Protectorate of Tiefebene
The lower lands of the Cloudian continent have been divided into four major provinces, and the area known as Rockshadow.
Structure
The mayors, lords and local leaders of the towns and villages of a Province make up a body known as the Lower Chorus. They are mostly self-governing, and come to power in various ways depending on the individual settlement, ranging from inherited titles to the use of a voting system. Their responsibilities include overseeing the people within their territory, enacting and enforcing any number of laws they wish to with the caveat that they do not conflict with those that govern the Province or the Protectorate, collecting taxes from the citizens, solving minor disputes between their subjects, and providing a local guard for protection. The Lower Chorus answers to its Provincial leader, known as the Speaker.
The Speaker of a Province is chosen by its Lower Chorus, and is usually from among their members, though in very rare instances, another may be seen as worthy of the title. Their job entails collecting the taxes from, and solving disputes between, the individual towns. They are also in charge of relations between the Provinces and determine what issues to bring to The Voice of Tiefebene. Every year after the first harvest the Lower Chorus will meet with the Speaker of their Province over the course of several days to bring their taxes, and discuss any pertinent issues or unresolved conflicts with other settlements that need mediation.
The Voice of Tiefebene is an elected individual charged with managing the whole of the Protectorate. The Speakers will seek input from their Local Chorus, but ultimately, it is their task to choose a representative. The only directives are that this person be Nobility, and they cannot be one of the Speakers. If, for some reason, the Speakers can't reach a consensus on who will fill this role, the King Above will step in and make the final decision. The Voice of Tiefebene spends the spring season visiting the Provinces to make sure their individual Speakers are fulfilling their duties, and can opt to address any major issues that cannot wait until the annual first harvest meeting. After this summit in the late fall, the Voice of Tiefebene will travel to Erhoren-land to assemble with the Chorus of Voices.
The Chorus of Voices consists of five representative (Voices) that encompass the Giant territories and Tiefebene of the Kingdom of Erhoren-land. They meets in early winter with the King Above, presenting the taxes collected from their lands, and bringing forth any issues/concerns/conflicts that need the King's attention. The King Above is the ruler of Erhoren-land and its protectorate, Tiefebene, and as such, has final say in all matters.
Each member of the government of Tiefebene serves until voted out, death, or removed through some other means.
Level | Title | Current Holder | Race | Area/Seat |
---|---|---|---|---|
Local | Lower Chorus | Variable | Variable | Towns |
Province | Speaker of Growing | Khoon Skreah | Owlin(f) | Karminroot / |
Province | Speaker of Hunting | Reverence Brightwood | Tiefling (m) | Wald Boden / |
Province | Speaker of Water | Daardendrian Rhogar | Dragonborn (m) | Sumpf / |
Province | Speaker of Trade | Neega Miri Greycastle | Half-Orc (f) | Handeln / Eintritt |
Protectorate | Voice of Tiefebene | Kuori Wordpainter Gathakanathi | Goliath (f) | Tiefebene / |
Culture
Because of the role that Giants played in the reshaping and protection of the Cloudian continent, including the lands of the Protectorate, they, and any of their bloodlines, are revered, regardless of their station. Second-most highly regarded are any from a winged race or who have the natural ability to fly in some way. As these beings can enjoy easy access to areas and things reserved for those of a certain stature or the capacity of flight, many who are not so blessed have sought ways in which to attain these gifts through artificial means. The people who resort to such measures, however, are seen as imposters and treated with a degree of disdain, particularly by those who are considered "pure-blooded."
The most prominent deity in the land is the Giant goddess, Hiatea (hee-AH-tee-uh), as it was she who answered the cry of her people during The Convergence, and provided them with a territory where they would be safe and prosperous. Second in popularity would be Savras (SAV-ras) for his connection to the Oracles. These Seers are raised to a near-divine status by the common folk for their ability to see the threads of fate. Every town features some local fortune-teller, and consulting them before any large decision is made is very important to the people. Very few of the other deities have a following here, and most keep these beliefs private. Any who do worship these "outside" gods publicly are usually met with distrust, if not outright hostility.
