmaran, you take pains to point out ways in which your city is just as good as Arreis. Either way, the rest of the world is full of ignorant barbarians. (Lamosans are okay, but so boring!)

You probably admire the arts and culture, and may believe that the main purpose of a society is to enable the populace to live in comfort (or even decadence) and allow for the production of art.

Even if you were not born into wealth yourself, you were likely exposed to opulence throughout your life– seeing fine lords and princes at bazaar, rubbing elbows with those wearing satins. You love a good haggle or a bargain hunt, as well as a party, and it is possible that you are concerned with being upwardly mobile in society, achieving the “good life”. (Even if your life is perfectly comfortable as it is…)

You think Sulvermorians are atrocious, insufferable, arrogant prudes who are inflicting their own brand of misery on the rest of the world.

Occupations in Harmaran: Merchant, chef, soldier, and many, many types of artisan

Harmarani entertainments: Just about anything usually considered “fun.”

Holona

Capitol: Korobi

Symbol: A black field with a white snake eating its own tail

Population: Small

Climate: A tropical climate, with a monsoon season and a dry (well, drier) season. Very humid. Holona is a mass of jungle.

Economy: Holona participates little in the usual commerce of the North, although a few choice commodities do go in and out of the island. Holona's most notorious export is poison– the island is the habitat for at least a dozen species of poisonous snakes, lizards, spiders, and other pests, as well as at least a dozen more poisonous plants. Holonese poisons are feared throughout the North– most people conveniently overlook that Holona also trades many beneficial medicinal herbs and spices as well, to say nothing of antidotes. Holona also exports some opiates, hallucinogens, and smokables.

Slavery is legal in Holona, but not very common.

Government: Holona doesn't have a strong central government, each village mostly handling its own affairs, but a nominal obeisance is made to the Lord of the Isle. Most of the substantial power is wielded by the witches of each village. ('Witch' applies to either gender in Holonese culture.)

Religion: Holonese believe in a myriad of spirits, some benevolent, some malignant, and most turning either way depending on their mood. However, they consider the supreme god to be Mo-gai, their death-god, and every village and home has its little bone altar. Religions of other cultures have made very few inroads into Holona.

Military: A small but adequate navy is the only regular military Holona possesses. However, the Holonese people are often adept with blowdart, poisoned arrow or spear, and various traps…. nobody really seems to want to invade their green and humid island.

Physical appearance: Holonese are dark-skinned and black-haired, with eyes ranging from brown to black. Hair is usually curly, and the most common way of wearing it is for it to be bound down with a colorful head-scarf or bandanna. The scarfs often are dyed, beaded, and decorated with personal patterns that can communicate many things, such as status, profession, village, and family. Holonese are average in height and build.

Gender politics: It's not quite accurate to say that men and women are equals in Holonese society. Rather, they each have their sphere, and each hold a fair share of power, economic and otherwise. The division of labor extends even to the religious/mystical traditions of the Holonese– there are 'witches' of both genders, but they deal with different things:

Female witches are necromancers and mediums, dealing with the boundary between life and death, and the settling of unquiet spirits. (This tradition is greatly misunderstood by people outside of Holona, who believe that all Holonese go around raising undead.) Male witches are more akin to doctors– they are experts on the herbological life of Holona and know many remedies for various sicknesses.

If you are playing a Holonese… Whatever reason you have ventured off Holona and into the outside world had better be a strong one, as you are likely to meet with strong anti-Holonese sentiment from many people. The exact amount of prejudice one will face varies from country to country and from individual to individual, but the general perception of most of the North towards Holonese is that they are an evil people, poisoners and demon-raisers, commanders of the undead, and kidnappers of children whom they sacrifice upon bloody altars.

At least half of these are false…

You likely grew up in a small village in the lush jungle of Holona, surrounded by chattering wildlife ranging from monkeys to salt-water crocodiles. Much of daily life was spent hunting, gathering edibles from the jungle or farming one of the areas of cleared land. As a child, you possibly dared your friends to sneak into one of the many ancient ruins that dot the Holonese jungle, or did so yourself. (If you were moderately unlucky, you were possessed by the spirit of one of the ancients, and your village's witch had to convince it to leave your body.)

You are used to fresh fruit and lots of it. Northern food may be disgusting to you. But that's okay, they think you're pretty disgusting too.

Holonese have no particular prejudices towards any other country. The largest concentration of Holonese to be found outside of Holona itself is in Lamos, in the city of the University. There, the scholars tend to be less judgmental and more welcoming of Holonese and their knowledge, and one is generally safe from being hounded out of town by an angry mob.

