RolePlay onLine RPoL Logo

, welcome to Legacy of Symbaroum

22:39, 19th May 2024 (GMT+0)

The people of Davokar.

Posted by SettingFor group 0
Setting
Fri 5 Apr 2024
at 12:20
  • msg #1

The people of Davokar

The term barbarians was shaped by the Ambrians, refugees from the south, as a word for people who they thought could not speak properly and who had ways different than themselves. The clans of Davokar does not however define themselves by any cohesive culture but rather by their clan. Certainly the northern denizens originally only referred to themselves as humans, as a separation from all the other beings that live here, such as goblins, elves, ogres and whatever else the forest harbors.

The last few generations the clans have acknowledged the cliff of Karvosti as a collective center with some measure of authority over the individual clans. This is where High Chieftains castle is and the witches gather here in the forbidden grottoes deep inside the cliff. Every clan send their best fighters every year to serve with the Wrathguard and they will (mostly) accept the authority of the High Chieftain and his counsil of witches from all clans.

The clans of Davokar have many differences but there are things that unite them. First of all, they are all human and speak a common language. All clans are led by an elected chieftain and a witch counsellor. All have a more or less pronounced veneration for the great spirits, the ancestors and the power of nature.

From a social point of view, the right to feud applies to all clans and debt bondage is a punishment in all clans, which can be served as atonement (this can extend over several generations in some cases). A person in bondage loses his rights and is not a full member of society until he has worked off his debt. Law cannot be bought with mundane items or ambrian thaler, so you cannot redeem yourself with money. However you can name a guarantor who work off the debt in your place.

Another common feature are the witches as an organized network that exists across all clans. This cabal have common norms and duties, reflected in the culture of the clans such as enforcing taboo to visit old Symbar ruins.
Setting
Tue 9 Apr 2024
at 13:51
  • msg #2

The people of Davokar

When The ambrians arrived in the region south of Davokar twenty years ago, thirteen clans were living in the area. Since then thirteen has becomes eleven, as clan Kadiz was subdued and integrated into the Ambrian civilization and clan Jezora was annihilated by Ambrian steel. Recently there have been rumors circling about a possible twelfth clan, the fiendish brutes of the Beast Clan.

Lately the relations between the clans have changed, because of the arrival of the Ambrian people but also because of the slowly but surely escalating threat from the beasts and abominations of Davokar. Reasons aside, the clan chieftains have all declared themselves to be aspiring for peace, and judging by appearance they try to live up to that promise. Sure, it is still turbulent in some borderlands, not least up north as well as between Karits and Vajvods in the east. But at the moment the region is free from outright clan wars.

The High Chieftain, seated on Karvosti, is elected for life during a gathering at the Thingstead held when the reigning “warlord” is nearing death. But he is not elected to rule. Instead the role of the High Chieftain is to arbitrate or, when necessary, act as a judge in conflicts within and between the clans, and only if requested to do so by the clan chieftains. The chieftains must of course pay heed to the opinions and wishes of their subjects, but they have no obligations to obey or even listen to some superior power. So even if there are similarities to be found between them, each clan has its own structure of laws, customs and hierarchies.

What similarities exist can first and foremost be attributed to the witches. The leader of witches is called the Huldra, and just like the High Chieftain she resides on Karvosti. Four times a year (at the winter and summer solstice, and at the spring and autumn equinox), the Huldra assembles the leaders of the clans’ hex nodes, called Keepers. It is said that the purpose of these gatherings is to discuss the state of Davokar, but according to rumor much time is also allocated to talks about, and the search for solutions regarding, conflicts that officially are to be dealt with by the High Chieftain. The witches undoubtedly have a huge influence over the High Chieftain as well as over individual clan chiefs.
This message was last updated by the GM at 13:51, Tue 09 Apr.
Setting
Tue 9 Apr 2024
at 13:51
  • msg #3

High Chief Tharaban

The High Chieftain of the barbarians has his seat on the plateau Karvosti, about a days trek east from the great Lake Volgoma. The High Chieftain resides in an impressive stronghold, surrounded by a curtain wall and protected by the Guard of the Slumbering Wrath. Tharaban himself is not often seen. Sometimes he can be spotted looking out over Karvosti from a balcony on the stronghold, and on occasion he has been observed walking over the plateau, on his way to meet with the Huldra or walking towards the Thingstead, always surrounded by a dozen Wrathguards. Rumors describe him in contradictions, as a skilled diplomat or a complete moron; as a mighty warlord or a weak figurehead whose commands are dictated by the Huldra. Whatever the case, backed up by the ninety-nine Wrathguards the fur clad Tharaban is a force to be reckoned with.
This message was last updated by the GM at 13:51, Tue 09 Apr.
Setting
Tue 9 Apr 2024
at 14:05
  • msg #4

Gaoia

The members of clan Gaoia living furthest to the north are regarded as brutal and primitive, even by other barbarians. They are said to be allied with a lindworm, called Grandfather Lint, and are hardly ever seen in the south. The only exceptions are their rugged Wrathguards and the slightly more polished envoys that clan chieftain Rábaiamon sends on a courtesy call to Karvosti every other year.

