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Humans, Trolls,
Thailids, and Mahynths.
The northern lands are
currently under reconstruction, that's the out of character news, and
the reason that these races are currently unplayable. It's a -huge-
area, so be patient with us.
In character, what you would know is
that:
There is a rift in the earth
that goes from impassable mountain to the sea that was caused by the
most recent disaster, the calamity, and within it burns a horrible fire
which can only be faintly seen, but radiates heat upward so intensely
that it burns the skin wholly if one gets within five leagues of the
rift, usually causing a horrible, but fast death. It comes so quickly
that not even the most skilled of shamans can heal themselves once they
start to burn, and no durin shield will protect wanderers that stray a
bit too far to the north.
Little is known about these
races anymore since the calamity. Elves have had contact only with the
dwarves of Bhydall, the goblins of the deadwood, and the duxthu of
Shae. They have never seen the Thailids nor the Mahynths, but have
heard of them over the years when the Sole send the Nobility out to seek
knowledge, but that was before the calamity. As of now, the southern
lands have no idea what is going on up beyond the rift which is set
almost exactly set along the north border of Tow, beyond the Midway,
Marikesh.
Goblins
Deadwood Leadership
The goblin tribes in the Southlands are all ruled under the absolute
power of the Sage. It is the life giving magics that the Sage provides
that has historically allowed the goblins to flourish as a civilized
race, rather than just as a nearly beastlike enclave of endlessly
warring families. While all ultimate decisions are made by the Sage,
including matters of justice, revenge and war, the daily leadership is
provided by a Warlord and a Warlock. These two goblin individuals have
somehow proven themselves to the Sage time and again with wisdom and
deed and carry out the Sage’s rule through threat, violence,
intimidation and force. The goblin people as a whole allow this, because
of the massive tradeoff for an increased lifespan, intelligence and a
sense of community that they had never achieved before.
The Concept of the Family Community
The goblin people don‘t live in a family oriented environment, in the
traditional sense. Goblin young are given a communal education, being
raised by appointed teachers in various trades and positive lifestyle
influences to the goblin way of life. It is not uncommon for the
fiercely weak or even stupid of those bred end up terminated and their
life force used for those who would be better served using it..
Ownership of Property
Everything that is under the possession of a goblin is considered their
property, until someone bigger and stronger comes along and takes it
from them. Only the most fit and skilled survive and are allowed to
raise their voice, so all ownership of property is a precarious event.
This being said, anything and everything that a goblin lays its hands on
or even desires is considered marked property by the goblin people, even
the vast reaches of the forest unexplored by the people are considered
goblin territory that someone who is strong enough has yet to claim.
Childhood and Education
Every goblin is taken from its mother directly after birth and is
immediately given into the charge of what is little more than an
overseer. This teacher provides sustenance from freshly killed forest
creatures as well as the given task of imparting basic survival
knowledge to the wee goblin creatures. The goblin children are expected
to fight for all of their nourishment, so those who are strong or allied
with the strong eventually end up with the majority of the nourishment
and life-force. Upon reaching the age of ten, with basic and remedial
educations of society, survival, religion and even magic under their
belt, the goblin children are then taken into specific sects of society,
depending on their own personal aptitude. From this point out, they live
the remainder of their lives working within these sects, to promote the
desires and goals of the Sage. All goblins speak constantly in rhyme.
They are taught this from the time they are born, so it seems to be a
simple part of the language of Deadwood.
The Four Aging Tenants
There are four major passages that come with age and life that are
sacred within the goblin community and they are as follows:
Hatching: Upon hatching, the goblin hatchling is taken from its mother
with every blessing, and from that point is placed in a communal hutch.
While the mother will most likely never see her child again, she is
blessed personally by the Sage for adding to the community. This
blessing comes in the form of allowing bathing in the blood-pits under
the Temple in the center of the tree. This bathing is to represent the
addition to the community and loss of life-force that the mother gives
in creating the hatchling. It is traditionally believed that the
blood-bath the mother takes replenishes the lost life energy.
Adulthood: This ceremony is simple and effective, with blessings
bestowed by the Sage. Upon reaching exactly sixteen summers, the young
goblin is taken before the Sage and is left in the courtyard. A long
series of hallucinations and visions are projected into the mind of the
goblin, the series of mental images so strong that it is said to only
intensify all of the proper and regimented training that made up the
child’s education. After several days of this intense and regimented
blessing, the goblin is escorted from the courtyard and set before the
people to continue their life as one of the many.
