Zalvenesh

From OakthorneWiki
Revision as of 16:18, 1 September 2011 by Oakthorne (talk | contribs)
Jump to navigationJump to search

The Land

  • Rough coastal land; a mixture of rocky hills, tundra and small copses of stunted spruce, larch and willow.
  • Up against the White Sea
    • Filled with ice floes and pack ice in winter
  • This area of the White Sea used to be a valley during the First Age protected by a dam, but the dam was destroyed and the Great Western Ocean flooded in, destroying cities, manses and citadels.

Culture

  • Maritime culture
    • Known for their whalebone and sealskin hide longboats.
  • Zelvenesh clothing is tightly-stitched, waterproof sealskin.

Settlements

  • Live in villages of less than 1000 people.
  • Villages are surrounded by dry-stone walls to protect the Zalvenesh from the local Varajtul barbarians.
  • Houses are constructed long-house style, using whalebone tightly bound with leather thongs. There is no available wood for use in building.
    • Common other buildings include tanning huts, smokehouses, smithies and the like.
  • Larger towns may have a temple of ornately carved whalebone and narwhal ivory.

Notable Settlements

  • X: X
  • X: X
  • X: X
  • X: X
  • X: X

Resources & Industry

  • Whaling: whales, narwhals, seals, walruses.
  • Scavenging: Diving in order to bring up artifacts from the Old Realm along the ocean floor.
    • Aided by Endowments from village gods that allow them to breath underwater (or just hold their breaths extremely long times) and survive the deep cold.
    • These are most often mundane items or shattered pieces of the five magical materials, but occasionally they discover an actual Artifact (which is sometimes non-functional).
    • Guild, Haslanti and other merchants often come to the Zalvenesh villages, who hold auctions once a season to auction off the goods found.
    • Village patrons get first choice of the Artifacts, but many of them are inclined to sell them when a merchant with fine goods comes along.
  • Dolphin Helpers: There are many tame dolphins in the sea nearby, who often act as helpers to the Zalvenesh.
    • In fact, when many Zalvenesh who have spent their lives in or near the sea are about to die, there is a thaumaturgical Procedure that will transmigrate their souls to a young dolphin's body.

Politics

  • Council of retired longboat captains rule each village.
    • They deal with civil matters, basing decisions on custom and arguments within the council.
    • Place on the council is based entirely on social respect.
    • Most real conflicts for power are between captains and priests.

Religion

  • Ruled by a small pantheon known as the Zal-Kelementi.
    • Small gods of sea and ice.
  • Entire pantheon worshipped by all the Zalvenesh, but each village has one god it favors.
  • Every village is visited by one of the gods each season.
    • Villagers are warned of the god's imminent arrival by priests beforehand.
    • Each such visitation is celebrated with a great feast and festival.
    • Such festivals may often involve a "sacred marriage" between a god and a mortal they find attractive. Those marriages are of festival-duration only.
  • Zel-Kelementi frequently interbreed with the Zalvenesh, resulting in the birth of plenty of god-blooded.
    • Village priests are always god-bloods.
    • They are also always taught Charms by their parents, and are the foremost defenders of the villages.

Notable Gods of the Zal-Kelementi

  • X: X
  • X: X
  • X: X
  • X: X
  • X: X