I posted this to the players in the current campaign, it's kind of a draft campaign setting primer. I also named the island empire Avalon, it seemed cool.
Every character in this
campaign is from the empire of Avalon. Avalon is an island, roughly
the size of Madagascar, about 800 miles off the coast of Tirnakaur,
where the campaign is set. Despite having been founded by refugees
fleeing the apocalyptic loss of their original homelands to a mixed
horde of humanoids, undead, and extra-planar creatures, the Humans of
Avalon have formed a somewhat homogeneous culture, with a couple of
very minor exceptions.
Most Humans are descended
of Celtic stock, and consider themselves to be the heirs to the
great, ancient High Kingdom of Garnia (Gwarynica Riga in the old
tongue), these people comprise roughly 95% of the Human race in
Avalon, so most of this document will discuss them.
Certain norms of Celtic
culture have shifted in the millennium since their flight to Avalon,
so I will endeavor to highlight these.
Celtic culture was always
one of the most progressive in terms of women's rights, this is no
change, but even the ancient rights of Celtic women are expanded here
to include nearly complete equality between the sexes.
However, there is still a
fairly rigid social class system, and, while mobility between the
classes happens, it is still uncommon. The social classes are not
entirely unlike the caste system of India. Priests and Nobles are at
the top, then skilled workers, then farmers, then merchants, then the
unfree. Standing partially outside this social class system are the
roughly 5% of humans not culturally Celtic, and the various
demi-humans that share the island with them, mainly Halflings,
Dwarves and Elves. Half-Elves generally fall into the category of
their Human parent.
It should be noted that
Humans make up the vast majority of the population of Avalon, at
roughly 80% of the total. Halflings are the next most numerous,
followed by Dwarves, then Elves, then any other sentient species.
Celtic society was
somewhat top-heavy, the nobility and the priesthood making up up to
20% of the population, this is somewhat less in Avalon, with the rise
of standing armies during the civil war period and the extermination
of some noble lines as a result of the devastating century of
conflict, but there are still a great many members of the privileged
classes than you would find in Medieval Europe, for example. Many
lesser ranked nobles have given up the rights and privileges of being
a member of a hereditary warrior aristocracy to pursue various
trades, or even become merchants. Some have even opened fighting
salons to teach the arts of defense, at first these skills were only
taught to other members of the aristocracy, but some have opened up
to teaching members of the lower social orders as well. In Avalon it
is not uncommon for there to be public exhibitions of martial skill,
or even for various schools to compete in tournaments. In some places
these are held in large public arenas, in others they are held in
more exclusive venues, often for the exclusive viewing pleasure of
the nobility.
Most noblemen do not have
a warband of their own in modern Avalon, they content themselves
generally with a chosen champion, or a few Henchmen; the expense and
extravagance of having a small private army at your beck and call is
now beyond the means of most landed nobles even, and the central
government frowns on the practice and has all but outlawed it in most
of Avalon. Rather they pay a special tax from their estates called
“scutage” which helps support the High King's standing army and
navy. In times of great need nobles are required to levy men to
support the High King.
In contrast, many cities
and towns have standing militia units, often used as a police force.
In times of national crisis these units are added to the High King's
army. This also provides a place where low ranking members of the
nobility (or even former members of the nobility) may find themselves
employed in leadership and/or training roles.
Traditionally the nobility
has been somewhat fractious, often feuding, with the upper ranks
considering the High King to be simply the first among equals, this
is no longer the case following the last century of war, now the
people of Avalon are more united in their purpose, and the High King
is far more powerful than even the next highest ranking noble in the
country.
Priesthood -
Celtic priesthood is
descended from the ancient order of Druids, which included Bards and
Vates (Seers). The people of Avalon, like their Garnian forebears,
are a deeply religious people. The priesthood is seen by the lower
social classes as a method of social mobility, members of the
priesthood have certain rights and powers, and high ranking priests
are de facto members of the high nobility.
The priesthood performs a
number of services for the community at large. They are empowered to
perform intercessory acts on behalf of the populace to ensure divine
favor. They perform the necessary rituals and sacrifices, they
maintain holy sites (such as certain springs or wells, or even sacred
groves) and temples, they purify the unclean, they also act in a
legal function, as judges, and interpreters of the law, as lawyers,
and sometimes as the penal system.
