I. Basic Kingdom
Infomation
(updated 10/30/01)
Kingdom Name: Morea
Kingdom Quote: "This
war-banding, clannish, crazed pack of heavily
tattooed marauders does not answer to anyone. They hate the
Emperor and do not pay tribute. If it weren't for the great sea between
Morea and Jafra, they would have wiped each other out."
(from
the Runesword Guide, by Dan and Adam)
Location: Large Isle across the Sea to the East of Jafra
Size of Territory: Pretty big - a large island/small continent
[
Time Period: (if applicable)]
Language(s): Moreans speak their own language, with various
dialects, but some know a little Jafran standard (for trading, etc.)
Inter-Kingdom Relations:
Border Countries/relations: No land borders. Closest by coast
are: Argos, to N; Kyparrissia, to SW; Andoria, to NW.
Relation with Jafra/emperor:
Absolute hostility, long feud. (No tribute)
At War/Conflict with: Jafra: long standing hatred results
in frequent raids and occasional flare-ups in open warfare
Zur: "Cold" war (and bad feeling) because of raids on Zurish ships....
Treaties/Positive Relations with: Argos: Formal non-aggression
pact. Lots of trade, with Morea having (only) a slight advantage.
Moreans tend to respect Argosans for their devotion to their faith/god(s).
Few historical conflicts.
Kyparrissia:
Formal non-aggression pact. Some tension (because Kyp. magicians get
hired by Jafra army....) and some religious-related tension. Peace
held mostly for trade purposes (so both sides tend to gouge each other
whenever possible).
Andoria:
Informal non-aggression pact. Relative peace. Morea would rather attack
Jafra anyway, so the two countries' ships pretend to ignore each other
(most of the time). Some trade goes on as well, at fairly equitable
terms.
Reputation/Stereotype: On the Jafran mainland in particular,
Moreans are viewed as barbaric marauders - fierce and cruel.
Why the Stereotype?:
Generally, the only Moreans who travel to Jafra (and neighboring countries)
are those in war-bands (or on similarly hostile missions). Not only
are they actively hostile, they are generally young, fierce, warriors
with strong motivations for gaining glory by slaying enemy warriors,
destroying enemy property and holdings, and generally creating chaos
among their Morea's foes. Many of the warriors are likely to be Dan'ap,
men disowned by their clans (for any one of a variety of reasons)
and desperate to gain a heroic reputation and/or enough loot to earn
a wife (and thus a family, clan, and future....). Ferocity in battle
is furthur enhanced by religious beliefs that the blood of enemies,
one's own blood shed willingly in "righteous" combat, and, especially,
the tattoos given by Bataya priests in recognition of valor
and quests fulfilled, mark an individual for passage into the after-world
of Zylos....
II. Individual Citizens (Characters)
Physical/Racial Characteristics
Standard Game Stats (RS2):
Health: 42
Strength: 17
Agility: 14
AP: 14
Will:
9
Body (size): Avg.
Special Resistances: (none)
Life Expectancy: 62
Notable Skills/Occupations:
Typical (Stereotypic) Occupations: Widely known as fierce warriors
of some variety
Available Skills for Characters (at Creation, RS2):
Weapon Skills:
Axe, Bow, Dagger, Martial Arts, Sword
Secondary Combat Skills: Ambidex, Back Stab,
Cleave, Heroism, Mad Rush, Taunt, Whirlwind
Defense/Healing: Battle Armor, Bloodshield,
Distract, Evasion, Revive
Magic Related: Lunaspell, Wrathspell
Other: Acrobatics(+Ag), Body Building(+Str),
Health(+Hp)
III. Social Issues
Standard (Character) Vice Scores:
Luna 19
Pride 20
Revel 19
Greed 16
Wrath 20
Lust 17
(higher number = worse weakness, average is 18)
Major Religion / Religions:
Overview: Morea was settled mostly by people
belonging to the ancient religious sect called Bataya.
