Felmor
The Felmorans are a recent civilization that rose from the bones of the Time Before. The warrior clans of Felmor turned their attention to the relics beneath their lands and discovered the knowledge of their forebearers; learning to build sophisticated buildings with stone and wood, as well as many civic works. They are not very creative or artistic though, preferring the styles and arts of those long dead. Felmorans quote dead poetry, study ancient laws, and intertwine their tribal stories with the legends they find in forested or drowned ruins. They even worship the gods of their predecessors, chief among them the Golden Dragon.
While they revere and emulate the remnants of the culture that came before them, the Felmorans are still a collection of warrior clans at its core. Felmor is ruled the Red Law, ensuring that the greatest warriors ascend their clans further and further up the social strata through physical contest. Strength and agility are favored aspects of the Felmorans, and most hone combat skills regardless of their pursuits in life.
Demography and Population
The northern and eastern borders of Felmor are porous, and allow for exchanges in population between Cyrahain and the Bori tribe. These immigrants don't often make it far into Felmor's core however, as the warrior clans are fiercely territorial. That said, they often accept the mountain folk from the King's Crown Mountains and Stormspines, whose battle prowess is respected and desired.
Felmorans as a people are a homogenous group with few deviations within their culture. Their society is composed of familial clans. Most clans include at least three related families, though larger ones can span a dozen families or more. Parents commonly have three to five children each.
Villages and towns are organized along clan borders. In some cases, a settlement will be occupied by one single clan. Such settlements are called Cauth, and are effectively strongholds for their owners. It is more typical for settlements to be occupied by several clans, ranging from small two-clan villages, all the way to the thousand-clan city of da'Garadal.
Felmorans are generally short-lived people due to the physicality of their lifestyles. The sheer amount of fighting and strenuous competitions that they put themselves through lead to injuries and death. The moors and swamps which they call home are host to all manner of deadly creatures and diseases as well. Felmorans see this as a blessing though; they fear the prospect of aging out of vigor and usefulness more than they fear death.
Territories
Felmoran clans stake claim to lands as far north as the Stormspines and western highlands, and delve eastward into Cyrahain and Bori lands. Enterprising families and clans constantly push at the boundaries of Felmor, eager to earn prestige and might far from the shadows of the larger clans.
The borders set by King Gwyrden defined Felmor as the lands between The Stormspines and the King's Crown Mountains, reaching as far north as Cauth da'Tir. Many younger and smaller clans despise these borders, feeling that their growth and freedom are threatened by the King's decree.
Most notably, the Tir hold the confluence of the Mosiva and Dragon's Tears, a major staging ground between Felmor and the far flung societies of the Isle. The Ald are further downstream, occupying a lakeside Cauth protected by water from the south, east, and west. Pril infested moors deter most attacks from the north as well. Their territory is rich in buried treasures from the Time Before, and the envy of Felmor.
Many smaller Cauths and settlements situate themselves around the wetlands at the heart of Felmor, with the largest two being da'Bora and da'Garadal. These cities are built around the unearthed temples to the Blue Serpent and Silver Warrior respectively, and attract many who wish to be closer to the gods.
Military
The military power of Felmor is entirely decentralized, with clans providing warriors to fight for their own familial interests. The Elder Clans often have smaller clans affiliated with them to fight for their interests, but these offer only increased numbers. These collections of warriors do not fight as armies, but as individuals earning their own glory on the battlefield.
Foreign Relations
Much of Therosol has seen Felmoran warriors at one point or another. Famously, clan Tir made war on the Bori with the intent to exterminate the whole tribe. They pushed so far into Bori lands that they came to Vulsha. Unconcerned by the difference, the Tir began slaughtering Vulshik common folk until they were nearly wiped out themselves by the Sarhinda of Vul and Ta'Reiv. Their interactions with the Cyrah, the mountain folk, and highlanders have similar tales. Felmorans seek challenges and conquest for the sake of honor and glory, and foreigners are useful targets to avoid blood-feuds with neighboring clans.
Not all of Felmor is as aggressive however. Clan Ald is quite open to foreign trade, sometimes sending whole families to visit distant lands as diplomats. The Borand are friendly with the Bori and Cyrah, often protecting both from other clans in the name of friendship. The domineering Tolens set aside their pride to entertain mountain folk, going as far to intermarry with the foreigners.
Simply put, foreign relations between other nations and Felmor normally don't exist. Rather, it is relations with individual clans. The larger clans are the ones which more often get remembered by foreigners, but there are countless others to consider.
Laws
The Red Law
The Red Law is fundamental to Felmoran society.
Any dispute can be decided upon through physical challenge. A challenger need only name the contest in front of three witnesses, and their opponent must accept, or forfeit their side of the dispute. The contest can be anything the challenger names.
This law is subservient only to the Banded One, who can pass judgement and circumvent these challenges in cases which they deem appropriate. The Banded One cannot be challenged with the Red Law either, and the position cannot be claimed until the current Banded One's death.
Education
There is no formal education in Felmor.
The first thing that Felmorans learn is how to compete. Children will often pick fights and raise challenges against each other. It is encouraged by their elders. They learn the various games, fighting styles, and skills their family has to offer. This is all a test as much as an education. From the begin these competitions result in shifting rankings within the clan. These battles grow more ritualized into adulthood, with only certain festivals and challenges allowing for station changes in the clan. Those who have beaten the strongest clansmen are permitted to be chieftains.
Those found to be weaker in body or spirit are encouraged to spend more time cleaning, farming, cooking, fishing, and other 'timid' skills. Not much is said for this quieter caste of Felmorans, who tend to be set pieces in stories told around the fire. The only exception is perhaps those that learn of the forebearers. The knowledge and stories from the Time Before is yet another path to glory for these nearly forgotten family members.

Type
Geopolitical, Republic
Ruling Organization
Head of State
Head of Government
Government System
Democracy, Representative
Power Structure
Confederation
Economic System
Gift economy
Legislative Body
The Clan Chiefs
Judicial Body
The Banded One
Executive Body
The Banded One and Clan Chiefs
Official Languages
Neighboring Nations
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