The Gaoia live in the northernmost part of Bright Davokar. They live as hunters and gatherers in large family groups that move through the forest. They use caves or tents to stay overnight and even the youngest have to make their contribution to the community. Strength is the most important thing in a Gaoia's life. They are taught from early childhood: the chain breaks at the weakest link, and nobody wants to be that.

They pride themselves on their toughness, their ability to endure pain and hardship. They bind their vows with blood and there are harsh penalties for violating the rules. It is easy to end up in someone else's debt, or to end up in debt bondage as punishment for an offense. Then one is treated very badly by the family, which is now his master, and has to perform the hardest and most unpleasant services. If the Gaoia think that a child is too weak and will only be a burden for the clan, they leave it in the forest to die there or be taken by elves.

They have a tense relationship with magic. The witches rule over great powers, but these are often the source of the corruption that afflicts the forest. Witches are more feared than respected and occupy an outsider position in society. But their warnings about the old Symbar ruins are heeded and followed.

The Gaoia have an alliance with the old lindworm Odalintos, grandfather Lint. On the one hand, he supports and protects the Gaoia from dangers from the other worlds, but he also makes demands. That is why the Gaoia hunt permanently to placate the ancient one. He doesn't seem to care about the amount, however, outstanding prey is gladly taken.

They wear leather and furs, fabrics are considered low of status. The hair is worn long, hair care is considered important and braids are complex and common. Both sexes use their free time with friends to entertain themselves doing elaborate braided hairstyles. Most have a tattoo of the lindworm. Scars are worn openly as it underlines the status of the warrior. In addition to iron weapons, they also wield heavy hammers with basalt heads smashing the armor of their opponents forcefully. Helmets and armor are reinforced with bones. Occasionally they wear small, crude gold jewelry.

Important places
In the area of this clan there are several places whose use is contested among the individual familys. Therefore, the chieftain holds competitions every year. The winner and his family receive the right to use a site for one year. The family is no longer allowed to compete for the same place in the following year. And each family can only claim one place for itself.

Salt domes of Halkoran
Most debt servants are used to break salt out of the earth there. Salt is an important trade item with other families and clans.

Kuskai Caves
This is an ancient cave town carved into the rock that is a good winter camp. The caves are old and it is not known who worked them into the rock. The caves are pleasantly warm in winter. In the depths of the caves there is an ancient sanctuary where the ancestors and the world serpent Uron are venerated.

Bjorken forest
In the south of the clan territory the ground becomes swampier. A lot of birch trees grow there, which are used to obtain birch bark, birch pitch and medicine. This area separates the areas of the Gaoia and Enoai who claim the southern part of it.

Pit of Girghet
Gold can be found in this inconspicuouse hole in the ground. The families do not do this labour themselves normally, but let their debt servants do the difficult and dangerous work. It is customary, when taking over the mine, to pour the blood of a hunted prey into the hole to favor the earth spirits.

Sink of Gak'Ven
This is where the Lint lives; only a few are allowed to enter the place; usually chieftain Rabaiamon and his witch keeper. There is a large cave near the entrance. Behind it is a labyrinth of passages, caves and lakes. The Old is supposed to keep many valuable things hidden here. But the rule applies: treasures go into the cave, but they never leave. In addition to typical valuables, old inscribed tablets and artefacts should also be hidden here.
Wielda
GM, 11 posts
Tue 9 Apr 2024
at 19:37
  • msg #5

Enoai

In the Enoai territory the forest is dark and dense undergrowth makes it difficult to get ahead in many places. The best tactics for hunting are traps or quiet stalking - a pursuit is usually unsuccessful. Therefore, camouflage and surprise also play an important role in the Enoai culture. They are considered skilled hunters who sneak up close to their prey in order to surprise it.

They live in small family groups of around 30 people who roam through the forest. They build houses in the branches of the trees or in pronounced root hollows at the foot of the trees. They move their place of residence several times a year, depending on where the food supply is greatest during the season. They mainly feed on hunting and gathering, but also have a few animals that move around with them. To do this, it is necessary to cut down trees again and again that sunny clearings and pastureland arise. The wood obtained this way is used for the construction of buildings, platforms or connecting bridges, the green branches are used to cover the roofs.

The children learn to climb at a young age and it is said that the Enoai can only be happy next to a tree. However, there are trees that are not allowed to be choped down because - according to Enoai stories - they protect the surrounding forest. These trees have names and their character can be seen in the wrinkled bark, like wrinkles of a human face. Above all the gigantic pine Enoai, at whose feet the capital Enovak lies. About 50 families have settled here, including chieftain Karona.

