OBSERVATIONS ON SORCERERS IN THE RIDDLE OF STEEL
Passion 3 - love for his son
III. The Nations of Weyrth
The following entries contain details on most of Weyrth's many lands and peoples. Nationality Modifiers (discussed in Book Two: The Birth of a Legend) are contained at the tail end of each passage. All information assumes the year 1467 WEYR (see the Timeline, below, for more on years and calendars).
Angharad and Picti (ahng-hahr-and, pick-tee)
Geography: The tall, green peaks of the westernmost installment of the Irontooth Mountains rise up from thick enchanted forests and groves. Frequent short rains summon up toadstool rings and sudden fogs.
Wee villages surround tall many-spired castles and quaint fairgrounds. Everything about Angharad and the Picti shouts "Fey here!" and "Faeries there!" and the Picti and the Cymry (the Celtic inhabitants of Angharad) wouldn't have it any other way.
Religion: The inhabitants of the misty isles and Celtic peninsula worship spirits: wood spirits, tree spirits, the sun, the moon, the winds...and revere the Fey and the Siehe as an extension of it all. Druids—a combination medicine-man and bard—and Shamans officiate in rituals and rites, going from village to
village leaving blessings and curses, and trying to appease the often-temperamental denizens of the other world. For the average Pict or Celt it's all just a matter of superstition and fairy-story come true.
Politics/Military: The Highlanders raid the lowlanders, the lowlanders raid Stahl and Farrenshire, and the Picti raid them all.
Warriors prefer the greatsword, called a cledydh-mawr, the long spear, and short javelins. Armor is rare, though many better fighters have small helms, round shields, and hardened leather jacks.
Legal System: A combination of imported feudal practices and old-world Celtic traditions hold sway in Angharad. Kings—any clan chief with armor, a horse, a sword, and 50 men likewise armed—rule their own little lands over each next hill or peak. Lesser lords rule lesser lands in a vassal/protector relationship.
Other areas, particularly in the south, have successfully retained all of the old ways, and follow their chiefs and druids exclusively.
Picti, on the other hand, is a wild land with dozens of kings, though none claims so much as a horse. All legal matters are handled by Shamans, chiefs, and elders.
Economics: Wool trade is vital to those areas and
"kingdoms" that actually engage in useful production.
Farming is common in the lowlands, as are woodsmen's crafts. Though coinage is rare, gold and other precious metals do hold equivalent value.
Inhabitants/Culture: The Celts are dark haired and fair skinned, short, and blue-eyed. They favor plaids and other woolens in dress. Festivals are common, as they love revelry and music. The Picts are even shorter, with darker hair and dark eyes. They are savage and wild, and gain their name from tatooing and painting themselves with "magical" tatoos and paints. They wear woolens and leathers, though nakedness is preferred for battle.
They are generally mistrusted by more civilized folk, though their way of dress and many festivals have grown quite fashionable in Cyrinthmeir and several other parts of the west.
Places of Note: Mythic castles and floating cities are all over Angharad and Picti. Though no real full-size cities exist, there are probably thousands of holy sites, dragons lairs (abandoned, of course), barrow tombs, enchanted isles, and very real border castles in both the north and the south in an effort to contain the celts within the mountains. The Irontooth mountains are said to house whole armies of Gols, and the thick woods to the south are overrun with sprites and wood-faeries. Careless travelers may very well be captured by the gaze of a dryad, the song of a satyr, or the arrow of a watchful Fey Siehe.
Player Bonuses: Celts and Picts are short (-1d6 inches) and feisty (+1 AG, Wit, Soc; —1 TO, ST). Any coin remaining after buying initial trappings must be either Farrenshire or Stahlnish mint. Celt players should also specify if they're going for a "Scottish," "Irish" or
"Welsh" theme.
Ahr (are)
Geography: The southern shore touches the Vast Sea, with Yone and its towers to the west. To the north, the Ancients Spears thrust into the sky drawing an impenetrable border with a brush of mountains. To the east the marshes of Tez'hamun nestle Cairrnesport and its pirates in the mires. Forests of jungle swallow most of the land, but in the north at the foot of the mountains rests the great plane of the Khamchack.
