Society and Culture in the Empire – Languages part I

Many spoken languages exist in the Worlde, many different cultures and races speak their own tongues, and even among the dominant races variant languages have developed as each race spread itself across the lands. The High Elves of the Silvan Courts in the Forest of Solitude speak a different dialect, a different tongue, from the tribes of brown skinned elves that lurk deep within Brooding Jungle. Humans, Dwarves, Elves, Halflings, each race is scattered across the land and each race may have spawned several languages.

Throughout the six kingdoms and beyond, the most commonly spoken language is Argentian. Every civilized person in the Empire (Blessed Be the Emperor) can speak with one another in this common tongue. There are many local dialects and accents, yet even a lonely shepherd living in the Igomar Hills of Southmarch may converse with a Knight of Arrowdale in the Kingdom of Illysia, or a miner in the Redvien Mines of Northumble.

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Dialects of common Argentian

High Court = The language spoken among the noble class and at the Imperial Court.

Slum –Tongue = The dialect of the urban poor, the rogues speech.

Sailors chant = The sing-speech of seafarers throughout Hawkmoor Bay and beyond.

Highland brogue = The dialect of the highland clans in the Igomar Hills and the West.

Farmers chop = The dialect spoken by people in the southern kingdoms and rural folk in much of the Empire.

Merchant’s Cant = The universal language of trade and business. Widespread and constantly spoken, but incredibly complex and rarely mastered.

Society and Culture in the Empire – Languages part II

The most commonly spoken language is Argentian. Every civilized person in the Empire (Blessed Be the Emperor) can speak with one another in this common tongue.

Foreign languages spoken in the Empire

Isentian = The language spoken in the rival city-state of Isenta. It is a human tongue similar to Argentinian.

Rolanian = The language spoken in the rival city-state of Rolania. A hybrid language, similar to Roakol

Roakol = The common language among the tribes of nomadic horsemen of the Brazen Hills.

Nambin = The language of the half elven city of Nambin. A common tongue spoken by elves and humans alike for trade and everyday use in the regions bordering the Forest of Solitude.

Silvan = The common language of the elves, fairies, and of the fey creatures inhabiting the Forest of Solitude

Dwarven = A blending of Durin-Tongue and the languages of humans, the language of Dwarves living east of the World-Spine mountains.

Durin-Tongue = The ancient language of the Iron Mountain Dwarves, their racial tongue.

Hobbitin = The racial language of halflings, mostly used among families and gatherings. Halflings usually live among humans and keep their racial tongue to themselves.

Gnomish = The racial language of the gnomes inhabiting the Igomar Hills and the Hills of Fithanor.

Orcish & Goblin = Two broken remnants, similar dialects descended from the same ancient dark tongue.

Nordic = The universal tongue spoken among the clans and settlements of the barbarous Norsemen.

Ora Kur = The language common in the exotic islands and foreign cultures found in the West Sea. Very uncommon within the Empire of Argent.

Society and Culture in the Empire – Languages part III

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The most commonly spoken language is Argentian. Every civilized person in the Empire (Blessed Be the Emperor) can speak with one another in this common tongue.

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Rare and specialized languages in the Empire

I‘Zys = The alien language of V’Hern, the City of Sorcerers, a mostly written language used by wizards, mages, and the learned in much of the Worlde.

Deep Speech = The common language of the Underdark, a combintion tongue used in trade and in war among the subterranean races.

The Eldar Tongue = The universal speech of the first sentients in the Worlde. Titans, Dragons, Lizard-men, Storm Giants, and other unique entities of the land may speak in this language. Scholars, mages, and historians seek to learn this language.

Draconic = The native tongue of dragons, dragonborn and kobolds. A language difficult to speak by other races.

Supernal = The language of prayer. The universal tongue of many outer planes. Whispered, chanted, sung, and shouted by those worshipping the goodly gods. Preists, Angels, Avatars, and dreams speak Supernal.

Celestial = The common language of the Heavans. The gods of goodness, devas, angels, celestial entities communicate to their worshipers and priests in this language.

Diabolic = Fell language of diabolic evil, an archaic language native to Hell. Warlocks and devil –priests study and speak diabolic.

Primordial = The common language of the elements and the Land. A holy language to Druids and Nature-Priests, but native to elementals, sentient animals, and earth powers.