There is always a lively market going on with families who come by and trade and swap items. Many Enoai collect resin and valuable wood, which they exchange. Many have some bee hives who move around with them in basket houses. Although for them the clearings with folwers preserved by grazing animals are important. The baskets with the sleeping hives are taken into the dwellings that they do not freeze to death in winter. This way, the Enoai obtain honey, which they also process into mead. The taste differs greatly depending on the season: the spring mead is flowery and light, the summer mead is strong and tastes of the resinous blossoms of the pine trees, the autumn mead is fruity and playful, while the winter mead is tart and spicy, as it is often flavored by others woods or spices.

The Enoai are said to have a strong sense of community. The group is there to protect the weaker because there is someone or something stronger than an individual always. Families would never leave anyone behind, or abandon a lost member. They search until they find the lost person or its body. When a family member dies, they mourn longer than any other clans, cutting their hair and burning it along with the deceased's body. The ashes of the deceased move on with the family for another six months, until they are sure that the soul has safely moved into the world of the dead. Then the ashes are taken to a place where they are united with the ancestors' ashes in a pit.

Every year when the fireflies soar through the forest at dusk, the Enoai celebrate the Eldfly. They say that the glowing beetles are able to bring messages to the spirits of the deceased. To do this, you have to catch them in your hands, whisper the name of the deceased to them while they are in your cupped fist, and give them a short message. Then you open your hand again and as soon as the beetle glows again, it sets off to deliver the message.

Many Enoai witches follow the green tradition, which deals with plants and their growth. One of the oldest witches teaches young mystics the ways of the green path in the branches of Ixia, a broad oak tree two hours from Enovak.

The Enoai like to dress in colors that make them inconspicuous in the forest. Clothing should be robust and practical and allow great freedom of movement for climbing. They wear belts and vests made of knotted plant fibers. Many have a piece of jewelry made of black wood and / or mother-of-pearl. Their spears are ornately decorated with incisions that tell the story of the tree from which it was cut.

Important places
Enovak
The city at the foot of the great Enoai, probably the tallest tree of Bright Davokar, if not the whole forest.

Benlund - The Black Forest
Special trees grow at one point in the area. Black ash, with dark, almost black wood. This special precious wood is of great value. Each family is only allowed to cut down one of these trees a year and only after they have appeased the guardian of this place, the spirit Benesek, with songs and stories.

Bjorken Forest
This forest lies on the border with Gaoia to the north. The ground is swampy and full of blueberries. It is a bit dangerous to enter because no one really knows where the border is exactly. So it is safer to come to this place armed.

The island of the dragonfly woman
In a quiet area there is a small lake with an overgrown island. The lake is fed by an underground spring and the water is always fresh. In summer, beautiful water lilies bloom on the water and dragonflies fly from flower to flower. Allegedly, the dragonfly maiden lives on the island of Grovinka. She often appears in late summer as a woman with iridescent hair in a robe delicate as dragonfly wings and is swarmed by dragonflies. In spring she is said to live underwater. If you throw gifts into the lake you can go diving in the lake in autumn and find shells with shimmering pearls and mother-of-pearl.

Invisible paths
Paths lead through the treetops that the initiated can recognize by inconspicuous signs. From branch to branch, only rarely with additional constructions, there is an invisible system of paths that allows the Enoai, who are not afraid of heights, to get through the forest quickly and without being seen (they are also known as squirrels).
Setting
Thu 11 Apr 2024
at 09:25
  • msg #6

Godinja

The Davokar west of Eulia's Firemountain is under the control of the Godinja clan. They claim to be the direct descendants of Symbar's ruling elite, a claim doubted by other clans. It is undisputed that the Godinja had extensive contact with the elves until several generations ago. One of the ancestors of their current chieftain, Vikomer, is said to be an elf.

The Godinja maintain a nomadic lifestyle. In addition to traditionally moving according to the seasons, there are other occasions when parts of a clan with a specific task leave the family. If the remaining family is very small, it often unites with other clans facing the same problem. Thus, the community is always protected by the number of people, and there is frequent exchange with other families. This creates a strong sense of community within the clan. They also practice temporary marriage. After a marriage ends, it can be renewed, or new partners can be found. The children are raised collectively by the community.

In many areas of the forest, there are sites with stone foundations for tents, which makes it easier to set up the large Godinja tents. The Godinja are renowned for their hospitality.

Parts of the clan undertake specific tasks: long, extended hunts that can last over two months, and the return from these hunts is always celebrated. Shepherd groups often move with their herds to more inaccessible parts of the forest, where the summer pastures are located.

Those who remain behind are occupied with handicrafts, such as the famous Godinja carvers who craft most of the Karvosi masks. The wandering storytellers and singers, who preserve old legends and knowledge, also maintain an important tradition. One of these wise men is always an adviser to the chieftain. Composing and reciting poetry is common in this clan. It is recounted that a Godinja beauty once preferred a good poet over a better warrior.

The region often experiences fog and Frostlights. Parents warn their children not to venture into the fog alone at night, especially during the Roughnights, the nights around the end of the year, when the Godinja warn that the separation from other worlds diminishes and the veil becomes thin. Many spirits and dangerous beings are said to cause mischief. The masks conceal the face from the prying eyes of otherworlders and are also believed to provide protection against them.