Leaving behind Handeln, this province eschews the massive dimensions found there for a far more spacious area. Karminroot's expansive plains are dotted throughout by lakes, many of which are interconnected by streams and rivers, making this fertile land considered the breadbasket of Cloudia. With roughly 14,000 sq. miles (about the size of Maryland) of vast grasslands with natural irrigation, the agrarian values of the people have made for much of the land to be converted to successful farms. While the reasons behind it are unknown, these farmsteads produce livestock and crops that are larger than standard breeds found elsewhere. Some ranches and plantations specialize in these oversized products, and cultivate them as tribute to the Giants.
Towns here are few and far between, leaving wide, open spaces among them. These villages have a wide assortment of buildings and stores, providing anything the nearby people may need as well as meeting the expectations of travelers. Because they try to fit as much as they can within as little of the land as possible, properties still tend to be larger, and homes are multi-generational as well as multi-family. Construction primarily uses stone, but wood detailing is quite common. Roads between settlements exist, however, they seem to follow the natural geography, rather than take more direct routes at the expense of the surroundings. As one moves closer towards the mountains, it is noticeable that cities here are at the base of the crags, with certain areas built into the cliffside itself, and only accessible by those who can fly.
Due to those locations, as well as the winding roads and distance between towns, the citizens of Karminroot place a high value on mobility and flight. Many people that possess wings, or have the ability to fly, can easily find jobs, particularly as messengers between settlements. Additionally, rangers and warriors are very much sought after to help against roaming creatures that try to attack farms and towns alike. The worst of these are manticores that do not look to take livestock, but people, as their prey. While many have tried to investigate where they come from and why they attack, no one has found this out as of yet. Intelligent enough to sometimes attack in groups, towns employ seasoned hunters of any kind that can handle the threat, and while winged or flighted fighters are preferable, many places are less selective and will take any who can handle the problem. That said, the hide of a manticore is incredibly valued for its toughness, and can even be used in the making of certain furnishings, such as chairs.
While inhabitants of Karminroot have the typical adoration towards the Giants as the protectors of the land, there are some that feel a bit of displeasure at what they feel has been an ignored problem. These people believe that as the province that provides food for most of the land, and which also sends additional tributes to the Giants, that the manticore attacks should be given more attention. So far, those who are protesting are not large or vocal enough to pose a threat, but whether or not that stays true remains to be seen. Karminroot is also a rarity among the other territories in that several "outside" deities are more revered here than Hiatea, specifically Chauntea, Selune, and Savras, though a handful of others can also be found. Worship of these gods/goddesses is kept to small, personal shrines, with the exception of Savras, as he is tied to the Oracles and fate.
Although many of the people are farmers or crafters, this does not mean that fashion doesn't have a place here. Many trends from Handeln can be seen here, though often is a simpler or reserved way. The people seem to prefer using accenting pieces of a certain color, or favor a trinket or jewelry piece, rather than an entire complex outfit. Overall, the clothes are more practical, and made of stronger materials to be able to withstand the work, as well as the travel, and only has small traces of an individual's allied tribe. Styles associated with Cloud Giants are the least common throughout Karminroot, usually only worn by the leaders of a town, and more often than not, specifically during special occasions. Because of how valued flying is, it's also one of the only places you'll see a feather or two worked into a person's clothing. These feathers frequently reflect the type of avian race that has helped guard the person's settlement, and is seen as a way to pay homage for their proverbial "eye in the sky."
On the other side of the Rock Shadow from Karminroot is the province of Wald Boden. Roughly 16,000 sq. miles (about the size of Maryland & Delaware), the geography, topography, and ecology of this area is quite diverse and very unique. The surrounding mountains are a majestic sight, especially in certain areas where one can sometimes tiny metallic veins of ore or catch sight of a very rare type of tree only found here. These specimens, like all things that grow throughout the continent, are much larger than the more typical types found elsewhere, and because of their proximity to the rich minerals found in the rocks from which they grow, they have become infused with different metals and have leaves that seem to reflect that, mimicking the ground below. These trees serve as a good indicator of rich ore veins nearby, and their leaves are quite valuable. That said, their rareness also means that they are somewhat protected and to leave one of these trees bare of all its leaves is seen as almost sacrilegious, and to chop one down is not just offensive, but criminal, with the perpetrator likely being hunted down.
