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This page describes every place that is not located in the planet of Eseron, where Eden is located together with other two unknown continents.
{{Races
|Image = Hinterlander.png
|Name = The Hinterlanders
|Nicknames = Hitch, Hooghlanders, Highlanders
|Languages = Hitch, Common
|Height = 1.72m - 1.97m (5'8" - 6'5")
|Weight = 65kg - 92kg (143lbs - 203lbs)
|Land = The Alban Ocean coasts
|Capital = [[Lionne|Lionne (Historical)]]
|STR = +1
|DEF = +2
|AGI = +0
|INT = +1
}}


Plants and creatures called "Outsiders" in Eden are not native to the planet and come from different planes or dimensions. Elementals and Demons are outsiders.
==Introduction==
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.


=The Planes=
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.
A plane is a vast place with various physical and magical traits and rules.
All the planes in Fables and Fantasy are in the same spatially communicating dimension, although they are separated by a barrier with its own rules that forbid the planes to catastrophically collide.


The following picture shows the Cosmos, please notice that it's not a scale drawing.
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families
__TOC__


[[File:Cosmos.png|center|650px]]
==Appearance==
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet.  


===Planar travel===
They often have darker hair and darker eye colors; blonde hair is seen as a rarity.
The only thing we know that naturally travels between planes is pure magic. For magic the space is a continuum and they can travel through any planar and dimensional planes, unless a planar barrier screen exists (see [[Astronomy]] to know more about these barriers and the night sky).


Both magical and material entities need portals of rifts to communicate with other planes, which allow them to teleport between the two substiantially different places.
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars.  


These rifts are usually created naturally when a high concentration of pure magic focuses in a so-called "hallowed" place, or by mages and other magical beings throughout a magical extraplanar catalyst.
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece.  


==The Material Plane==
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin.  
The plane where Eseron is located is called Material plane (or more rarely "Eseron Nearbies" or "Space", in cosmology works).


The planet Eseron has the shape of a sphere that orbits around the Sun in the time of a year, and rotates around his axis in the time of a day.
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.
==Languages==
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus.  


People living in Eden usually divide their year in four seasons; during each season the proximity to one of the four elemental planes is such that invisible elemental rifts form beyond the barrier, making the plane influence Eseron.
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below)


===Lilith===
Eseron also has a twin planet called Lilith. It once was a lively planet, just as Eseron. But it got invaded by voidal forces, probably left unchecked and unsuccessfully repelled.


Lilith is inhabited by any sort of demons and voidal forces; during Lilith's Veil's months Llith gets closer to Eseron. Sometimes during these months the planet itself can be visible and located between the sun and Eseron, and its voidal forces darken the sunlight for some hours in a phenomenon called “the Dark Eclipsis”(or Blood Sun).
{| class="wikitable"
! colspan="2" |Greetings
|-
!Hitch
!Common
|-
|Gegroet
|Greetings
|-
|Vaarwel
|Farewell
|-
|Vrienden
|Friend(s)
|-
! colspan="2" |Races
|-
|Elfen
|Elf
|-
|Witte Elfen
|High Elf
|-
|Groene Elfen
|Wood Elf
|-
|Zwarte Elfen
|Dark Elf
|-
|Dwerg
|Denur
|-
|Mensen
|Human(s)
|-
|Vieshuiden
|Faulskins(s)
|-
|Gehoornden
|Tiefling
|-
! colspan="2" |Titles
|-
|Stadhouder
|Stadtholder/ Steward
|-
|Staten Generaal
|Estates General
|-
|Raadspensionaris
|Prime Ministers
|-
|Gedelegeerden
|Regents/ Attendees to the Estates General
|-
|Graf(in)
|Count(ess)
|-
|Adel
|Noble
|-
|Regent
|Minister
|-
|Tovenaar
|Mage
|-
! colspan="2" |Commonly Used Words
|-
|Toveren
|To Cast Magic
|-
|Handel
|Trade
|-
|Verkiezingen
|Elections
|-
|Student
|(Older) Student
|-
|Leerling
|(Young) Student
|-
|Vrijheid
|Freedom
|-
|Dokter
|Doctor/Medic
|-
|Pastor
|Priest
|-
|Hooghland
|Highland
|-
|}


