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Offline jeff

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Cultures and continents
« on: January 29, 2008, 12:27:19 AM »
Breytillian Empire


Nation’s History:    The Empire formed aprox 1500 years ago. Once a group of several smaller territories that were scattered and unlikely to advance out of the dark age that they were in. Most of the inhabitants were peaceful farming and fishing communities with little to no ambitions of domination. Within a matter of a year several waves of ships arrive from the east carrying large, well educated, humans. They come from a land far off that had become uninhabitable for unknown reasons, their culture and technology far surpassing anything that was ever seen by these peaceful folk. The group is known as the Leas. Their people are well educated and very open to the advancement of the native people. Villages begin to form into towns; towns into cities and cities along the coast become major trade centers. Brill, the city lying in the Daras Bay, soon becomes the largest of the cities and is named the capitol of the Daras Kingdom. The bay and kingdom are named after the hero who is now the king. His family is well liked by many of the Leas that have come form the West. It takes less than 35 years for the kingdom to transform into the empire. When King Daras dies it is decided that the empire would be renamed into the Breytillian Empire, the name that comes from a very well known Lasarin monarch.
Over the next several centuries the empire grows in populace and land. Cities continue to grow and the native people become integrated into the society as equals to the Leas.  As the empire continues to grow various groups begin to approach the empire for trade and alliances. The few Lasarin that sailed over with the Leas become more common sight, the second is the Marill Dwarf clan in the Mithin Mountains. This bond holds strong up till today. The Galinds an Aquatic race that seems to arrive over night becomes every sailor’s best companion. They are almost one with the seas.  At nearly the same time as the Galinds the elves make their presence known. Many move into some of the larger cities, while others remain in the forests thru out the land. The next to arrive are the gnomes and the Halflings. Both have done well in the empire. Over the last 20 years the Sarisil have made their presence known and have opened up trade talks with the empire. Most live on islands to the south west of the empire.

   The empire has done much to improve the standard of living of the native folk. Education is held high in regards to the improvement, as a whole, of the empire. While magic is still greatly feared it is being seen more and many opinions are changing. Probably the biggest change over the years is the discovery of gunpowder. While very powerful it still is very unstable in large quantities. Several very gifted gnomes that live in Brill make the discovery.

   Over the last 150 years the empire has begun to shift its interests out words.  Many colonies have been set up near areas of excellent sources of natural resources.
While few like the idea of leaving the empire the Emperor has made it profitable to begin the expansion of the Empire.

   With little outside forces to defend against the empire has grown rapidly. Many of the families that arrived from across the ocean have become very powerful in the empire be it through political or economic means. While none have any true power in the empire there voice is heard first hand by the emperor and can sway his decisions in many ways. Several of the Emperors close family have become large landowners and hold titles, but like the old families still have little say in how the empire is governed. Viscountis Malin holds much of the northern realm under her rule. She is well like by all and is the emperors most trusted and dear friend.  Viscountis Malin is a second cousin of the emperor. Her lands consist of about a third of the empire but accounts for only 1/12th of its population. Most are farm and pasture land for cattle and sheep.

   One of the most unusual aspects of the empire is the lack of  “evil races”. Most citizens have never seen a Goblin, Ogres or Dragons. Most believe these to be fairy tales told to children to keep them inline. The biggest threat to the empire is foreign lands that other humans occupy.  The Colony of Hispin, on the continent of Belor, has had much interaction with “evil races” and has become a place for many adventures to make there home.

   Over the last 3 years the empire has been very open to outsiders. Mainly races not thought to be civilized. Several delegates from races such as Hira’razhir and several orc clans have made some contact with the Empire. Most of the orc clans are not evil in nature and appear more human than the orcs of legend. The orcs live in a caste system that has been all that holds them afloat against the various forces that assault them.


Type – Monarchy
Structure – The capitol Brill, of the Empire lies in the bay of Dares, it has been well built and designed for defense. From here the empire has made its mark upon the world. All sizeable decisions are made from here. 