Abyssal= The croaking tongue of chaos and evil. Demons and demon worshipers speak this hideous tongue.

Battle cadence = a dialect of Argentian spoken by Imperial Soldiers, mercenaries, and warriors. A very common dialect, but specialized and mostly limited to fighters.

Classical Aer'Gtant = The ancient, literary, written form of common Argentian. A written language, forgotten by most scholars, the form of the earliest histories, stories, poems, and plays. Few living historians, scribes, or professors read Classical Aer'Gtant.

Geography of the Worlde - The Kingdom of Southmarch

There are six kingdoms that comprise the Empire of Argent; Nothumble, Jarmeer, Westvale, Pantera, Illysia, & Southmarch. These kingdoms surround and protect the seat of the empire, the sprawling city-state of Argent. . . . . . . Southmarch

the Wild Hills, the Highlands Kingdom . . .

Kingdom: Southmarch

Capital : Nordrom

Sovereign : King Raymond

House : Olipheris

Provinces : Delway & Eastway

Major Cities : Nordrom, Irh, & Goldview

Prominent Features : the Igomar Hills, the Star Falls & Starfalls Creek, Vorn Keep, Adale Keep, Char-Stone, & Seafair Castle

Main Industries : Agriculture, Grazing Sheep, Horses, Mining, & Fishing, Ceramics & Pottery

Population : approx. 40,000 residents

Climate : temperate sub-tropical

Terrain : coastal lowlands in the east rising to the west into broken highlands

Geography of the Worlde - The Kingdom of Illysia

Illysia

The Shining Dragon & the Heart of the Empire,

Land of Many Towers. .

Kingdom : Illysia

Capital : Arrowdale Castle

Sovereign : Queen Ann II

House : Decator

Provinces : Starfalls & Illysia

Major Cities : The City of Argent, Starfalls, Bantar, Caldn, Fairwind, & Tamarisk

Prominent Features : Point Illysia, The Eight Towers Islands, Searise Castle, The Seven Towers, Arrowdale, Bale Lake, Digbon Tower, Starfalls Stream,

Main Industries : Agriculture, Wine, Fine Crafts, Trade and Finances

Population : approx. 180,000 residents

Climate : temperate - mild

Terrain : cultivated & part urban, coastal lowlands in the east to rolling hills in the west

Geography of the Worlde - The Kingdom of Pantera

Pantera

. The Griffon Realm, Land of the Emerald Hills

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Kingdom : Pantera

Capital : Wayne Rock

Sovereign : Queen Catherine IV

House : Rutherford

Provinces : North Pantera & South Pantera

Major Cities : Jacksport, Pana Hold, Wayne Rock, Blackburry , & Sernivas

Prominent Features : Oscar Hold, Teakin Wood, Teakin Castle, Keep of Torril, Yellow Bluff, Kiveland, & the Saltmarsh

Main Industries : Agriculture, Fishing, Trade, Textiles, Metallurgy, Grazing and Dairy, Horses.

Population : approx. 92,000 residents

Climate : temperate, mild

Terrain : mostly cultivated, rolling countryside, & coastal swamp

Geography of the Worlde - The Kindom of Westvale

Westvale

the Frontier Kingdom

Kingdom : Westvale

Capital : The Caste of Alanon

Sovereign : King Hegan IV

House : Ostralager

Provinces : Northwestvale & Southwestvale

Major cities : The Caste of Alanon & Appleburg

Prominent Feature : Colin Keep and the Well of Colin, Tigrin Hold, Sigal Castle, & the Khagar River

Main Industries : trapping and pelts, agriculture, woodworking and timber, furniture crafting, fruit orchards and spices

Population : approx. 36,000 residents

Climate : uplands temperate

Terrain : rolling hills, forests, and cultivated land, gradually becoming foothills that lead to the mountains

Geography of the Worlde - The Kindom of Jarmeer

Jarmeer

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The Seareach Kingdom

Kingdom : Jarmeer

Capital : Seamantle

Sovereign : King Thurstin

House : Embervanis

Provinces : Aeduc / Anshar

Major cities : Seamantle / Hykos

Prominent Features : the Anshar Forest, The Gilian’s Hand Coast, Auln Castle, the Silmar & Oldar Islands, and the Demon Islands

Main Industries : fishing, agriculture, wine making, weaving & linens, pottery, horses, boat building, tar and paints

Population : approx. 82,000 residents

Climate : temperate coastal extreme

Terrain : Low rolling hills dominate, with the Anshar Forest in the west, cultivated central hills, and a long, rough coastline.