The Godinja are skeptical, even superstitious, when it comes to reflective surfaces. Metal is kept matte, and water is always covered, so it cannot serve as a gateway for evil forces. A foreign visitor often has to undergo spiritual cleansing first to ensure the safety of the camp. Many Godinja witches follow the white path, which deals with spirits and the power of will.

The Godinja often wear their masks or hang them on their chests because they believe there is often a need for protection. The patterned braids of their robes are intricate and labyrinthine. During celebrations, they wear brightly colored robes and ribbons in their hair. The ribbons often change hands, like a compliment given to someone else. In battle, the Godinja prefer shields with an axe.

Important Places:

Syrakin fortress: Located in the clan territory, it features a distinctive rampart with a palisade on top, serving as the chieftain's seat. Rising out of the misty forest, it offers space for many tents. Many clans move into their winter camp there, or the chieftain's army show is held here.

Kvargap - the labyrinth of spirits: Situated in the south of their territory, a crevice with white walls shines in the light of lanterns, as the rock is interspersed with quartz. Large rock crystals have also formed in some cases, believed to hold captive spirits that can cast spells and charm the careless observer.

Forest of masks: In several places in the Godinja territory, there are large necropolises, holy places where the dead are cremated. The ashes are buried, and stones decorated with protective incisions are placed on them. Masks of the deceased are hung on trees and rattle in the wind, believed to keep cheeky spirits and ghosts away. This is where the Godinja worship their ancestors and perform rituals of wandering spirits, as these places are protected from foreign powers.

Atmotar: Clearings in the forest contain houses that appear half-grown and half-built. Traditionally used for negotiations and meetings with elves, these locations are under a holy truce. Weddings, arbitrations, and other negotiations take place here, and every deal concluded in such a place is considered binding.

Varlese - Courtyard of Spring: A clearing in the south of the clan territory, where snowdrops sprout before the snow thaws in spring, covering the clearing in a fragrant white robe. Three little spirits, Var, Les, and Se, are said to be responsible for this awakening from their hibernation. When this place blooms, winter is almost over.

Mullra - Drum of the Deep: Far to the east of the tribal area, a rock slab lies in the ground, appearing to be of natural origin, but with old weathered marks. A large hollow space below the plate emits a rumble when one puts their ear on it, seemingly arising from the depths of the earth. The signs are not Symbarian but seem to be even older.
Setting
Thu 11 Apr 2024
at 09:28
  • msg #7

Yedesa

The territory of Clan Yedesa is rather flat with sandy soil in the north and hilly with stony ground to the south. The Yedesa have been settled for a long time. The settlements consist of squat houses made of stone and wood that defy the weather more than they please the eye. Around the settlements in the forest, there are arable lands, fields, and orchards.

Villages form the social unit in which this clan is organized. Frequent visits from other villages, especially by people of the right age for marriage, are widespread. This probably stems from nomadic tradition and strengthens the cohesion of the whole clan. Inter-settlement marriages are welcomed. There are designated paths and rest places that make traveling easier. Waymarks and stones indicate where the next settlement is and who owns the land.

The traditional Yedesa wedding gown is the wedding cloak. The bride and groom make these before their wedding. Friends and relatives decorate the cloak with embroidery, sewing on pearls and other jewelry, to convey good wishes for the couple. Every couple getting married must go for a walk together in the sunshine, in the light of the full moon, and in a new moon night before they get married. This is how the couple introduces themselves to the spirits of the sun, the moon, and the stars.

Other occasions for gathering include big market days, army exercises, and festivals. Once a year, the chieftain moves from village to village, and his wife holds the fortress. When he returns, she goes out after a while and visits the settlements. Chieftain Leonod has a large family and extensive connections in his own and other clans. The Yedesa clan has provided six of the last ten High Chieftains, showing their skill in mediating between the northern and southern clans.

As a result of the sedentary lifestyle, specialized professions and craftsmen have increasingly developed. Particularly noteworthy are the glassblowers who make glass panes, drinking vessels, jewelry, and bottles. Every Yedesa house has at least one window adorned with glass. Another special feature is a greenish glass made from a particular type of sand mined in this area. The glass made from this material fluoresces slightly in the dark.

The Yedesa clan has a strong tradition of witches. A comparatively large number are trained in mystical powers. They enjoy a high reputation in the settlements and are mostly represented on the settlement councils. They often help protect the settlements, and their Colossi roam through the surrounding forests when the witches do not need them.

The Yedesa sew their clothes with small stamped pieces of sheet metal and metal plates. The armor is decorated with ornate rivets and fittings. Many wear glass pendants and glass beads as jewelry. For special occasions, both women and men wear elaborate, floor-length robes embroidered with small pearls depicting pictures and patterns.

