User:Apateus: Difference between revisions

From Fables and Fantasy Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(78 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Seas.png|thumb|650px|right]]
{{Races
The continent of Eden is surrounded by the Ocean. A vast place, populated by different creatures, amazing mysteries and ancient folks, even older than most of the continental races.
|Image = Hinterlander.png
The Ocean surface is far larger than Eden, and mostly inaccessible for those who are not born to breathe underwater. Various lands and different oceanic biomes are yet a mystery and the few things we know are mostly a legend or ancient elven knowledge.
|Name = The Hinterlanders
=Coast=
|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
}}


The coast is the Oceanic realm closest to Eden, that includes the seas and the first part of the Ocean (normally 800m-1km from the shore).
==Introduction==
Many monsters and fishes live in this busy place, where Eden factions’ merchant ships and war fleets sail the waters.
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.


Waters here are not too deep and Intelligent life like Glubbmen and [[Merfolk]] hardly come here, unless they have a strong motivation to do so.
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.


==The Glass Sea ==
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
[[File:Glassea.png|thumb|450px|right]]
__TOC__


The Glass Sea is the name given to the calmer northern part of the Alban Ocean, enclosed between the Glass Rocky Shores and the Wyrm Islands.
==Appearance==
Its waters are very cold, similar to the ocean depths temperature, and its seabed is irregular, full of fissures and underwater caves that host old Merfolk Ruins and Serpentinite veins.  
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet.  


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


Any kind of northern sea life can be found here, like mackerels, brills, anchovies, plaice, squids and prawns.
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.  
Most of the life, especially the so-coveted Black Oysters (whose dark pearls are normally 50 cm big!) live inside well hidden underground caves, sometimes linked to the large network used by the old Glass Sea Merfolk.


These waters are also inhabited by the famous Sea Serpents of the Glass Sea: aggressive specimens that sometimes attack sea travelers in the Glass Sea’s outer regions.
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.  


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


The old Glass Merfolk civilization was not much different from a Temperey Merfolk clan.
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.
This clan was used to trade and live close to the Mythril Kobolds, once diffused on the Glass Shores surface in a long forgotten past.
Some ancient pots or rock paintings of these merfolk could be found underground, although exploring these caves underwater can be extremely dangerous.  
==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.  


The oceanic currents can easily lead any adventurer to a death by drowning.
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below)
Another problem of exploring these underwater caves is that the inexperience of the air bubbles locations inside these caves can nowadays be fatal, even if these caves once allowed expert swimmers to reach most of such underground places.


The Merfolk of the Glass Sea were prosperous, until their small lordship got completely destroyed by an invasion of water horrors and demons from the demonic plane of Alran.
Their Serpentinite mines and their beautiful coral homes got wrecked together with their whole kin, and so the legendary Serpent’s Mirror that allowed them to communicate with the Underground peoples, especially the Mythril kobolds of the Argentate Realm.


The Serpent’s Mirror was a giant entrance, part of a complex system of underwater caves where Merfolk and the Mythril Kobolds were once used to meet and trade.
{| class="wikitable"
This legendary place is now forgotten and covered by tons of debris, and according to a legend the home of an enormous Sea Serpent that inhabits the Glass Sea.
! 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
|-
|}


Nowadays the Mythril Kobolds still exist Underground, although they are extremely rare and only a faded version of their ancient glory, witnessed by every inscription of the numerous underground dungeons of this region.
== 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.


==Alban Ocean==
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.
[[File:Alban.png|thumb|450px|right]]


The Alban Ocean is the name given to the open sea that borders the northern Glass Sea and the Southern Coral Shores.
An Hinterlander can fulfill many destinies, regardless of his place of origin.
Here the winds and the waves are the highest among all the Eden Seas, although mitigated by the great Alban Coral Reef that separates the Alban Ocean from the Temperey.


The Alban Coral Reef is mainly made of small colonies of minuscular aquatic creatures called Sepherum Corals (the same species that gives its name to the Sepherum Sea).
===Regional Specificities===


Sepherum Corals are able to absorb both Aros and Voidal magic, reducing the oceanic waves height, and constituting a barrier for both voidal and water rifts inside this Sea, that is considered the most navigable and peaceful of all the Eden seas, facilitating both trade and sea travels.
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.


===Marine life===
Those who consider themselves the "Hinterlands natives" have a society focused on free association and the free flow of ideas.
The Alban Ocean is also renowned for being the most abundant in fish: Bluefin Tuna, Cod, Salmon, Herring, Eel, Bass, Mullet are all extremely common fishes in the Alban Ocean.
Lobsters and Crabs are omnipresent on the dishes of whichever coastal town in the west of Eden and you can also find Dolphins, Sharks and even Whales in the outer parts of this sea.