Geography of the Worlde - The Kindom of Northumble

Northumble
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The Golden Eagle

Kingdom : Northumble

Capital : Boros Town

Sovereign : King Herald III

House : Worthwright

Provinces : Dacia & Turons

Major cities : Delvestone, the Mining Keep, Boros Town, Titelburg

Prominent Features : the Lighthouse at Tot de Lack, the Marshes of Rust & Rust Keep, Castle Lir, & the Monastery of st. Soir de Lin .

Main Industries : mining, grazing, cheese making, textiles, horses, beading and jewelry, basketry, book making

Population : approx. 30,000 residents

Climate : temperate, northern -coastal

Terrain : rough hills in the north, gentle valleys in the center, & the Marshes of Rust in the south.

Geography of the Worlde - The Six Kingdoms of the Empire

There are six kingdoms that comprise the Empire of Argent; Northumble, Jarmeer, Westvale, Pantera, Illysia, & Southmarch. These kingdoms surround and protect the seat of the empire, the sprawling city-state of Argent.

Religion of the Realms - An Introduction

The gods of Argent are many and vary widely in their influence and aspect.

The eldest and first god is named Homol; He that created the world then forgot. Homol is recognized though he is not worshipped, he answers no prayers, he has no avatars that deliver his will, and no temples are dedicated to him. He has departed the world he created and no man or god knows where Homol now walks.

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Those who rule above the immortal pantheon are the three greater gods, beings who wield power and influence surpassing all the other deities and demi-gods recognized by man.

Y'Gaz the Despoiler is the eldest, he is darkness and evil incarnate, and he is the original antagonist and the opposer of creation. Worship of Y'Gaz is forbidden in the empire and the punishment for those few wicked or insane people who would practice his loathsome rituals of sacrifice is severe. Though his worship is banned and his worshippers persecuted, there still lurk a few blood soaked temples and shrines to the Despiser in the dark places of the world.

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The citizens of the empire enjoy the privilege of worshipping the sibling gods Brok and Amphia and all their allied gods

Brok the War-God, Lord of the Contest, is a god who requires no great cathedrals, who is worshipped in many temples dedicated to other gods. Shrines to Brok are found in churches, merchant halls, castles, arenas, and battlefields across the realm.

Amphia the Great Mother is fondly embraced by all peoples, her churches are found in small villages and large cities alike. Every house of honest worship holds an alter dedicated to the All-Mother and she has many churches and convents in her name. Amphia and her worshipers bring life, health, and happiness to the world. .

Religion of the Realm - List of Gods

Here I have compiled a list of the pantheon of true gods, immortal beings recognized and worshipped by civilized peoples. The gods of the empire are obviously the only deities of consequence, else there would be no benevolent empire, no peace in the land, so in writing a catalog of true gods I need record only the names of deities whose influence is felt within the civilized world, the realms of man.

Gods of the Argent Empire

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Homol

(the Eldest God)

The All-Father

"He that has forgotten"

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(the Greater Gods)

Y’gaz The Corruptor

Brok God of War

Amphia Mother Goddess

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(the Immortal Gods)

Omic – the Light of Justice

Fussiman – Mistress of Black Magic

Elcreer – the Kind

Darnus – God of Murder

Morfid– the Magician

Glimmer – the Seer and the Oracle

Monnon – Lord of Hell

Trion – Sea King

Brytol – Earth Friend

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(the Lesser Gods)

Coblic – God of Secrets

Akhom – the Lawgiver

Thortic – Omic’s Second

Moorn – Battle–rager

Fingoot – the Putrid God

Blacia – Succubus Queen

Gruma – the Hunter

Ristick – the Bard

Ado – the Jester

Burvain – Lich King

Nevar –the Healer

Serena – Purity and virtue

Sicillis – Lady Pestilence

Swell – Maid of the Sea

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Religion of the Realm - the Greater Gods

Y'Gaz the Despoiler

Deity Title: The Original Evil

Sphere of Control : Corruption – Unlife, The opposition to all things, wanton destruction and senseless violence, betrayal and despair, eternal hatred, insanity and instability, all things evil .