Important Places

Yedesa - the Chieftain's Stone Fortress: Situated on the edge of the forest on a rocky hill, the massive defense system includes enclosing ramparts with stone walls with loopholes and towers. Stables and houses offer shelter to many. The center of the town is the citadel with the three-aisled longhouse with a fireplace and the chieftain's private rooms in the tower rising over the fortress. The carved eagle atop the tower is the city's symbol. In the courtyard in front of the longhouse, there is an upright stone for each Yedesa settlement surrounding the square. Everyone can hang an object on the stone if they have a request. If the chieftain collects it, he must address it. Many unfinished business items clearly show everyone that the chieftain is neglecting his duty. A spear is rammed into the ground in front of the stone in question during capital judgments. These negotiations take priority. This place is bustling all year round.

Tjubla - the Blue Grove: Located in the east of the territory, a grove with fir trees whose dense needles appear almost blue. The scent of its blossoms is overwhelming and has an aphrodisiac effect. The Yedesa collect them for the production of perfume, which is believed to increase the attractiveness of the wearer. The scent sometimes attracts unwanted creatures from the Davokar, so the harvest party is always accompanied by heavily armed warriors.

Tadekaj - the Endless Lakes: In the northern forest lies treacherous terrain. There are frequent quicksand spots that devour the careless hiker. The origin of these quicksand holes is not clear, but many believe that worms from the underworld are responsible.

Redesina's Hut: Once, when there were many disputes with neighboring clans, there lived a witch named Redesina. She did not belong to any clan but took care of the injured. Soon, students followed her example. Thus, the healing school of Redesina's Hut was founded, which teaches people how to bandage wounds, cure diseases, make herbal cures and use mystical healing powers to this day.

The hut is under the protection of the High Chieftain. Everyone can find competent help here, even the Ambrian foreigners from the south. As a sign of their affiliation, the members of Redesina's Hut wear a tattooed blue line that runs from the lower lip over the chin. One dash means that you have completed your studies. Two lines are the mark of a master and the head of the hut has three lines.
This message was last edited by the GM at 09:31, Thu 11 Apr.
Setting
Thu 11 Apr 2024
at 09:33
  • msg #8

Baiaga

Under the forest floor of Baiagen territory lies hard stone, mostly devoid of soil suitable for agriculture. The forest often transforms into a jagged labyrinth, leading strangers astray. Small brooks flow through the cracks in many places, none suitable for boating. Signs on the main routes guide travelers. Traditionally, Baiaga songs describe routes through the labyrinth, treasured by the clan and not shared with outsiders.

Baiaga move through the forest in small groups, often changing camp locations. Forest-Daraks, slightly smaller than the plain buffalo in the west, assist with transportation. They are generally fond of hiking, with individuals often traveling to other areas and clans, hunting, fishing, and providing for their families. Baiagorns, large bear-like animals, are tamed as hunting assistants.

The Baiaga revere Arex the Bloodwolf as the guardian spirit of their clan, currently hunting demons in the Yonderworld. Many Baiaga witches follow the red path, utilizing the power of blood and animals. Children are checked at birth for a special animal guardian spirit, learning from an early age to tame and care for animals.

Recently, the chieftain of the clan died under unclear circumstances, with rumors of murder circulating. Bera, the Elder, is currently in charge of the clan. Almandines, found in some places, are referred to as Arex's blood drops, believed to bring courage and luck to hunters.

Baiaga decorate their objects with ornamental cut patterns merging into animals. Their knives feature bone handles with pommels shaped like wolf heads, typical for the clan. They wear simple, sturdy clothing adorned with trims, decorations, or tattoos depicting wolves or other animals. Animal amulets with small red stones as eyes are common, reflecting their reputation as capable archers and wielders of two-handed weapons.

Important Places

Camp at Lake Great Water: An important center for the Baiaga clan, featuring permanent buildings such as blacksmiths and workshops. Some Baiaga live there year-round, including Altrod the storyteller, grill master Hubero, and Bera, the Elder. Large clan meetings are held here.

Morankor – Whitewater Settlement: Located north of Volgoma, this waterfall attracts many clan members during the summer for trout fishing. It is believed to be home to Manaud's daughter, the Whitewater Maid, a river spirit who helps those who approach her water politely.

Gabrando's Crypt: The father of Aremann, the founder of the Baiaga clan, Gabrando was buried in a large crypt but rose as an undead, spreading chaos and blood. Despite efforts to contain him, he periodically emerges, bringing death and ruin.

Vanstones: Adorned with intricate motifs, these stones mark traditional resting places, often used for meetings and feuds.

Gelegad - The Putrid Pit: In the western territory, a pit emitting sulfurous fumes is home to Frash, a creature offering yellow stones sought by alchemists and healers in trade.
Setting
Thu 11 Apr 2024
at 09:37
  • msg #9

Zarek

Most Zarek settlements are on the north shore of Volgoma. The forest is as rugged as the islands south of it, flattening only to the west where smaller permanent settlements can be found. In the rugged area, few families move around. In the shore settlements, Zarek live in solid wooden houses covered with reeds, some built on stilts in the lake. Many have a small boat tied up below the house, accessible through a hatch in the floor. Inside, houses are lined with plaster made of ground greenish stone to keep wind and water outside and enable fireplace use without burning the floor. Waterfront settlements often have watchtowers to guide boatmen home with light at night and drums during fog.

