Showing posts with label Civilization. Show all posts
Showing posts with label Civilization. Show all posts

Rouran-Jin

The Rouran-Jin were once a strong people, the Yazhou from the North. The Yazhou were unified clans
that held unbreakable bonds with each other, brought together by the Fa brothers; Ren, Kai, and Jing.
For a long time, there was peace, and their country flourished. But all good things came to an end with
the Great Flood.

Their land was swallowed by the seas, and the remaining clans were forced to take ship to seek refuge
in the neighboring land of Kanum Kotan. Both countries had suffered great losses to the Flood, but the
Yazhou were nearing extinction. The Three Lords pleaded refuge from the Khanum, and offered their
services as long as their people did not starve.

For 250 years, the remaining Yazhou clans lived as nomads in Kanum Kotan. They were known as the
Rouran-Jin, the wandering people. The Fa clan upheld its status among her old people, frequently
stepping in to protect the few clans who were mistreated in this foreign land of barbarians and demons.

Then, the Great War broke out. The Khanum called out for all of her forces, and recalled the promise
made by the Fa clan many years ago. Among the scattered clans of Rouran-Jin that populated the
remote areas of Kanum Kotan, the Fa clan was the only one who could call upon her lost land’s tribes
and unite them under her banner, and thus the Khanum planned to use the Rouran-Jin as one of her
many pawns in war.

Angered by this, the clan leader Chu-Ko sought the help of the Alukhai enemy, the Norsemen. The Fa
clan agreed to become spies for the Norse army in exchange for land for her people once the battle
was won. Once the war ended, the Norsemen upheld their promise and granted the Northern border
to the Rouran-Jin, and even funded the construction of a monastery where orphaned children would be
trained to serve the jarls.

Many years later, Butang, the son of Chu-Ko, inherited the title of the Fa clan’s lordship, and had many
wives. Ying was born to his second wife; Lang. Things did not end well for the Fa clan.

Informed by a reliable source, the Norsemen labeled Butang and the Fa clan as traitors. This was,
of course, misinformation, but the Norsemen did not care for proof. On a fateful night, the Fa clan
was raided and executed. Save for Lang’s maidservant and her three-year-old daughter, Ying. The
maidservant took Ying to the monastery, and begged them to hide her. The old master Weifung, who
had been an old friend of Chu-Ko’s, masked her sex and trained her as a boy. When Ying was six years
old, the maidservant passed away.

At the monastery, Ying got along with Weifung’s adopted twins, Saki and Sayo. Saki took fighting lessons
with her, and Sayo was under the women’s care training to become a maidservant. Saki had been
secretly training his twin sister the martial arts they took during lessons, and when Ying found out, she
had agreed to keep their secret…if they could keep hers. And thus, the three became inseparable.

As per the traditions of the monastery, at age 14, the young monks were eligible to travel to an assigned
house to serve under a jarl. Ying was dispatched to Kroptuvirki and Saki was sent to Morkholm. They set
out together and separated along the way.

Civilization - Alukhai

The Alukhai
 
Civilization
The name Alukhai symbolizes the fierceness of Kanum Kotan’s people. It means “tribe destroyer,” a title that best fits this nation’s warriors. After the Great Flood, they allocated themselves in the northwestern section of what used to be part of Midgard and named it “Kanum Kotan”, the land of evil gods, as they do not consider it their home land
Background
You grew up in the city, close to the port on the shores of Kanum Kotan. You can remember the busy roads filled with bustling folks who never stopped to take a second glance at you. As a child, you were mesmerized by the traveling street performers making a living by practicing martial arts in public areas in a vague attempt to master the arts. You frequented the military base for your amusement, as your rank as the son of one of the city’s officials granted you permission to watch the soldiers training sessions. Education was your first priority, as one cannot become useful for warfare with an empty head.
Alukhai were taught to ride from a tender age - children would sometimes be strapped to a horse’s back before they could walk. It is likely that you already own your own horse, as most locals do.
You and your family are not very close, with the exception of perhaps your siblings or cousins. You live in a large house held up by wood and walls of stone and clay. The structure is in the shape of a square, with a courtyard in the middle that is used to practicing martial arts or for the younger children to play in.
The men and woman of Kanum Kotan wear similar clothing, the only difference being in the colors (women wore lighter shades than the men.) Fur and leather are very popular fashions, worn outside of the home against the cold.