==The Elemental Planes==
== Culture and Society==
You can think of the Elemental Planes as a thin “bubble” surrounding the Material Plane.
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.
This bubble is transparent, “spiritual” in a certain sense, and lets us see the void in the sky that expands beyond this.
Anything living in this plane is merely made of elemental magic, invisible to the human eye and yet extremely powerful, when in contact with the material plane.
These planes are spatially contiguous and yet luckily they do not spatially border each other, for a spatial border would be a catastrophic clash between elements.  


They're in fact bordered by the Screening Barrier: this invisible powerful magical planar barrier that contains the Material Plane, also reflects elemental magic therefore separating elemental planes from each other and from the material plane.
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.


The influence of the elemental planes over Eden is only based on casual invisible elemental rifts and sporadic gleams from the elemental plane magic, and not to its mere proximity, although the seasonal movement momentarily increases the number of such rifts.
An Hinterlander can fulfill many destinies, regardless of his place of origin.


Entities from the elemental planes cannot survive in Eseron for longer periods of time since they’re mainly made of magic that fastly dissipates in Eden.
===Regional Specificities===
Worse happens for Eden creatures that might try to enter a rift to the Elemental plane: throwing a potato into Ignos would instantly incinerate it, similarly if you throw it into Aros it would instantly dissolve into water; be petrified in Kor and be sliced into nothingness to join the wind in Aether.


Elementals from this plane are mainly immaterial, like spirits or ghosts, when they enter the material plane through rifts, and use their magic to build a material prosthesis that allows them to move .
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.
Should they lose their material body they made with magic out of their own element they can control, they’d not be able to move and therefore rapidly disappear into nothingness.


===List of Elemental Planes===
Those who consider themselves the "Hinterlands natives" have a society focused on free association and the free flow of ideas.
The following are the four renowned elemental planes:
*[[Ignos]], the Fire Elemental Plane
*[[Aros]], the Water Elemental Plane
*[[Aether]], the Air Elemental Plane
*[[Kor]], the Earth Elemental Plane


==The Voidal Planes==
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.


Voidal Realms are outer planes that exist outside of the elemental planes.
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.


You can see them in the sky above, where the dark color is the result of the darkness that exists outside of the material and elemental planes, laying siege to our reality. (see also [[Astronomy]])


There are three main ways a voidal rift can open to a voidal dimension or voidal corrupted dimension.
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.


*'''The doing of Voidal mages in Eden''': Voidal mages can open portals to voidal planes through their magic, to either contact demonic forces or use their spells.
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.


*'''A natural Voidal fissure''': Sometimes Voidal energy condenses in the material plane. It happens when the magic dissipation in an area is high, like during a magic storm or a large arcane battle.


*'''An astronomical event''': During the winter months Llith gets closer to Eseron. Sometimes during these months Lilith can be between the sun and Eseron, and its voidal forces darken the sunlight for some hours in a phenomenon called “the Dark Eclipsis”(or Blood Sun). During this time natural Voidal rifts can open more easily.
The Hinterlanders who chose to settle in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.


Here’s the list of the 9 Voidal planes:
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.


*[[The Fire Inferno]], next to the elemental plane of Ignos
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.
*[[The Dark Depths]], next to the elemental plane of Aros
*[[The Broken Realms]], next to the elemental plane of Aether
*[[The Growing Nightmare]], next to the elemental plane of Kor
*[[The Rot]], also called “the Plane of Decay”
*[[The Souls Graveyard]], also called the “Necromancy plane”
*[[The Blood Realm]], also called the “Hemomancy plane”
*[[The Hellish Pits]]
*???