In addition to fishermen, craftsmen make ropes and weave mats and baskets from reeds. Lumberjacks collect wood from the forest for houses and boats. Zarek build everything from small rowing boats to armed sailing ships, dominating the Volgoma with their sails. Traditional nomadic parts of the clan live in small family groups, hunting and collecting berries and mushrooms. Hidden in rocky gorges and dead ends, settlements consist of simple wooden buildings with moss roofs, surrounded by palisades to keep animals in and predators out.

Some Marlit populate these rock labyrinths, providing hunters with Marlit skins for coats. They've developed a technique to maintain the Marlit's ability to camouflage, fetching high prices in markets. Zarek have accepted Ambrian presence in their neighborhood, leveraging it for trade and cooperation to extend their influence.

Traditionally, Zarek wear robes with zigzag borders and openly carry many knives or daggers, using a fast fighting style with no restrictions.

Important Places

Zarslo: The Zarek chieftain's fortress on a peninsula in the lake, protected on three sides by the lake. A long bridge leads to the gate, with sharp-edged stone walls surrounding wooden buildings inside, typical of the clan's style. A large settlement on land is also walled with two gates.

Hanriok: A cave on the rugged northeast coast of Volgoma accessible only from the lakeside. It leads far underground, with some places protruding roots from the forest above. A special mushroom, the Hanriok, grows here, believed to protect against mystical forces when ingested.

Tilgra: An island sanctuary of the Zarek, worshipping Volgoma, the daughter of the world serpent Uron. Every Zarek, upon coming of age, is brought here to put a drop of blood into the lake as part of a rite, connecting them to the lake and enabling navigation and sustenance from its gifts.

Zavarv: The Zarek have always built ships. Whether small rowing boats, fishing boats or boats that bring people across the lake, or fast sleek boats that bring armed people with oars and sails ashore. The fast sleek vessels can even cruise against the wind, giving the Zareks full freedom of movement on the lake. The wood for this comes from the forest. The largest shipyard is next to Zarslo, outside the city. There are plans to build the wall of the city around it, which is very complex, expensive and difficult to defend. The Ambrians are very interested in ships, so the shipyard never seems to rest.

Nijatta - the quiet bay: In one place of the coast a bay has formed with a shallow pebble beach. Round pebbles that have been rubbed off by the water are washed around by the lake. In the middle of the bay is a flat, round rock. Many people use this place for family trips and celebrations. Lovers sit on the rock heated by the sun in summer, let their feet hang into the water and watch the sunset. The place provides everything to make stones jump over the surface of the water. Luck should beckon to those whose stone jumps eight times. But woe to one whose stone jumps nine times. Only great despair could lead a Zarek to try his luck here.
This message was last edited by the GM at 09:38, Thu 11 Apr.
Setting
Thu 11 Apr 2024
at 09:41
  • msg #10

Odaiava

The Odaiova have settled for a long time, inhabiting the trade routes and rivers south of the Davorka. Their villages, protected by palisades, and towns, surrounded by stone walls, are the largest among the Karvosi clans. While they nominally claim the area north of the Malgomor, changes there should be discussed with the High Chieftain to avoid displeasure, as accessibility to Karvosti is a requirement for every Karvosi.

The Odaiova are not particularly belligerent, believing in finding clever solutions to problems using their intellect. However, they are ready to defend their rights. They earn their living through trading, transporting goods, breeding mounts and draft animals, and building river-worthy barges. They venerate the great spirits of the forest as wise beings.

Special reverence is given to three ancestors from whom all clan members are said to descend:

  • Odamagala, symbolizing peaceful development and progress.
  • Yesalom, representing maintaining a traditional lifestyle.
  • Embayal, embodying conquest and prosperity.

Marriages within lineages are often avoided. To marry, couples must show a certain amount of money and begin building a house together.

Odaiova acted as intermediaries for Ambrians, aiding in peace negotiations. The Queen's Rangers recognize their tribal emblem as a pass for the Light Davorkar. However, a rebel group led by the witch Serbaga opposes this, viewing Ambrians as interference and a threat to Karvosi.

Most Odaiova take care of their appearance, wearing traditional silver jewelry and valuable furs. They combine Ambrian and barbaric elements to maintain versatility.

Important Places:

Odama: An ancient citadel on the north side of Eanor, secured with a large rampart and wall, featuring an old cult site for clan ancestors and a large chieftain's longhouse.

Jakaar: Located on the east side of Volgoma, with a large port for lake and river passages, a market square with a walnut tree, and inns serving travelers.

Archbridge: Chieftain Embersind's new capital at the mouth of the Malgomor, under construction in Ambrian style.