Hierarchy
In Kanum Kotan, the population is divided into hierarchies. At the top of the pyramid lies, of course, the Great Khanum. The Khan of the nation occupy the second layer, as they are the commanding officials who look over a town or city as the mayors. Next in line are the general officers of the army, followed by the merchants and pirates who keep commerce thriving for the land. Soldiers of the army are next, and commoners make up the largest portion of the pyramid. Thugs and bandits are second to last at the bottom of the ladder, and slaves and prisoners are at the bottom.




Traditions and Legends
The Alukhai are a people with many traditions derived from ancient legends of their ancestors’ pasts. The custom that a herdsman could slit a vein in his horse’s neck and drink the blood for sustenance came from the legend of the hero Gantulga, who had done so when he ran out of supplies in his quest to find the dragon Mönkh-Erdene. Gantulga’s horse, a rare steed bred in the northern highlands, had survived the wound and continued serving his master until the end of his days.
Horses are considered to be the noblest of all animals for the Alukhai, providing aid in travelling, milk, and strength to plow the frozen lands. Fermented mares milk gives the Alukhai their favorite alcoholic drink: airag.
Half-orcs are considered to be half human and half demon. These half-breeds are thought to be a blessing from the ancestors. The surrounding islands of Kanum Kotan are inhabited by orcs, and women are sent to these “demon islands” to become impregnated with their seed. Once they return to their homeland, they await the day they give birth, so that their children could be sent to the army for training. Marriage to another human after this ritual is optional, though very few men would agree to bed these women.


Religion
Ancestor worship (also called ancestor veneration) is a ritual practice that is based on the belief that deceased family members have a continued existence, take an interest in the affairs of the world, and possess the ability to influence the fortune of the living.
Rituals of ancestor worship most commonly consist of offerings to the deceased to provide for their welfare in the afterlife, which is envisioned as being similar to the earthly life. Ancestor worship begins at the deceased kin's funeral, at which necessities are placed in the coffin or burned as a sacrifice.
After a family member's funeral, families set up a home altar for the purpose of ancestor worship. The altar normally includes a tablet with the kin’s name and offerings. Altars are usually taken down after 49 days, the period during which the deceased is believed to be undergoing judgment. After the 49-day period, the deceased is worshipped along with all the other ancestors of the family.
Ancestral tablets are pieces of wood inscribed with the name and dates of the deceased. They are kept in a small shrine at home and in the clan ancestral temple. Incense is lit before the tablets daily and offerings of food and prostrations are presented twice a month.

Civilization -Norsemen

Civilization
Mannheim as it was named by the Norsemen was home to many cultures, but the Norsemen now control most of the land and thus this book focuses mainly on their point of view and beliefs.

Norse upbringing
You grew up in a village on the banks of a fjord somewhere in Midgard. (You and your group can agree to get more specific about your homeland if you want, using the information given later in this chapter on regional differences between Norse cultures.) Since childhood you have thrilled to the tales told by the men of your village when they return from their raiding expeditions. The raiders, led by a chieftain, would be your village's most admired men even if they didn't go off to engage in wild and bloodthirsty adventures.

They're the brave and able bodied men from the village 's richest families, who can afford the silver needed to equip them with weapons, armor, ships, and horses. Luckily, your own ancestors assured your family a small bit of wealth, by risking their lives in foreign lands and in the Underground. Now that you are old enough to swing a sword and to attract the attention of watchful Odin and battle-eager Thor, you intend to join their ranks.
Your village houses a few hundred people. They live together as extended families in large wooden buildings called steads or longhouses. These houses have few interior walls; everybody lives, eats, drinks, and farts together, in a spirit of true Viking togetherness. You grew up in these crowded, raucous circumstances, with a roof of turf above your head. You would feel strange if forced to sleep in a room all your own. Only the wealthiest villagers sleep in beds; the floor and a blanket is enough for any sturdy young warrior.
The village women take wool sheared from the sheep baa-ing on the pastureland outside your village and weave it into clothing. Men wear cloth trousers and leather jerkins over long woolen shirts. Women wear dresses of pleated linen. When it is cold, you don fur hats and heavy cloaks for warmth. When a man dons a blue cloak, it means that he intends to murder an enemy.