Voidal influence is extremely powerful, penetrating and with the ability to corrupt and expand.
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.
Voidal rifts, fissures and portals are different from simple elemental ones. Voidal energy flows, continuously, changing the surrounding environment; demons enter Eden and the more the corruption, the more they can travel and survive in the material plane.


If unchecked, the voidal forces could even take over the whole planet, transforming it as it once happened to Lilith, which has become an outpost for voidal forces in the material plane.
=== <u>Romance & Marriage</u> ===
Marriages are more liberated in the Northlands and Hinterlands.  


==The Space of Rough Magic==
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage.  
The space outside the voidal planes is made of pure raw and chaotic “possibility”, which can be called Rough Magic.


A constant flow of particles of this raw and extremely powerful magic passes through some “holes” in this barrier between the void and the pure unknown chaos of creation.
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family.  
These holes travel through the planes, losing the biggest part of their power, and brighten the nights of Eden as “stars”, which are a projection of these holes.


The light of these so called stars pass through the elemental planes as well, and thus get influenced by their nature.
But the bride can end the marriage on the altar at the clergyman’s final offer.  


People in Eden like to give meaning to these patterns, calling them “Constellations”. (For more infos see [[Astronomy]])
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.
 
It goes without saying that the so-called "Alban Hinterlanders" usually get married at sea, on board their ships, in a sober ceremony
 
=== <u>Life & Reproduction</u> ===
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property.
 
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.
 
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.
 
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.
 
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.
 
=== <u>Death & Funerals</u> ===
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased.
 
Families pay and invest a lot in the decoration of tombstones.
 
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.

Latest revision as of 12:11, 16 December 2023

The Hinterlanders
Hinterlander.png
Pronunciation
Classification
Nicknames Hitch, Hooghlanders, Highlanders
Languages Hitch, Common
Average Height
Average Weight
Maximum Age
Stat Bonuses

+1 Strength

+2 Defense

+0 Agility

+1 Intelligence

Introduction

People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.

Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.

Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families

Appearance

Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet.

They often have darker hair and darker eye colors; blonde hair is seen as a rarity.

In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars.

They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece.

Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin.

It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.

Languages

The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus.

(OOC: Hitch as a language closely resembles Dutch, some important words are explained below)


Greetings
Hitch Common
Gegroet Greetings
Vaarwel Farewell
Vrienden Friend(s)
Races
Elfen Elf
Witte Elfen High Elf
Groene Elfen Wood Elf
Zwarte Elfen Dark Elf
Dwerg Denur
Mensen Human(s)
Vieshuiden Faulskins(s)
Gehoornden Tiefling
Titles
Stadhouder Stadtholder/ Steward
Staten Generaal Estates General
Raadspensionaris Prime Ministers
Gedelegeerden Regents/ Attendees to the Estates General
Graf(in) Count(ess)
Adel Noble
Regent Minister
Tovenaar Mage
Commonly Used Words
Toveren To Cast Magic
Handel Trade
Verkiezingen Elections
Student (Older) Student
Leerling (Young) Student
Vrijheid Freedom
Dokter Doctor/Medic
Pastor Priest
Hooghland Highland

Culture and Society

The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.

Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.

An Hinterlander can fulfill many destinies, regardless of his place of origin.

Regional Specificities

Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.

Those who consider themselves the "Hinterlands natives" have a society focused on free association and the free flow of ideas.

This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.

The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.


The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.

These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.


The Hinterlanders who chose to settle in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.

Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.

Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.

Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.

Romance & Marriage

Marriages are more liberated in the Northlands and Hinterlands.

Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage.

Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family.

But the bride can end the marriage on the altar at the clergyman’s final offer.

When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.

It goes without saying that the so-called "Alban Hinterlanders" usually get married at sea, on board their ships, in a sober ceremony

Life & Reproduction

During their lifetime, a Hinterlander always pursues freedom and greedily values personal property.

They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.

Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.

This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.

Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.

Death & Funerals

In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased.

Families pay and invest a lot in the decoration of tombstones.

This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.