The land itself is predominately forested, though again, this area's uniqueness is seen here in the mix of biomes usually found in much larger spaces than that of Wald Boden. Running around the north, east, and south is a temperate broadleaf forest that experiences warm and cool seasons. The soil is considered rich, and an array of herbs, plants, flowers, and mushrooms grow in abundance. One can also find animals that are what one would expect in a forest, ranging from foxes to rabbits. Rain is moderate throughout, however in the cooler seasons and in certain areas, one can experience light snow. In the center and along the west, however, the trees begin to change to those that are cone-bearing and needle-leaved. There's also a more limited amount of plants as the weather and soil alter to more of a subarctic type, with blueberry and lingonberry being the most easily found. The temperature in this boreal forest is far colder with a winter season that is long and harsh. Animals in this part have adapted to this climate, either by hibernating, burrowing, having thicker coats, or larger feet/hooves, such as elk, lynxes, or wolves. There is one area, however, situated nearly in the center where there are parts of both types of forests that seems inaccessible. Any who try to enter seem unable to, and those who continue to try are never heard from again.
Because of the distinct topography of this province, size and flight are not as important as they are in other areas of Cloudia. While still considered useful and somewhat revered, the people of Wald Boden prefer strength and hardiness as this is what they view as necessary to thrive here. Although there are plenty of different races that call this place home, there's quite an abundance of Dwarves, Elves, and Firbolgs, more so than in any other province. The Dwarves tend to remain close to the mountain regions, building mining towns, and searching for ore, as well as crafting ever new inventions. The Elves and Firbolgs prefer to call the forests home, and seek to build their villages in natural clearing rather than chop down any of the massive trees. Wood construction of buildings and homes is common, though they have a rule of planting and nurturing a tree for every one used to build their settlement. They also believe in as little waste as possible and often use smaller pieces of wood that might otherwise be thrown away to decorate or accent. Stone is also used, though to a lesser extent, and mostly to provide a safe way of building fireplaces in homes to keep the spaces warm. Bone is also used as accent pieces, and the combination of this with other materials is often prized as a sign of excellent workmanship.
The differences of this province extends to the faiths of its inhabitants. Along with followers of Hiatea, one can also find those who worship Mielikki and Gond. Whereas in other parts of the continent these beliefs are kept personal, here there are shrines to Mielikki located in secluded forest groves, while Gond has some deep within the mountain. This, however, has also led to a bit of conflict between the people, particularly Dwarves and Elves. The Dwarves, especially those who put their faith in Gond, wish to work the ore they mine, smithing and creating everything from jewelry to weapons. To that end, they seek out materials and resources to use alongside the metals. This leads them to the forests, often cutting down trees. The Elves who follow Mielikki feel that this is an affront to their forested lands and that they must protect it. So far, this has only resulted in high tensions so far, but many believe it is only a matter of time before it all comes to a head.
The clothing styles of Wald Boden are those of woodland and mountain people. While the leathers and fur are simple, they are quite sturdy, and can easily handle the different terrain and climate, keeping the wearer cool during warmer times, but protected from the colder seasons. In the mountain areas, metals are put to use in more classic adornments, such as buckles and clasps. Forest dwellers are more apt to integrate wood or bone in their décor. Regardless of where a person lives, any who are aligned with a Giant tribe will often have a decorative cloak pin or similar simple ornament with the motif or color that matches the clan they are allied with.
Handeln Province
As the first territory that most foreigners encounter when coming to Tiefebene, it is equal parts awe-inspiring and overwhelming as the people see the sheer enormity of everything from the infrastructure to the culture, and even some of its inhabitants. Handeln is roughly 18,000 sq. miles (roughly the size of Vermont & New Hampshire), with the majority of roads being a minimum of 60 ft. across. The main route through the larger cities, however, can reach 165 ft. in width.
