Post by Zeno on Jun 1, 2013 16:15:13 GMT -5
Panthros
Culture:
Elves have the longest known lifespans in the known worlds. The length of their lives often surpasses even the ancient trees. Many of them live long enough to actually grow tired of life, and so they force their bodies into a state of death, passing on into the afterlife.
Elves live long enough to see the changes the world has to offer, to see things humans regard as permanent deteriorate into dust. One generation of elves can see the rise and fall of a mighty human empire, the birth and death of a forest, the gradual eroding of a mountain range. The face of the earth can change dramatically during the time an elf spends on the world. This gives them a far broader range of values than humans are usually capable of understanding.
Elves do not feel the effects of age as humans know them. After an elf has grown to maturity, her features cease to change or, at least, change very slowly. There is very little difference between the way a 100-year old elf and a 400-year old elf appear. The only way to tell between young and old is the degree of exuberance, spontaneity, and enthusiasm each exhibit. Only at venerable age do elves begin to show their years, yet they still appear younger than most humans do at age 50.
Older elves are less likely to charge off to do great deeds rashly, preferring instead to think the matter through a bit more. Younger elves, on the other hand, have not yet discovered the value of patience. They dash hither and yon in an effort to squeeze the most from life, realizing but not quite understanding that they have hundreds more years in which to do so.
Elves go through several stages of life, including childhood, young adulthood, adulthood, middle age, old age, and venerable age.
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Song and dance play an important part in everyday elven life. They find that music provides an outlet for their centuries of experience, pain, and joy. The elf that does not have at least some experience with an instrument or some proficiency in dancing is a rare being, and one might suspect that he or she is somehow emotionally stunted.
Elven music is an incredibly complex and beautifully crafted art, although it is not often played around non-elves. Elves have learned that their tunes haunt anyone who has an ear for music, for it leaves these people with a vague, unsatisfied yearning that can never be filled with anything but elven music.
Those who have been fortunate enough to hear elven music claim that humans learned music from the elves. Although human music is but a poor imitation, the humans continually strive toward the ultimate musical experience that the elves provide. The best human and half-elf bards are those who have learned from elf masters, yet even they can only echo the elves. This is the reason, some sages surmise, that so many wonderful musicians remain dissatisfied with their work.
Elven songs of grief are often acappella wordless melodies. Those listening to such songs who are non-elves will find themselves in tears before the elves are halfway through, for the anguish expressed in the lilting voices of the elves transcends the human experience of heartfelt pain. Those who hear the elven mourning rituals are never quite the same, returning to the present sadder and somehow wiser. The sorrow that the songs express often haunts the listeners for the rest of their lives.
Music plays a pivotal role in the rituals, religion and magic of elves. It is important in the worship of all the Gods, but most especially in the worship of Correllon. The first of the Elven Gods is not only a warrior god but a patron of all arts including music. Priest of Correllon are expected to encourage and foster music, and are often musicians themselves.
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The key to understanding the elven mind is comprehending the years an elf must fill. Most races do not (and cannot) understand the perspective hundreds of years of life lend an elf. This incredible lifespan often gives the elf a terrible, driving ambition. Paradoxically, it can also give elves a lackadaisical attitude.
Above all, elves are patient. They have years to complete any task, and they don't mind the wait. After all, they have created many ways to wile away time. They find impatience to be an especially amusing vice possessed by the other races. If the need for haste is urgent, however, elves can move faster and more decisively than most of the other races.
Elves tend to be very clever and devious, having had years to practice their skills and hone their minds. Their conversation and their games possess many degrees of subtlety, most of which goes unheeded by non-elves.
Elves delight in paradox and humor, for it is through these attributes that they express themselves most fully. These two qualities allow them to communicate with one another and affords great verbal play as elves try to outwit each other. Although elves are primarily happy folk, they are capable of great emotions of a much darker nature.
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Elves have no end of festivals to lighten the weight of passing years. They create many occasions to celebrate life. So many, in fact, that other races have sometimes concluded that elves do nothing but engage in revelry. Of course, this isn't true, but they do have a disproportionate number of celebrations—particularly when compared to dwarves.
Although elves prefer simple revels to structured rituals, there are times in their lives when they feel the need for more formal, serious ceremonies. Typically, the priests of the elven gods preside over such ceremonies. They are there to fulfill the function of the ceremony and to instill the proper respect and solemnity required for that ceremony.
Because elves lead such long lives, the ceremonies each village and city celebrates are equally unique. Although different, all are based on certain traditional milestones in elven life and so retain an air of similarity. These events include birth, adulthood, marriage, and blood oath.
Celebration of Birth
Since elf children are few (or at least far fewer than human children), the birth of an elf is a cause of great celebration. Births are always times of great joy. The village turns out in profusion, setting aside the day's work to celebrate with the infant's parents.
Following a one-year pregnancy, elf women are glad to celebrate the lightening of their burden. They happily join in the festivities honoring their newborn. Such celebrations typically last several days and conclude with the naming of the infant. Children are given a private name by their parents and then given a public name. The secret name is known only to the elf, his or her parents, and the priest presiding over the ceremony. While knowing the name gives no power over an elf, it is a sign of love and respect when an elf reveals his or her true name.
Gifts and wishes are often bestowed upon an elf child at birth by family and close friends of the parents. Such presents usually have a lasting impression on the elf, for favors given to an infant are far from ordinary. One child was given the ability to speak to dragons; she later used this gift to great advantage when she averted a war between her village and a nest of green dragons living nearby. Another child was gifted with always knowing when someone lied to him.
The Ritual of Passage
Rites of adulthood are common in many cultures, and that of the elves is no exception. When an elf reaches the age of twenty-five years, he enacts the Ritual of Passage. Upon completion of this ritual, the newly adult elf takes complete responsibility for his own life's journey along the Paths. If he or she wishes, he may seek a mate, though few elves do so early in adult life.
The Ritual of Passage takes place in two stages, with the first stage beginning three days before the elf's twenty-fifth birthday. From dawn until dusk on that day, the elf fasts, drinking water or a little wine if he desires, but partaking of nothing else. At dusk the elf goes out into the woods to sleep, and before slumber overtakes him he turns his thoughts to what he wishes to make of his life. Throughout the night, the elf dreams of his future. He returns to his home with the dawn and begins to make some item that represents his dreams. An elf who dreamed of becoming a healer might make a medicine pouch, an adventurer might make a weapon, and so on. Whatever the item, the elf must finish it by sunrise on his birthday.
On the elf's twenty-fifth birthday, the second stage of the Ritual of Passage takes place. The elf, his or her parents, and any witnesses desired travel to a secluded place deep within the forest. The elf speaks in turn to each of the witnesses and to their father and mother, thanking them for the love and guidance they gave them throughout their childhood. Before them all, they declare themselves an adult no longer in need of protection. Each of them then welcomes them formally into the adult community. The elf's family then holds a ceremony to formally announce the young elf's passage into adulthood. New adults are given gifts, most often adventuring gear if they are so inclined. The older elves regale the family with tales of their pursuits, and they wish luck upon those who follow their steps. If the new adult isn't inclined toward the adventuring life, they are given tools of their chosen trade and a house of their own. From this point on, they make their own way in life, working with other elves to make a life full of happiness and joy.
In many elven settlements, the fasting day and the night of dreaming in the forest is combined with a challenge or test of courage. If the elf fails such a test, they must wait a year and a day before beginning his Ritual of Passage again.
The Ritual of Marriage
An elf wishing to marry must first court the mate of his or her choice. Courtship can take many forms; an elf may compose songs or poems praising the object of his love; or may fashion a special jewel for the loved one to wear. Often, a simple flower can become a token of undying affection. If the courting elf finds his or her affection returned, they must then seek permission to marry from the loved one's parents or guardians. In almost all cases, permission is freely granted, and the two families to be joined begin the preparations for the wedding feast.
Marriage is an occasion for great joy among elves, for the union symbolizes the continuation of the elf race. Those who disrupt this ceremony to kill the betrothed earn the wrath of the elves forevermore, and they will hunt such marauders and their kin for eternity. Marriage is a rarer occurrence for elves than the short-lived races, and there are few things so dangerous as to profane the sanctity of this ritual. Sometimes weddings occur to seal treaties and for other diplomatic purposes, but more often it is through love that elves achieve a state of marriage.
Marriage between elves lasts until one partner dies. Elves rarely take a new partner after the death of a mate. Their vows bind more than honor; they bind the spirit and heart of each to the other. By taking this step, many elves give up some measure of their individualism. Often, only the most ardent and devout lovers choose the path of marriage; others prefer a less formal arrangement.
The marriage ceremony itself is typically formal (although it can be as informal as the lovers like) and is presided over by elf priests of Hanali Celanil.
In a true elven marriage of love, vows tie the spirits of the loved ones together, allowing them access to the other's inner self. This is a form of the elven ability communion (Leutha`tala). Wedded elves become fully aware of their partner's needs and emotions, allowing them to anticipate and fulfill these needs. They are not aware of the other's exact thoughts.
Because elves relive their past through the reverie, the circumstances attracting one elf to another are always fresh. Thus, elves seldom fall out of love. Only the gravest of tragedies and disloyalties can tear an elf couple apart. Although they might have disagreements and even fights, they continue to love each other.
But elves can grow tired of a partner, even when they are joined spiritually and have become more intimate than any non-elf could suspect. Elves reignite the spark of passion and love through absence. For stretches of time, one partner in an elven marriage will live apart; this allows both elves to gain time to themselves so that they might grow as individuals. When the two rejoin, they shower complete love and affection upon the other.