Alltree: In the middle of the rivers lies Ogdamala's grave, with a gnarled old tree, the Alltree, offering magical effects to those who sleep in its hollow space.

Jordgava: Between Eanor and Malgomor lies the great silver mine of the Odaiova, a source of income for the chieftain.

Serembar's Heir: A large rock with Serembar's handprint, believed to foretell the High Chieftain's destiny, though no hand has yet fit the imprint.
Setting
Thu 11 Apr 2024
at 09:43
  • msg #11

Karohar

The Karohar settle in villages with small fields and gardens, relying heavily on hunting. They are staunch allies of the Jezora and make it clear that they will defend their territory from the Ambrians. The presence of the Melima outpost, established by ambitious Ambrians in their area, is a source of anger and hatred. The Ambrians' activities disrupt the forest, scare away wildlife, and diminish hunting opportunities, forcing the Karohar to rely more on hunting than trading with the Jezora.

In addition to their martial prowess, the Karohar are renowned craftsmen, especially with wood. They excel in crafting boats, docks, siege weapons, and houses. The longhouses of their chieftains are adorned with intricate carvings depicting battles, heroes, and ancient tales.

Warriors hold a revered position in the clan, but craftsmen and farmers are also trained in combat for village defense. Even unarmed, a Karohar should not be underestimated, as they possess their own fighting technique. Children are educated in combat by the village's first warrior in small groups, where older members serve as mentors to the younger ones.

The Karohar clan has two chieftains, Fulker and Odvar, with one overseeing defense during war and the other leading warriors into battle. This position can change, and in peacetime, they advise each other, seeking the counsel of the highest witch of their clan, Yerola, in case of disputes.

Karohar are known for their absolute loyalty, never breaking their word, and unwavering loyalty to the High Chieftain. They strictly adhere to traditions in raising children but are liberal in other aspects, allowing autonomy in daily routines and tolerance for alcohol and nocturnal activities, provided duties are fulfilled. Marriage promises entail fidelity, and many wear a Dress of Four, symbolizing unity with nature and the spiritual world.

Important Places:

Hagafelt: Located north of the forest near Haganor's pillars, this is the primary gathering place for the Karohar, hosting annual army demonstrations and competitions to determine the clan's first warrior.

Arehal - The Hidden Hold: The central longhouse of the chieftains, featuring a cross-shaped design and intricate carpentry. It is periodically relocated to avoid enemy attacks.

Rowelis' Springs: Warm springs in the north with healing properties, where Karohar gather to bathe and relax.

The Shrine of the Forest Spirits: A building made of deer antlers where hunters bring their first stag's antlers to thank the forest spirits.

Vapalok: A lake in the west, inhabited by a large population of Vapaya, making it a dangerous place. Opponents deemed unworthy of an honorable death are thrown into the lake to be consumed by the creatures.

The Runner and the Dancer: In warm summer nights, a blonde woman with a wreath of flowers and a robe of white feathers, and in cold winter nights, a young man with black hair in a robe of black feathers, are said to appear in the forest, each with their own deadly allure.
Setting
Thu 11 Apr 2024
at 09:45
  • msg #12

Vajvod

The Vajvod inhabit the southeastern region of the Davokar, bordered by the black tar swamps to the north and the Ravens to the east. They are believed to be the last people to migrate from the eastern mountains.

The Vajvod are primarily a settled people, with lumberjack settlements being the exception as they relocate frequently to exploit new areas. The Ambrians' settlement in KarosVen has increased the demand for building materials.

Village layouts typically include a palisade surrounding loosely arranged houses with a central community building. Settlement populations range from 80 to 200 people, while fortresses house between 800 and 1200 inhabitants.

The clan maintains two formidable mountain fortresses, Vajvodar and Alrinkar, perched on plateaus overlooking the forested landscape. Craftsmen are often seen within these fortresses, while livestock is managed outside. Agriculture is practiced in some lowland settlements, but grain is primarily traded from other sources, initially from the Jezora and later from the Ambrians.

The Vajvod operate an iron mine, supplying numerous blacksmiths within the clan. The chieftain, Zoltar, along with the witcher Kathman and the rune weaver Lenkarid, form a ruling council in Vajvodar.

The Azure Temple, situated nearby, serves as the spiritual and training center for Symbolists, where annual meetings are held to discuss signs and initiate new adepts. The Vajvod prefer practical clothing, often adorned with gray fabric and colorful braids, along with a distinct hairstyle signifying adulthood.

Combat training is unique among the Vajvod, with special focus on teamwork. Competitions are held annually to determine the best team, known as a Scorpio.

Important Places:

Azure Temple: Constructed with stones believed to originate from the eastern plains, featuring a round building with a moss-covered dome where ceremonies are held. The temple overlooks the land to the west, providing a backdrop for rune studies.

Vajvodar - Capital: Protected by towering ibex figures, Vajvodar features stone buildings with pointed roofs and a network of canals to manage rainwater. The chieftain's longhouse overlooks a large lake.

