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<metadesc>World of Enea: Locations and Cultures</metadesc>
<metadesc>World of Enea: Locations and Cultures</metadesc>


NOTE: Follow this link for [[RDG's Original Dungeons & Dragons Game]]


== World of Enea: Locations and Cultures ==
== World of Enea: Locations and Cultures ==
 
[[File:Enea.jpg|200px]]


'''Enea''' is properly the name of a continent, similar in climate and culture to early medieval Europe.  
'''Enea''' is properly the name of a continent, similar in climate and culture to early medieval Europe.  
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Under the Curfirst are several regional warrior-nobles, called ''Thanes'', who are responsible for all military protection in their region, and who are charged with raising and maintaining an army for the disposal of the Kaesar.  
Under the Curfirst are several regional warrior-nobles, called ''Thanes'', who are responsible for all military protection in their region, and who are charged with raising and maintaining an army for the disposal of the Kaesar.  


[[File:S Weserhelm.png|200px]]


Most players in my setting begin play in or near the town of '''Marcktdam''', which is in the easternmost region of Frisjen, called '''Weserhelm'''. Marcktdam itself is kind of a phalanx jutting into the territory of their neighbours, the ''Seaxes'' or "'''Shortswords'''". Marcktdam has only about 1,000 inhabitants, but it feels bigger and more important, because it is the last "civilized" town until you reach '''Freeland''', and because it is on an important east-west river, the '''Nackarbrunn''', and an important east-west road, making it an important trading stop. In fact, it is an essential stop for goods going to and from the rest of the Freefolk Empire.  
Most players in my setting begin play in or near the town of '''[[Marcktdam]]''', which is in the easternmost region of Frisjen, called '''Weserhelm'''. Marcktdam itself is kind of a phalanx jutting into the territory of their neighbours, the ''Seaxes'' or "'''Shortswords'''". Marcktdam has only about 1,000 inhabitants, but it feels bigger and more important, because it is the last "civilized" town until you reach '''Freeland''', and because it is on an important east-west river, the '''Nackarbrunn''', and an important east-west road, making it an important trading stop. In fact, it is an essential stop for goods going to and from the rest of the Freefolk Empire.  




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Finally, there are the '''Fenrunners''', who live in the '''Frozen Fens''' in the extreme Northeast. This area is so icy and inhospitable that no humans other than the hardy Fenrunners can survive their. The harshness of their environment has left the Fenrunners little room for culture or civilization, so they are the most barbaric of all Spearfolk, and in fact all other Spearfolk have disowned them and refuse to recognize a kinship (though their language remains mutually intelligible). A range of steep, snow-topped mountains running north-south separates the Frozen Fens from the rest of the Spearfolk, so there isn't much communication between them.
Finally, there are the '''Fenrunners''', who live in the '''Frozen Fens''' in the extreme Northeast. This area is so icy and inhospitable that no humans other than the hardy Fenrunners can survive their. The harshness of their environment has left the Fenrunners little room for culture or civilization, so they are the most barbaric of all Spearfolk, and in fact all other Spearfolk have disowned them and refuse to recognize a kinship (though their language remains mutually intelligible). A range of steep, snow-topped mountains running north-south separates the Frozen Fens from the rest of the Spearfolk, so there isn't much communication between them.


[[New Page]]
[[Economy of Enea]]
 
== Marcktdam ==
 
'''Marcktdam''' is a small walled market town in the southeast of '''Frisjen''', where is borders with the lands of the '''Shortswords'''.
 
The town runs right to the north bank of the Nackarbrunn river, and the towns walls form a semi-circle, with the river completing the wall. There are three gates, in the North, East, and West sides of the walls. There is a large central Market Square, and a smaller square on the east side of the town, where the Church of the Morninglord is.
 
'''1. The Town walls''' are original an original feature, built when the town was founded shortly after Frisjen became part of the Freefolk empire. At this time, Marcktdam was considered an outpost for expansion of Frisjen into Shortsword territory. This expansion never materialized, and Marcktdam remains the head of a phalanx into dubious and hostile territory. The walls, however, have not been necessary for defence for over a century, as the Shortswords have been preoccupied with fighting the Freefolk. This has left Marcktdam freel to concentrate on trade and agriculture.
 
'''2. The West Tor (West Gate)''' is the most used of the three town gates. It is also the safest, granting access to the main road to through Southern Frisjen, to the west coast of Enea. Several towns and villages are on this road, including Witchcraig, Triboar, and Fandlingen. There are usually two townspeople stationed at the gate, but they are charged with little more than monitoring traffic in and out.
 
'''3. The Nord Tor (North Gate)''' is the only gate that requires a measure of "security", meaning that the unarmed townspeople who stand "guard" are charged with asking the name and business of any strangers attempting to enter there. This is because the North road out of the city forks, with one road leading through Frisjen to the regional capital of Weserhelm, and the other leading through the western part of the Neigental, part of the Shortsword territories. The "guards" are still unarmed, however, as the main traffic in an out of this gate are Weserhelm soldiers.
 