Elves also tend to spend time away from their loved ones in order to make their time together that much more precious. After all, there are fewer sure ways to grow bored of a person than to spend hundreds of years with him or her. Time alone allows them to think on the relationship and to experience new things to share with their mates, thus keeping the marriage fresh and vital.
An example of an elven Wedding cerimony follows.
1. The Elven priest stands before the gathering, under the glistening branches of the sacred tree of life "Avendesora". He wears long white, flowing silk robes marked in silver and gold with the sacred symbols of the elven gods and of the elements. In his hair is a woven crown of silver flowers.
2. The Elven priest greets those gathered and then has the bride and groom named and brought forward.
eg: "Sahla mia ellilra, we gather in this sacred grove, Blessed place given to the Tel`Quessra by the Seldarine, this most cherished place of the Tel`Quessra to celebrate the Leutha`Tala of two beloved friends. Let they who seek this blessed union be named and brought forward under the loving branches of this most sacred tree." He waits for the Bride and groom to be named, and for them to join him under the tree.
3. The Elven priest welcomes the bride and groom and blesses them.
eg: "We welcome you to this Grove with joy and love. May the blessings of the Gods shine down on you this day."
4. The Elven priest presents a sapling for all to see. He then places the sapling between the Bride and Groom.
5. The Elven priest begins the ritual phasing. This varies with Elven subracial types.
eg: "Unity is Balance and Balance is Unity. Hear these sacred words and understand."
He picks up a small branch and lifts it to the sky and says, "This branch that I hold is a symbol of air, know and remember that this is the element of life, of intelligence, and of inspiration which moves us onward. May this symbol of air bring to your union the power of mind."
He lays down branch and picks up a sword and says, "This sword that I hold is a symbol of fire, know and remember that this is the element of light, of energy, and of the vigour which runs through our veins. May this sword of fire bring to your union the power of will."
He Lays down the Sword and Picks up the Chalice and says, "This chalice that I hold is a symbol of water, know and remember that this is the element of love, of growth, and of the fruitfulness of the Earth. May this chalice of water bring to your union the power of desire."
He Lays down the Chalice and Picks up an Elven Star pendent and says, "The pendent that I hold is a symbol of earth, know and remember that this is the element of law, of endurance, of the understanding which cannot be shaken. May this pentacle of earth bring to your handfasting the power of the steadfast."
He Lays down pendent and then picks up a large oval moonstone and says, "This moonstone I hold is a symbol of the spirit, know and remember that this is the element of magic and of the sacred weave that binds the people to this existance. May this moonstone of spirit bind you both in love and unity."
6. The Elven priest picks up two matching rings from the base of the tree and holds them in his open palm and tells of their significance.
eg: "Life is a never-ending circle. Is it not fitting that a circle shall serve as a symbol of a life lived in never-ending love?"
7. The Elven priest hands the bride and groom each a ring and instructs them as to their vows.
"As you place this ring apon the finger of your chosen love speak the words that shall bind you to each other mind, body, and soul in the Unity of the Life bond."
8. The Elven priest has the couple take the moonstone and hold it between their joined hands. He then selects a a multi-coloured woven cord and binds the couple's joined hands together.
9. The Elven priest has the groom say his vows.
eg: "say after me, by root and seed, by bud and stem. By leaf and flower and fruit, by life and love, In the name of the Seldarine, Gods of the Elven people, I, groom's name, take thee, bride's name, to my hand, heart, and my spirit, at the setting of the sun, and the rising of the stars. Nor shall death part us, for in the fullness of time, we shall be born again, at the same time, and in the same place as each other, and we shall meet and know and remember and love again."
10. The Elven priest has the bride say her vows.
eg: "say after me, by root and seed, by bud and stem. By leaf and flower and fruit, by life and love, In the name of the Seldarine, Gods of the Elven people, I, bride's name, take thee, groom's name, to my hand, heart, and my spirit, at the setting of the sun, and the rising of the stars. Nor shall death part us, for in the fullness of time, we shall be born again, at the same time, and in the same place as each other, and we shall meet and know and remember and love again."
11. The Elven priest begins the final blessings.
eg: "As the grass of the fields and the trees of the woods bend together under the pressures of the storm, so too must you both bend when the wind blows strong. But know that as quickly as the storm comes, so equally quickly may it leave. Yet as you both stand strong in each other's strength, so shall you receive strength. Together you are one; apart you are nothing. Know that no two people can be exactly alike. No more can any two people fit together, perfect in every way. There will be times when it will be hard to give and to love, but then see your reflection as in a woodland pool, when the image you see looks sad and angered, then it is time for you to smile and to love, for it is not fire that puts out fire. In return will the image in the pool smile and love. So change your anger for love, and tears for joy, it is no weakness to admit a wrong; more it is a strength and a sight for learning. Let the sun, and the moon, and the stars, and these our brothers and sisters bear witness that groom's name and bride's name, have been joined together in the sight of the Elements and the Gods of the Seldarine. And may they bless them, as we do ourselves, and so shall the two be conjoined as one mind, one heart, and one soul together in peace and love through the union of Life Bond now and forever.
12. The Elven priest unbinds thier hands, and then picks up the sapling. He then gives them the sapling and instructs them to plant it at their home.
The Custom of the Flower of Desire
When a male or female elf desires another elf of their acquaintance, the suitor customarily shows that desire by wearing a single flower pinned to the clothing or tucked into the hair. He or she wears the flower until it withers, or until the object of desire responds to it in some way. By custom, those who know the wearer of the flower must each determine if they are the desired one. The wearer of the flower need not state his preference; indeed, this custom works particularly well for elves who feel a certain delicacy about approaching the object of their affections. Persistent suitors frequently replace the flower with a new blossom once it has wilted; if the suitor leaves the withered flower in place, that act indicates a love that goes beyond desire.
Rituals Associated With Death
Where many races regard death as a tragedy to be spoken of only when necessary, elves believe that the spirit of a fallen elf lives on in the memories and deeds of his loved ones. For this reason, elves speak often and with joy of their dead brethren, because only through such speech can the fallen live on in spirit. Though elves do see sadness in death, the sorrow is for the living, who will miss the physical presence of the loved one who has gone before. It is a gentle grief and carries no fear of death with it.
At the death of an elf, his or her loved ones perform the Ritual of Everlife. Many aged elves anticipate their deaths and spread word of their impending demise so that their families and friends may more easily prepare for the ritual. Because the Ritual of Everlife must include all those close to the deceased, this ritual often includes those not elven among its number. The Ritual of Everlife is the only elven ritual to do so.
The ritual takes place at midnight, in a place far from any inhabitation. Each participant holds a single, darkened source of light; a candle, a torch, or a magical-light quartz crystal. Beginning with the mate of the deceased or his closest living relative, each participant shares a favourite memory of the departed. As each speaks, he lights his candle, torch, or crystal. The mate or chosen relative steps into the centre of the softly glowing ring of light and speaks of the tales of the deceased that he will share with others, and which heirlooms the deceased has chosen to pass on to descendants. Once the mate or relative has finished speaking, all extinguish their lights as they speak aloud the deceased's name in unison. In the renewed darkness, all participants leave the ritual site, none speaking a word to another.
An elf will always choose to die out of doors, within the bosom of nature. Should an elf fail to receive the Ritual of Everlife after his death, he still lives in spirit as long as even one person lives who remembers him in thought, word, or deed.
The Gift of the Ancestral Item
When an aging elf senses the approach of his death, he or she customarily makes a gift of the most important item of his being to someone in the youngest generation of his family. This gifting symbolizes the faith that the older generations place in the youngest, that the young will uphold elven traditions and customs. A young elf who receives such a gift regards it as a precious heirloom. To lose it, or worse, to cast it aside, is a fearsome omen of calamity.
Creating New Life from Death
In the years since those of fierce wars, the custom of creating new life from death has sprung up among many elven settlements. When an elf loses a good friend, he plants a seed of a tree in that friend's name. Once he has done so, he must return in a year and a day to see if the seed has sprouted. If it has not, the elf must plant another tree. Once the tree begins to grow, the planter names it after his departed friend. Though it is not required that he return again to the tree, it is customary that the elf continue to watch over his living memorial. To my knowledge, no elf has engaged in this custom for a family member, nor has it ever replaced the Ritual of Everlife.
The vast forests of Panthros weren't always so vast. Originally, the land was not so full of life, but rather the trees grown there are all grown from this ritual.
The Blood Oath
Elves are not always peaceful folk. If they or their friends have been grievously insulted or injured, they swear the sacred oath of vendetta, a ceremony carried out in the darkest hour before dawn. When they swear this terrible promise, they forsake all other pastimes to seek retribution. Elves understand this oath and will release the avenging elf from his or her tasks.
The avenging elves hunt down the offender to exact some form of vengeance, be it merely a sincere apology for an insult or something more severe. Typically, a time of service given to the injured elf is enough to satisfy this oath. However, there are occasions when nothing less than death will satisfy the demand of the blood oath.