Alrinkar Fortress: Located near the mine, serving as the military and forge crafting center. The fortress houses the Scorpions, led by two grandmasters, and features a blacksmith's quarter designed to prevent fire spread.

Raven Oracle: A valley in the Ravens used by witches for divination, where sheep carcasses are observed for signs interpreted from raven behavior.

Fyrkall - Lake of the Seasons: Situated at the base of the Ravens, this lake exhibits different seasonal conditions simultaneously around its shore, changing throughout the year.

Nisgad - Ice Garden: A cave on a mountain with ice-covered walls resembling frozen flowers, waterfalls, and stalactites, with a mysterious icy wall at its end.

Royal Ranger Base at the Source of the Doudram: Despite the unclear purpose of the Queen's Rangers in the area, their presence helps restrict unauthorized access to the forest.
Setting
Thu 11 Apr 2024
at 09:47
  • msg #13

Saar-Khan

The Saar-Kahn reside outside the forest, inhabiting the plains in the northwest where the ruins of an old fortress stand amidst the dust. They constructed their homes around the citadel's ruins, utilizing the old deep wells for water supply. Isolating themselves from other clans, they pay tribute to Karvosti.

Despite their enthusiasm for hunting, the Saar-Kahn disdain agriculture, relying on thralls or people in debt bondage to tend to their flocks. Horse breeding holds significance, facilitating swift travel across the plains, with other necessities acquired through neighboring clans, often attributed to renegades.

The Saar-Kahn venerate the Blood Daughter, an ancient entity incarnated in distinguished clan girls, currently led by Chieftain Razameaman's daughter. Razameaman, having lost in the High Chieftain election to Tharaban, harbors resentment from the defeat.

Society is structured into a caste system, with advancement options through martial awards or religious devotion. The uppermost caste, Saar-Qan, comprises the chieftain's kin and priests, with the chieftain elected through a secret ballot within the family.

The Saar-Kut, warrior caste, receives extensive training under the chieftain's command, while the Saar-Din, craftsmen, contribute meticulously crafted stone blocks and ornate sculptures.

Farmers and traders constitute the Saar-Vel caste, responsible for land management and trade, maintaining contact with other clans. Day laborers, Saar-Hon, form the largest caste, restricted from various clan activities except for a special festival.

The Girud, excluded from communal and cultist acts, are bound to servitude without rights, performing arduous tasks. Witches are cautiously tolerated under priest supervision, with alchemical solutions preferred over witchcraft.

Adorning themselves with elaborate spurs and jewelry, the Saar-Kahn favor the halberd as a weapon, symbolizing their adoration for the Blood Daughter with red face paint and braided hair.

Important Places:

the Red Citadel: Serving as the cultural center, hosting annual competitions such as horse races and foot races around the city.

Buged - the Red Pit: A site where red earth is extracted for color, also inhabited by aggressive fire ant-termites, a test for aspiring members of society.

Chalte - the Rocks: A depression south of the city used for punishment, characterized by extreme temperatures and harsh conditions, where inmates endure isolation and deprivation.
Setting
Thu 11 Apr 2024
at 09:53
  • msg #14

Varakko

The Varakko dwell to the west of Davokar in the southern plains. Traveling in clanbands of up to 80 people with carriages, they are the smallest clan of the Karvosi. Constantly on the move with their herds to ensure food supply and evade frequent attacks from the Saar-Khan to the south, they follow traditional routes that can be altered if needed due to weather or festivities. When staying in one place for a week, they construct sweat lodges covered with giant burdock leaves, shared by both men and women.

Guided by elders within each family, minor disputes are settled, while major issues require the intervention of the chieftain, accompanied by a band of 20 warriors. Witchcraft often resolves conflicts, with oracles made at birth guiding individuals according to the spirits' will. The Varakko communicate with other families using designated trees or rocks as mailboxes, with strict rules against intra-family marriages.

Their livelihood revolves around goats, horses, and Daraks, providing milk, cheese, and occasional berries and fruits. Tobacco plants naturally grow in the southwest, where Varakko remove competing plants for cultivation. Instead of gathering wild grain, they trade cheese and tobacco for grain from neighbors, despite a blood feud between Varakko chieftain Didramon and Monovar, chieftain of the Zarek.

Traditionally, Varakko wear wide-brimmed hats and distinctive gloves, often exchanged as a symbol of special bonds, signifying mutual assistance.

Important Places:

Kortarech - Throat of the Spirits: A rock formation with a central hole where the wind is believed to carry the voices of spirits, answering questions.

Tvaskug - The Stone Pillar: A solitary rock spike in the plains, casting two shadows at certain evening hours, of unknown origin and mysterious warnings.

Qamgad - The Old Garden: A tobacco cultivation area marked by boundary stones, each family granted harvest rights, overseen by a witch appointed by the chieftain.

Sversko - The Vanished Forest: In the northern clan territory, a stony plain sometimes exhibits a mirage of a forest, raising speculation about its temporal or spatial nature.
Sign In