Carrying of the Hatchlings: Upon discovery that the goblin woman is
carrying the additional life-force of hatchlings, she will go before the
members of her community and demand from them the blood of their fresh
kills and the brains of an enemy. When the fresh kill and brains are
brought before her, she will then gather them together and simmer them
together with roots and herbs in a thick and heady stew. This stew is
then consumed by the mother abruptly, no other nourishment given to her
until the entire pot is gone. With this the hatchlings will have taken
in the life giving blood and the mental acumen of their enemies. The
Blood-Stew is said to strengthen the egg shells as well as the spirit of
the mother and children alike, and if this blessing is missed or
forsaken, the eggs will be determined to be inadequate and likely
destroyed upon laying them. The eggs are created within an goblyn by her
own body. Nearly all that is necessary for life is composed within the
egg. However, once the egg is lain, a goblin is selected by one of the
Sage's council to "fertilize" the egg, an act which is similar to elven
mating, but lacking in the presence of the female body.
Permission to join the Sage's council of Elders: The only way a goblin
becomes revered in society as an elder is if they have progressively
beaten down all competitors for their influence and survived numerous
battles through wit, guile, magic and strength. Only one who has lasted
through the test of time is seen as someone who carries a voice worth
listening to.
Religion
All religion hinges on the fact that the Sage has been leading the
goblin people for a thousand years, has never aged and brought to them
access to life-force and learning unknown to them on any level before.
Ancient records always tell of the Sage and of the gifts brought to the
goblin people to raise them from lowly beasts of the forest and
projected them into the level of being a major power and source of
influence on their own world. Before her arrival, the goblin lifespan
was thirty years, blowing out like a candle. After her arrival and gifts
and acts of magic, the goblin lifespan is not predictable. The Sage is
worshipped as the one and only divine being, granting both life and
death with little more than a glance or uttered word. As such, only
prayers and sacrifice to the Sage are enough to bring further prosperity
and blessings to the goblin people. This religion is known in Towskish
dialogue as Wrath, and it is The Sage who is its conduit. She also has a
living conduit, who makes it possible to speak Deadwood to her faithful,
should it become necessary. This conduit is held in the highest esteem
and protected above all others. Since the Sage's ascension she gave up
the right to be seen in the world of mortals... but Kuron Sage has
always been able to find a loophole.
Death and Funerals
Death is an absolute shameful act to the goblin people, for their entire
purpose is to prolong their lives as long as possible. This does not
make the goblins a cowardly race, for they have no fear of death, but
more they are a people who have an intense sense of their own
immortality, due to the strength of the Sage and their regimented
upbringing. When a goblin dies their bodies are buried outside of the
village on the skirts of goblin lands, in an effort to provide the
wasted life-energy to the strength of the goblin environment and
spirits. No ceremony is held, no loss or bereavement felt, only perhaps,
a faint dismay at the failure of one of the family line or close friend.
Marriage
Goblins do not marry and do not take mates. This is seen as a disgusting
and hideous concept reserved to weaker races who are reliant upon
hanging their fates and life-force on another individual. Goblins are
people who strive to be as strong and independent as possible, the
thought of being required to spend their entire existence with another
individual would demean and weaken their entire way of thinking.
Crime and Punishment
As goblins do not have sex, rape is not a crime nor even a thought. The
strong take what they desire, so theft and burglary are not crimes,
murder is only punishable when it can be avoided. A strong goblin is one
who would take what they wish and leave their opponent humiliated.
Treason against the Sage and betraying the goblin way of life is
considered a hideous crime, one that is immediately punished by
dismemberment. If such acts continue, further appendages, limbs, facial
features and the likes are removed and fed to the communal wolves until
such a time comes that the goblin simply dies.
Appearance and Dress
The most common dress of the goblin people would be scant leather and
obsidian armors, obsidian being reserved for only the most powerful and
influential of goblins. Animal hides and furs are typical dress as well.