Legal System – Crime while low in the empire is still present. In order to keep the military and the local government separate the Emperor has placed it up to the local magistrate to provide protection for its town folk. Each Magistrate has been given the task of providing and upholding the laws. Any crime has to be brought to a court to be judged. If guilty the punishment is given by the court.
Like most of the world religion has been placed in the back of most peoples minds. Unlike most areas of the world the Breytillians have not yet given up.  Most cities still hold a church in which citizens can worship.
Theological History – The emperor thought that it would be a good idea to open some church’ in the empire to keep the empire safe should the gods some day return.
Recreation – Most Breytillians enjoy a few hours of rest at the local tavern following a long day of work. Gambling with cards and dice make up many hours. 
Arts – In the large cities art is considered a necessity but in the rural areas of the west few are concerned with it.
Holidays & Celebrations – Text
Calendar – A 13 month calendar is used. Each month is 30 days. The first and fifteenth of ever month are days off for the lower class. The first of each month is also a special day for it marks a holiday.
Diet – Having such a great land for growing, herding and many water sources allows for a varied diet. Breads and grains of all types are served at every meal. Meats and fish are common at dinners. Ales, Brandy and wines are the preferred drinks.
Transportation – Horses make up the most widespread form of getting from one place to another. Wagons and carts handle the cross-country transportation.
Superstitions and Cultural Beliefs – Death is the only major superstition. The end of ones life is not only a time of morning but also a time to celebrate.    
Life Events
Births – Time of joy.
Childhood – Spent with family and relatives
Adolescence – School is provided in local schools.
Adulthood – Achieved at the age of 22.
Death – Time of morning and loss. Family spends the next two days in recluse.
Held to a high regard by the emperor.  He would like all of the people to be educated but this is near impossible to achieve. Children in the towns and cities are provided with basic math and arithmetic. Children with parents of wealth are given a higher education in collages and trade schools. Any child whom holds the ability to wield magic is also given a higher education in the Magus guild.
Monetary System – The Empire mints its own coins. The coins are made of copper. The following is a list of the mints.
Rolemaster Equivalent   Brey
Mithril          Mardell
Gold            Gilpin
Silver            Sill
Bronze            Bevil
Copper            Copel
Tin            Tarn   
Iron            Ingon
Trade – Most trade is done within the Empire. Some trade is done with the Tarnel Duchy and the various lands that surround the Empire. All trade ships other than Breytillian must have their good transferred into a Breytillian vessel before being allowed to dock. This is done to make sure no unwanted goods are being brought in or out of the Empire.
Trade Goods – Nearly everything is one can think of is traded. There is an over abundance of nearly everything in the Empire.
Taxes – It is the responsibility of each magistrate to collect the tax. They are then sent to Brill for distribution.
Industry –
Fishing – Along the coast and near large water sources
Agriculture – Al manor of grains and vegetables. Fruit is grown on the south eastern aspects of the Empire.
Mining/Lumber – Lumber is brought down from the north along with many precious metals.
Livestock – All manner of animals are raised for meat. Several of the largest ocean cities bring in any form of sea life a person can imagine.
Crafts – Finished goods of all make and purpose.
Astrology – Text
The Magus Guild monitors magic in the Empire closely. The guild works closely with the emperor. While magic is not a common sight it is also not something that is never seen.
Idioms, Sayings, and Phrases – Text
Alphabet – Text
Dictionary& Grammar - Text
Organizations (Knightly Orders, Guilds, Underground Societies, Etc.)
Name – Breytillian Knighthood
Description – The knights where formed as a personal army that the emperor has complete and utter control over. They are in a sense his personal soldiers. They are all very loyal and willing to die to up hold his cause.
Requirements – Must be of native blood and have proven ones self-loyal to the emperor. Most are of human, particularly Leas blood.     
Hierarchy – The head of the knights is known as High Lord. Currently it is held by High Lord Sirn Partillias. He is well respected and has improved the opinion of the knights greatly over the last several years. He remains most of the time in Brill. All other knights are addressed as Sir and then the name.
Emblem – White broadsword against a yellow sun
Motto – To keep the Emperors and his lands safe from out side incursions.
Edicts – A strict code is held in place that must be upheld at all times.