The special class of
priests known as Vates (or Seers) are a conduit from the gods,
prophecy is given through them. They also act with other priests to
divine through various rituals and read the omens and portents sent
by the gods or other lesser powers that can affect people every day.
It is noteworthy that to
maintain their purity, and thus, their power, these orders of
Priesthood (along with the order of Druids) are celibate.
Next come the Bards. Most
people think of Bards as entertainers, this is, at best, a secondary
function for them. Bards are foremost historians, particularly in a
less literate society then our own. Bards also serve as legal
advisers. Training a Bard takes 20 years, there are different types
of Bard, depending on their exact training, but a Bard's training is
largely history and law, music is the mnemonic device they use for
the enormous amount of rote memorization required. Composing music
and poetry is a way they can record new events as history. In the
past every lord had a Bard in his Dun (Castle), these days they are
getting rarer, and only very traditional lords or the very wealthy
keep them on as retainers. Bards are not celibate, and many Bards are
partially trained as Bards by their own Bard parents, before they
attend the “official” Bard training, usually starting around age
15. Bards traditionally eschew literacy, believing that it makes the
memory lazy.
Standard D&D Clerics
(and Paladins, Rangers to a lesser extent) are a reaction of the
culture to being in a world that was filled with so much danger.
Priests were often sworn to pacifism in the old world (Earth), as
their persons were sacrosanct, and their position made them above the
petty rivalries of clan or kingdom. In this world though, there were
many fantastic threats that did not abide by the agreed upon rules of
conduct, priests were slaughtered, temples and holy sites despoiled.
So the various priesthoods developed military orders to protect the
temples, priests and holy sites, and these evolved into “crusading”
orders that brought the fight to the enemy.
The “standard”
difference between Clerics and Paladins is that Clerics are generally
ordained priests (albeit low ranking) and can be trained from among
the population at large, providing the trainee meets the minimum
basic requirements. Paladins, on the other hand, are called to
service by the gods themselves, to be their chosen warriors.
Rangers, to round this
out, are not actually associated particularly with gods or temples,
but the ancient order of Druids was integral to their training and
organization in the early days.
Rules wise, I actually
like the 2nd edition AD&D Specialty Priests, and the
use of divine domains for spell purposes, plus the granted powers and
such. I have integrated this into the setting as a whole, but for
purposes of the campaign, since we're playing first edition, I think
maybe I'll make that an unlockable.
Continuing on with the
subject of social classes, skilled trades are the next rung down the
social ladder. There is considerable difference in the esteem of the
various trades, metal workers (including jewelers) rank highest,
fishermen may be the lowest, it's hard to say, but anyone that has a
skilled trade is in decent shape. Trade guilds take care of their
own, and ranking guildsmen have become de facto noblemen in some
large towns or cities.
Farmers make up the next
rank down, it's honest work and all, and necessary, but none too
glamorous. There is some disparity in social status between farmers,
a farmer that somehow holds his land free of any feudal obligation or
debt is high up the ladder than one that pays rents, wealthy farmers
are clearly better off than poor ones.
Merchants are the lowest
of the free born. People are supposed to despise wealth, and they
spend their entire existence trying to gain it, and not from their
own labor, but by just being middlemen for others. Most people
consider it somewhat dishonorable and/or dishonest. That said,
becoming a merchant has been one of the things the warrior nobility
started taking up after the rise of standing armies. They often had
no other skills but their martial ones, and banditry would get them
hanged (also taken up by all too many petty nobles). They had
bargained with merchants in the past though, so, while there was a
learning curve, it often worked out, especially if their family had
enough seed money to get them started properly, or they worked out
some sort of partnership (or apprenticeship) with skilled merchants.
Merchants are certainly the most moneyed class of people, and often
wealthy enough that they can ape the tastes and pursuits of the
nobility. Mercenary soldiers are considered to be a type of merchant,
for social class considerations too.