With its history of stalwart independence from the other Kingdoms,
other religions have had little chance to replace Bataya, or even
really challenge it at all. The beliefs and customs of the current
Batayans have probably changed and evolved over the years, but it
is hard to say, since no written records are known to exist from the
original sect. There are a few factions within the Bataya religion,
but they all agree on enough things and follow enough of the same
customs/rituals to be considered a single religious sect. (The variations
from area to area would be in overall "strictness" of the religious
practices, emphasis put on various ceremonies, bits of local mythos
that have evolved, and so forth.) Since the rise in power of Bataya
after the defeat of the Eternals and rebel Dreamers, the five Greater
Temples of Isuli oversee various areas of Morea.
The central identifying characteristic of Bataya
is their worship of the goddess of the secondary sun (the Babe), who
they call Isuli. As with many sects, they believe Isuli, the Babe, is
the first-born of the sun, Ibeza. However, though they have respect for Mother Ibeza, the
focus of the Bataya worship is Isuli. They believe that, as eldest
daughter, Isuli is destined to inherit the rule of the Heavens. Because
of this, they worship her as the ultimate controller of destiny, and
the true force to be reconned with in the Spirit world....
Another key concept in Bataya involves beliefs
about personal valor and the afterlife. Batayans do not believe in
reincarnation of any sort - they believe you get one shot to prove
your self and that's it. If you belong to an honorable clan, or
have enough personal honor, you may win the attention of Zylos and
have your spirit escorted to a glorious afterlife world. Otherwise,
your spirit is doomed to linger on Eternia, or lost between Eternia
and Zylos. Over time, lost souls slowly loose any remaining
power and dissolve to nothingness.
As far as gaining/losing honor, anything an individual
does is believed to also effect his/her Clan as a whole (unless the
person has officially been severed from the Clan by religous decree).
Women gain honor primarily by bearing (and raising) children, especially
daughters (because they can bear more children...). Men can gain honor
the quickest by taking the lives of those declared to be Isuli's enemies,
or by shedding their own blood in defense of her cause. Women can
also be warriors, but they are rarely permitted by their Clans to
risk their lives unless the need is very dire (or someone has11 daughters...).
Other service to Isuli, or support of her priests/priestesses, also
gains honor and recognition. All manner of honorable deeds are reported
to priests of Zylos, who then award recognition in the form of tatoos.
Each tatoo refers to a specific event or deed, beginning simply with
being Named (and officially included in the Clan roles) at age 2.
Most tatoos are given after something is done, but an "open writ"
may be given to symbolize a special quest is in progress. When said
quest is completed, the tatoo becomes a "closed writ", one
of the most honorable and powerful tatoos.
Diety / dieties: - Isuli (the Babe), the "one who
will be", controller of the future/destiny. Isuli's symbol in
the Cosmos is the smaller (red) sun. She is the eldest (and only)
daughter of Mother Ibeza, and will inherit all power as Ibeza slowly
fades away through the eternities. All Batyans worship Isuli as the
ultimate power over destiny. Priestesses of Isuli have the
highest authority in the Batayan religion, and can prophesy, cast
(or remove) curses, and command priests/priestesses of the other dieties,
or over-ride/revoke their decrees, in addition to making her own decrees.
Only a priestess of Isuli can declare a death penalty upon a criminal.
The Ascending Heirs of Isuli (who rule the five greater temples)
are responsible for passing judgement upon and deciding punishment
for any corrupt priest/priestess within the Batayan sect. They can
also curse (or redeem) entire Clans.
- Mother Ibeza,
the grandmother of Eternia. Ibeza's symbol in the Cosmos is the larger
(yellow) sun. Being the grandmother, Ibeza watches over Eternia, nurturing
Isuli's children. However, she is viewed as primarily a passive diety,
unlikely to act directly or with great power/force. Ibeza is actively
worhiped only by pregnant women, families in need of children,
or families with sick or injured children. Priestesses of Ibeza
generally act in supportive duties, they oversee libraries, scribing
duties, and such. However, the Wise Women of Mother Ibeza (of
the five greater temples), are the only ones who can veto an edict
from Isuli's high priestesses. This veto power is very rarely used,
but is true and absolute - a veto from a single Wise Woman could conceivably
halt an entire war effort or pardon the most hated of criminals. (*Note:
a priestess may switch between service under Ibeza to Isuli, or back,
once or more during her lifetime.)