Buildings are as equally impressive and possess a natural sort of beauty. They are predominately made of stone, with oversized doors and windows that are proportional to the dimensions of the structure they are in, with the standard story of any public establishment being 22 ft. This gives the feeling of very spacious interiors with high ceilings, and accentuated by natural light. Sturdy construction is highly prized, which is evident even in their furnishings as it tends to be large and heavy. Taking advantage of these big buildings, rooftop gardens are incredibly popular, adding a riot of colors to the simpler facades, and balconies along the upper stories often provide spectacular views.
While smaller towns may boast individual family homes, within the more sizeable cities, residential buildings lean towards tall apartment towers. These places have a dual purpose as their lobbies are more often then not some sort of shop that caters to the area. Although they all have a uniform exterior, there are minor differences between residences found in an opulent part of the city versus those in less fortunate community, with the former featuring the high ceilings and open spaces and the latter only having the appearance on the outside but possessing standard dimensions inside.
The focus on size, particularly height, has led to automated inventions and magical innovations aimed at giving the people without the natural means a way to access places and things otherwise out of their reach. Most notable among these are the Alofters developed by Gnomish inventor . These mechanical stilts assist the vertically-challenged, with the official ones created in her workshop very much sought after, and even seen as a symbol of status. As often happens with works such as these, there are many subpar imitations produced with questionable qualities, though at more "affordable" prices.
Because of its access to the outside world, Handeln is considered the cultural hub of Tiefebene, and nowhere is this more apparently than the main port, and largest city, Eintritt. Here, one can see quite the eclectic mix of Tiefens and visitors, and it is these travelers that influence certain aspects of city life, from the economy to religious tolerance. As there are so many faiths in one place, belief in other deities is allowed, but remains something many prefer is kept private, and so it is heavily implied that they are not truly welcomed. Beyond this, however, it is one of a few places in Tiefebene where one can see a beautiful blend of races and cultures co-existing and doing so very well.
Fashion in this Province, like its infrastructure, is extremely influenced by height or large spaces, with clothes designed to give the illusion of one or the other, often both. Furs, woolen garments, and other warm vestments are popular, but anything featuring feathers is usually considered offensive or taboo, unless the person is of an Avian race. Most locals also tend to wear some sort of jewelry, emblem, or style that proclaims their loyalty to one of the Giant clans.
- Those associated with the Fire clans favor more of a martial appearance, incorporating metal and weapon motifs. Colors lean towards warm or metallic, often with black or grey worked in.
- People honoring the Frost clans prefer furs and leathers, and focus more on practicality versus decoration. What adornments are present use carved bone. Cool colors are used, with blues and white being the most prominent. White fur is particularly desired, and fetches a high price, though this amount may vary based on the exact purity of color, quality, or size of the specimen.
- Devotees of the Stone Giants are often crafters and laypeople. Like those of the Frost clans, their fashion is more practical, though they choose a more simple or plain look, and often feature many pockets as well as an expertly crafted stone or gem. Natural or earth-toned colors are implemented in complimentary ways.
- Cloud Giant fashion is limited to mostly the Upper Class. Featuring rich colors in all shades, it employs some of the more expensive fabrics like silk, chiffon, and any other that are light and flowy. Use of contrasting colors and layers of thin, nearly transparent cloths give these outfits a look of sophistication and artistry. Decorations often include whimsical, swirling designs, and a lot of fine jewelry.
