====== East Telida ====== Note: East Telida appears in the main section of the site as an independent culture, and as an adventuring area. It is certainly Neutral to the Hann Empire (and Vice Versa) and shares many cultural elements, but it is uncivilized and dangerous and doesn't trade much with the main cultural blocks. ===== Overview ===== The eastern coast of Telida is mountainous, and cut with many broad inlets, known locally as sounds, each of which is an extended clan home. Not quite savages, not quite civilised many sages think these clans are still close to the way the Hann lived, before the coming of the Wangate Empire. While there are slight differences in approach, they all follow a philosophical core based on the [[consolidated:religion:homebrewpantheons:oldlords|The Cult of The Old Lords]], tempered by [[consolidated:religion:homebrewdeities:officialdeities#pharasma|Pharasma’s]] fatalistic life view and the competitiveness of [[consolidated:religion:homebrewdeities:officialdeities#kurgess_east_telida|Kurgess]]. There are three main sounds, Holden, Terrill and Degal, that are connected to the Telidan Mountain Spine by mountain pass, and have some connection with the outside world. Other sounds do not have that connection and rely on coastal sea trade. The residents of each sound consider themselves to be a single, and distinct, clan (even though they may be of mixed heritage) but with enough cultural and social similarities that they see all the clans as a single nation. Each of these great clans is composed of smaller, family based, clans sometimes known as septs, however there has been enough intermarriage that there are blood ties between all the smaller clans. These smaller clans are invariably led by a Clan Chief, often from a small fortified town that originally provided sanctuary for the whole clan. Villages are the bases for the Chief's Lieutenants, one of whom will be chosen to succeed him as the next head of family. The great clan is led by a chieftain, called known as The Kapo, who acts as business leader, arbiter and general. The Kapo is chosed by the clan chiefs, and rules for life, unless recalled by the Clan Chiefs. Choosings and recalls are messy affairs, which involve clan leaders, backed up by their personal armies, meeting in conclave. Some conclaves have seen particularly violent battles as part of the election process. To make matters worse, the Kapo generally commands the elite troops of the clan, although they are drawn from the smaller family-clans, and generally have split loyalties. Each area is self supporting with an economy based on fishing and farming - Chickens for eggs, fish as food, sheep for their wool and a few cows for a bit of milk/cheese. Farms always grow some sort of cereal, often barley or oats, alongside peas, beans and some root vegetables. Most clothes are woollen, with simple leather shoes. Iron and Steel are expensive (items cost twice the listed price) and bronze is used widely. Each family-clan will have a few warriors serving as the Chief's Retinue, who will fight back incursions, if needed. They are often armed with Studded Leather, Wooden Shields and Axes, although most households can turn out someone with a spear and padded armour, and more armed with slings. Then there are the hunters, generally armed with shortbows and knives ... Most people have bronze weapons, however, all leaders and PC class characters, will have at least one steel weapon. PC class characters are often Shaman, Witches (Nature Patron), Oracle (Nature Mystery), ++Rogue|(Scout, River Rat, Survivalist archetypes)++ or Fighters, Rangers and Barbarians built for wilderness or marine warfare. Think Celts crossed with Norse/Vikings. ===== Holden ===== {{ :consolidated:hann_empire:easttelida:holden.png?200|}}Holden occupies a large saltwater inlet, with spur-lie inlets on each side that have become clan-based territories. It is the most southerly of the three main holdings, and the best connected for trade. It has a land trade route to Berhof, with onward connections to The Tannery States and Melmond, and is in easy sailing distance of Porters Bar and Port Elizabeth, as well as the other states along this coast. [[Holden]] Done to here ===== Terrill ===== This needs reworking - Make this a lightly forested, hilly region, with scarps and rocky outcrops. Not good for horses. Use semi-barbarian tribe, mainly based in the forested areas - hunting in the forests, using forest farm techniques as 'agriculture light'. They have static camps, and home territories - and skirmish along their borders. Need to find something (other than pigs) that are natural woodland creatures - perhaps minimal deer, or something similar, for herds that are moved around through the forested home region for grazing. Find a couple of jungle tribes to base their culture on. ===== Degal ===== This needs reworking I think I want to change this to horse barbarians. Tribes of nomadic barbarians, each with a 'home range', Hunter gatherers supplementing their diets with horse meat, mare's milk cheese and blood 'sausage'. They trade with tribes of Wen (Neanderthal humans) in the surrounding hills. There needs to be an externally run trade-post somewhere on the coast, and another up at the pass that leads to Melmond (for steel weapons). They women forage while the men hunt from horseback. Perhaps some sort of cross between (the old media perception of) Native American Indians and steppes barbarians. Maybe put Hawking / hunting with birds in as a common activity. https://image1.slideserve.com/2110054/steppe-culture-l.jpg Keep it as a plains/steppe area, lots of flat space - with room for horses to run ... The Iragols (Iraqoi / mongol mashup)