All these qualities come with the problem that many oceanic great predators sometimes come here to eat, especially from the ocean, the Southern Coral Shores and seldom even from the deepest abyssal depths, like the Sea Serpents, the Water Drakes (more common in the Southern Coral Shores) and the Kraken.
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.


==Sepherum Sea==
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.
[[File:Sepherum.png|thumb|450px|right]]


Sepherum Sea is the name given to the famous sea washing the Elven Shores, where the blue sapphire waters gleam with magic and reflect the astonishing, enchanted circle of life that covertly evolves on its colorful seabed.


Sepherum blue Corals grow scattered in these waters, giving it its characteristic sapphire color. They absorb Aros magic from the oceanic ley lines that fill these waters with elemental magic and magical creatures.
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.


===Marine life===
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 most common fishes in these warm waters are tuna (yellowfin and the rarer redfin), cod, sardines, the swordfish but also clams, shrimps and mussels.


One of the main features of this Sea is the many rifts that sometimes originate to the Aros plane. It’s not unusual to see the waves shaping in humanoid figures sometimes.
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.
Very common tales tell of Water Genies morphed as elves traveling in this sea, and even the legendary Hoplydroi, servants of the primordial Rivule, have sometimes visited its legendary coral barrier.


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


Most of the rare fishes that live in the southern waters are yet to be classified and discovered, but some of them are famous and common knowledge.
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.


A rare and iconic fish that can be found in these waters is the so-called Sepherum Scorpion Fish.
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.
The Sepherum Scorpionfish is the most renowned example of the Magical Exemplars of these waters: completely covered in sapphire-colored ridges and spines, this Scorpionfish can use water magic to increase its speed and its poison, enchanted with criomancy, can freeze your blood in an instant.


Another famous species is the “Azure Globefish” or Coron-Tar in the Elven tongues.
=== <u>Romance & Marriage</u> ===
Azure Puffers have the ability to fill their elastic golden stomach with water: but when they do, their belly glows with magical energy they have absorbed from the water rifts and pushes everything away with such a force that creates small vortexes.
Marriages are more liberated in the Northlands and Hinterlands.  


The Coron-Tar is hunted by both fishers and water elementals, who sometimes eat these fishes to absorb their Aros energy and remain longer in Eden.
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.  
These rare fishes hide and reproduce in the coral barrier of the Sepherum sea, in its deeper seabeds.


=Temperey=
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.


The Temperey is the realm between the Coast and the Abyss.
But the bride can end the marriage on the altar at the clergyman’s final offer.  
Sometimes what lives here trespasses into the coastal sea (like the Alban or the Sepherum Sea) and vice versa.
Many beasts and non-intelligent creatures populate the Temperey.  


===Intelligent life in the Temperey===
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.
'''Glubbmen''': There are Glubbmen non civil tribes that, differently than the ones integrated in Thalassur, live in the wildest way, and speak their own “Glubb” dialect, incomprehensible to a non-native aquan speaker.


This means that you need to be a Glubbmen or a Merfolk or a water elemental, to even try and understand what these Wild Glubbmen tribesmen say.
It goes without saying that the so-called "Alban Hinterlanders" usually get married at sea, on board their ships, in a sober ceremony
Anything that these creatures say would be heard as an incomprehensible “Glubb-rublubb, Gurulubb blubb blublublurrb” By any surface race.


'''Temperey Merfolk''': For a better description of Temperey Merfolk, see also [[Merfolk]]
=== <u>Life & Reproduction</u> ===
=The Deep Ocean=
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property.  
The deep open ocean seems like a desert, if seen from the surface. But it is one of the most inhabited and full of life places of Eseron.
Most of the oceanic intelligent inhabitants are merfolk, that come in very different variations and ethnicities. The second race for the number of inhabitants are the Glubmenn.


Glubmenn are low intelligence creatures, similar to a crossbreed between a goblin and a swamp creature. They have webbed hands and feet and their upper body is far larger than their lower body. They have no neck and their frog eyes and mouth are large; their skin is usually green but they can be of any color and pattern, like tropical fishes.
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.


==The Kingdom of Thalassurr==
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.


The most important and largest underwater continent is definitely the Thalassurr, with its feudal domains populated by the Thalassi (mainly Merfolk), its inhabitants.  
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.


All the Merfolk have partially scaly skin, while the Thalassi ones usually have darker tones, and have fancy fins instead of hair on their head.
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.