- The Brothers: Isuli's brothers, the warriors
of the Heavens. Completely devoted to Ibeza and Isuli.
- Alern, eldest
brother and captain of Isuli's army. Alern's symbol in the Cosmos
is the steel-grey moon. Alern guides and strenghtens warriors fighting
Isuli's enemies (i.e. the enemies of her followers). Alern is worshiped
in particular by warriors, hunters, and stone-workers. Priests
of Alern train warriors for battle, teaching both combat skills
and techniques, and strategy. They personally guard temples/shrines,
and oversee other temple-owned lands. Only a senior priest of Alern
can sanction or dissolve a war-band (a temporary alliance of clans),
and most war-bands are commanded by one or more priests of Alern.
(*Note: Both men and women can serve under Alern, though the ratio
is about 8:1 priests to priestesses.)
- Adad, the battle-mage.
Adad's symbol in the Cosmos is a red-yellow moon. Magic, curses, and
insanity flow through Adad. Magic users and metal workers pay
special tribute to Adad. Priests only outnumber priestesses of Adad
by about 3:2. Priests/priestesses of Adad learn and teach Wrathspell
and Lunaspell magics, primarily for use against enemies of Isuli.
They serve as the magical defenders of the temples/shrines, and often
accompany war-bands into battle. Priests/priestesses also oversee
and regulate any other known users of magic, including healer and
small-time sorcerers, etc. Extremely talented priests/priestesses
of Adad are rumored to still posess the ability to bless/enchant weapons.
- Elohin, the messenger,
commander of wind and water. Elohin's symbol in the Cosmos is a bright
blue moon. Elohin is the parton of travelers, especially messengers
and sailors, and also of farmers. Priests/priestesses of Elohin
serve as a messenger network throughout Morea, particularly between
the shrines, of course.
- Zylos, the
lord of death. Zylos's symbol in the Cosmos is a hazy green-brown
moon. Zylos is the one who chooses which souls will go on to the further
glory after death.(Note: Zylos is also the name for the after-world).
Zylos is actively worshipped by families with warriors away at
battle or anyone being troubled by restless ghosts or undead.
Priests/priestesses of Zylos record worthy deeds (which must
be witnessed or otherwise evident) and award tatoos to Batayans. They
keep track of the status ("valor") of each Clan , and act as political
advisors to the temples. They also track genealogy (within the region
they serve) and have the power to authorize/deny adoptions, marriages*, and anything else relating to Clan membership (such as banishment).
(*marriages are performed jointly by a priest
of Zylos and a priestess of Ibeza, with a witness priest of Elohin
present.)
**Note: the physical descriptions
of the moons and some initial ideas for the role of the Cosmos in
mythology comes from an article by "VampiricDread", originally
posted on the Shrapnel-Runesword-General forum, and re-posted by Count0
on the "Eternal Project" message board.
Other super-natural beings: demons (evil,
including the Eternals), spirit warriors (good), ghosts (lost souls
trapped on Eternia, mostly harmless, occasionally malicious), ancestors
(souls who moved on to Zylos but may communicate with their descendents
in special circumstances)
Role of magic in this society:
Lunaspell and Wrathspell magics are the most common taught/used. Magic
is generally used only for battle-type purposes, and magicians pay
special homage to Adad.
Family Relations
Family units: The basic family unit,
a Household, is defined by grandparents and their posterity.
All grandchildren consider each other brothers and sisters, regardless
of specific parents. Aunts and Uncles are called Sister-mother and
Brother-father and have equal authority and responsibility over children
as actual parents. Bloodlines are matriarchal (a child belongs to
his mother's mother, and males join their wife's household/clan at
the time of marriage).
