Thursday, January 2, 2025

Worldbuild24 Adventia Anthropology

 

Anthropology

Bereg-arnadh – The ancient Eladrin art of drawing calligraphy with a blade. Developed by the bodyguards of the legendary eladrin queen Suiradrun. Practitioners of this arcane tradition inscribe magical, glowing characters of Rellanic (Elven) script into the air with their blades. These hovering runes are charged with arcane power from the calligrapher. Though they quickly fade. Only those who practice the combat arts of sword and spell (developed by the eladrin first) have any luck.[i]

Blood Scion Heresy, The – Vampires have long attracted the eye of the petty nobility and merchant classes across Continents for they represent the ageless grace that money cannot buy. In Adventia and old Nerath, it is blood as a holy sacrament that may grant eternal life to the righteous. High Preceptors and a first among equals, higher Masked One govern vampire thralls. They say there are no more than twenty-five vampires in a city to preserve feeding.[ii]

Brass Construct - The Sea of Ships and its coasts have held up and cast down countless societies. To plunder the ruins below sand, silt and sea, the artisans of just collapsed Nerath adapted the Warforge to the task. Brass, not iron was their skin and refined shell was their internals. The creation forge rests on an island apparatus, home to deranged nobles and their crew. This apparatus nests on the sea floor or on subjugated islands. Eternally seeking the treasures of the sea in a bid to finance their reconquest of land.[iii]

Court of Sorrows – On of the few groups of psionic practitioners that use emotions instead of shunning them. They are much feared and demanded for their manipulations. It is thought they lurk somewhere in the Hundred Kingdoms but spend much of their time travelling to their next target. They do not perform easily detected or flashy changes, but as a group, subtlety work to influence susceptibility. Weakening their targets’ ability to resist pressure from a seemingly innocent third party. They have no obvious use for their pay.[iv]

Eastermen – Of the same Korlathi stock as the rest of Adventia, the people in and to the east of the Hundred Kingdoms have absorbed different sets of ancestors. Much less of Old Adventia and more from the Animal Nomads. At one-point distant cousins or further. The eastern people, the Weens or Weenies are not known from Antiquity, being tribal bands alongside central Goons. It is only during the rise of Nerath that the Weenies began forming kingdoms. Some as resettled clients like the Hill Cantons, others in the Land of the Water Cat, dread Karkoth or merged like the Vidya Mountains.

Elven Merchant Fleets – Originally starting as Elven Empire-sponsored conveys which mixed state monopoly with diplomatic expedition. The first fleets sailed to Zakhara trading tin to the copper-using first human polities. This great trade with Kadar stimulated both states to new heights of craftsmanship and led to the Desert Elves first settling Zakhara. Following the empire’s collapse, the fleets continued, enriching the merchant houses of the Havens, and defining all corners of the Known World by their passing. The ships take on crews and discharge them at the end, allowing great entrepôts like Punjar, The Yellow City and Gulltown.

Elf, Wild – In the Spearwood, forgotten northern edges of the Deepwoods and the Ironwood live those Elves which bow to no master and exult in the wilderness. These folk were once members of the Elvish Empire who cast off their ways to live as hunter gatherers and warriors rather than be warped by the Great Enchantment. Such people are called Grugach in their own language. They greatly distrust outsiders and worship only the Primal Spirits of the Earth. They are experts with traps, stealth and riding deer. Otherwise see Elves, non-Caste.[v]

Endon, Civil War – A conflict that has ravaged Endon in this Age of Chaos. A succession crisis between two cousins, the Duke of Wuffmark, the Black Falcon and Duke Leroy, returning from the Red Crusade under the lion. Seasonal yet inconclusive battles and skirmishes caused much of the land to be reduced to anarchy and independent woodsmen. Their sons fared no better, and Wuffmark went so far as to declare a separate kingdom under the short-lived Black Monarch until his brother’s betrayal. Banditry, magical and mercenary forces carved out petty domains. Now the royal line contends with its last claimants in the Deepwoods.[vi]