Lastly we come to the
unfree classes, the lowest of the low. There is no outright slavery
in Avalon or it's dominions, but there are unfree people. Mainly
these are a class of serfs called “Bondmen” (Also “Bondwomen”
or “Bondfolk”, occasionally “Bond-servants”). Most Bondmen
are born to their status, although most nobles in Avalon have freed
their hereditary Bondmen. Priests have spoken out in recent
generations against the practice of hereditary servitude (much as
they did about collecting the heads of enemies) considering it
outdated and barbarous. However, becoming a Bondman can be a
punishment, either for a (non-capital) crime, or for debt.
Occasionally children are sold, or given over to bondage to cover
their parent's debts. (Which brings us to a curious bit of Celtic
tradition, people are responsible to and for their kinsmen, and shame
has a strong social value) Celts in general, and the people of Avalon
are no different in this respect, are strongly against corporal
punishment. They see it as demeaning, and it is usually reserved as a
prelude to capital punishment for crimes. Often the justice system
imposes fines, and kinsmen of the convicted are expected to help pay
the fines, otherwise the shame of having a Bondsman as a kinsman is
severe. Obviously this affects the lower orders more often than the
nobility, even a poor country nobleman usually has a 3rd
cousin that's a Vergobrete (roughly equivalent to a Duke), so someone
in the family will save him.
Religion in Avalon is
generally Celtic, which is pantheistic. Human sacrifice has become
rarer than he's teeth in Avalon, which is a difference from what you
all may know about the ancient Druids. Most modern people get
pantheistic religions wrong, they see it through a modern
monotheistic gaze, but it doesn't work that way. It's a pet-peeve of
mine, but most of us just aren't familiar with, say, Hinduism or
Shinto, so we pick a single god from the pantheon and worship that
one monotheistically, as though the rest didn't exist. In reality,
it's a lot more akin to the way the Catholics have the cult of the
saints (and a tripartite deity), God, Jesus and the Holy Spirit may
all be aspects of the same god, but the Virgin Mary or Saint
Christopher are who you pray to to intercede for certain things.
Likewise Ogmios may be who you pray to for knowledge at some point,
but Taranos is the one that's most useful to make it rain, or Arawn
to pray for the dead. Even priests that are dedicated to a single god
respect and pray to the others in the pantheon. A priest dedicated to
a specific god may work in their temple for instance.
Also noteworthy, some gods
appear to be universal to all Celts, just under slightly different
names owing to linguistic differences, but some are more regional or
local even. The Tuatha de Danann are specific to Ireland on earth for
example, but their mother goddess Dana (or Danu) is a pan-Celtic
goddess found across Europe (and into Asia Minor). So Cleric (or
specialty Priest) players can pretty much choose from across the
spectrum of Celtic gods (although my thinking is that Clerics are
generally not specifically devoted to a single god), read up on them
anyway.
What do they eat? The
people of Avalon have a fairly rich variety of food crops, and a
number of livestock food animals too. Their diet is not substantially
different from our own, with a few exceptions. First, lack of
refrigeration means that there are more cured meats and crops that
store well through Avalon's mild winters are a staple until the first
harvests. Nobles enjoy wild game fairly often. Sheep and cattle are
commonly raised. Fish and seafood are a big part of the island
nation's food, especially near the coasts. There is a bit of classism
in the diet, nobles eat a more protein rich diet in general than
commoners. Fish, seafood, and pork are considered (mostly) to be poor
people's food. There are no potatoes or tomatoes or many of the
varieties of squash that we commonly eat, no yams (or sweet
potatoes), or maize (or quinoa), or rice. Commonly grown grains are
wheat, oats, barley and rye. There is a greater reliance on turnips,
carrots, cabbage and onions than we have. Beers and ales are common
drinks. Wine is a rare treat, mainly for the wealthy, as grapes are
only grown in the far south of Avalon. Mead is a more common drink
for the nobility. Apples, pears and peaches are grown there, as are
strawberries. Hazelnuts, walnuts and chestnuts are commonly eaten.
Currants and lingonberries (similar to cranberries) are cultivated
there. Acorns are used by the poor, or as a food source for swine.
Geese, ducks, chickens and other poultry are an impotant food source
for their eggs as well as their meat, their feathers are used as
mattress stuffing for the wealthy. Some fish are prized as a food
source, Salmon is high on that list.