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Elves, like other races, venerate the names and deeds of their heroes. Frequently, some of the heroes from other races have been fabricated—mostly to illustrate some religious point or another. Not so with the elves. Although their heroes also serve to make a point of some sort, all of them existed in some form or another. Heroes such as Fistilanthus Woodhelvin and his half-elf brother Gilanthus (both of whom faced the dread pit fiend Marlikora at the cost of their own lives and saved the elf lands) live on in the glorious tales of storytellers. Elven legend tells that they will someday return when the elves most need them and that they will aid certain blessed elves or half-elves in times of gravest need. Their bravery and courage thus inspires those in mortal peril. Other heroes, like Feradar Jaralmus, serve as examples of elven life. Although in his life he neither slew terrible beasts nor singlehandedly fought off menaces from the planes beyond, his love and compassion saved the elves from fractioning still further, teaching them the value of life and tolerance. Many other heroes once lived (and, indeed, still live) in the halls of the sages, inspiring and teaching those who hear the tales. Elven lore is not solely concerned with tales of goodness; there are also tales of dark, twisted evil. Fionna Casilltenirra, the first elf vampire, still haunts the dreams of romantic young elves seeking delight in the arms of humans. And the story of Besathan Ridire, the elf who made a pact with the Spider Queen Lloth and suffered eternal torment at her hands, is told every now and then to show children the questionable value of dealing with evil.
All elven legends make a point of some sort, whether they deal with an inspirational story of heroics and valor or with more humble values such as compassion and simple charity. In both life and deeds, elves strive to teach and to learn. They see their lives as quests for understanding, and they do their best to complete their personal quests; elven legends often help point the way to fulfilling those dreams. Sometimes there is more to an elven myth than meets the human eye. The moral gem hidden within a tale may be far too subtle for humans to understand completely. This chapter presents but a few of the tales the elves have collected over their millenia of existence.
Northern Lands
Culture:
Northerners are the hardy, frost-resistant people of the ever cold Northern Lands. They excel in all manner of traditional warfare. Northerner culture centers on the quest for honor and glory, with emphasis also on the family and community.
There are two things most Northerners love: music and mead. Most Northerners wear animal skins or cotton clothing. They are generally tolerant of outsiders to the Northern Lands, though often do not make them feel welcome. Since they are neutral, and do not like to bother with the troubles of the outside world, most Northerners feel that strangers may be bringing trouble with them.
Northerners tend to be superstitious, and their folklore reflects this. Nordic names, often chosen based on omens, are given in a special ceremony when the child is young. Any unexplained misfortune is often blamed on the outsider magic. Given their physical superiority of over most other humans, the Northerners recognize this as their greatest strength, and therefore place high value on this, and look down on that which they don't understand, namely magic.
The Northerners, much like the elves, do not see death as something to be mourned. They see death in battle as the greatest glory one could achieve, as they believe that if you live a worthy life, you join your forefathers in the great halls of the afterlife, to share stories and mead with them. Therefore, a Northern burial is much different from a normal one. They burn their dead on great pyres, so that their spirit may be released from their physical body and move to the halls of their forefathers.
The roles of men and women in Northern society is quite distinct. Northern society is male dominated. Each gender has a set of expected behaviors, and that line cannot be crossed with impunity. It is just as unlikely that a man would weave cloth as that a woman would participate in a battle. Women do not participate in trading or battles, although they have been known to accompany their husbands or fathers on journeys. Women's responsibilities are clearly defined to be domestic. Members of either sex who crossed the gender line are, at the very least, ostracized by society. Some cross-gender behaviors are strictly prohibited by law. Both tradition and law prohibits women from wearing men's clothes, from cutting their hair short, or from carrying weapons.
On one hand, a woman is, by law, under the authority of her husband or father. She has only limited freedom to dispose of property belonging to her. She is prohibited from participating in most political or governmental activities. She definitely cannot be a chieftain, she cannot be a judge, she cannot be a witness, and she cannot speak at assemblies.
On the other hand, women are respected in Northern society and have great freedom, especially when compared to other societies in Eld. They manage the finances of the family. They run the farm in their husband's absence. In widowhood, they can be rich and important landowners. The law protects women from a wide range of unwanted attention.
As the Northern Lands are male-dominated, masculine and adventurous female strangers are generally looked upon with disgust, daring to enter their society even with such clear laws in place. Nonetheless, they respect strength, and are perfectly capable of seeing when someone comes from a different culture, and therefore do not cast them out, but merely show that they do not approve of their behavior.
Kattarn
Culture:
Humans are generally neutral to most species, though even the best tend to be somewhat wary of strangers, and at worst, humans can be raving xenophobes. Once they become accustomed to an individual or culture, they tend to adopt a stance that assumes that said culture has always been part of their own. Inclined to fear most creatures, humans tend to panic easily and usually lash out violently at those they feel are responsible. Unlike on other worlds, even the most isolated human hamlet will not be bigoted against other humans because of skin color or appearance; on a world with dozens of non-human species, racism is a pretty dull pastime, while specism is far more interesting.
Humans have variable relations with other races, colored by their natural tendency to reject strangers. Dwarves are generally accepted in most human cultures, while halflings or gnomes are considered to be too inconsequential to take much notice of. In contrast, reptilian humanoids may attract more positive attention, usually of a curious or interested nature; unless reptilian humanoids make themselves a threat, humans would rather befriend lizardfolk, troglodytes, and the like. Humans generally find elves to be too haughty and arrogant for their tastes, and react to wood elves, drow, and most fey with hostility, if not outright violence. Orcs are almost universally hated, while of the goblinoids, only goblins are tolerated, albeit barely. Ironically, half-humans such as half-elves, half-orcs, or half-dragons are judged by their human heritage, not their other parent's ancestry, and as such attract little hostility for being half-human; this also applies to teiflings, aasimaar, lycanthropes, and the like. Most other species attract no more attention, beneficial or hostile, than they would for any other species.
Being primarily of neutral alignment, most humans pay homage to some form of the Duality, a twinned pair of opposite, yet united entities, who is/are also their creator deity. Humans believe that the Duality created them to help maintain the balance among other species, ensuring they do not flourish too much at the expense of others, a slightly hypocritical sentiment that invariable sets them at odds with nearly everyone else, including other humans. Humans have been known to venerate other deities, as well, most often those of neutral or part-neutral alignment.
The humans of Kattarn consider themselves to be noble and honorable people. Therefore, many of them become knights and paladins, choosing to fight for justice. Just as many, however, become swayed by promises of great power by the forces of evil, due to their natural weaknesses as humans.
Kattarn is ruled by a single King, although each city, town, and village has their own forms of government. No matter who rules each city, however, they all obey the words of their king without question. There are also many forms of nobility in Kattarn, from Dukes, to Counts, to Lords. Most nobility are such merely because of their name and wealth. Not many of them hold any real power.
Kaz Kazan
Culture:
Dwarves highly value the ties between family members and friends, weaving tightly knit clans. Dwarves particularly respect elders, from whom they expect sound leadership and the wisdom of experience, as well as ancestral heroes or clan founders. This idea carries on to relations with other races and dwarves are deferential even to the elders of another, non-dwarven race.
Likewise, dwarves, perhaps moreso than most other races, turn to their gods for guidance and protection. Non-evil dwarves look to the divine for comfort and inspiration, while the wicked look to their divine overlords for methods through which to obtain power over others. Individual dwarves might be faithless, but the race as a whole, regardless of subrace, has a strong inclination for religion and almost every community maintains at least one temple or ancestral shrine.
Dwarven marriages are typically arranged, usually in a way which would benefit both parties. Families seek out a kind of mutually-beneficial hypergamy, in which neither family would be rising in social status, but increasing their ability to do so through what they believe will be a synergistic partnership. The strictness of the arrangement is different depending on the particular culture, and may also differ by social class. In many kingdoms, the male dwarf is betrothed at a young age to a particular clan, rather than a particular person. When he is older, he chooses a particular suitor from among the clan members available. The individual female then has the right to accept or refuse his offer. The relationship of a dwarf couple is culturally seen as primarily utilitarian in nature, and the often begin that way: the man has a wife because he needs to have a wife, and the woman has a husband because she needs to have a husband. However, usually couples grow fond of and close to each other over the course of their years together. Dwarves marry for life, and normally do not remarry in the event of a spouse's death.
Signs of affection are not given lightly in dwarven society. Between close individuals, full-bodied hugs are the most commonly seen display of affection, and these are reserved for great occasions such as reunions and weddings. If the two individuals are not very close, two-handed handshakes (in which each person is clasping the other's hand in two of theirs) are more common at such occasions. The most meaningful symbol of affection is a kiss on the forehead; this occurs between two people who are very attached, usually husband/wife, mentor/apprentice, or parent/child.
As an interesting side-note, dwarves' brains don't chemically associate happiness with particular people, but with particular bonds. Thus, a dwarven soldier, for example, who is particularly close with a certain comrade-in-arms, feels intimately tied with any other soldiers in his company, not just that one close friend. In fact, the term "best friend" in Dwarven more closely translates to "of best relation." (Of course, because dwarves don't marry more than one person, this attribute creates no considerable difference in how they view their significant other.) This trait greatly contrasts with elves, which are fond of making many close and personal connections, further contributing to the two races’ inability to understand each other.
Dwarves are hardly fond in any way of sharing their genitals with others, and if sex-play ever occurs among them, it's very, very rare. (In some places, other races joke that dwarves don't orgasm.) Culturally, though, there is an understood importance of the genitalia, which are sometimes symbolic of health or social status. Individuals of other races sometimes find confusing (or humorous) the gravity with which dwarves mention genitals.
Whether or not the dwarven claim that they were carved from the world’s stone is true the dwarves share many qualities considered similar to the stone they live with. Strong, hardy, and dependable dwarves are polite, particularly elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions, regardless of the subrace they come from, and look for inspiration from ancestral heroes. Dwarves are also known for their stubborn nature and cynicism, traits widespread amongst the dwarves but which contribute to and are commonly offset by their bravery and tenacity.