The Code:
1. Live life worthy of respect.
2. Fair play
•   Never attack from behind
•   Avoid cheating
•   Avoid torture
•   Never attack unarmed foe (unless evil in nature)

3. Nobility
•   Exhibit self discipline
•   Show respect to authority
•   Obey the laws
•   Administer justice
•   Administer mercy
•   Protect the innocent
•   Respect women

4. Valor
•   Exhibit in word and deed
•   Avenge the wronged
•   Defend the weak and innocent
•   Fight with honor
•   Never abandon friend, alley, or noble cause

5. Honor
•   Always keep ones word of honor
•   Always maintain ones principles
•   Never betray a comrade or confidence
•   Avoid deception
•   Respect life

6. Courtesy
•   Exhibit manners
•   Be polite and attentive
•   Respectful of host, authority and women

7. Loyalty
•   To Empire, Emperor and these codes

Responsibilities/Jurisdictions – Breytillian Empire and its surrounding lands.
Oaths & Loyalties – Their oath and loyalty is towards the emperor
Ceremonies – Becoming a knight: After a knight is completed his training he is issued a set of fitted armor of his or her choice. They are also given weapons of exceeding quality. A warhorse of there choice is placed in the care.
Benefits – All are given free room and board at any manor or keep.
Dismissal – Knights are almost never dismissed. If so it is due to some inexcusable act and many times these are acts that could justify death.

Name – Magus Guild
Description – The guild was formed aprox 1000 years ago, 500 years after the Empire was created.  It has gone through many trials and has been the inquiry of many heated debates among the common folk. Many believe that the guild holds much to much sway in the emperor’s daily life. For there are few times when the emperor is seen with out a member of the guild present. For those of the guild they know the real reason is the emperor’s need for protection and his love of knowledge that the Magus provides.  The guild has been very active in investigating the misuse of magic thru out the empire and even out side of it. Over the last 50 -75 years most mages have been attuned to either a golem or a construct for protection. This has increased the mistrust by the common folk even more.
Requirements – Ability to comprehend and call upon the essence.
Hierarchy – The leader of the guild is called the Magus. The current Magus is Tarill Radell. He is fairly new to this position being so far well liked. He cares little for the old opinions of how the guild should be run. He has sent many mages out to deal with several rumors of magic misuse.
Emblem – A medallion that hold the marking of a staff and a gem in front of a book. –
Responsibilities/Jurisdictions – Anywhere the Empire hold power
Oaths & Loyalties – Never use magic for personal gain.
Ceremonies – Text
Benefits – Access to any and all of the guild structures.
Dismissal – Immoral use of magic for personal gain or destruction to others in the Empire.

Army – Breytillian soldiers
Type of Unit (Light Infantry.) – Foot soldiers make up the bulk of the army. Trained to operate in any climate and to be able to endure many hardships. Many make this a career and numerous folk use this as a stepping-stone into other areas of the military.

Hierarchy/Naming Conventions – The empire is divided into three   areas; the west, the east and those out side of the empire. These are each under the command of a general. Each general has command the military. Each area is broken down into the same general categories: Squad 5-10, Tarin 2-5 Squads, and Ja-Tarin 4-8 Tarin.

Emblems – Black Dragon On white background
Uniform –Chain mail, shield and a purple cloak.
Armament – Standard weapons include broadsword, short spear, dagger, and any personal weapons
Responsibilities/Jurisdiction – Text
Ceremonies – Upon clearing training a ceremony is held to honor the solders.
Benefits – 20 years spent in the service of the Empire gains land.
Dismissal – murder, theft and death
Headcount – 10000