Religion: Citizens of Ahr bend a knee to the Imperial Warlocks who founded the nation long ago. Though none have been seen since the fall of Xanarium (the Old Empire), no legends recount their deaths, and it is common belief that they became Gods. Many other Gods are prayed to in secret however, and few of them are of the benevolent sort.
Politics/Military: Ahr has generally poor relations with all of its neighbors, who see it as a military and cultural threat. Unkind terrain has kept Ahr out of any major wars for many decades, however. Individually, warriors favor the short sword, kopesh (a curved sword of Tez'hamun), short bow, and long dagger.
Legal System: Each city-state in Ahr is ruled by an Uv''Ahr.
The country has a rigid caste system, enforced by the Soldier caste. Supremacy is held by the Ruling Caste, followed by the Warriors, the Merchants' caste, and finally slaves. Each caste is broken down into four individual sub-castes: Ruling into Ruler or Uv'Ahr, Warlocks, Politicians, and Generals (who hold rank in two castes), Soldiers into Generals, Knights, Footmen, and Militia. Merchant's class is partitioned into Builders, Traders, Farmers, and Physicians. Each of these is subdivided into a respective "Guild of ..."
Slaves have no standing at all, and are branded with the mark of the City and owner. While they have no standing, they may eventually earn freedom through the whim of their masters.
Assassins take the place of policemen in Ahr.
Anyone who feels they have been wronged may legally hire an assassin to eliminate the offender. One may generally do whatever one is capable of getting away with respect to ones caste and resources. Any belonging to a higher caste must be respected and
deferred to at all times. The Uv'Ahr alone is immune from summary execution by a caste member of greater standing. In Ahr one's caste is power, and depending on the offense, imposed slavery is the favored solution.
Economics: Each city has a barter system based on the weight of the stone it was founded with. Slavery is the mainstay of the economy, as trade relations with neighboring countries are nonexistent. The rulership of Ahr confiscates any and all goods and persons daring enough to attempt to infiltrate their borders.
Inhabitants/Culture: Harsh and cruel, majestic and deadly, fierce, self reliant and proud. The inhabitants value strength and honor, cunning and deceit as well. They love women, war, and wine. As the clime is generally warm, helms are favored while little or no armor is worn an everyday basis.
Places of Note: The capital of Ahr, Ahar, is renown for its pleasure slaves. If you can get in and bring enough money, you could have a really, really, really good time.
Player Bonuses: Ahrians bonuses are directly related to their caste and the Resource priority selected in character creation. Example: Warriors receive training in the short sword and bow for free (one point of proficiency). Politicians receive twice the monthly allotted gold. Assassins receive Herbalism and a +1 bonus to Perception. All people of Ahr are considered enemies by the remainder of the world. Nationality modifiers are —1 HT.
Cyrinthmeir
(kihr-enth-meer)
Geography: Cyrinthmeir is one of Weyrth's largest territories, extending from the Imperial Sea to the Iron-tooth Mountains, bordering Ouestenreich, Gelure, Stahl, Magyarföld , Zaporozhya, the White Sea, and other, smaller lands. To the south temperatures are moderate and coastal. In the north they are harsh and cold in the winter, and temperate through the bulk of the land. The capital city of Cyrinthmeir is located at the foot of Cyrin's Walk, a low mountain range. Cyrinthmeir is a rich land, full of forests, lakes, mountains and ore, and wide plains
and farmland.
Religion: Over 70% of Cyrinthmeirans acknowledge the imperial Church of the Three-Gods-Become-One, the most popular religion amongst nobility. In the far north many "heathen" faiths are practiced, including variations on Savaxen religion, Stahlnish Atheism, Thayr-worship, and others. Religion is a matter of pride in the south, where the Imperial Church is a matter of a thousand years of tradition.
Politics/Military: Cyrinthmeir has been tightly allied with the old Xanarian Empire since its fall. Though technically a free state, the Imperial Church holds great power in Cyrinthmeir, acting as a key factor in nearly every political decision. Cyrinthmeir is ruled
by the Gathering of Lords: wealthy lords and landowners from all over Cyrinthmeir. The King or Queen is the most powerful of these feudal landlords, holding the largest army and the most recourses. As such the Royal army is still only moderately sized, with the rest of Cyrinthmeir's military lying in the hands of various members of the Gathering of Lords.