Goon or Goonish – See Northmen

Grave Callers – Death dirges ae a common musical accompaniment, but they are usually sung after a death and not as part of one. To do so is bad luck and some deliberately invoke this element. For it is often rumored that a particular order of Adventine Assassins, known as Grave Callers stalk, those they believe to prey upon the innocent. Announcing their presence with deathly songs, as magical as fearful, to make them open for the kill.[vii]

Greentide – The wars in the northern Deepwoods between the Elves and the Humanoids, with Goblinoids being the primary driving force. This war started in the depth of Antiquity, where the Goblinoids began to migrate into the sparely settled regions left by the Elven Empire, upending the Northmen along the coast. So, every century the mass of humanoids has grown to sweep over another stretch of hostile forest only to be driven from another. To the elves this is a single fight requiring conscription of experienced adults. This is why young elves wander far and return.[viii]

Halfings, Chaos – As secret society of Halflings throughout the Hill Cantons. They believe in exemplifying the freedoms of Avandra and so desire to tear down the hierarchs and lordships. Leading to just as much banditry and infighting as communal steading. These bands are much accused of being demon worshipers and servants of Gruumesh. For this, halflings who grow facial hair and seek their owns settlements are watched and threatened. Also known as Black Halflings outside of Gulltown and the Altaran Peninsula. As that may be confused with rumors of short Imarians.[ix]

Heads or Tails – Some live in service to chance and their patron Ranald. Ranald is an Exarch of the God Avandra. His sign is gambling, luck in dangerous times and cats. Those who live with fate are said to live heads or tails. Humanoids who are in the form of cats, are especially drawn to the appeal of mixing idle habits with acceptance of a kind.[x]

Hospitaller - Words and Healing and not frequently found together but are both the result of knowledge. It was therefore apparent to the Ioun cult of old Nerath that healing magic was a holy gift to the world. The modern Hospitallers follow this creed. They set up sanctuaries in regions where they can do so safely, approach patrons for donations and practice medicine. Welcome in most civilised lands, their secondary practices of linguistic discovery for ancient spells, carries accusations of book theft and tomb-robbing. Male members bear emblems of Dragon wings for Draconic script and female members, Pixie wings for Elven.[xi]

Imperator – During the days of Nerath, temples and faiths were united and wealthy and so sponsored armies and agents to maintain their religious and secular power. imperators were the leaders who went out to compel the faithful, manage the estates and scourge their enemies. Even in the Age of Chaos, a few hierarchies still maintain the titles. Most feared were the Crimson Arbiters, of the Gods of law and justice Who roamed the lands as judge, juries and executioners. Giving redress and absolution impartially while they were their crimson mask or hood. And bedecked with paper sacred glyphs.[xii]

Iron Circle, The – Emerging from south of the Elsir Vale and in the heart of Adretia. Tyrants believing in strict order and hierarchy. At first portraying themselves as a simple warrior society, driving back the western Goblinoids, desert raiders and jungle monsters of distant Imarian lands. Order for subjugation, followed by hiring the Hobgoblins. Now they broke no defiance to their supremacy. They have reached Sarthel and even up the Nentir River. Portraying themselves as mere mercenaries where their authority has limits. Rumours of dark rituals and disappearances follow them. Certainly, they support slavery, Imarians from Lokossa, receiving Corsairs and raiders.[xiii]

Knights of the Chalice – Once there was a deity who was betrayed by his angels and slain down to the name. The order of the chalice fights such infernal evil wherever it may be or gathering. The order takes its name from an artifact He Who Was supposedly owned, from which a single draft of water would allow for any atonement and purify the soul. Potentially even that of the likes of Asmodeus. Such a cure for the world’s pain is worth seeking and some even believe it can be used to restore its owner to his throne.[xiv]