'''4 The Ost Tor (East Gate)''' is the least used of all the three gates, the only traffic being the few farmers whose holdings lie east of the town, and those who make their living from the marshes. Very few people from further east arrive by foot, and the east gate is usually unstaffed.
 
'''5 The Ljochtskirck (Church of the Morninglord)''' is the newer of the town's religious buildings, as when the town was founded, Frisjen had not yet converted to worship of the Morninglord. It is not a large church, with only one belltower and a modest churchyard adjoined to the back, for well-to-do families (town patrons are given sarcophagi in the church proper). Ordinary townspeople are buried in a consecrated graveyard outwith the town walls. The town priest is Culbright Ragnarson, and though his faith is strong, he is not able to perform any divine magic. There is a rumour that the basement of the church stores large numbers of powerful magical items sacred to other deities. The '''Kirkplaz''' (Church Square) contains a statue of St Cuthbert, patron saint of Frisjen. 
 
'''6 The Churchyard''' is for the wealthier families of Marcktdam and is surrounded by a dry stone wall about five feet high. The only (official) way in or out is through a concealed (but not secret) door in the rear of the church.
 
'''7 The Marcktplaz (Market Square)''' is busy on Wednesdays and Saturdays, with local farmers, artisans and merchants arriving by river setting up stalls. On other days it is still a community hub, and home to the upmarket shops.
 
'''8 The Radhuis (Town Hall)''' is on the Marcktplaz. It is a large, ornate wooden building. The '''Rad''' (Town Council) is a 12 member body consisting of representatives of the richest families of Marcktdam, almost all of whom are large farmholders. They are presided over by the '''Borgmaester''' (Mayor), who is chosen annually by the Rad from among the same social class. His duties are largely administrative, though he also casts the tie-breaking vote at meetings of the Rad. The current Borgmaeaster is Guthmund Reginson, the first Borgomaester who isn't a landed farmholder. His father, Reginn Torvaldson, was a cobbler who expanded his small business into a small factory, and today Marcktdam is actually famous for its shoes.
 
'''9 The Radskeller''' is the upmarket inn/tavern, next to the Radhuis on the Marcktplaz. It is owned and run by Griselda Arnorsdottir. She's a savvy enough businesswoman to be obliging to patrons, but is tough enough that you cross her at your peril. She is a pragmatist, so will put aside the usual squeamishness about magic and non-humans if it suits her interests (that is, if there's money to be had, and no risk to her own reputation).
 
'''10 Heartsworth''' was the town's original religious building. Built as a shrine to Heimdallr, a god of protection, it was abandoned when the town converted to the Morninglord, and lay derelict for a generation, as most townspeople were too scared to go near it, believing it haunted by evil spirits. It was recently purchased by an adventuring company, who have restored it and converted it to their base of operation. Ordinarily the town would look harshly on such goings on within their own walls, but the town has no militia, and the adventurers are proven warriors, providing more effective security than the usual method of sending a rider North to Weserhelm to ask for aide. Also, the adventurers spend their wealth freely, which has caused most townspeople (including the Borgmaester) to turn a blind eye to the fact that not all of them are human.


[[Category:Dungeons_and_Dragons]]
[[Category:Dungeons_and_Dragons]]
[[Category:PbP]]
[[Category:PbP]]
[[Category:World_of_Enea]]

Latest revision as of 12:54, 8 October 2018

<metadesc>World of Enea: Locations and Cultures</metadesc>

NOTE: Follow this link for RDG's Original Dungeons & Dragons Game

World of Enea: Locations and Cultures

Enea is properly the name of a continent, similar in climate and culture to early medieval Europe.


Most of the action right now will take place in the northwest of that continent, an area inhabited by a group of humans collectively called the Spearfolk. They got that name because, when they came, they came with spears.


Over a thousand years ago, the Spearfolk left their ancestral home on the Scathe Isle, north of Enea, and invaded the mainland, murdering and pillaging as they went, and pushing the original inhabitants south and east, over the forbidding Grinzbjergir, a treacherous mountain range running West to East that forms a natural barrier between what are now Spearfolk lands and the rest of the continent.


Since then, the Spearfolk settled in different areas and have developed different cultures and languages, but they still preserve a common history and their speech is mutually intelligible.


The Northwest, from the Grenzbergen to the sea, is Frisjen (FRIZ-yin). The people who live there are called the Frisch, which means "peaceful" in their language. They are the least warlike and most commerce-minded of all Spearfolk, as they have access to the sea and thus to the safest and most efficient trading routes of the time.