How do they dress?
Commoners dress as they have for centuries, a tunic and breeches for
the men, and dresses (with kirtles) for the women. Upper class
fashions for men have become more tailored, sometimes quite
form-fitted to the body and are often layered with fine fabrics.
Women, on the other hand, have gotten more voluminous garments, but
are for fitted to the upper body. Women in some trades dress the same
as their male counterparts. Priests often wear robes. The warmer
climate of Tirnakaur has caused some exceptions to be made, but the
wealthy are quite fashion conscious. The materials used are mostly
wool and linen, although there is some cotton imported into the
empire, and silk as well.
The fabrics are often dyed
with bright colors (at least for the wealthy) and as a people they
favor checks, stripes and plaids. Sumptuary laws prohibit certain
colors from common use, as does tradition. Only nobles may have
plaids woven from more than 3 colors for instance, with higher
ranking nobles being allotted more colors. Priests often wear solid
white robes, although some orders wear solid black robes. Bards wear
light blue shirts. Most people wear bright yellow shirts of linen
traditionally, if they can afford it, otherwise plain, undyed linen
is preferred.
What else? Getting fat is
considered a character flaw, they are serious about this. Going bald
is is also considered mock worthy. Any physical defect or deformity
is considered a sign of divine disfavor, any disfiguring scar, or a
serious injury leading to any amputation is also. Loss of a hand can
make the High King step down, no one who is not whole is fit to lead
the people. Short legs, or bow-legged people are mocked. Laziness is
mocked. People are expected to be physically fit and athletic.
They spend an awful lot of
time grooming, the nobles grow their hair long, the women even
longer. Noblemen have well groomed, extravagant mustaches. They bathe
all the time, they use soap and bother genders use make up and
perfumes.
They love to gamble. They
love to drink to excess. They love music and dancing. They love to
fight.
They all have certain
taboos (called Gessae or Geas) The higher ranking you are the more
likely it is a serious one, and the worse it will be for breaking it.
These were imposed by the priests when a person was young, sometimes
shortly after birth,, sometimes when coming of age (13 to 15 years
old). Some are common maybe attached to a profession, like most
priests are vegetarian and celibate, or how Bards refuse to become
literate. Some are unique to the individual, and could be something
as simple as “must never eat oats” or as complex as “must
always enter a building only after dark, while walking backwards,
being careful to not step on the threshold with your right eye
closed, whistling”. The odds are if it's something weird and
complex, you are a warrior noble and, at least in the Bard's tales,
you will somehow be forced into breaking it, much to your lament.
How do you feel about
Demihumans?
Generally any given
species of Demihuman in the empire is considered to be at roughly the
same level as their human counterparts would be. Dwarves, for
instance, are prized as craftsmen. Halflings are often exceptional
farmers (and the only ones that can successfully cultivate tobacco,
which is a prized luxury crop among humans, for smoking, chewing or
snuff) and are valued members of human farming communities they join.
Elves
(and Half-Elves) are an exception, there is a certain degree of
institutional racism against them, although it fades more with each
generation. No Demihuman has the same degree of civil rights as a
human in a similar position, but Elves have it the worst. Elves are
absolutely forbidden to own property. Some professions are forbidden
to Elves. All Elves are descended from slaves, back in the days of
the High Kingdom of Garnia, when slavery was abolished, Elves
received their freedom last. Elves are considered somehow corrupting;
it probably comes down to their affinity for arcane magic, and the
fact that most humans find them irresistibly sexually attractive.
Elves alone, of the
Demihuman races, can interbreed with Humans. (Humans can also
interbreed with Neanderthals, because they are a close cousin
species, and Orcs, who have the distinction of being the only
Humanoid (monster) species with which they can interbreed, curiously
Orcs and Elves can not interbreed, despite both being able to breed
with Humans)
That said, all Demihumans
can (and many have) serve in the armed forces of Avalon. Elves
particularly find this to be a method of social mobility. Elven units
are generally irregular warfare, forest troops, very often individual
Elves, or small groups will be attached to Human units as scouts.
Dwarves tend to be heavy infantry. Halflings are usually skirmish
troops.