Silk is considered weak and even obscene, cotton considered the garb of
an outsider and metal armor as being crude and even ineffective, a
product of weak individuals who lack inner strength. Goblin hairstyles
are highly varied and highly maintained. Typical goblins will apply wax,
bone and animal fats to their hair to sculpt it in odd shapes and
designs, but rarely wear it short, with baldness considered a defect of
an unworthy spirit-force. Goblin hair is coarse like horse tails and
highly unmanageable. Goblins are prone to using oils, animal blood and
various extracts from the organs of their enemies to apply a glossy
sheen to their tough, leathery skin. Ritual piercing, scars and brands
are lavishly applied to the goblin skin to further add to their
strengthened and hardened appearance.
Entertainment and Dining
Goblin entertainment typically consists of elaborate tales of death,
killing, hunting and powerful magics. They also find entertainment in
torturing weaker goblins, showing off through acts of strength or
cunning, brutal acts of revenge, long bouts of alcoholic rants and even
brawling. It is not uncommon for goblins to make an evening of having a
captured foe attempt an escape so they can be tracked down inside the
village and ripped apart, so that all might consume the life-force as it
leaves their enemy.
Arts and Crafts
Goblin artwork typically consists of elaborate fetishes and charms, bone
carvings, body markings, and obsidian sculpture. Their musical tastes
tend to only involve elaborate and incredibly loud rhythms, with loud
stomping, clapping, hooting, chanting and beating on things the
preferred musical expression. Music that would require an actual
instrument is frowned upon and would evoke terrible rage for damaging
one’s sense of peace and tranquility, the harsh rhythm the only thing to
evoke such a reaction.
Nobility
There are no nobles and classes in the goblin community, only respected
elders who have given their wisdom, leadership and guidance to the
people. Goblins who amass great personal wealth and power typically
surround themselves with others who have a like interest, to keep their
possible enemies and rivals as close to them as possible, but such can
be easily lost and gained, with every goblin living with the ingrained
belief that might makes right.
Dwarves
Bhyhdall Leadership
The small village of Bhyhdall was at one time ruled by a chieftain,
called Aerthor in title, but that role has been left vacant for no less
than a hundred years. In the Aerthor’s stead, a council of elders was
established to govern the daily function of the village itself. The
Council is made up of a dozen members of each of the Clans of Stone,
those original families that broke away from the fabled Dwarvish
homeland of their history, in an effort to make their own way. The
Council elects a Warlord to oversee the group of militia and hunters
that patrol the village and surrounds. Outside of the Council and the
Warlord, all other titled individuals are granted such privilege and
respect due to their works, deeds or wealth and will be referenced as
necessary in this document.
The Concept of the Clan
The village is made up of the descendants of twelve different families,
who have formed tightly nit clans. For each of these clans there is one
area where they are exceptionally well regarded, be it craftsmanship,
metal smithing, hunting, or combat. It is not unheard of for members of
one clan to study under another clan in an effort to either broaden
their horizon, or to simply become different than their family and
upbringing. This is not done easily nor taken lightly, for until such a
person attains a master rank in their new trade, they will be looked
down upon by their own family as one who was unable to live within the
confines of their family rulings. Each of the skilled members of the
clan are broken into Master-Journeyman-Apprentice levels, the hierarchy
of which is rigid and fiercely inflexible. The only members of the clan
itself with voice enough to express their opinion to their
council-member is someone of Master status. Journeymen have the option
to leave their communal dwelling on their own, marry and start families,
but they will hold no sway over the government until they attain the
level of Master. Apprentices are afforded little in the way of personal
freedoms, allowed only to maintain their own possessions and freedom to
travel the village. They are, however, allowed to leave the village, but
only with a Journeyman or their Master. Apprentices are unable to marry,
start families or ply their trade, without serious social consequences.
Ownership of Property
Property ownership is a source of great civil and family pride.
Heirlooms and treasures are things that are boasted about, and passed
down from generation to generation. The older an item is and the better
care taken of it, the more revered it is by the entire population.
Anything that is owned can be bought and sold by the rightful owner,
with the only exception being a long-standing family heirloom. Only the
clan elder has the rights to seize, dispense and sell treasures and
heirlooms, even those passed down from father to son, mother to
daughter, etc, if he feels that the object in question is suffering some
abuse or dishonor. If it can be carved, chiseled, smelted, broken, sold,
then it can be owned and passed down as an honored heirloom. If it
actually stands the test of time, that is another matter entirely.
Childhood and Education
Every dwarf starts their formal education at no later than four years of
age. At this point they are trained in rudimentary survival skills,
public speaking, and are educated in the basic fundamentals of their
family clan. At the age of fifteen they are then given the option of
entering an apprenticeship within either their own clan or another clan.