For Merfolk’s aspect and attire description, see also [[Merfolk]]
=== <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.


They are far slower on the surface and as tall as a short human, around 1.6 m.
Families pay and invest a lot in the decoration of tombstones.


Merfolk can barely breath on the surface and usually start to suffocate if they stay out of the water for more than 3-4 hours. But when they are in the water, they can reach a speed of about 15 m per round.
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.
 
Merm King Purefin the IX is formally the king of Thalassurr, but he has fallen asleep at least two centuries ago, which is something normal among the abyssal royal families, for the great Patriarch of the Salt religion is able to excommunicate rulers he doesn't like through sleep, thanks to the power of his horn Brudzakk.
 
The formal language of Thalassur is Thalassian Koinè, which is an Aquan dialect, where Aquan is the common language in the water elemental plane, spoken by the Aros Primordial.
 
===The People of Thalassurr===
 
For the Thalassi the true sense of life is sleeping. And they do it in the darkest depths of the ocean.
Alas, they are ordered to awake by their religion: the Saltanar, that order them to stay awake at least 8 hours a day.
 
The mere act of staying awake for them is to pray for their Abyssal god they worship, since they do not feel to belong to the waking world, but to the dream world.
Being excommunicated therefore means not being able to pray and consequently being imprisoned in their dream world.
 
Half of the merfolk are usually born aquamancers, even if they do not usually master this power, since their waking time is limited. Most of them can use water for healing their friends or family when they get hurt.
 
All of the people from Thalassur you might meet are religious, as being atheist means not praying and therefore sleeping all day.
Then since the atheists are sleeping, the only merfolk you might happen to encounter will always be a religious one.
 
===Customs and Religions in Thalassurr===
 
'''The Sapphire Day''': Once a year, the merfolk of Thalassur migrate to Korarius, one of the greatest cities of the kingdom and capital of the homonym duchy, once famous for its contacts with the coast-dwellers.
 
Now its importance is marginalized, but on the first day of the 10th month of the year, when the Emerald Dusk begins for the surface peoples, most of the young merfolks gather in Korarius for reproduction. A great jousting, dance and celebrations are held, and it is the only day of the year when all the merfolk kin do not sleep. Then after the celebrations are over, they come back to their houses, where they sleep for three days.
 
During these three days, for a mystery that nobody has yet explained, most of the abyssal creatures patrol the waters around the Thalassurr cities, while their youngest inhabitants sleep.
 
'''The Salt Day''': Sometimes, usually once in a decade, the old Patriarch of the Salt religion, who dwells in the Thalassur capital Lequiriss announces that he is “Going to sleep with the fishes”.
 
He travels a long road to the Abyssal Cliff south of the capital, where he plays the Bruzdakk, the Horn of the Sea. All the sleeping merfolk, even miles away, get suddenly awakened (many would return to sleep) and his body transforms into foam that goes to the bottom of the abyssal depths, where nobody ventures.
Then all the new military and civilian offices are reassigned (including the new patriarch)and new merfolks are knighted.
 
'''The Sun Pilgrimage''': Sometimes the people of the abyss decide to visit the coast-dwellers. It has not happened in centuries, since the king is now sleeping, but usually a Marid that has visited the Eden coast appears from an abyssal rift and proclaims the discovery of a new type of music.
For one who lives underwater, feeling the pure vibrations of the air, very different from the music heard underwater, is a luxury that only the bravest and the luckiest can witness maybe only once in their own life.
 
Then happens that the king proclaims “the sun pilgrimage” and every merfolk can enlist in small groups to visit Eden coastal cities.
 
==The Water rifts and the “Lords of the Abyss”==
A [[Water Genie|Marid]] is a genie that comes from the plane of water. He usually appears in the Abyssal biomes, where he is usually venerated as “Lord of the Abyss”. for its racial capacities and his god-like speed.
 
He in fact can hit 30m underwater, change into any shape and size and can cast superior magic, although their appearance is rare and only close to the water elemental rifts.
 
It happens that these Marids visit the coastal rifts, when they get bored or curious and sometimes shapeshift into humans to travel through eden, even if they prefer remaining next to coasts and swamps and not venturing into the mountains.
 
[[Water Genie]] incredible elemental powers and excessive sensitivity and touchiness can lead to many problems in Eden, but in the Abyss they are worshiped as gods, and merfolk are used to build sanctuaries and underwater temples, where they bring offerings and treasures.
 
On the contrary the Glubmenn fear the Marids and their underwater shamans invented many rituals and customs (usually not working) to keep the “water demons" away from their settlements.

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.