Karminroot Province
Wald Boden County
The Sumpf Province
Beyond the unique Wald Boden Province lies the strange and somewhat remote territory of Sumpf. Consisting mostly of wetlands, these 26,000 sq. miles (about the size of West Virginia) hold a mix of marshes, swamps, and bogs which all share long winters and short springs. Rivers and streams form a myriad of waterways that runs throughout the area, connecting nearly every part of the region, making them the primary means of travel. These same channels form lakes that dot the land, ranging from a few feet to several miles wide, and also empty into the oceans, forming a handful of estuaries. The interconnected paths of water means that there is quite a combination of fresh, brackish, and salt water, creating different and diverse soils and ecosystems. Saltwater swamps are more common along the coast where the rivers or estuaries empty into the ocean. Further inland, freshwater marshes are found alongside stretches of saturated land, and nearby to a decently-sized body of water. Both of these provide a plethora of rich, rare plant and animal life, all quite adapted to living in their environment, and not found elsewhere on Tiefebene, which makes them ideal for trade both within and outside of Sumpf. To the north, where the climate is colder, are several less-inviting bogs. While not as agriculturally fertile as its southern counterparts, these fens serve an important purpose as the peat they create is used for both fuel and insulation in buildings and houses. More than that, it is said that one or two might perhaps be haunted by the spirits of those killed or left to die within the murky waters. Regardless of the veracity of these claims, what remains true throughout Sumpf is that the terrain can often mask hidden dangers. This is especially true with unsuspecting travelers or newcomers who don't know the land, and who can easily find themselves trapped when what they thought was solid ground turns out to be anything but. As the ground is so saturated, architecture is vastly different than in other areas of Tiefebene. While many areas can hold the weight of people, animals, or even small caravans, buildings and homes need to be carefully constructed to be as light as possible though maintaining structural integrity. No stone is used here, but rather light woods, with shells or rare plants used as decorations. There are also no properties that are over one story tall, and in fact they are kept as low and as long or wide as possible to disperse the weight over a greater area. Structures that are built over unsteady land, or nearby to water, will often employ stilts beneath the main floor to help stabilize the buildings. Because of the many waterways, houseboats are also a common home or place of business, with some permanently moored while others hardly ever stop moving along the rivers. In areas where the tides shifts between low and high, there are villages that appear and disappear respectively. The more remote quality of Sumpf naturally leads towards it being less populated, but those that do call this province home can be quite territorial, and often treat outsiders with a level of distrust and/or coldness. The unique terrain also lends itself as a land where aquatic and semi-aquatic races feel more welcomed. This same quality means that the Giants rarely venture here, as the spongey ground does not handle their weight well. This particular fact makes Sumpf an idea place for any who may dislike the Giants for one reason or another, or who may have fallen out of favor with them. It is also perfect for smugglers, thieves, fugitives, or any others who prefer to do things sneakily as there are less watchful eyes than in the other provinces. The isolation, along with the blend of different peoples, gives Sumpf a certain reputation among other Cloudians as a backwater place full of uneducated, distrustful citizens. The locals don't make an effort to change this view as it helps their goal of being left alone by the rest of the continent. While they are not overly religious, many do pay reverence to Umberlee, Talos, and Selune. Clothing styles, like their homes, are minimal, and appear slick due to a special waterproofing treatment. For those who can afford it, there are also garments made directly from the skins of local creatures whose hides are waterproof, and the value of the animal as well as the finished product are quite high. Regardless of the materials used, shells, rare plants, and even the bones of smaller aquatic creatures (arranged so that the creature is recognizable) are utilized as adornments.The Rock Shadow
The Rock Shadow is a 6,000 sq. mile (about the size of New Jersey) stretch of land between Karminroot and Wald Boden. Situated directly below the floating islands of the Giants, it is cast in a perpetual shadow that the sun seems powerless to penetrate regardless of where it is on the horizon. This ever-present darkness give the area a unique ecology, as the plants and creatures that call it home are not only adapted to it, but thrive. As this is the only place in Tiefebene like this, the flora and fauna are rare, and for those willing to risk venturing into the Rock Shadow, harvesting them can be quite lucrative.
The islands above do more than just darken the land below. There is a constant threat of debris and castoffs , ranging from small rocks to large boulders to more uncommon things like plant materials, unlucky animals, or valuable trinkets. Because of this hostile and dangerous environment, it is considered uninhabited, as no one knows of any people who stay here in any permanent way. That said, as it would add several miles and days to trips from Karminroot to Wald Boden, there are those who have chosen profit over safety. People who wish to take the more direct route of passing through the Rock Shadow can hire guards and guides who are familiar with the territory and its threats to lead them from one side to the other. There are also special caravans that have been developed to help protect travelers from falling objects. It should be noted, however, that individuals seeking passage have no guarantee of reaching their destination in one piece...if at all.