Should they chose to enlist in an outside clan’s training programs, they
are effectively shunned and shut out from their own family, until such a
time comes when they reach the level of Master. They are allowed to
return to their original training program if they fail their outside
choice, but only after they have atoned for abandoning their family
through one solid year of remedial labor, the sort of which is typically
arduous and backbreaking, but considered character building and proper.
Rites of Passage
The following are the Rites of Passage typically celebrated by the
Clans, none are mutually exclusive to any one clan, but all are
typically followed, to appease the Gods and spirits alike. Missing any
one or all of these Rituals would be considered a slight to the Gods who
offer their protection, and would likely elicit some social stigma or
punishment.
Birth: The newborn dwarf is brought before the entire Clan and is set on
a large pillow directly before the Clan-leader. At this point all of the
Masters in the clan come forward and place shavings from their beards
and hair, sprinkling it over the baby so that it might one day receive
the virile blessings of their heritage. The Journeymen of the Clan then
approach the child and press their hands to its feet, to bless the path
that the child will eventually travel, in the hopes that the calluses on
their hands will strengthen the child’s feet. The Apprentices of the
Clan will then come to the child and simply offer silent prayer, that
the child will follow their path and become undaunted with the hardships
that it brings. When this is all said and done, the Clan-Leader will
take a mug of the finest brew the family has to offer and allow several
drops into the baby’s mouth. With that, the child will be blessed and be
returned to its parents, with the Gods appeased and the child’s future
blessed.
Coming of Age: When the age of Fifteen comes, the child is pressed with
the choice of what Clan Lifestyle to study. The child is taken into the
hills, far from the Village itself, and is left alone with a flint, some
firewood and a skin of water. The child is then expected to spend two
full nights and one full day fasting, while attempting to clear their
mind of all prejudices and tainted thoughts, in an effort to bring
purity to their choice. When the dawn of the second morning comes, the
child will then find their way back to the Village, attempting to avoid
all harm, for the blessings from the Gods allows this to happen. Upon
reaching the gates of the village the child will boldly step through and
shout their announcement of the path they have chosen for their future.
With this several rounds of fine drink are shared and the child is
accepted as an adult, and their Apprenticeship begins the next day.
Becoming a Master:
When such a time comes that a dwarf is recognized by the people of his
or her clan as having such wisdom and skill, unsurpassed by many, that
dwarf is brought before their Master. The Master will then sit with them
and hold a personal discussion, whereupon the dwarf will tell their
story and that of their Clan, doing everything in large part to explain
where their wisdom came from and what they will seek to do with it. If
the Master is satisfied, they will clasp the Dwarf about the shoulders
and announce their title. The two will then go before the entire Clan
and speak of their visions of the future, the only gifts bestowed upon
any the wisdom they now share.
Religion
Religion to the dwarves of Bhyhdall is a very strong and personal system
of beliefs. There are no organized services or cults in the village
itself, religious introspection expected to be held in private and
family oriented services. It is considered exceptionally rude to
outright ask someone what they worship, but long debates of religion
frequently occur between dwarves. It is frequently regarded that there
are several all-powerful forces in the universe, but they are generally
too busy for the dwarven people, so they make for themselves. Of late
there has been a swelling in a powerful, silvery image that offers
protection and solace to the people.
Death and Funerals
Death is considered the last and final honor a dwarf can achieve, for
this allows them to go to live free in the hills. The body of a dwarf
slain in an honorable way is set atop a blazing pyre with the majority
of the dwarf’s belongings being distributed to close kinsmen. Every
dwarf will promise each of their prized items to another before their
passing, in an effort to insure that their legacy will live on. If such
an item is lost, then all efforts will be made to reclaim it. It is a
driving force in a dwarf’s life to preserve such artifacts and
heirlooms, for it is believed that communal knowledge is passed on in
this way. The body of a dwarf killed in a dishonorable way is ripped
asunder with all of its body parts spread from one side of the lands to
the other, in an effort to teach the evil spirits that such activity is
considered wicked and against the dwarves peaceful nature.