A Holonese could be a farmer, a witch, a fisherman, a hunter, a carpenter, a chef, a dyer or weaver of fabrics, an artisan.

Holonese enjoy dancing, feasting, music– theirs has a lot of drums involved– recreational use of opiates, wrestling, and storytelling.

the Islands

Capitol: N/A

Symbol: The Islands have no unified symbol or pennant; common symbols from island to island are various fish and other sea-creatures

Population: Small

Climate: A 'dry' tropics– there is a dry season and stormy season, but the lack of fertile soil prevents a lush tropical jungle on all but the biggest islands

Economy: The Islands are a scattered archipelago of coral islands, with little in the way of natural resources. In relation to other cultures of the world, the Islanders are poor and primitive. Nearly all economic activity revolves around fishing and other marine-based occupations– there is a goodly amount of salvage work that goes on, as there are frequent shipwrecks of Darduan and Gemijian boats on the outer atolls and the just-submerged coral reefs.

No islander can afford a slave. The Tur-Darduan ships, when they bother coming to the Islands, don't bring slaves.

Government: The Islands are not a unified country, they are a loose and ramshackle collection of settlements. Some islets are inhabited by as few as one family. The larged settlements may have a hundred or two hundred people at most. Government, such as it is, is usually conducted by the local “priest”, or the head of the richest/biggest family on an island.

Religion: Islanders worship the sea and to a lesser extent the sky. Like the Urskine barbarians, they refer to the sea as the goddess Hara. Those who can weatherwork are usually considered “priests” and interpret the will of the gods for everyone else. Islanders show their piety by extensive tattooing and piercing, among other methods.

A Sulvermorian knight once attempted to build a temple to the Duo on the largest island. From all accounts, he went native after a year and was never heard from again.

Military: Nobody wants to try and take over a bunch of coral islands inhabited by tattooed nutjobs. Accordingly, no defensive military is needed. The islanders often fight amongst themselves on the water with harpoons and knives.

Physical appearance: Islanders are burnt a coppery color from day-in and day-out exposure to the blazing tropical sun. Their hair and eyes are usually black. They are a short people, rarely above five-feet-six-inches, and with wiry whipcord bodies, all sinew. Hair is worn at various lengths, in a style best described as 'unholy mess', jammed through with bones, feathers, and shiny objects.

Gender politics: Men are unquestionably considered superior in the Islands. Women are second-class citizens who do most of the manual labor in the culture. There are two primary exceptions to this: 1) a weatherworker of either gender is afforded great respect, and 2) a “butch” lesbian or an “effiminate” queer man usually lives as the other gender, and are referred to by that gender. (Obviously the Islanders do not use the terms 'butch lesbian' or 'femme queer', this is for your convenience in reading, modern person.) So a sufficiently manly woman who had taken another woman as her wife would be referred to as 'he' and would be entitled to participate in all the normal male activities. Vice versa for the femme queer man, who would be considered another man's wife.

Polygamy is common in the islands; always of the one-man-with-multiple-wives variety.

If you are playing an Islander… Get used to weird looks from the mainlanders. Like the Holonese, hundreds of wild rumors circulate about you crazy, crazy island whackjobs, with your penchant for self-scarification and full-body tattoos. Fortunately (?), however, you are considered an oddity along the lines more of a talking monkey as opposed to an evil, food-poisoning necromancer, so you are likely to be merely laughed at rather than chased from town.

You will need a reason as to why you have left the known world of the Islands for the strange, bizarre, freakish (to you) cultures of the mainland.

One good thing is that you are a veritable fish in water. From your earliest age you have been swimming and manning the small coracles and swift cutters of the Islands– so be sure to put points in swimming and sailing.

Some Islanders do wind up on Darduan (or Gemijian) ships. There they are often the odd man out, but the ocean is a great equalizer and it is said nobody is as nimble in the rigging as an Islander.

One more detail: you probably don't wear shoes, and very little clothing. The soles of your feet are as tough and horny as stiff leather from growing up on what was essentially a coral island.

An Islander could be a fisherman or a sailor. They also produce quite a few weatherworkers.

Islandes enjoy wild music and dancing, and are terrible packrats of anything that looks remotely valuable and many things that don't.

rpg/charloft/guests/diencountries.txt · Last modified: 2017/06/17 02:41 by 127.0.0.1

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