Deity Alignment : Evil

Deity Power : Greater God

Deity Home Plane : The Lower Planes

Deity Appearance : The Wyrm with 3 Heads, Absolute Evil, The Destroyer.

Manifestation : exercise ruthless power - indirect and influential

Avatars : The Three Faces of the Wyrm; Despair, Betrayal, & Corruption

Saints : The Sunderer, She who Walks in Despair, The Ravers, The Harbinger of Doom, The Fallen Ones

Clerical Alignment : Evil

Cleric Types : any race, Male and Female

Clerical Organization : The Church of Corruption and the Worshipers of the Final Defeat, The Black Covenent, The blood soaked Temple of the Wyrm, The Knights of Un-Light

Temple Size, Location, & Frequency : minor shrines to huge temples, usually well hidden Black Churches of horrid ritual, dens of foul worship, or, rarely, massive public edifaces of powerful and fell dark priests.

Clerical Raiment : Black Robes – black armor

Worshiper Armor & Weapons : prefer heavy armor and wicked weapons

Religion of the Realm - the Greater Gods

Brok the God of War

Deity Title: God of War Sphere of Control : war & strife, honor in battle , change and conflict, glory and power, ambition and initiative, overcoming adversity, victory, winning

Deity Alignment : neutral – warrior’s code

Deity Power : Greater God

Deity Home Plane : Ysgard

Deity Appearance : Huge, powerful, giant of battle

Manifestation : impartial and infrequent

Avatars : Battle-Strider, & The Eternal Warrior

Saints : The Collectors of the Fallen, The Sword of Glory, Raptors of the Unworthy, The Sisters of Strife

Clerical Alignment : neutral

Cleric Types : mostly male, mostly human

Clerical Organization : Loose amalgamation of Battle Priests

Temple Size, Location, & Frequency : shrines in permanent temples and those erected on the eve of battle

Clerical Raiment : Steel-Chain battle armor

Worshiper Armor & Weapons : Battle Armor & Martial Weapons

Religion of the Realm - the Greater Gods

Amphia, the Mother Goddess
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Deity Title: Elder Mother

Sphere of Control : fertility and rebirth, health and permanence, farming and agriculture, seasons and change, cycle of life, humor and laughter, safety and sanctuary, motherhood and children, hearth and home, the sun and the moon

Deity Alignment : Good

Deity Power : Greater Goddess

Deity Home Plane : Arcadia

Deity Appearance : The Matron, Mother figure, The kindly woman with the star-deep eyes.

Manifestation : Spring and Fall, birthing and healing, planting and tending, the hearth and home.

Avatars : The Phoenix, the Moon Children, and the Unicorn

Saints : Lorianth of the Jasmine Morning, The Faithful 99, Sister Abegail the Martyr of the West.

Clerical Alignment : goodly

Cleric Types : Often female, most races

Clerical Organization : Enshrined in most civilized churches, plus local shrines, and small Convents.

Temple Size, Location, & Frequency : personal worship, commonly referenced, Small, well kept common churches.

Clerical Raiment : common attire with shaw, mantle, and medicine bag

Worshiper Armor & Weapons : light or no armor & cane, staff, or wand

Introduction of the Worlde

The city state of Argent sits amid the cradle of human civilization on the coast of Hawkmoor Bay. Toward the north is the eldritch Forest of Solitude and further north fierce Norsemen sail their long ships on gray storm tossed seas. South of Argent the smaller cities of Garthain and Rolania border the Brazen Hills, where nomadic, war-like horsemen wander the windswept grasslands. To the west of Argent the towering, endless ridges and peaks of the World-Spine Mountains divide the world in twain. Beyond the implacable wall of mountains are more strange lands; vast, empty plains where nothing stirs but an ocean of tall grasses, and the many inhabited, strangely exotic islands with sinister foreign civilizations in the West Seas. The shores of that sea border old hills and the Iron Mountains, kingdom and ancestral home of the dwarves. South of the Iron Mountains stretches a broken chain of land-locked, fresh water seas called the Four Monkeys. These deep and dark waters are nearly surrounded and engulfed by the ancient steaming forests, steeped in menace, called the Brooding Jungle. The Worlde is ancient and laden with magic, too many varied species, cultures, creatures, and civilizations are found to tell of more then a few in this short introduction.