Jarls, Carls, and Thralls
There are three types of people in your village: jarls, carls, and thralls. You are lucky enough to be the son of a jarl, the wealthy class that equips its young men and sends them out raiding. One day you might be the leader of your village, or a gray-bearded priest of Odin and the other Aesir gods. If you live that long. Because only one son from any family can fully inherit its lands and silver, it is perhaps convenient that many young men of this favored class meet premature ends at the hands of wild beasts or their own kin.
Killing a member of the jarl class is a major crime — one likely to start a feud between villages. Only by paying a hefty fee of compensation, called wergild, numbering many coins, horses or thralls, can tempers be cooled and years of bloodshed averted.
Another layer of authority knits together your village with those around it. You are ruled by a king, elected by the jarls of each village, who in turn must listen to the voice of the village assembly, or thing.
Both jarls and kings must take care to rule wisely, and with the consent of the freemen under them, or they'll be deposed. Although it is good to be wealthy and to descend from a line of valorous leaders, authority means nothing unless it is properly used.

Carls are the peasants who work the land. Like the jarls, they are landowners, but their holdings are small. They take up sword and shield to defend the village from enemies, but rarely go out raiding. Though they are laborers, they are also free men, and can vote when the village meets in its things. At the thing, the villagers decide matters of law, choose targets for the jarls' sons to raid, and, on rare occasions, depose foolish leaders.

The murder of a carl is a serious matter, but the compensation due for it is rarely more than a few coins, one horse or thrall. Feuds that erupt over slain carls tend to remain in families, and won't necessarily embroil entire villages, but they could.
Thralls are indentured laborers who enjoy few rights. They may be captured hostages from foreign lands or rival villages, outlaws stripped of their free status, or unfortunates born to this wretched status. A thing may grant an especially admired or worthy thrall the status of a carl, but it will mean little change in his circumstances unless he can also somehow acquire a small landholding. Thralls are not trusted with weapons and don't participate in village defense. The murder of a thrall is treated as a property crime against the jarl or carl holding his indenture; it is more serious to kill a man's horse than to slay one of his thralls.
In their skalding (satiric verse) contests, jarls mock carls as cowardly, bumpkinish peasants. Carls in turn make fun of the jarls' arrogant airs and adventure-shortened lifespans. However, the power of each group is well-balanced, and the people you grew up with accept their respective lots in life.
Thralls, naturally, are excluded from such considerations; if one of them engaged in satiric verse against his better, he'd be slain out of hand.

HOLMGANGS AND BLOOD EAGLES
As you grew up, you learned that the best way to settle disputes between equals was through a duel, which is called a holmgang. This roughly translates as "going off to an island to beat the crap out of each other and settle it like men." Your people have developed many variant rules for holmganging; sometimes they tie t h e opponents to stakes so that no cowardly running can interfere with the proper laying on of the harm. In other instances, they make a sort of primitive boxing ring out of cowhide strips.
Sometimes the combatants trade blows one at a time, to see who can take the most punishment. In other duels, they slash away at each other in freeform style, just as they would in a fight to the death. The blood eagle is an especially gruesome form of execution favored by some Viking cultures. It involves the opening of the screaming victim's chest cavity so that the two sides of his rib cage can be pulled out and exposed.

Your Religion
Worship of the Aesir has been a big part of your life ever since you can remember. You learned the grim tale of how Odin cast out his eye for wisdom. You've thrilled to various tales of Thor's exploits, which may cast him either as staunch hero or muscle-bound buffoon. Mention of the gods and their myths appear throughout this book, so we won't repeat them in detail here.