Dwarven friendship is hard to earn, but is strong once won. Naturally dour and suspicious, the stout folk are slow to trust others, specifically towards those outside their family, suspecting the worst of an individual until the outsider proves many times their good will. Once this trust is gained dwarves hold their friends to it and view betrayals, even minor ones, with a vicious propensity for vengeance. A common gnomish oath, remarking on this dwarven sense of justice, is “if I'm lying, may I cross a dwarf.”
For dwarves, loyalty is more than a word and that it should be both valued and rewarded. Dwarves believe it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm. Many dwarven tales subsequently revolve around the sacrifice of dwarves for their friends and family. Just as dwarves are known for their dependability as friends and allies, dwarves also harbor grudges far longer than many other races. This may be on an individual basis between a dwarf and one who has wronged him or against entire races, even if warfare with the enemy has long since ceased.
Dwarves are a careful and deliberate race, with a more serious disposition than other races, who they sometimes view as flighty or reckless. A dwarf does all things with care and a stubborn resolve, with brash or cowardly behavior unusual for the race. However, dwarves do succumb easily to wrath or greed, which are the most common vices of the race.
Dwarves who leave their homeland to become adventurers do so for a number of reasons. In part, a dwarf might be motivated by simple avarice, given the dwarven love of beautiful things. As often, however, a dwarf might be motivated by a drive to do what is right for others (particularly their clan) or a love of excitement for, as settled as dwarves are, they rarely tire of thrills. But even these wayward dwarves retain the spirit of their brethren, hoping that their accomplishments abroad can bring honor to themselves, their clan, or both. Given that successful dwarven adventurers are likely to recover rare items or defeat enemies of the dwarven people during such challenges, this is a hope not entirely without merit.
Dwarves do not forgive past wrongs easily and the entire race has more or less declared war on goblins and orcs as a whole, wiping them out where they find them. Many dwarves view these races as a foul infestation of their mountain homes and their duty to purge them. Likewise, many dwarves view drow and grimlocks with a similar hatred and few dwarves have forgotten their ancestral hatred of the giants who once enslaved them. Because of this dwarves generally view related races, such as half-orcs, with distrust.
Dwarves get along pretty well with gnomes, with whom they share a love of fine crafting, and passably with humans, half-elves, half-eladrin, and halflings. However, most dwarves commonly believe that true friendships can only be forged over long periods of time and a common saying is that “the difference between an acquaintance and a friend is about a hundred years,” meaning that few members of the shorter-lived races ever forge strong bonds with dwarves. There are exceptions, however, and some of the strongest friendships are those between a dwarf and a human whose grandparents and parents were also on good terms with the dwarf.
Essra
Culture:
The center of the Essran social structure is the family, which is not only marked by blood relations but also by the legally constructed relation of the Head of House. The Head of House is the absolute head of the family; he is the master over his wife, his children, the wives of his sons, the nephews, and the slaves, disposing of them and of their goods at will, even having them put to death.
Slavery and slaves are part of the social order. The slaves are mostly prisoners of war. There are, of course, slave markets where they can be bought and sold. Slaves are considered like any other moveable property. Many slaves are freed by the masters for fine services rendered; some slaves can save money to buy their freedom. Generally, mutilation and murder of slaves is prohibited by legislation, although outrageous cruelty continues.
The authority of the Head of House is unlimited, be it in civil rights as well as in criminal law. This, although a very comfortable position, is not the most desired one, as any decision he makes may gain him the ire of his family members. Although they cannot do anything to him, being hated by your own family is not something many people want.
The Emperor of Essra is the supreme ruler of the lands. However, considerable power lies with the Senate, who are charged with handling the smaller affairs of the land that the Emperor feels is below him to deal with. The Senate also possesses the power to dethrone the Emperor, should they judge him unfit to rule. That way, the Emperor is always kept on his toes, and forced to rule fairly and selflessly.
In Essra, the cloth and the dress distinguishes one class of people from the other class. The tunic worn by commoner like shepherds and slaves is made from coarse and dark material, whereas the tunic worn by patricians is of linen or white wool. A magistrate wears the tunica angusticlavi; senators wear tunics with purple stripes. Military tunics are shorter than the ones worn by civilians.
The toga is the most traditional type of clothing worn in Essra. Boys, up until they reach maturity, wear a toga with a crimson or purple border, also worn by magistrates in office. The man's toga is worn by men over the age of sixteen to signify their citizenship in Essra. Triumphant generals wear fine togas that have embroidery of their skill on the battlefield.
Even footwear indicates a person's social status. Patricians wear red and orange sandals, senators have brown footwear, consuls have white shoes, and soldiers wear heavy boots. Women wear closed shoes of colors such as white, yellow, or green.
The bulla is a locket-like amulet worn by children. When about to marry, the woman will donate her bulla to the household gods, along with her toys, to signify maturity and womanhood.
Men typically wear a toga, and women wear a stola. The woman's stola is a dress worn over a tunic, and is usually brightly colored. A brooch is used as ornamentation or to hold the stola in place. A shawl is often worn with the stola.
The warrior people of Portolo, however, are much different from their neighbors. This city is ruled by a king, whose loyalty lies with the Senate of Essra, rather than the Emperor. Even though this king leads Portolo, he is considered less important than the ephoroi (overseers), five magistrates elected annually from the people. Every month, the king and ephoroi exchange oaths. As long as the king swears to govern Portolo by the law, the ephoroi will ensure that the kingship is unharmed.
Ephoroi have the power to judge the king. They can summon the king before them to explain their conduct. The ephoroi even have the power to fine and arrest the king.
Another strong influence of the Portolon government is the council. This consists of twenty-eight men over the age of sixty. The council members are elected for life from ancient families. The final part of the government is the assembly. This includes the people, adult males. The assembly has the power to accept or reject proposals put before it. If the people make a crooked decision, the king and elders have the power to take the situation.
Portolons are completely focused on their military. It is their entire way of life. The training of a Portolon starts at birth. The newly born Portolons are inspected by a committee of elders. If considered weak, the baby is left to die by exposure to the slope of Mount Taygetos next to Portolo. The babies that survive this are brought up in a special way. At the age of seven, a boy Portolon is brought under the direct control of the city. This remains for the rest of that Portolon's life. The Portolon boys are taught reading and writing for their basic needs, but the rest of their knowledge is dedicated entirely to training to fight.
The food is rationed, forcing Portolon kids to steal. If caught, they are whipped. This punishment isn't because they stole, but because they did it carelessly and unskillfully.
Although Portolon girls do not go through military training, they are educated. This education is not academic, but it is physical. Their education also involves being taught that they should dedicate their lives to the state. Portolon women are free to move around however they wish, unlike most other Essran women.
The harsh training continues through manhood. No Portolon is free to live as he wishes. Their city is like a giant military camp. If a Portolon is not assigned a duty at the time, the Portolon will watch the boys and teach them something useful, or they will learn themselves from the elder Portolons. Portolons are also forbidden to travel abroad, unless on instruction. This is because they don’t want any Portolon’s minds to become corrupted by foreign ideas.
Dark Lands
Culture:
The Dark Lands are probably the most interesting when it comes to cultures, as it houses so many different dark races. It is the home of the orcs, the vampires, the werewolves, the demons, and other undesireables.
Bestial and savage, orcs band together as trıbes, living on hunting and raiding. Believing that the only way to survive is by expanding their territories, they have developed enmities wıth many other races, although mainly elves and dwarves, as well as humans, gnomes, halflings, goblins, hobgoblins, and even other orc tribes. Even though they have good relationships with other evil humanoids in times of peace, their chaotic nature stops them from cooperating unless forced to do so by a powerful leader. Orcs live in a patriarchal society, taking pride on how many females and male children they have. Orcs like scars and take pride in exposing them, whether they are of a victory or loss. Their chief deity Gruumsh claims that the orc is the top of the food chain, and that all riches are the property of orcs stolen by others.
Orcs are fierce creatures created purely for one thing: War. For this reason, and the fact that many orcs don't speak Common, it is very rare to see an orc in the civilized world, let alone adventuring. However, sometimes an orc is born with an unusually intelligent brain and cast out of its' tribe, or an orc child is captured by a raiding party and spared.
The vampires are creatures of great beauty and bloodlust. They enjoy the finer things in life, and only the truly ancient vampires possess the bloodlust of their creator. You won't see many vampires today throwing themselves headfirst into battle simply for the thrill of tearing their enemies apart. Only the ancients do that, the Vampire Lords and Ladies revered by their children.
Werewolves, however, cannot be further from the vampires in behavior. They still, to this day, retain their primal urges to tear their enemies apart, and many of them have become so accustomed to the taste of blood that they drink it even when they aren't transformed. They revel in bloodshed, and many of the mobile packs tend to leave the Dark Lands, simply for the thrill of both hunting and being hunted.
The demons of the Dark Lands are probably the ones with the strangest culture of them all. They all revel in bloodshed and death. There are those Eld-born demons, those born to parents, and not spawned in one of the Nine Hells, who have the capacity for good, but most of the demons are slaves to their instincts and ancestral traits.
However, despite these violent tendencies, the demons aren't very into infighting. This is because most demons can instinctively sense when a demon is stronger than them, and they therefore feel obligated to follow that demon's orders. That demon, in turn, follows a stronger demon, and so on, all the way up to their demi-god deity, the half-demon Dagalûr, to whom most all demons swear allegiance. They grant him worship, and in doing so increase his power, and in return, he gives them purpose, targets for them to direct their violent urges to.