Korlathi – The Human ancestors of Adventia, these wild and whooping tribes swept from below the Vidya Mountains during Antiquity. To marry or slay the earth worshipping tribes who the Elves treated with. They were let loose by the weakening of the Elven Empire. The only reason they are remembered at all is that the Elves wrote about them and the Korlathi were entranced by them. They were described as red or blonde, but it appears there was some commonality between them and the Animal Nomads. They worshiped Pagan Kord and feared iron as death itself.[xv]

Lude - Also written as Llwde, see Westermen

Nemec – The language of the Hundred Kingdoms. A variety of the common togue derived from Goonish origins and salted with the technical terms from the Sea of Ships, thanks to the long dominance of Nerath. Heavy on the constants. Many neighbouring regional documents use it for ease of merchants, leading to much confusion with rural locals.[xvi]

Northmen - The merciless yet hearty people who have swept forth from northern Adventia to wreak havoc on the classical civilizations. They descend from the Korlathi, as the Goonish people. Taking possession of the north except for Pohjola, due to werebeasts. They idolized the Elves but sought to subsume them. They helped collapse the great empires of Antiquity. Tearing down civilization until those who had been in contact the longest were convinced of classical glory and organization. Forming a synthesis in Nerath and redefining themselves in return. They worshiped Pagan Gods but now are almost all Systematic. Except for hateful Karkoth.

Old Adventia - There is actually very little about pre-Korlathi Human inhabitants of Adventia. The Elven Empire recorded them as earth-worshippers, and said they were darker with bland eyes and fought each other. Farmers who worked or acquired copper and bronze. The Dwarves of the Vidya Mountains have tablets for trading in skins and herbs. Records in Hevastar say they anachronistically worshiped Erathis and Melora as a matriarchal pair. While this all supposedly was destroyed by the invaders, dwarven records make frequent mention of mountain crossings going all the way back to the Cold Period.

Owl Wardens – A fighting order of goalers from the time of the Elven Empire. The empire was not so organized to have a system of imprisonment, so the order increasingly took on that role. Invoking the hidden forces to imprison great foes. Their devotion to the Gods Torog, Sehanine and the Primal spirits of the night was carried out in secluded glens beneath the full moon. Or in the deepest pits where their carved dungeons reached the Underdark. It was one of the few occupations available to the Winter Caste and much knowledge was lost with their disappearance.[xvii]

Pantless Barbarians - A derogatory name used in the Hill Cantons to refer to people beyond the Vidya Mountains. They recount the pantless were victorious over the shirtless, but still will not wear proper clothes. Few scholars study the language of people as opposed to the people as they appear in history. However, those that do suggest it is based on distant memory for the non-riding people of the Fenreach, the Tieflings of the Horned Hills and the forest-dwellers of the Spearwood.[xviii]

Raven’s Wings – A band of holy warriors of the Raven Queen, whose remit covers much of southern Adventia and into Zakhara and Sugdh when they can manage it. Founded by an emperor of Bael Turath, they wander those ancient byways for the sole purpose of eliminating the undead and any who practice necromancy. Their methods are not kind and worse on living things who can feel pain. Haunting the ruins of Antiquity, gatherings have been seen at Vor Rukoth in the years since the city’s rediscovery.[xix]

Red Cloaks – An order of Assassins that once spread across Adventia and beyond, dwelling in the heart of Nerath’s cities. With the fall of Nerath and the dwindling of trade and communication, the organization has collapsed. Still some young rogues seek to emulate it.[xx]

Scholar-Knights – There are two orders of the Knights Academic, the secular Stormchasers who harvest crystalline lightning and enforce order for impious Sanctaphrax and Undertown, and the dissident Shepards of Erathis, who fled the university-city with the spiritual and secular earth-scholars. The Shepards are sworn to the goddess Erathis, and pursue an itinerant culture of paladin-hood, sheep-tending, and knowledge-seeking. While the Stormchasers rely on their artificed platemail, the Shepherds rely on heavy shields and what plate they wear is hidden beneath wool and leather. It is rumored that the Shepards are alchemists. Though if true, that would mostly pertain to sheep liniment.[xxi]