A Clan is a group of families whose grandmothers
are/were sisters. If the great-grandparents are living, they have
special status and are highly revered, but may or may not be the current
clan leaders. Clan leadership is actually determined by religious
ceremony, and may change from time to time.
courtship and marriage: grandmothers arrange
marriages, but both the man and woman have veto power (at least officially).
However, those who reject their families' choice of spouse once the
engamement was set must suffer certain consequences. With a young
man, if his family is feeling merciful, he may only have to re-pay
his grandparents for any gifts, etc. given on his behalf, and another
marriage may eventually be arranged. If the family is really ticked,
he may be dis-owned and turned out to fend for himself (usually as
a warrior, because if he gains enough valor he may be able to acquire
a wife/family at some later time). With a young woman, if her family
is feeling merciful (which is more likely if she is young and hasn't
ever pulled this trick before), she may have to serve in some capactiy
to pay back her grandparents for any gifts, etc. given on her behalf,
and eventually another marriage may be arranged. If a woman continues
to refuse marriage arrangements, she may be pressured into entering
religious or military service. (Successful female warriors still answer
to their grandmothers, but basically have their own say in things,
since they contribute to household valor, etc.)
Note: Those who enter religious service can still marry, but circumstances
are rather different....
living arrangements: a bride remains with
her family and the groom moves in. They are entitled to a (small)
degree of privacy, however, - such as their own house/room, or at
least their own bed (in a poor family). They are also entitled to
begin accumulating some personal property/wealth (in the hopes that
they will one day have their own household).
fatherhood: (includes spouses of mom's sisters,
to some extent)
traditional responsibilities:
A father is responsible for contributing to the physical support of
his children. He is expected to contribute more significantly to household
resources according to the number of (living) children he has. A father's
income (be it money, meat, crops, or whatever) is pretty much turned
over to the grandfather for supervision. The grandfather is
still the head of the household, and ultimately responsible for providing
food/shelter/etc. A father is also generally involved in vocational
and martial training of his sons (and/or his sister-in-laws' sons),
under the supervision of the grandfather (of course).
effect(s) on social
status: The birth of a first child marks a man's true adulthood.
He may now have a voice in the clan, (and is much more accepted in
the household, too). With more/older children, his position becomes
more secure, and their achievements, as well as his own, are likely
to influence his social/political power/standing (for better or worse).
motherhood: (includes mom's adult/married
sisters, to some extent)
traditional responsibilities:
A mother is responsible for most of the day-to-day chores of raising
kids: diapers, feeding, etc. She is also to be the model of obedience
to her own mother, to instill this value from an early age. Mothers
also meet out discipline, as directed by the grandmother. Mothers
are also the teachers of domestic chores/tasks (to both male and female
children, though the emphasis shifts when the boys get older). Grandmothers
are responsibility for the formal education and religious instruction
of children. Religious instruction is in the home, and usually other
education is, too. Most kids learn to read (a little) and do simple
(practical) math. Few other (non-religious) subjects are studied formally.
effect(s) on social
status: The birth of a first child marks a woman's true adulthood,
too. She may now have a voice in the clan. The more children she bears
that survive childhood, the more family/social power she is likely
to have. The accomplishments of her daughters, in particular, greatly
influence her social standing.
Becoming a Household: The birth of a grandchild
signifies the creation of a new Household. The grandparents and their
adult/married children set up their own home, etc. It is a time of
intense celebration for all involved. At the second birthday of the
child, a special religious ceremony occurs, writing the Household
name in the "book of life." (Until at least one grandchild survives
to age 2, the household status somewhat tenative....)
Becoming a Clan: The birth of the first
great-grandchild is incredibly exciting. However, at least 3 great-grandchildren
(from the same or different families) must survive infancy before
a Clan is officially formed. At the second birthday of this 3rd great-grandchild,
a major religious ceremony is held to establish the new Clan, its
totems/symbols, etc.
children
males:
traditional
responsibilities: helping with household chores
education:
(formal, informal, and vocational)
birth
order issues: In theory, birth order does not affect social status.