Culture:
Elves have the longest known lifespans in the known worlds. The length of their lives often surpasses even the ancient trees. Many of them live long enough to actually grow tired of life, and so they force their bodies into a state of death, passing on into the afterlife.
Elves live long enough to see the changes the world has to offer, to see things humans regard as permanent deteriorate into dust. One generation of elves can see the rise and fall of a mighty human empire, the birth and death of a forest, the gradual eroding of a mountain range. The face of the earth can change dramatically during the time an elf spends on the world. This gives them a far broader range of values than humans are usually capable of understanding.
Elves do not feel the effects of age as humans know them. After an elf has grown to maturity, her features cease to change or, at least, change very slowly. There is very little difference between the way a 100-year old elf and a 400-year old elf appear. The only way to tell between young and old is the degree of exuberance, spontaneity, and enthusiasm each exhibit. Only at venerable age do elves begin to show their years, yet they still appear younger than most humans do at age 50.
Older elves are less likely to charge off to do great deeds rashly, preferring instead to think the matter through a bit more. Younger elves, on the other hand, have not yet discovered the value of patience. They dash hither and yon in an effort to squeeze the most from life, realizing but not quite understanding that they have hundreds more years in which to do so.
Elves go through several stages of life, including childhood, young adulthood, adulthood, middle age, old age, and venerable age.
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Song and dance play an important part in everyday elven life. They find that music provides an outlet for their centuries of experience, pain, and joy. The elf that does not have at least some experience with an instrument or some proficiency in dancing is a rare being, and one might suspect that he or she is somehow emotionally stunted.
Elven music is an incredibly complex and beautifully crafted art, although it is not often played around non-elves. Elves have learned that their tunes haunt anyone who has an ear for music, for it leaves these people with a vague, unsatisfied yearning that can never be filled with anything but elven music.
Those who have been fortunate enough to hear elven music claim that humans learned music from the elves. Although human music is but a poor imitation, the humans continually strive toward the ultimate musical experience that the elves provide. The best human and half-elf bards are those who have learned from elf masters, yet even they can only echo the elves. This is the reason, some sages surmise, that so many wonderful musicians remain dissatisfied with their work.
Elven songs of grief are often acappella wordless melodies. Those listening to such songs who are non-elves will find themselves in tears before the elves are halfway through, for the anguish expressed in the lilting voices of the elves transcends the human experience of heartfelt pain. Those who hear the elven mourning rituals are never quite the same, returning to the present sadder and somehow wiser. The sorrow that the songs express often haunts the listeners for the rest of their lives.
Music plays a pivotal role in the rituals, religion and magic of elves. It is important in the worship of all the Gods, but most especially in the worship of Correllon. The first of the Elven Gods is not only a warrior god but a patron of all arts including music. Priest of Correllon are expected to encourage and foster music, and are often musicians themselves.
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The key to understanding the elven mind is comprehending the years an elf must fill. Most races do not (and cannot) understand the perspective hundreds of years of life lend an elf. This incredible lifespan often gives the elf a terrible, driving ambition. Paradoxically, it can also give elves a lackadaisical attitude.
Above all, elves are patient. They have years to complete any task, and they don't mind the wait. After all, they have created many ways to wile away time. They find impatience to be an especially amusing vice possessed by the other races. If the need for haste is urgent, however, elves can move faster and more decisively than most of the other races.
Elves tend to be very clever and devious, having had years to practice their skills and hone their minds. Their conversation and their games possess many degrees of subtlety, most of which goes unheeded by non-elves.
Elves delight in paradox and humor, for it is through these attributes that they express themselves most fully. These two qualities allow them to communicate with one another and affords great verbal play as elves try to outwit each other. Although elves are primarily happy folk, they are capable of great emotions of a much darker nature.
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Elves have no end of festivals to lighten the weight of passing years. They create many occasions to celebrate life. So many, in fact, that other races have sometimes concluded that elves do nothing but engage in revelry. Of course, this isn't true, but they do have a disproportionate number of celebrations—particularly when compared to dwarves.
Although elves prefer simple revels to structured rituals, there are times in their lives when they feel the need for more formal, serious ceremonies. Typically, the priests of the elven gods preside over such ceremonies. They are there to fulfill the function of the ceremony and to instill the proper respect and solemnity required for that ceremony.
Because elves lead such long lives, the ceremonies each village and city celebrates are equally unique. Although different, all are based on certain traditional milestones in elven life and so retain an air of similarity. These events include birth, adulthood, marriage, and blood oath.
Celebration of Birth
Since elf children are few (or at least far fewer than human children), the birth of an elf is a cause of great celebration. Births are always times of great joy. The village turns out in profusion, setting aside the day's work to celebrate with the infant's parents.
Following a one-year pregnancy, elf women are glad to celebrate the lightening of their burden. They happily join in the festivities honoring their newborn. Such celebrations typically last several days and conclude with the naming of the infant. Children are given a private name by their parents and then given a public name. The secret name is known only to the elf, his or her parents, and the priest presiding over the ceremony. While knowing the name gives no power over an elf, it is a sign of love and respect when an elf reveals his or her true name.
Gifts and wishes are often bestowed upon an elf child at birth by family and close friends of the parents. Such presents usually have a lasting impression on the elf, for favors given to an infant are far from ordinary. One child was given the ability to speak to dragons; she later used this gift to great advantage when she averted a war between her village and a nest of green dragons living nearby. Another child was gifted with always knowing when someone lied to him.
The Ritual of Passage
Rites of adulthood are common in many cultures, and that of the elves is no exception. When an elf reaches the age of twenty-five years, he enacts the Ritual of Passage. Upon completion of this ritual, the newly adult elf takes complete responsibility for his own life's journey along the Paths. If he or she wishes, he may seek a mate, though few elves do so early in adult life.
The Ritual of Passage takes place in two stages, with the first stage beginning three days before the elf's twenty-fifth birthday. From dawn until dusk on that day, the elf fasts, drinking water or a little wine if he desires, but partaking of nothing else. At dusk the elf goes out into the woods to sleep, and before slumber overtakes him he turns his thoughts to what he wishes to make of his life. Throughout the night, the elf dreams of his future. He returns to his home with the dawn and begins to make some item that represents his dreams. An elf who dreamed of becoming a healer might make a medicine pouch, an adventurer might make a weapon, and so on. Whatever the item, the elf must finish it by sunrise on his birthday.
On the elf's twenty-fifth birthday, the second stage of the Ritual of Passage takes place. The elf, his or her parents, and any witnesses desired travel to a secluded place deep within the forest. The elf speaks in turn to each of the witnesses and to their father and mother, thanking them for the love and guidance they gave them throughout their childhood. Before them all, they declare themselves an adult no longer in need of protection. Each of them then welcomes them formally into the adult community. The elf's family then holds a ceremony to formally announce the young elf's passage into adulthood. New adults are given gifts, most often adventuring gear if they are so inclined. The older elves regale the family with tales of their pursuits, and they wish luck upon those who follow their steps. If the new adult isn't inclined toward the adventuring life, they are given tools of their chosen trade and a house of their own. From this point on, they make their own way in life, working with other elves to make a life full of happiness and joy.
In many elven settlements, the fasting day and the night of dreaming in the forest is combined with a challenge or test of courage. If the elf fails such a test, they must wait a year and a day before beginning his Ritual of Passage again.
The Ritual of Marriage
An elf wishing to marry must first court the mate of his or her choice. Courtship can take many forms; an elf may compose songs or poems praising the object of his love; or may fashion a special jewel for the loved one to wear. Often, a simple flower can become a token of undying affection. If the courting elf finds his or her affection returned, they must then seek permission to marry from the loved one's parents or guardians. In almost all cases, permission is freely granted, and the two families to be joined begin the preparations for the wedding feast.
Marriage is an occasion for great joy among elves, for the union symbolizes the continuation of the elf race. Those who disrupt this ceremony to kill the betrothed earn the wrath of the elves forevermore, and they will hunt such marauders and their kin for eternity. Marriage is a rarer occurrence for elves than the short-lived races, and there are few things so dangerous as to profane the sanctity of this ritual. Sometimes weddings occur to seal treaties and for other diplomatic purposes, but more often it is through love that elves achieve a state of marriage.
Marriage between elves lasts until one partner dies. Elves rarely take a new partner after the death of a mate. Their vows bind more than honor; they bind the spirit and heart of each to the other. By taking this step, many elves give up some measure of their individualism. Often, only the most ardent and devout lovers choose the path of marriage; others prefer a less formal arrangement.
The marriage ceremony itself is typically formal (although it can be as informal as the lovers like) and is presided over by elf priests of Hanali Celanil.
In a true elven marriage of love, vows tie the spirits of the loved ones together, allowing them access to the other's inner self. This is a form of the elven ability communion (Leutha`tala). Wedded elves become fully aware of their partner's needs and emotions, allowing them to anticipate and fulfill these needs. They are not aware of the other's exact thoughts.
Because elves relive their past through the reverie, the circumstances attracting one elf to another are always fresh. Thus, elves seldom fall out of love. Only the gravest of tragedies and disloyalties can tear an elf couple apart. Although they might have disagreements and even fights, they continue to love each other.
But elves can grow tired of a partner, even when they are joined spiritually and have become more intimate than any non-elf could suspect. Elves reignite the spark of passion and love through absence. For stretches of time, one partner in an elven marriage will live apart; this allows both elves to gain time to themselves so that they might grow as individuals. When the two rejoin, they shower complete love and affection upon the other.