Sea-Men – A race of Humans who come from the sea in small skin boats, they apparently live among the ice of the Whale Sea and the rime of the Artic Ocean. They are thought to be related to the animist shapechangers of Pohjola. They come from Alt-Numinor or beyond and are blown off-course fishing or on shaman quests. They do not get along with Tronskalians who they feud with over land and whaling spots. There are two kinds, the tall people who are sometimes given or find iron and the short people who pursue them aggressively.[xxii]

Skulk – Descendants of slaves from the empire of Bael Turath, they rioted and now seek vengeance for being excluded from their master’s diabolical pact. Their pact with the Demon Prince Graz’zt is recorded in the Tome of the Blinded Eye. It is rumored they stalk communities in a ceaseless pogrom against any Tieflings that dreams of a new society or gains great prominence. Those who have ceased this persecution have been cursed with partial invisibility. Leading to desert cities inhabited by cannibal skeleton-men and Assassin guilds devoted to the morbid gods. Guild leaders are known as Sram and the sworn-fellows, Rogues.[xxiii]

Slaughterers - in the depths of the Deepwoods live the tree-timed hearts of the Elves. In Antiquity they were divided into Castes and at the end, the butchers sought shelter with the hunters. But the magic that bound them remains, and though they live as Spring Elves, their hair is that of Autumn. Their abattoir-villages lie on well-trodden paths, as surrounding people bring meat for them to transform. Dye-red from forest spices, they are jolly masters of the knife. Blood and tattoo magic are their specialty and sports games are wrung out affairs with them.[xxiv]

Speakers of the Word – The Gods crafted the Word and the Word is the ultimate power those chosen by the gods can wield. This belief unites monasteries and cults across Adventia. The Word was a weapon but one that could only be used by the righteous. Each syllable is a powerful prayer and requires the right pitch, cadence and philosophical frame of mind to be present in the speaker. And even then, it is best spoken as no more than a whisper.[xxv]

Steel Vanguard – A mercenary company that has crossed the Known World in pursuit of gold and glory.  They take their name from the martial art of the steel vanguard, fighting with a two-handed sword. This predates the company, but they are the most proficient at it, so long as they constantly test their skills on numerous foes.[xxvi]

Stone Keepers – The Dwarves keep their long memories in stone and stories. Entrusting the preservation of them to those of wisdom and commitment to history. Stone fathers or mothers chisel these into holy places. But the chief memories they preserve are the enslavement of the dwarves by the Giants. Stone keepers keep the smoldering anger of ancient wrongs and long centuries of grief. Travelling to keep the clans united and learn the fates of fallen kingdoms and city-states. The book of grudges is but the kingly expression of this fury.[xxvii]

Viking - From the north, frozen Trond they reaved. Pirates and corpse-ravens, seeking lives and treasure. Such a reputation still haunts the Tronskalians, for though their piracy is no longer sanctioned by Pagan Gods, folks have long memories. Dragonships would beach themselves, raiding as widely and cruely as ships permitted. These adventurers cleared lands of men and monsters indiscriminately, settling across the Riverlands, Pohjola, the river courses of the Deepwoods and the Long Lakes. Many distant colonies have integrated, but their spirit lingers in Alt-Numinor, chivalric Wuffmark and the west-dreaming lords of the Long Lakes.