However, first grandchildren and the first three great-grandchildren
are likely to be a little favored, as their well-being (as children,
especially) is critical to family status.
females:
traditional
responsibilities: helping with younger siblings (including cousins)
education:
(formal, informal, and vocational)
birth
order issues: In theory, birth order does not affect social status.
However, first grandchildren and the first three great-grandchildren
are likely to be a little favored, as their well-being (as children,
especially) is critical to family status. First born daughters are
also important, and are likely to be pressured to marry and have children
quickly (so her parents can be the head of their own Household).
elderly:
what
defines "old age": A person is considered an "elder" when he/she
becomes a great-grandparent. A person is considered "aged" (elderly)
at about 60 years old.
traditional
responsibilities: "storytelling" - relating family history and
such to the younger generations
care
of the infirm/senile: Infirm and/or senile elderly are the responsibility
of the clan, and are cared for according by households chosen by the
Clan leader.
widows: Since females stay with their
families after marriage, and become matriarchs in their own right
as their children grow, widowhood is not necessarily the end of the
world. Young widows (without any children of marriable age) may re-marry
at their family's disgression. Depending on their child-bearing history,
they may actually be a very desirable wife, in some cases. Older widows
(with at least one married daughter) continue as the household matriarch,
but the responsibilities her husband would have had pass to her first/oldest
son-in-law (that is not already a grandfather with a Household of
his own). An older widow without a son-in-law for support may choose
to remain "alone" or to apply to her clan for support.
widowers: If a man's wife dies young,
he may find himself cast out of her family - especially if they have
no children, or if she died in childbirth. If this happens, he has
to pretty much fend for himself. If he wants to marry again, he has
to gain enough reputation and wealth (usually as a warrior) to hire
a marriage broker to speak for him.... If a man is well-established
in his wife's household, he may be offered the chance to marry one
of her sisters/cousins. If a grandfather's wife dies, he continues
as head-of-household. However, he becomes responsible for making sure
his grandchildren receive the education his wife would have provided
- either by applying to the clan or to local religious leaders. Once
the grandchildren are grown, and his responsibilities fulfilled, he
may choose to live "alone" or to apply to his clan for support.
Infertility: If a couple has no children
after three years of marriage, the marriage is declared null - as
if it had never happened. The man returns to his birth family, the
woman remains with hers (of course). They are allowed to re-marry
other people, but it will probably be harder to arrange matches for
them the second time. If a man or woman has had two null marriages,
he/she is considered infertile. This is a sorrowful curse. The person
is marked (by tatoo) and may never marry again. He or she is considered
terribly unlucky (almost tainted) and even a woman could be turned
out of her family. A man is most certainly left to fend for himself.
Many times someone marked unfertile will basically commit suicide.
Taking one's life directly is forbidden, but a woman may stop eating
or begin taking extreme health risks, and men may become near-crazy
warriors. The mark of infertility is irreversible. If a woman marked
infertile were to (somehow) become pregnant, that is a mark of a pact
with a demon. She would probably be killed, and if she managed to
hide her condition long enough to bear the child, it would be as well.
Domestic Government:
Kingdom-Level Government system: basically,
none. Clans are always developing/changing relationships with each
other. However, they may group to form a Band for a specific purpose
- usually Warfare, but also to survive a local disaster, colonize
a new area, or make improvements to a village/town.
Local Government System: A village/town
is usually run by the clan that first settled the area. They can be
overthrown, but in the current times, it doesn't happen too often
- especially to larger communities.
Religious Influence on Government: Religious
leaders have significant influence on almost all clans. They are often
the arbitors of inter-clan squabbles, as well.
Miscellaneous "Color"
Arts:
What place does formal
"art for art's sake" have in this society? almost none
What folk-arts exist?
- armor and weapons are often very detailed/ornate, wrought with a
lot of symbology
- tatoos are a big deal - warriors in particular have a great number
of them. Each has specific meaning and is awarded by a clan leader
or religious leader.
Are art objects a trade
item? Only within the country.
See also: History of Morea