Elves also tend to spend time away from their loved ones in order to make their time together that much more precious. After all, there are fewer sure ways to grow bored of a person than to spend hundreds of years with him or her. Time alone allows them to think on the relationship and to experience new things to share with their mates, thus keeping the marriage fresh and vital.
An example of an elven Wedding cerimony follows.
1. The Elven priest stands before the gathering, under the glistening branches of the sacred tree of life "Avendesora". He wears long white, flowing silk robes marked in silver and gold with the sacred symbols of the elven gods and of the elements. In his hair is a woven crown of silver flowers.
2. The Elven priest greets those gathered and then has the bride and groom named and brought forward.
eg: "Sahla mia ellilra, we gather in this sacred grove, Blessed place given to the Tel`Quessra by the Seldarine, this most cherished place of the Tel`Quessra to celebrate the Leutha`Tala of two beloved friends. Let they who seek this blessed union be named and brought forward under the loving branches of this most sacred tree." He waits for the Bride and groom to be named, and for them to join him under the tree.
3. The Elven priest welcomes the bride and groom and blesses them.
eg: "We welcome you to this Grove with joy and love. May the blessings of the Gods shine down on you this day."
4. The Elven priest presents a sapling for all to see. He then places the sapling between the Bride and Groom.
5. The Elven priest begins the ritual phasing. This varies with Elven subracial types.
eg: "Unity is Balance and Balance is Unity. Hear these sacred words and understand."
He picks up a small branch and lifts it to the sky and says, "This branch that I hold is a symbol of air, know and remember that this is the element of life, of intelligence, and of inspiration which moves us onward. May this symbol of air bring to your union the power of mind."
He lays down branch and picks up a sword and says, "This sword that I hold is a symbol of fire, know and remember that this is the element of light, of energy, and of the vigour which runs through our veins. May this sword of fire bring to your union the power of will."
He Lays down the Sword and Picks up the Chalice and says, "This chalice that I hold is a symbol of water, know and remember that this is the element of love, of growth, and of the fruitfulness of the Earth. May this chalice of water bring to your union the power of desire."
He Lays down the Chalice and Picks up an Elven Star pendent and says, "The pendent that I hold is a symbol of earth, know and remember that this is the element of law, of endurance, of the understanding which cannot be shaken. May this pentacle of earth bring to your handfasting the power of the steadfast."
He Lays down pendent and then picks up a large oval moonstone and says, "This moonstone I hold is a symbol of the spirit, know and remember that this is the element of magic and of the sacred weave that binds the people to this existance. May this moonstone of spirit bind you both in love and unity."
6. The Elven priest picks up two matching rings from the base of the tree and holds them in his open palm and tells of their significance.
eg: "Life is a never-ending circle. Is it not fitting that a circle shall serve as a symbol of a life lived in never-ending love?"
7. The Elven priest hands the bride and groom each a ring and instructs them as to their vows.
"As you place this ring apon the finger of your chosen love speak the words that shall bind you to each other mind, body, and soul in the Unity of the Life bond."
8. The Elven priest has the couple take the moonstone and hold it between their joined hands. He then selects a a multi-coloured woven cord and binds the couple's joined hands together.
9. The Elven priest has the groom say his vows.
eg: "say after me, by root and seed, by bud and stem. By leaf and flower and fruit, by life and love, In the name of the Seldarine, Gods of the Elven people, I, groom's name, take thee, bride's name, to my hand, heart, and my spirit, at the setting of the sun, and the rising of the stars. Nor shall death part us, for in the fullness of time, we shall be born again, at the same time, and in the same place as each other, and we shall meet and know and remember and love again."
10. The Elven priest has the bride say her vows.
eg: "say after me, by root and seed, by bud and stem. By leaf and flower and fruit, by life and love, In the name of the Seldarine, Gods of the Elven people, I, bride's name, take thee, groom's name, to my hand, heart, and my spirit, at the setting of the sun, and the rising of the stars. Nor shall death part us, for in the fullness of time, we shall be born again, at the same time, and in the same place as each other, and we shall meet and know and remember and love again."
11. The Elven priest begins the final blessings.
eg: "As the grass of the fields and the trees of the woods bend together under the pressures of the storm, so too must you both bend when the wind blows strong. But know that as quickly as the storm comes, so equally quickly may it leave. Yet as you both stand strong in each other's strength, so shall you receive strength. Together you are one; apart you are nothing. Know that no two people can be exactly alike. No more can any two people fit together, perfect in every way. There will be times when it will be hard to give and to love, but then see your reflection as in a woodland pool, when the image you see looks sad and angered, then it is time for you to smile and to love, for it is not fire that puts out fire. In return will the image in the pool smile and love. So change your anger for love, and tears for joy, it is no weakness to admit a wrong; more it is a strength and a sight for learning. Let the sun, and the moon, and the stars, and these our brothers and sisters bear witness that groom's name and bride's name, have been joined together in the sight of the Elements and the Gods of the Seldarine. And may they bless them, as we do ourselves, and so shall the two be conjoined as one mind, one heart, and one soul together in peace and love through the union of Life Bond now and forever.
12. The Elven priest unbinds thier hands, and then picks up the sapling. He then gives them the sapling and instructs them to plant it at their home.
The Custom of the Flower of Desire
When a male or female elf desires another elf of their acquaintance, the suitor customarily shows that desire by wearing a single flower pinned to the clothing or tucked into the hair. He or she wears the flower until it withers, or until the object of desire responds to it in some way. By custom, those who know the wearer of the flower must each determine if they are the desired one. The wearer of the flower need not state his preference; indeed, this custom works particularly well for elves who feel a certain delicacy about approaching the object of their affections. Persistent suitors frequently replace the flower with a new blossom once it has wilted; if the suitor leaves the withered flower in place, that act indicates a love that goes beyond desire.
Rituals Associated With Death
Where many races regard death as a tragedy to be spoken of only when necessary, elves believe that the spirit of a fallen elf lives on in the memories and deeds of his loved ones. For this reason, elves speak often and with joy of their dead brethren, because only through such speech can the fallen live on in spirit. Though elves do see sadness in death, the sorrow is for the living, who will miss the physical presence of the loved one who has gone before. It is a gentle grief and carries no fear of death with it.
At the death of an elf, his or her loved ones perform the Ritual of Everlife. Many aged elves anticipate their deaths and spread word of their impending demise so that their families and friends may more easily prepare for the ritual. Because the Ritual of Everlife must include all those close to the deceased, this ritual often includes those not elven among its number. The Ritual of Everlife is the only elven ritual to do so.
The ritual takes place at midnight, in a place far from any inhabitation. Each participant holds a single, darkened source of light; a candle, a torch, or a magical-light quartz crystal. Beginning with the mate of the deceased or his closest living relative, each participant shares a favourite memory of the departed. As each speaks, he lights his candle, torch, or crystal. The mate or chosen relative steps into the centre of the softly glowing ring of light and speaks of the tales of the deceased that he will share with others, and which heirlooms the deceased has chosen to pass on to descendants. Once the mate or relative has finished speaking, all extinguish their lights as they speak aloud the deceased's name in unison. In the renewed darkness, all participants leave the ritual site, none speaking a word to another.
An elf will always choose to die out of doors, within the bosom of nature. Should an elf fail to receive the Ritual of Everlife after his death, he still lives in spirit as long as even one person lives who remembers him in thought, word, or deed.
The Gift of the Ancestral Item
When an aging elf senses the approach of his death, he or she customarily makes a gift of the most important item of his being to someone in the youngest generation of his family. This gifting symbolizes the faith that the older generations place in the youngest, that the young will uphold elven traditions and customs. A young elf who receives such a gift regards it as a precious heirloom. To lose it, or worse, to cast it aside, is a fearsome omen of calamity.
Creating New Life from Death
In the years since those of fierce wars, the custom of creating new life from death has sprung up among many elven settlements. When an elf loses a good friend, he plants a seed of a tree in that friend's name. Once he has done so, he must return in a year and a day to see if the seed has sprouted. If it has not, the elf must plant another tree. Once the tree begins to grow, the planter names it after his departed friend. Though it is not required that he return again to the tree, it is customary that the elf continue to watch over his living memorial. To my knowledge, no elf has engaged in this custom for a family member, nor has it ever replaced the Ritual of Everlife.
The vast forests of Panthros weren't always so vast. Originally, the land was not so full of life, but rather the trees grown there are all grown from this ritual.
The Blood Oath
Elves are not always peaceful folk. If they or their friends have been grievously insulted or injured, they swear the sacred oath of vendetta, a ceremony carried out in the darkest hour before dawn. When they swear this terrible promise, they forsake all other pastimes to seek retribution. Elves understand this oath and will release the avenging elf from his or her tasks.
The avenging elves hunt down the offender to exact some form of vengeance, be it merely a sincere apology for an insult or something more severe. Typically, a time of service given to the injured elf is enough to satisfy this oath. However, there are occasions when nothing less than death will satisfy the demand of the blood oath.