PRIESTS AND PRIESTESSES
Priests and priestesses are usually of the jarl class. No one chooses to be a priest. A high Divine Awareness ability is something that settles on a person, whether he likes it or not. Although priests are respected for the important tasks they fulfill in performing necessary rituals, the position is sometimes a terrifying one. Even the good gods, like Odin, can be terrifying to confront. Priests sometimes meet the gods face to face, in dreams and visions. Priests are often retired heroes, because the Aesir invest those who destroy their foes with great powers. Priests never specialize in the veneration of a single deity. A priest represents all of the male gods; a priestess calls upon all of the female gods.
Their most important duty is the performance of fertility rituals to bless crops and domestic animals. When the gods are strong, and Loki's minions are weak, food will be plentiful. When Loki is on the rise, the forces of death and madness strengthen, withering grain plants and drying up the wombs of cows and mares. Often the best way to strengthen village magic is to send mighty young warriors off to slay Loki's minions. Priests and priestesses are also called upon to remember the stories of the gods, and to supply counsel to the troubled and weary. Their voices carry great weight at the village assembly. If they say Odin wishes something to be done, the people tend to believe this. However, villagers carefully watch a priest's behavior to make sure he hasn't been corrupted by Loki. Those who succumb to trickster are subject to blood eagle.

Among jarls and carls, women are accorded great respect. At the thing, their voices are at least as important as the men's. In the world of Nordica, a jarl's daughter is as likely to don armor and clank off into the trap-laden byways of the Underground as his son.
No one has trouble believing the stories of the fierce, winged Valkyries, because everyone knows a warrior woman he wouldn't dare face on the field of battle.

THE VILLAGE RUNE
In a central courtyard stands your village Rune, an artifact gifted to your ancestors in the ancient past by Odin himself. It is a large slab of rock with one of the letters of Odin's runic alphabet carved into it. When the gods are near, or when Loki's machinations bring Ragnarok another step closer, the rune pulses and glows. By giving his people proof of his existence and concern for them, Odin strengthened his position against Loki. Perhaps it is true that the gods depend as much on their worshipers as the other way around, and that, without belief and prayer, they would wither and die.
This could be why Loki recently sent his Dark Vikings to attack nearby villages and destroy their Runes. Stone carvers throughout Mannheim now work to recreate the Runes, in the hopes that rituals by village priests can reach Odin's ears and cause their power to be rekindled. The few villages still guarding intact Runes now protect them with added ferocity, for fear that Loki might finish the job before the new Runes can be finished and properly dedicated, especially after the Great Flood in which countless Rune stone location’s were lost.

CHILDHOOD
When you listened to the Viking raiders of your father's generation, you learned of the other places in the world. Your sense of geography is determined by which places are good to raid, and which are not. When you play a Nordica hero, you must forget your modern conception of geography. You know that the world is flat, and that Mannheim is the center of the world. Ringing the Viking lands are a number of foreign places, which are good to raid. They are ringed in turn by the realms of myth, from dwarfish Nidavellir to dread Nifleheim. The exact relationships between these places is unknown, though, and complicated by the fact that they are best reached through shortcuts that run through the Underground. By tramping through subterranean passageways, you can reach the land of the giants faster and more safely than you'd get to Kanum-Kotan or to Angul-law, which require journeys across treacherous, storm-tossed seas.

This chapter presents the most interesting lands of Mannheim from the perspective of adventurers, focusing on the areas from which such characters are likely to hail. Each section contains the following information

 Common Knowledge: General facts about the place that every resident of the region knows, including an overview of the region’s notable features, both civilized and natural.
 People of the Region: A look at the region’s populace.

Viking Raids
Just because a neighboring land is Viking is no reason not to raid it. Maybe it's bad to raid other Aesir-worshippers when Loki is strong. But when Odin has the upper hand, your neighbors are as good a target as any. If you can successfully raid them, that means they're weak. Once you're long gone, and their women are done lamenting the destruction you've left in your wake, they'll strengthen their defenses and better train their young men. You're doing them a favor, really.