Navy –    Breytillian sailors    
Type of Unit (Light Infantry) – Much of the fleet remains at port in    the city of Brill, which has set aside area to house the fleet. A large portion is also reserved in the city of Edel. While the fleet is about    much time is spent patrolling the waters for    pirates    and contraband.
Hierarchy/Naming Conventions – The Emperial rank is clear-cut above captain. The Ranks are Squadron commander, Fleet commander, and admiral. The basic tactical units in the Fleet are the Wing, which consists of one or two ships and usually used for scouting and anti-piracy patrols. The Squadron, containing anywhere from three to seven ships, some of which must be frigates, and the Fleet a large force of ships compromising many Wings and Squadrons.
Emblems – White ship on yellow sun
Uniform – Loose fitting pants and leather when necessary.
Armament – long swords, daggers, cross bows
Responsibilities/Jurisdiction – Breytillian Empire and its surrounding lands
Ceremonies – Death of a sailor; sent over board to the sea.
Benefits – 20 years spent in the service of the Empire gains land.
Dismissal – Murder, theft and death
Headcount – 6000

Special – Marines
Type of Unit (Light Infantry) – They have earned respected thru out the empire for their ability to go into battle nearly anywhere and any time. Much animosity remains between the sailors and the marines, mostly aboard the ships.
Hierarchy/Naming Conventions – The marines exist within the navy; they are the fighting elite in the navy. Marine officers are trained apart from naval officers and have no right of command aboard ship, except among their men.
Emblems – Black ship on yellow sun
Uniform –Leather is the preferred armor at sea, some wear heavier armor during shore raids.
Armament -Standard weapons include long swords, daggers, crossbows, and any personal weapons.
Responsibilities/Jurisdiction – Breytillian Empire and its surrounding lands
Ceremonies – Death of a sailor; sent over board to the sea.
Benefits – 20 years spent in the service of the Empire gains land.
Dismissal – murder, theft and death
Headcount – 2000
   Borders – To the north is the Mithin Mountains
   Landmarks –
   Significant Areas – Willow Wood in the north.

« Last Edit: January 29, 2008, 12:45:06 AM by jeff »

Offline jeff

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Re: Cultures and continents
« Reply #1 on: January 29, 2008, 12:45:28 AM »
The Ferrin City States

Regional background: The area has been barren of all but animal and sparse plant life for many years. Being mostly desert and very dry terrain, with little drinkable water. After the discovery of several earth nodes, the land became a haven for nearly anyone who could use magic. Several areas became towns, which in turn have become cities. 

Nation’s History:    The city-states have been around for nearly 2500 years. Although they have never been under one combined leader, until Panthil Rathmir took control of the largest city Barth-Cardin 350 years ago. He has obviously extended his life some how, being of high blood, he still has not a note of age.  While most commoners believe it to be extended from the use of magic those that use magic know this to be little more than a tale. While in power he has united all the cities along the coast. Magic? There is little else of concern for most that live in the city-states. Magic has made life lavish and rather pleasant for those with money. For those with out it is just another form of oppression.
Type – Mageocracy 
Structure – The city of Barth-Cardin holds sway over all other city-states. While more or less left alone the city-states are expected to pay levy and provide soldiers much like a feudal system.  Mages hold quite some hold on the going’s on in the various regions. There are several levels of common folk amid the city-states. The four levels in order of importance are: Crafters (skilled labor), Merchants (those that distribute), Servants (Personal that assist the upper two classes) and Slaves. Slaves make up a large portion of the population. Slaves and criminals are marked with tattoos on their right wrist. This makes it easy to spot them. The tattoo fits the crime.
Politics – While the mage lord’s rule with an iron fist the also see the advantage of content disciples.  The laws are strict but allow simple crimes to be overlooked if it helps the city-states as a whole. 