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Elves, like other races, venerate the names and deeds of their heroes. Frequently, some of the heroes from other races have been fabricated—mostly to illustrate some religious point or another. Not so with the elves. Although their heroes also serve to make a point of some sort, all of them existed in some form or another. Heroes such as Fistilanthus Woodhelvin and his half-elf brother Gilanthus (both of whom faced the dread pit fiend Marlikora at the cost of their own lives and saved the elf lands) live on in the glorious tales of storytellers. Elven legend tells that they will someday return when the elves most need them and that they will aid certain blessed elves or half-elves in times of gravest need. Their bravery and courage thus inspires those in mortal peril. Other heroes, like Feradar Jaralmus, serve as examples of elven life. Although in his life he neither slew terrible beasts nor singlehandedly fought off menaces from the planes beyond, his love and compassion saved the elves from fractioning still further, teaching them the value of life and tolerance. Many other heroes once lived (and, indeed, still live) in the halls of the sages, inspiring and teaching those who hear the tales. Elven lore is not solely concerned with tales of goodness; there are also tales of dark, twisted evil. Fionna Casilltenirra, the first elf vampire, still haunts the dreams of romantic young elves seeking delight in the arms of humans. And the story of Besathan Ridire, the elf who made a pact with the Spider Queen Lloth and suffered eternal torment at her hands, is told every now and then to show children the questionable value of dealing with evil.
All elven legends make a point of some sort, whether they deal with an inspirational story of heroics and valor or with more humble values such as compassion and simple charity. In both life and deeds, elves strive to teach and to learn. They see their lives as quests for understanding, and they do their best to complete their personal quests; elven legends often help point the way to fulfilling those dreams. Sometimes there is more to an elven myth than meets the human eye. The moral gem hidden within a tale may be far too subtle for humans to understand completely. This chapter presents but a few of the tales the elves have collected over their millenia of existence.
Northern Lands
Culture:
Northerners are the hardy, frost-resistant people of the ever cold Northern Lands. They excel in all manner of traditional warfare. Northerner culture centers on the quest for honor and glory, with emphasis also on the family and community.
There are two things most Northerners love: music and mead. Most Northerners wear animal skins or cotton clothing. They are generally tolerant of outsiders to the Northern Lands, though often do not make them feel welcome. Since they are neutral, and do not like to bother with the troubles of the outside world, most Northerners feel that strangers may be bringing trouble with them.
Northerners tend to be superstitious, and their folklore reflects this. Nordic names, often chosen based on omens, are given in a special ceremony when the child is young. Any unexplained misfortune is often blamed on the outsider magic. Given their physical superiority of over most other humans, the Northerners recognize this as their greatest strength, and therefore place high value on this, and look down on that which they don't understand, namely magic.
The Northerners, much like the elves, do not see death as something to be mourned. They see death in battle as the greatest glory one could achieve, as they believe that if you live a worthy life, you join your forefathers in the great halls of the afterlife, to share stories and mead with them. Therefore, a Northern burial is much different from a normal one. They burn their dead on great pyres, so that their spirit may be released from their physical body and move to the halls of their forefathers.
The roles of men and women in Northern society is quite distinct. Northern society is male dominated. Each gender has a set of expected behaviors, and that line cannot be crossed with impunity. It is just as unlikely that a man would weave cloth as that a woman would participate in a battle. Women do not participate in trading or battles, although they have been known to accompany their husbands or fathers on journeys. Women's responsibilities are clearly defined to be domestic. Members of either sex who crossed the gender line are, at the very least, ostracized by society. Some cross-gender behaviors are strictly prohibited by law. Both tradition and law prohibits women from wearing men's clothes, from cutting their hair short, or from carrying weapons.
On one hand, a woman is, by law, under the authority of her husband or father. She has only limited freedom to dispose of property belonging to her. She is prohibited from participating in most political or governmental activities. She definitely cannot be a chieftain, she cannot be a judge, she cannot be a witness, and she cannot speak at assemblies.
On the other hand, women are respected in Northern society and have great freedom, especially when compared to other societies in Eld. They manage the finances of the family. They run the farm in their husband's absence. In widowhood, they can be rich and important landowners. The law protects women from a wide range of unwanted attention.
As the Northern Lands are male-dominated, masculine and adventurous female strangers are generally looked upon with disgust, daring to enter their society even with such clear laws in place. Nonetheless, they respect strength, and are perfectly capable of seeing when someone comes from a different culture, and therefore do not cast them out, but merely show that they do not approve of their behavior.
Kattarn
Culture:
Humans are generally neutral to most species, though even the best tend to be somewhat wary of strangers, and at worst, humans can be raving xenophobes. Once they become accustomed to an individual or culture, they tend to adopt a stance that assumes that said culture has always been part of their own. Inclined to fear most creatures, humans tend to panic easily and usually lash out violently at those they feel are responsible. Unlike on other worlds, even the most isolated human hamlet will not be bigoted against other humans because of skin color or appearance; on a world with dozens of non-human species, racism is a pretty dull pastime, while specism is far more interesting.
Humans have variable relations with other races, colored by their natural tendency to reject strangers. Dwarves are generally accepted in most human cultures, while halflings or gnomes are considered to be too inconsequential to take much notice of. In contrast, reptilian humanoids may attract more positive attention, usually of a curious or interested nature; unless reptilian humanoids make themselves a threat, humans would rather befriend lizardfolk, troglodytes, and the like. Humans generally find elves to be too haughty and arrogant for their tastes, and react to wood elves, drow, and most fey with hostility, if not outright violence. Orcs are almost universally hated, while of the goblinoids, only goblins are tolerated, albeit barely. Ironically, half-humans such as half-elves, half-orcs, or half-dragons are judged by their human heritage, not their other parent's ancestry, and as such attract little hostility for being half-human; this also applies to teiflings, aasimaar, lycanthropes, and the like. Most other species attract no more attention, beneficial or hostile, than they would for any other species.
Being primarily of neutral alignment, most humans pay homage to some form of the Duality, a twinned pair of opposite, yet united entities, who is/are also their creator deity. Humans believe that the Duality created them to help maintain the balance among other species, ensuring they do not flourish too much at the expense of others, a slightly hypocritical sentiment that invariable sets them at odds with nearly everyone else, including other humans. Humans have been known to venerate other deities, as well, most often those of neutral or part-neutral alignment.
The humans of Kattarn consider themselves to be noble and honorable people. Therefore, many of them become knights and paladins, choosing to fight for justice. Just as many, however, become swayed by promises of great power by the forces of evil, due to their natural weaknesses as humans.
Kattarn is ruled by a single King, although each city, town, and village has their own forms of government. No matter who rules each city, however, they all obey the words of their king without question. There are also many forms of nobility in Kattarn, from Dukes, to Counts, to Lords. Most nobility are such merely because of their name and wealth. Not many of them hold any real power.
Kaz Kazan
Culture:
Dwarves highly value the ties between family members and friends, weaving tightly knit clans. Dwarves particularly respect elders, from whom they expect sound leadership and the wisdom of experience, as well as ancestral heroes or clan founders. This idea carries on to relations with other races and dwarves are deferential even to the elders of another, non-dwarven race.
Likewise, dwarves, perhaps moreso than most other races, turn to their gods for guidance and protection. Non-evil dwarves look to the divine for comfort and inspiration, while the wicked look to their divine overlords for methods through which to obtain power over others. Individual dwarves might be faithless, but the race as a whole, regardless of subrace, has a strong inclination for religion and almost every community maintains at least one temple or ancestral shrine.
Dwarven marriages are typically arranged, usually in a way which would benefit both parties. Families seek out a kind of mutually-beneficial hypergamy, in which neither family would be rising in social status, but increasing their ability to do so through what they believe will be a synergistic partnership. The strictness of the arrangement is different depending on the particular culture, and may also differ by social class. In many kingdoms, the male dwarf is betrothed at a young age to a particular clan, rather than a particular person. When he is older, he chooses a particular suitor from among the clan members available. The individual female then has the right to accept or refuse his offer. The relationship of a dwarf couple is culturally seen as primarily utilitarian in nature, and the often begin that way: the man has a wife because he needs to have a wife, and the woman has a husband because she needs to have a husband. However, usually couples grow fond of and close to each other over the course of their years together. Dwarves marry for life, and normally do not remarry in the event of a spouse's death.
Signs of affection are not given lightly in dwarven society. Between close individuals, full-bodied hugs are the most commonly seen display of affection, and these are reserved for great occasions such as reunions and weddings. If the two individuals are not very close, two-handed handshakes (in which each person is clasping the other's hand in two of theirs) are more common at such occasions. The most meaningful symbol of affection is a kiss on the forehead; this occurs between two people who are very attached, usually husband/wife, mentor/apprentice, or parent/child.
As an interesting side-note, dwarves' brains don't chemically associate happiness with particular people, but with particular bonds. Thus, a dwarven soldier, for example, who is particularly close with a certain comrade-in-arms, feels intimately tied with any other soldiers in his company, not just that one close friend. In fact, the term "best friend" in Dwarven more closely translates to "of best relation." (Of course, because dwarves don't marry more than one person, this attribute creates no considerable difference in how they view their significant other.) This trait greatly contrasts with elves, which are fond of making many close and personal connections, further contributing to the two races’ inability to understand each other.
Dwarves are hardly fond in any way of sharing their genitals with others, and if sex-play ever occurs among them, it's very, very rare. (In some places, other races joke that dwarves don't orgasm.) Culturally, though, there is an understood importance of the genitalia, which are sometimes symbolic of health or social status. Individuals of other races sometimes find confusing (or humorous) the gravity with which dwarves mention genitals.
Whether or not the dwarven claim that they were carved from the world’s stone is true the dwarves share many qualities considered similar to the stone they live with. Strong, hardy, and dependable dwarves are polite, particularly elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions, regardless of the subrace they come from, and look for inspiration from ancestral heroes. Dwarves are also known for their stubborn nature and cynicism, traits widespread amongst the dwarves but which contribute to and are commonly offset by their bravery and tenacity.