As a side note: There is a rumor that the Stone Giants carved stairs from their island to the Rock Shadow, and come down to hold festivals and art shows, however, these whispers remain unconfirmed as no one has been able to provide any proof.
Assets
Handeln Province:
- Serves as the gateway between Cloudia and the world.
- Lots of crafters come here to trade their goods with Chan or other travelers.
- Hospitality is a booming trade here.
Karminroot Province:
- Lifestock and crops, both normal and oversized.
- Raw materials for the tailors, chefs, leather workers.
- Things scavenged from the Rock Shadow.
Wald Boden Province:
- Minerals, wood, stone.
- Rare metal-veined leaves and wood.
- Things gathered from the Rock shadow.
The Sumpf Province:
- Local flora and fauna.
- Fish.
- Things from the bottom of the ocean.
- Crafts from Aquatic races.
- Boats.
- Waterproofed woods and clothing.
Demography and Population
Province | Area | Population | Cities | Towns |
---|---|---|---|---|
Handeln | 19,000 sq. miles | 760,000 | 2 | 16 |
Karminroot | 14,000 sq. miles | 560,000 | 2 | 22 |
Wald Boden | 16,000 sq. miles | 320,000 | 0 | 2 |
Sumpf | 26,000 sq. miles | 260,000 | 2 | 10 |
Handeln Province: 18,000 sq. miles Population: 760,000 760000* Settlements: The largest city has a population of 11,000 people, the second largest 7,127. There are no other cities of note in the kingdom, and 16 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Capital: Eintritt Demographics: Handeln has the most integrated mixture of residents. With the most diverse areas being to the south. Those attracted to bustling hubs of civilization tend to settle here. Aaimar, Half-orcs, Goliaths, Genasi, Kenku and Owlin make up the most common races fallowed by Humans,Elves, half-elves, Dragonborn, Tieflings, and Tabaxi. Least common are the "small races" Dwarves, gnomes, halflings, shifters and the like. Of all the "small folk" Dwarves are the most common Associated Giant Families:
Family name | Giant type | Symbol | Leader |
---|---|---|---|
Hallowedlight | Cloud | A many colored sunbeam breaking through a layer of silvery clouds | Hindroza Hallowedlight (f) |
Steelforge | Fire | An Anvil with a sword stabbed in to it | Runezert Steelforge (m) |
Frostshield | Frost | A shield with a snowflake | Izherad Frostshiled (f) |
Dreamdancer | Stone | A dancing figure | Zannea DreamDancer (f) |
Karminroot Province: 14,000 sq. miles Population: 280,000 Settlements: The largest city has a population of 8,995 people, the second largest 5,397. There are no other cities of note in the kingdom, and 16 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Capital: Demographics: Karminroot has wide open plains and lakes bordered by mountains and the looming rock shadow. Those who prefer an agrarian or nomadic lifestyle find this province suited to them. Here one is most likely to encounter the Goliaths, Half-orcs, Orcs, Aarakocra and humans. Associated Giant Families:
Family name | Giant type | Symbol | Leader |
---|---|---|---|
Truthsinger | Cloud | An ornate white mask decorated in music notes | Allerorn Truthsinger (m) |
Glorytalon | Fire | A dragons foot surrounded by flames | Sesturt Glorytalon (m) |
Wolfhorn | Frost | A wolf head with two large horns | Ogra Wolfhorn (f) |
Dreamflow | Stone | A swirling river in the night sky | Signen Dreamflow (f) |
Wald Boden Province: 16,000 sq. miles Population: 320,000 Settlements: The largest city has a population of 8,485 people, the second largest 4,242. There are no other cities of note in the kingdom, and 16 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Capital: Demographics: Wald Boden holds the massive great forests of the Cloudian continent. Those who prefer to live in the wilderness and seek seclusion or small communities will find them selves at home here. The presence of rare materials to work with have attracted some of the more crafts inclined races as well. Here one is most likely to encounter: Firbogs, Elves, half-elves, Dwarves, Tieflings Associated Giant Families:
Family name | Giant type | Symbol | Leader |
---|---|---|---|
Sagesworn | Cloud | A serene mask interwoven with vines and leaves | Melmurn Sagesworn (m) |
Ironspirit | Fire | An armored figure outlined in flames | Ilkurt Ironspirit (m) |
Fallenpeak | Frost | A mountain with no peak | Fulvragg Fallenpeak (m) |