War-Bear – The empire of Nerath straddled the world and recruited every kind of hoofed beast, Behemoth and drakes. But from the eastern forested slopes of the Dawnforge Mountains, came the Soldier-Bear of Nuria. Brown, walking upright and armed with just a helmet and polearm, they struck fear into the Humanoids and rebels across the heart of Adventia and Nangia. In the Age of Chaos, many struck out as mercenary War-Bears, caring only for their bevy of bladed sticks. They travel south from their fading, secretive town to the Hill Cantons. For they have a mystic connection to the Ursine Dunes there.[xxviii]

Westermen – The Trouser people or Ludes, who occupied the minds of much of the ancient Adventine world and still form a component of many modern peoples. Korlathi, with primitive dress and chariots that emerged from the southern Deepwoods in early Antiquity. Possibly fully formed from the Trans-Vidya cauldron. Sweeping forth with their divine and Primal religion. They were closely entwined with the Demi-Humans populations, transmitted the previously forbidden arts of iron and even followed the Elves to the Feywild. Having succumbed to the organization of civilization, they in turn were mixed with the Northmen during the rise of Nerath.

Whipmasters - Bael Tureth was taught many things by their infernal patrons. One of the more sickening was the shaping of animals into beasts of war, like krukith. Somewhere between the Hobgoblins and mad Zannad, the practice was maintained by a single Tiefling bloodline. Even after the wars, they persist in capturing, taming and shaping creatures to their will. Their dark blue skin has become diluted along the Sea of Ships compared to the north. And they turned to Bahamut, master of Dragons. But if the dungeons and pits of Adventia require monsters, their whips will provide.[xxix]

Wose, The – In the Deepwoods, where the Enflammee runs clean, a people stand on the narrow line between states of being. Once the Yellow Plant Empire extended all the way up from Imaria into Adventia, until the cold came. The Fey who had made the journey were already transforming generation by generation from dryad to human, a fey people but not Elven. These people with hair like bushes and vines, and skin brown like bark still dwell there. Deciduous now and given an unneeded distance except by Elves. They are echoed across the tropical Known World, human-plants for a withered realm.[xxx]



[i] See Arcane Power p.67

[ii] See Open Grave pp.16-18

[iii] Inspired by 2000 Leagues Under the Sea, Foggernauts from Dofus/Wakfu

[iv] See Psionic Power p.15

[v] See Unearthed Arcana p.10

[vi] Inspired by The Hundred Years War, The Anarchy, LEGO Castles theme 1978-1998, particular from 1984-1997, 2000 Knights’ Kingdom theme and Kingdoms 2010-2012 theme

[vii] See Arcane Power p.20

[viii] Name derived from Warhammer Fantasy

[ix] Inspired by Hill Canton Compendium p.14

[x] Inspired by Ectaflip from Dofus/Wakfu, See Divine Power p.27

[xi] Inspired by Eniripsa class from Dofus/Wakfu

[xii] See Divine Power p.22, p.71

[xiii] See Dragon Magazine #402 pp.35-40

[xiv] See Divine Power p.102

[xv] Inspired by the Orlanthi from Glorantha

[xvi] Mentioned in Hill Cantons Cosmology

[xvii] Inspired by Maiv Shadowsong from Warcraft III

[xviii] Inspired by Hill Cantons Compendium II p.8

[xix] See Vor Rukoth p.9

[xx] See Martial Power 2 p.78

[xxi] See Librarian-Knights from The Edge Chronicles books and also inspired by the Feca class from Dofus/Wakfu

[xxii] Inspired by sporadic contact between Norsemen and inhabitants of Greenland and Northern Canada, the tall ones by the now-gone Dorset culture and the shorter ones by the Thule culture, whose descendants remain.

[xxiii] See 4E Monster Manual 3, pp.176-177, and inspired by the Sram and Rogue classes from Dofus/Wakfu. The Cannibal skeleton men part is based on Ghouls from Fritz Lieber’s Newhon setting.

[xxiv] Inspired by Slaughterers from The Edge Chronicle books, Sacrier class from Dofus/Wakfu

[xxv] See Divine Power p.76

[xxvi] See Martial Power 2 p.28

[xxvii] See Divine Power p.52, inspired by Warhammer Fantasy Dwarves

[xxviii] See Hill Cantons Compendium II p.9

[xxix] Inspired by the Osamados class from Dofus/Wakfu

[xxx] Inspired by the Saddia class from Dofus/Wakfu

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