Cyrinthmeir's military exploits lead to very little expansion outside of her own borders, but a great deal of power struggle within. Neighboring lords war with one another for resources and political strength.
The King allows such infighting so long as it does not grow too large, because it keeps those beneath him weakened. Should any one Duke or Lord grow strong enough to threaten the King's power, a civil war invariably erupts.
Cyrinthmeiran cavalry are amongst the best light cavalry in the world. The longsword and spear are the most popular personal military weapons.
Border raids and political tensions have led to a long-standing feud with Gelure. Cyrinthmeirans tolerate Stahhlners poorly, but have good relations with Ouestenreich.
Legal System: Cyrinthmeir runs according to feudal models. Each lord or landowner is responsible for law and order in his own fief. Appealed disputes go to the next lord up, all the way to the King. Generic punishments include fines, branding, and prison time for infractions by commoners against commoners, and prison time or (more likely) execution for crimes against lords or gentry by commoners. Freemen have more rights in Cyrinthmeir than nearly any other land, and are protected from execution by law except for more heinous crimes. The Church also runs its own courts and inquisitions, which are rarely challenged by any right-minded lord or magistrate.
Economics: Cyrinthmeir profits from expansive sea-trade in the south, amber trade to the east, lumber, livestock (especially sheep, cattle, and horses), and farming in the center, and game and mining to the north. Major exports include coal and iron to the north, and gold and silver from Cyrin's Walk. A great deal of trade, both coming and going to or from the east also passes through. Cyrinthmeir has some of the finest merchant
roads in the known world.
Inhabitants/Culture: Most inhabitants are light complexioned, with all hues of hair and eyes. They are a stout people, hardened by war and weather, but blessed with a rich country. Cyrinthmeirans are generally easy-going, adaptable, and outspoken. They are proud of their long-standing unity to the Empire and its Church, and consider themselves the wealth of the old Empire.
The official language is Cyrinthmeiran, in the Cyrintho-Xanaric family of lanuages. Stahlnish and Gelurouis are popular second languages, in addition to the Imperial Tongue.
Cyrinthmeir is fully divided along class lines derived from the old Imperial model and the more recent feudal system. Slaves, imported from islands in the Imperial Sea are common in the south, as are native-born serfs in the rest of the country. Cities are generally populated with Freemen, who flaunt their rights as often as possible. The rural lands are ruled with an iron fist by various lords and Clergy, ranging from bannerets and knights to barons, dukes, and other lords.
Traditional dress is highly varied and based on climate. To the south linens and short robes are popular for men; light, flowing dresses for women.
In the north Stahlnish fashion is popular, as are various wools, velvets, and other heavy textiles.
Treated and dyed leather is especially popular throughout the country for those who can afford it (High Freemen and the Gentry). Hair is worn long by both men and women, and all manners of beards are common (though northerners tend towards thicker varieties).
Places of Note: Barameir, home of the old Imperial Library and powerful port-city. Cyrinthmeir City, the national capital and center of the world's gold and silversmithing guilds. Cyrin's Walk, a gold-and-silver-heavy mountain range.
Player Bonuses: Natives of Cyrinthmeir are a trusting lot (-1 PER), but tough (+1 TO). They are generally well educated (free Skill-Read/Write for Freemen and up) and familiar with foreign languages (free Skill-Imperial Tongue in the south, Stalnish Tongue in the
north for freemen and gentry; may learn any language of the northern portion of the old Imperial territories at normal cost).
Dardanet (dahr-dahn-et)
Geography: Sharp and cutting, rocky peaks cover the
"Land of Eagles." From the lower costal ranges to the jagged cliffs of the north and east, Darndanet is a land of mountains and valleys. Goats and sheep dot those hillsides low enough for vegetation, always accompanied by a boy shepherd or a grizzled man accustomed to killing wolves bare-handed. Though her inhabitants might not agree, many call Dardanet a hard land.