Graywillow | Stone | A willow tree with runes carved on its trunk | Hundar Graywillow (m) |
Sumpf Province: 26,000 sq. miles Population: 260,000 Settlements: The largest city has a population of 8,668 people, the second largest 5,200. There are no other cities of note in the kingdom, and 10 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Capital: Demographics: Sumpf is the isolated outlier of Tiefebene, surrounded by the ocean as opposed to the mountains and largely avoided by the giants. Here one is more likely to encounter Dragonborn, Orcs, Kenku, Half-orcs, Sea -Elves, Triton, and Tortles Associated Giant Families:
Family name | Giant type | Symbol | Leader |
---|---|---|---|
Truegaze | Cloud | A figure on a cloud | Trastarlom Truegaze (m) |
Warbend | Fire | A broken sword | Marra Warbend (f) |
Icegazer | Frost | An ice blue eye | Skane Icegazer (m) |
Hallowmourn | Stone | A figure draped in black veils | Vorold Hallowmourn (m) |
Military
Every year, each town sends a number of able-bodied people, mostly men, to receive basic martial training. This is considered part of the towns' taxes, and those people act as the local protectors and enforcers. The amount of people sent varies depending on the population of the town.
These people serve the base of the military, and can be called up by the Speakers or the Voice as needed.
While serving in the local areas, they are paid by the leader whose town they are protecting. When called up by the Speakers or the Voice, they are paid from the provincial or country treasury respectively.
In the smaller towns and villages, it is not uncommon for the soldiers to also be farmers or laborers.
Religion
The worship of Hiatea is seen throughout the land, and is the official religion of both Tiefebene and Erhoben-land. The formal stance is that other deities are not welcome, but the natural concentration of divination magic has made the Church of Savras impossible to remove. Additionally, as more people move and settle here, they bring their preferred deities with them. That said, worship of these other gods is kept quiet and is unsanctioned in any major capacity.
The worship of Savras and his chosen, the Oracles, has spread everywhere in Cloudia. Minor Oracles, or those claiming to be, can be found in every settlement. Many people consult the Church of Savras before making important decisions, or embarking on a journey. There are three Major Oracles in Tiefebene, but they reside in the most remote, secretive places, and generally only speak to those willing to brave the dangers to seek their wisdom. Once a year, during the Winter Solstice, the three Oracles gather at the high temple in (TBD), and stay for 8 days. Many devotees will flock to the temple hoping for a blessing, and to hear the predictions for the new year.
The outside deities most worshiped are: Chauntea, Gond, Mielikki, Umberlee, Talos, and the three moon goddesses. There is a growing presence of the Cult of the Veiled lady as well.
The worship of Savras and his chosen, the Oracles, has spread everywhere in Cloudia. Minor Oracles, or those claiming to be, can be found in every settlement. Many people consult the Church of Savras before making important decisions, or embarking on a journey. There are three Major Oracles in Tiefebene, but they reside in the most remote, secretive places, and generally only speak to those willing to brave the dangers to seek their wisdom. Once a year, during the Winter Solstice, the three Oracles gather at the high temple in (TBD), and stay for 8 days. Many devotees will flock to the temple hoping for a blessing, and to hear the predictions for the new year.
The outside deities most worshiped are: Chauntea, Gond, Mielikki, Umberlee, Talos, and the three moon goddesses. There is a growing presence of the Cult of the Veiled lady as well.
Founding Date
10th day of Flocktime, year 1816 in the Age of Mortals
Type
Geopolitical, Protectorate
Alternative Names
The Lands Below, Lands of the Small Folk, Lowlands
Training Level
Semi-professional
Demonym
Tiefen
Leader Title
Government System
Monarchy, Absolute
Power Structure
Semi-autonomous area
Economic System
Market economy
Official State Religion
Parent Organization
Neighboring Nations
Protectorate
Remove these ads. Join the Worldbuilders Guild
Comments