Legal System – Local magistrates handle most petty crimes. Severe crimes such as murder and rape are dealt with rather unwaveringly. If not killed for their crimes they are made into slaves. All slaves are castrated, if males, and magic is used to help control them. A magical ceremony is used to wipe the mind of any aggressive slave or prisoner.  These mindless slaves are used in the fields for manual labor and any work thought unworthy of citizens.
Theological History – Since the days of the great leaving, the time the gods left the mortals, the city-states have held religion very low in there pyramid of life. Few see any advantage to spending time on a mutt point.  Some of the desert folks and the Ferrin living on the outskirts worship spirits and demons.
Recreation – Games of chance are well liked by most if money is involved it is liked even more. All of the larger cities have weekly and monthly games held in coliseums.
Arts – The use of ones skill in paint and poetry holds a certain level of attraction to the Ferrin. Most believe it to be an extension into the magical arts.
Holidays & Celebrations – The most joyful times for the Ferrin is when the lords hold the monthly celebrations. Food and wine are plentiful, along with games and plays.
Calendar – The Ferrin calendar year is based on a 10-month year, each month being 35 days.
Diet – The stable is fish or seafood. Some goat meats and cheeses are also eaten. Wine is the alcohol of choice, beer and liquors are frowned on.
Transportation – Most travel is done on ships or boats. Those materials that need to be transported across land are moved via Karem, a camel relative that is very strong for its size.
Race and Creed – Text
Iconic Characters – Text
Superstitions and Cultural Beliefs – Death is held as just another change in ones life. While feared in most cultures it is look as a step forward for the Ferrin.    
Life Events
Births – A sacred time that helps to decide the future of a family.
Childhood – Age 13 is the age of ascension. Each child is put through a battery of tests to find out there magical aptitude. Those with talent are placed in a school to help enhance their ability’s. The family of the child is taken care of finically.
Adolescence – Age 18 is the age of true ascension. Each child is placed into what ever job they have been trained for.
Adulthood – Is achieved at the age of 30.
Death – Upon death the body of the deceased is cremated and placed either in the desert or in the sea, based upon where one was raised. 
The education of those that can afford it is highly sought after. Every city has its own schools. The Capitol, Barth-Cardin, has a large university that has many specialties. The only individuals that are allowed in are in general merchants and craftsman’s children.  There is a general belief that those not economically or magically involved are in little need of advanced education.  Most of the common folk are taught by family members.
Monetary System – The Ferrin’s use of currency is in the form of rings. The are all-plain in make other than the stamp that is placed on them to mark there worth, each is made from metal to help them hold up. They are either worn on hands like normal rings or hung from ones neck on a chain or cord.
Rolemaster         Ferrin
Mithril       Missiu
Jade         Jasou
Gold         Gillian
Silver         Sarzil
Bronze         Bromal
Copper         Cippil
Tin         Tigna
Iron         Injou

The higher class and merchants have a system of notes made from vellum. This can be used for purchasing and selling. 
Trade – Being powerful magic users allows the city-states to trade much sought after goods most being magical in nature. The Ferrin have trade agreements with the empire along with the Tarnel Duchy.
Trade Goods – Text
Taxes – Most tax base is brought in by the
Industry –
Fishing – One of the stables of the diet in the states. Most cities have strict rules on fishing rites. Guilds, run by the local lords, have complete control on who is allowed to fish and net seafood.
Agriculture – Grains are another large staple for the Ferrin. Breads range in a wide variety.
Mining/Lumber – Mining along the coast is not very productive, on the western side of the city-states, ore us extracted from the hills and mountains controlled by the orcs.
Livestock – Sheep and other small grazing animals make up the vast majority of the animals raised. Some larger animals can be raised near the coast, but even there few are seen.
Crafts – Crafts of all sorts are made mostly in the cities.
Astrology – The Ferrin have start charts that are well developed and comprehensive. Much time is spent teaching the importance of the stars and there place in the universe.
Magic is seen in almost every aspect of life. From general grooming and healing to transportation. Water is brought from the ocean and desalinated for use in watering crops and livestock. It is not uncommon it see a robed figure flying across the sky.
Alphabet – The Ferrin have their own, well-established characters.
Borders – Each city-state owns the lands that surround it. Most areas are anywhere from 50 to 250 miles surrounding the city. Since the cities are all along the coast the water’s near the cities are also considered part of the lands owned.
Landmarks – Mount Tel- Inn: A lone mountain in the middle of the Hellisian desert. It stands 16000 feet and is impressive due to the land surrounding it being at or near sea level. 
Significant Areas – Nearly all of the city-states lie near or on an earth node. This is yet another reason that the Ferrin culture is so magic dependent.


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