Religion: The Dardanri are a divided people—it is said that if they are not fighting outsiders, they are fighting each other. Much of this is due to the land's religious history. Much of the coastal population prays to the Three Gods of the Imperial Church—much of the east pray in the name of the Prophet and his Seven
Vows. Numerous other views, sects, and philosophies have come as well, all compounding upon the ancient religion still followed by many in Helena. The one universal amongst all these warring parties is superstition—never eat from another person's fork (or you'll end up fighting with them), always remove the right shoe first (it's just unlucky), and never scrape a pan (or it'll rain on your wedding day).
Politics/Military: Once Dardanet protected Mainlund from Otamarluk and the Seven Vows. Under the leadership of the great chief Scanderburg, Dardanet had been respected, if not truly powerful. Those days are past. Dardanri see themselves as religious freedom fighters, mercenaries, or revolutionaries. A dozen governments all proclaim authority over the others, and none has the strength to really win. In addition, much of the country's rescources and manpower goes to fighting Otamarluk and its hordes, as none in Dardanet has any love for their eastern neighbors.
Dardanri soldiers are particularly skilled in ambushes and small-group and guerilla tactics. They are noted for their cruelty as well, and show no mercy or quarter to enemies. In battle they often carry short bows, curved swords, or spears. Armor, if worn, often resembles that of the Marluks of the east.
Legal System: Matters are settled by local clan chiefs, religious leaders, military figures, or nobility, depending on who's in charge in any given area.
Punishments are generally severe, meant to leave a lasting mark and frighten others; thus in place of execution a murderer might lose his hands, one foot, both eyes, and part of his nose—the tongue remains so that the tale can be told.
Economics: On the coast trade is done in fish and in cargo, inland trade consists primarily of wool and some mining. The violent nature of life in Dardanet produces many mercenaries as well, many of which fight abroad and send their profits to the family back home.
Inhabitants/Culture: Stubborn, superstitious, and quick-witted, a Dardan can be the perfect ally or the perfect frustration. Skin colors range from light (in the south and to the sea) or rather dark (on eastern borders).
Hair is generally brown or black, with brown eyes.
Clothing is intricate, with much lace, embroidery, and knot-work. Red, black, and white are popular colors, adorned with gold or brass whenever possible.
Vests are common for men and women.
The Dardanri speak their own language, of which they are immensely proud. Most all of them speak either Marluk, Hellenic, or Imperial as well (if not all three).
Places of Note: Earta, "The Golden City," is the much fought-over capital.
Player Bonuses: +1 WP (stubborn), -1 MA (superstition), +1 EN (from those mountains). Free Skill: Language (Hellenic, Imperial, or Marluk).
Ehld (eld)
Geography: Oak shoots from the earth in all directions, breaking often into glades and valleys. Willow trees wind the rivers, and aspens stand guard about lakes and pools. In fall, the countryside blazes with a rustling fire as leaves kindle in the wind and burst into orange and red fire under the setting sun. Beneath the trees, brush of all kind flourishes, dipping in the shallow streams that lace the countryside.
Religion: Paganism is the core belief of most, who revere the Sun as the father creator, Weyrth as the mother, and the moons as his daughters. Animals have an important religious significance as well, and are believed to be the protectors of man. They are said to offer themselves as food and clothing, but in return must be thanked and not wasted or killed for sport. Druids wander the land protecting it from over development, planting orchards, and aiding the villagers.
Preaching harmonious coexistence with nature, they warn of famine and plague as results of abusing the gifts given by the Gods.
Politics/Military: Ehld is comprised of city-states, much as Ahr. Each
Protectorate as they are called, is guided by a Protector of unbroken lineage and proper schooling, who in turn is guided by a council of often mysterious Druids. Defenders assigned by the Protector maintain peace throughout the various sectors of the protectorate, and each defender maintains a garrison of Guardians according to the size and demand of their realm. All but the protector must abide by the words of the Druids, and the Druids maintain that they abide by the wishes of the land.
During times of war, men 16 to 27 are marshaled to form the army, known as the Shield. Every man is trained to use the bow and axe from birth, and any who have served as Guardians have training with the longsword and shield. However during times of peace, these accouterments are forbidden to all save the appointed.
Legal System: All crimes are judged by the Druids, who dispense punishment as they see fit. Murderers are fed alive to wolves. Miners, the despised robbers of the earth, are all convicted felons and thieves.
Imprisonment is not common, but
Imprisonment is not common, but