Dwarven friendship is hard to earn, but is strong once won. Naturally dour and suspicious, the stout folk are slow to trust others, specifically towards those outside their family, suspecting the worst of an individual until the outsider proves many times their good will. Once this trust is gained dwarves hold their friends to it and view betrayals, even minor ones, with a vicious propensity for vengeance. A common gnomish oath, remarking on this dwarven sense of justice, is “if I'm lying, may I cross a dwarf.”
For dwarves, loyalty is more than a word and that it should be both valued and rewarded. Dwarves believe it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm. Many dwarven tales subsequently revolve around the sacrifice of dwarves for their friends and family. Just as dwarves are known for their dependability as friends and allies, dwarves also harbor grudges far longer than many other races. This may be on an individual basis between a dwarf and one who has wronged him or against entire races, even if warfare with the enemy has long since ceased.
Dwarves are a careful and deliberate race, with a more serious disposition than other races, who they sometimes view as flighty or reckless. A dwarf does all things with care and a stubborn resolve, with brash or cowardly behavior unusual for the race. However, dwarves do succumb easily to wrath or greed, which are the most common vices of the race.
Dwarves who leave their homeland to become adventurers do so for a number of reasons. In part, a dwarf might be motivated by simple avarice, given the dwarven love of beautiful things. As often, however, a dwarf might be motivated by a drive to do what is right for others (particularly their clan) or a love of excitement for, as settled as dwarves are, they rarely tire of thrills. But even these wayward dwarves retain the spirit of their brethren, hoping that their accomplishments abroad can bring honor to themselves, their clan, or both. Given that successful dwarven adventurers are likely to recover rare items or defeat enemies of the dwarven people during such challenges, this is a hope not entirely without merit.
Dwarves do not forgive past wrongs easily and the entire race has more or less declared war on goblins and orcs as a whole, wiping them out where they find them. Many dwarves view these races as a foul infestation of their mountain homes and their duty to purge them. Likewise, many dwarves view drow and grimlocks with a similar hatred and few dwarves have forgotten their ancestral hatred of the giants who once enslaved them. Because of this dwarves generally view related races, such as half-orcs, with distrust.
Dwarves get along pretty well with gnomes, with whom they share a love of fine crafting, and passably with humans, half-elves, half-eladrin, and halflings. However, most dwarves commonly believe that true friendships can only be forged over long periods of time and a common saying is that “the difference between an acquaintance and a friend is about a hundred years,” meaning that few members of the shorter-lived races ever forge strong bonds with dwarves. There are exceptions, however, and some of the strongest friendships are those between a dwarf and a human whose grandparents and parents were also on good terms with the dwarf.
Essra
Culture:
The center of the Essran social structure is the family, which is not only marked by blood relations but also by the legally constructed relation of the Head of House. The Head of House is the absolute head of the family; he is the master over his wife, his children, the wives of his sons, the nephews, and the slaves, disposing of them and of their goods at will, even having them put to death.
Slavery and slaves are part of the social order. The slaves are mostly prisoners of war. There are, of course, slave markets where they can be bought and sold. Slaves are considered like any other moveable property. Many slaves are freed by the masters for fine services rendered; some slaves can save money to buy their freedom. Generally, mutilation and murder of slaves is prohibited by legislation, although outrageous cruelty continues.
The authority of the Head of House is unlimited, be it in civil rights as well as in criminal law. This, although a very comfortable position, is not the most desired one, as any decision he makes may gain him the ire of his family members. Although they cannot do anything to him, being hated by your own family is not something many people want.
The Emperor of Essra is the supreme ruler of the lands. However, considerable power lies with the Senate, who are charged with handling the smaller affairs of the land that the Emperor feels is below him to deal with. The Senate also possesses the power to dethrone the Emperor, should they judge him unfit to rule. That way, the Emperor is always kept on his toes, and forced to rule fairly and selflessly.
In Essra, the cloth and the dress distinguishes one class of people from the other class. The tunic worn by commoner like shepherds and slaves is made from coarse and dark material, whereas the tunic worn by patricians is of linen or white wool. A magistrate wears the tunica angusticlavi; senators wear tunics with purple stripes. Military tunics are shorter than the ones worn by civilians.
The toga is the most traditional type of clothing worn in Essra. Boys, up until they reach maturity, wear a toga with a crimson or purple border, also worn by magistrates in office. The man's toga is worn by men over the age of sixteen to signify their citizenship in Essra. Triumphant generals wear fine togas that have embroidery of their skill on the battlefield.
Even footwear indicates a person's social status. Patricians wear red and orange sandals, senators have brown footwear, consuls have white shoes, and soldiers wear heavy boots. Women wear closed shoes of colors such as white, yellow, or green.
The bulla is a locket-like amulet worn by children. When about to marry, the woman will donate her bulla to the household gods, along with her toys, to signify maturity and womanhood.
Men typically wear a toga, and women wear a stola. The woman's stola is a dress worn over a tunic, and is usually brightly colored. A brooch is used as ornamentation or to hold the stola in place. A shawl is often worn with the stola.
The warrior people of Portolo, however, are much different from their neighbors. This city is ruled by a king, whose loyalty lies with the Senate of Essra, rather than the Emperor. Even though this king leads Portolo, he is considered less important than the ephoroi (overseers), five magistrates elected annually from the people. Every month, the king and ephoroi exchange oaths. As long as the king swears to govern Portolo by the law, the ephoroi will ensure that the kingship is unharmed.
Ephoroi have the power to judge the king. They can summon the king before them to explain their conduct. The ephoroi even have the power to fine and arrest the king.
Another strong influence of the Portolon government is the council. This consists of twenty-eight men over the age of sixty. The council members are elected for life from ancient families. The final part of the government is the assembly. This includes the people, adult males. The assembly has the power to accept or reject proposals put before it. If the people make a crooked decision, the king and elders have the power to take the situation.
Portolons are completely focused on their military. It is their entire way of life. The training of a Portolon starts at birth. The newly born Portolons are inspected by a committee of elders. If considered weak, the baby is left to die by exposure to the slope of Mount Taygetos next to Portolo. The babies that survive this are brought up in a special way. At the age of seven, a boy Portolon is brought under the direct control of the city. This remains for the rest of that Portolon's life. The Portolon boys are taught reading and writing for their basic needs, but the rest of their knowledge is dedicated entirely to training to fight.
The food is rationed, forcing Portolon kids to steal. If caught, they are whipped. This punishment isn't because they stole, but because they did it carelessly and unskillfully.
Although Portolon girls do not go through military training, they are educated. This education is not academic, but it is physical. Their education also involves being taught that they should dedicate their lives to the state. Portolon women are free to move around however they wish, unlike most other Essran women.
The harsh training continues through manhood. No Portolon is free to live as he wishes. Their city is like a giant military camp. If a Portolon is not assigned a duty at the time, the Portolon will watch the boys and teach them something useful, or they will learn themselves from the elder Portolons. Portolons are also forbidden to travel abroad, unless on instruction. This is because they don’t want any Portolon’s minds to become corrupted by foreign ideas.
Dark Lands
Culture:
The Dark Lands are probably the most interesting when it comes to cultures, as it houses so many different dark races. It is the home of the orcs, the vampires, the werewolves, the demons, and other undesireables.
Bestial and savage, orcs band together as trıbes, living on hunting and raiding. Believing that the only way to survive is by expanding their territories, they have developed enmities wıth many other races, although mainly elves and dwarves, as well as humans, gnomes, halflings, goblins, hobgoblins, and even other orc tribes. Even though they have good relationships with other evil humanoids in times of peace, their chaotic nature stops them from cooperating unless forced to do so by a powerful leader. Orcs live in a patriarchal society, taking pride on how many females and male children they have. Orcs like scars and take pride in exposing them, whether they are of a victory or loss. Their chief deity Gruumsh claims that the orc is the top of the food chain, and that all riches are the property of orcs stolen by others.
Orcs are fierce creatures created purely for one thing: War. For this reason, and the fact that many orcs don't speak Common, it is very rare to see an orc in the civilized world, let alone adventuring. However, sometimes an orc is born with an unusually intelligent brain and cast out of its' tribe, or an orc child is captured by a raiding party and spared.
The vampires are creatures of great beauty and bloodlust. They enjoy the finer things in life, and only the truly ancient vampires possess the bloodlust of their creator. You won't see many vampires today throwing themselves headfirst into battle simply for the thrill of tearing their enemies apart. Only the ancients do that, the Vampire Lords and Ladies revered by their children.
Werewolves, however, cannot be further from the vampires in behavior. They still, to this day, retain their primal urges to tear their enemies apart, and many of them have become so accustomed to the taste of blood that they drink it even when they aren't transformed. They revel in bloodshed, and many of the mobile packs tend to leave the Dark Lands, simply for the thrill of both hunting and being hunted.
The demons of the Dark Lands are probably the ones with the strangest culture of them all. They all revel in bloodshed and death. There are those Eld-born demons, those born to parents, and not spawned in one of the Nine Hells, who have the capacity for good, but most of the demons are slaves to their instincts and ancestral traits.
However, despite these violent tendencies, the demons aren't very into infighting. This is because most demons can instinctively sense when a demon is stronger than them, and they therefore feel obligated to follow that demon's orders. That demon, in turn, follows a stronger demon, and so on, all the way up to their demi-god deity, the half-demon Dagalûr, to whom most all demons swear allegiance. They grant him worship, and in doing so increase his power, and in return, he gives them purpose, targets for them to direct their violent urges to.