Frisjen is part of the burgeoning Holy Freefolk Empire, so they have no Cyning ("king"). Rather, they have a Curfirst, a regent who holds power in the name of the Kaesar ("emperor"). The current Curfirst is the descendant of the previous line of Frisjen kings.


Under the Curfirst are several regional warrior-nobles, called Thanes, who are responsible for all military protection in their region, and who are charged with raising and maintaining an army for the disposal of the Kaesar.

Most players in my setting begin play in or near the town of Marcktdam, which is in the easternmost region of Frisjen, called Weserhelm. Marcktdam itself is kind of a phalanx jutting into the territory of their neighbours, the Seaxes or "Shortswords". Marcktdam has only about 1,000 inhabitants, but it feels bigger and more important, because it is the last "civilized" town until you reach Freeland, and because it is on an important east-west river, the Nackarbrunn, and an important east-west road, making it an important trading stop. In fact, it is an essential stop for goods going to and from the rest of the Freefolk Empire.


Marcktdam is relatively "safe" and unmagical, and there is no standing militia or armed town guard. But just east of the town is a dangerous marshland and beyond that a dark forest, both of which people tend to avoid.


The Shortswords are nowhere near as peaceful, nor as unified as their Frisch neighbours. They are still a land of competing tribes, each led by a Cyning or king. Their lands have been claimed as part of the Freefolk Empire, but they are resisting violently, and much of the military might of the Freefolk is tied up in subduing the Shortswords. Their name comes from the often ceremonial shortsword they all wear. Even children of a certain age (about 12) are carry one, male or female. And though noncombatants's shortswords have dulled edges, you should still assume all Shortsword people are proficient with the weapon.


Beneath the Cynings would be the Jarlingas, warrior-nobles who administrate and protect smaller parcels of land in the name of their cyning. However, most of these have gone into exile in the north, where they are rumoured to be raising an army to retake their lands. Many of the cynings have been killed, taken as hostages to Freeland, or in a minority of cases, accepted Freefolk rule and the Freefolk religion, and so been allowed to retain their title and privileges.


The Freefolk themselves originally inhabited the Southeast of the Spearfolk territory, at the foot of the Grenzbergen. There is a narrow pass through the mountains in the south of their lands. 400 years ago the mighty Latian (LAY-shun) Empire sought to conquer the Spearfolk, knowing they were disorganized, tribal, and prone to fighting amongst themselves. They marched through the pass, intending to defeat each tribe, one by one. But instead the tribes who lived near the pass formed an alliance and defeated the Latians, who never again ventured into Spearfolk Territory. Their empire fell not long after. The Alliance called themselves the Freefolk because they were uniting and fighting for "freedom from Latian rule".


Ironically, 400 years later, they are the imperialistic aggressors. They also introduced monotheism into Spearfolk society. They worship one god, whose name is taboo, and all other deities are considered demons and devils. They call their god "God", "the Lord", or, to avoid confusion with human lords, "the Morninglord" (which suggests this deity was originally a god of light). The Freefolk insist everyone in their empire abandons belief in the Old Gods and worships the Morninglord.


On the North Coast of Enea, a peninsula juts into the cold Isensee. This peninsula is called The Narrow, and it is the home of the southernmost of the Norguman or "North People", the most violent of the Spearfolk. The Norguman of the Narrow are called the Speardenes. "Dene" means "valley", so they are "The People of the Valley of the Spears". Rather than attacking them, the Freefolk Empire is attempting to treat with them. Therefore they have sent missionaries instead of warriors to convert them to the Morninglord. Many Speardenes have "converted", though in fact they have just added the Morninglord to their existing pantheon, rather than abandoning their original gods.


The other Norguman live on the Scathe Isle. On the western side live the fierce Fjordingar, the fiercest and most ruthless of all Spearfolk. When they come, they come to kill and to take, and the only thing that keeps the mainland safe from them is that they are too disorganized to present a unified threat. Their name comes from the fact that their territories are riddled with fjords. They are expert sailors and navigators, as well as warriors, and they have no fear of death.


On the eastern side of the Island dwell the Youngblades, named after their leader, Aerk the Young, who is Cyning of many tribes, but is barely 20. Unlike the Fjordingar, the Youngblades are unified under one banner, and Aerk has designs for his own empire. No one on the Scathe Isle worships the Morninglord, and no missionaries have ever dared go there.


Finally, there are the Fenrunners, who live in the Frozen Fens in the extreme Northeast. This area is so icy and inhospitable that no humans other than the hardy Fenrunners can survive their. The harshness of their environment has left the Fenrunners little room for culture or civilization, so they are the most barbaric of all Spearfolk, and in fact all other Spearfolk have disowned them and refuse to recognize a kinship (though their language remains mutually intelligible). A range of steep, snow-topped mountains running north-south separates the Frozen Fens from the rest of the Spearfolk, so there isn't much communication between them.

Economy of Enea