Marriage
It is the dutiful function of all dwarves of Bhyhdall to find a fitting
mate and to further the line. Marriages between clans are frequent and
common, doing so affords new luck and good fortune to further
proliferate among the people. Dwarves will mate only one other and will
do so for life. Extramarital affairs, interracial affairs and widowed
relations are considered slights to the clans and families and are
punished severely within the community. A dwarf who loses their husband
or wife will be expected to mourn for no less than five years, wearing
some item of their lost loved one in a prominent location, telling the
story of their passing to all who would hear it. Marriage is the most
sacred of contracts of the Dwarven people, an actual contract written up
and followed to the letter of the law. This contract is drawn up at the
time when permission is asked to the elders for the chance to marry.
Marriages are based off the ideals of love, romance and prosperity to
the family and clans.
Crime and Punishment
·The following are considered minor criminal offenses to the Dwarven
people and village of Bhyhdall.
Arson, public nudity, lecherous behavior, slander, taking a God’s name
in vain, sale of unauthorized materials (meaning Apprentice or non-Clan
approved), and poaching (be it animal or mineral materials).
The following are considered major crimes and will be treated as such.
Murder, rape, theft, burglary, stenmin magicks, public disgrace,
prostitution, adultery, treason.
All criminals are brought before the council and tried, but a lengthy
jail time is known to occur while they get around to it. Criminals will
be fined, jailed, lashed or executed, depending on the severity of the
crime.
Note: It is considered exceptionally disgusting for any form of public
nudity to occur, and this will likely cause not only civil but social
punishments to happen.
Appearance and Dress
The typical dress of the people of Bhyhdall includes shaggy furs,
leathers and finely crafted armors. Due to the amazing social distaste
towards any level of nudity, efforts are made to cover as much of the
body as possible, even at the expense of the heat during the summer
seasons. Bhyhdalli men are prone to wearing kilts, sashes, hunting
cloaks, and thick boots as their typical dress. Bhyhdalli women favor
ornate furs and finely cured leathers. Men tend to wear their beards
long and free flowing, the longer the better, for this is a sign of
pride to the entire community. Men and women’s hair usually hangs in a
massive mane of hair, with those who have attained Master rank having
small braided knots dangling down over their shoulders, one for each
great achievement they have attained since reaching that rank.
Entertainment and Dining
In Bhyhdall the only pure form of entertainment are games of skill,
gambling and bardic songs and tales. A story about some favored heirloom
or ancestor, if told with skill, will receive gifts of strong drink and
spicy food. Bhyhdalli are prone to eating most anything, if they can
figure out a way to kill it, farm it or cook it. So stubborn are they in
their mindsets that it is not uncommon for a dwarf to find one food and
stick to eating it almost exclusively throughout the remainder of their
life. Going to odd ends to fill this craving if forced to do so.
Arts and Crafts
While not known throughout the world, the Bhyhdalli are exceptionally
gifted stonemasons, sculptors and metal smiths, as is their heritage.
Skilled artisans are revered in life as being those who take the
blessings of the Gods and form them into visions for all to behold.
While not every dwarf is gifted with artistic ability, they all have the
eye for detail to know when something is exceptional.
Citizens
Bhyhdall people become citizens when they reach the level of Apprentice.
At such time they know they will be protected by the laws of the land
and will be provided for as necessary. Magick is seen as a divine gift,
even stenmin magicks, and are quite simply as common as being able to
carve wood. The exception being that stenmin magicks are considered
highly evil and wicked and will be dealt with fiercely and brutally if
discovered. The citizens of Bhyhdall will live their lives as farmers,
merchants, fishermen, hunters, guards, and essentially whatever else
provides a living in the community. As a whole they will view each other
as brothers and sisters in their community, placing trust in other
Bhyhdalli before anyone else. Dwarves from another tribe will be viewed
as wayward cousins and will be entreated with hospitality and respect.
Humans are viewed with moderate amounts of skepticism, only assuring
their worth when they have performed some deed of exceptional kindness
or generosity or sacrifice to the Bhyhdalli people. Humans are quite
simply too irrational to trust on a normal basis. Elves are seen with
some contempt, for all contact with elves usually has the Dwarven people
ending with the elves being exceptionally condescending and even rude.
But there are exceptions to the rule when some have managed to prove
themselves to the people, forming a lasting and lifelong bond. Trolls
and goblins are a threat to the way of life, with exceptional amounts of
rage and ire in the hands of the goblin people. The typical Bhyhdall who
comes in contact with a troll will avoid them, but if a goblin is
spotted, all efforts will be made to eradicate them as quickly and
brutally as possible.
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