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Cultural customs

Over the Centuries, the human culture in Haven and specifically Gallica has developed several unique customs.

Winter, Cold and Monsters

Everything in Havens culture is affected by winter, due to the sheer change it brings about.
Everything grinds to a halt in winter. All the land gets snowed in and the sea freezes from the coast outwards for miles. There is no trade, no travel, no warfare and even things such as hunting or foraging are done very carefully as a blizzard or storm can quickly kill an unprepared person. Villages are effectively cut off, the inhabitants forced to survive by themselves through sharing supplies and mtual defense.

Worse, the frost-dragons of the cold north travel south to more 'warm' areas, and devour much of the livestock and worse, might permanently make their homes there. These beasts can often only be fought by professional Dragonslayers, which are very expensive.
The same also applies to a lesser extent for other monsters that can be driven to attack villages and towns out of starvation.

Guest rights
In accordance with the Old Code it is seen as a great show of trust to invite another into one's home, especially during winter, but this comes with obligations for both the guest and the host. The host will provide shelter and sustenance as able, and the guest will have to abide by the customs of the host and provide help where able.
Taking advantage of a guest or abusing guest's rights are seen as grave trespasses marking an individual as untrustworthy; and in a society like that on Haven where survival is only possible through mutual cooperation, being seen as untrustworthy is often a death-sentence.

Houses
Houses on Haven are built with thick wood or stone walls as well as insulating materials to protect against the cold. To protect against monsters, houses are constructed with basements to serve as shelters during monster attacks. These basements will often double as a pantries as well. Some Villages will have their basements linked up, to provide escape routes and for access to utilities like plumbing if the house is in a city.

Large stockpiles of wood are necessary to survive winter, and owning a stockpile of firewood is seen as valuable as having ready access to preserved food. These stockpiles are stored either close to the doors or also in the basement.

Settlements:
Settlements on Haven are built with attacks by hungry monsters in mind.
Cities will be built extremely densely, sometimes with houses stacked ontop of other houses or built underground in the tunnel networks and caves. Land ownership is the domain of nobles, commoners build their houses wherever they can, for most would rather live in cramped squalor than outside the safety of the city walls.
Farms, cattle sheds and grain silos will be built within the walls of a city wherever possible. In villages, any buildings are placed close together and surrounded by a stone or wooden wall, the wall in turn surrounded by fields of arable land. Even then, the fields where people are actively doing work or where cattle is grazing will usually have lookouts stationed around them, with defenders ready to respond upon the call of a horn.
Settlements tend to be far apart but very densely built, lone farms exist only in relatively safe areas where monsters aren't as common.

Religion, Funerals and Spirits

Religion

Religion is an integral part of most communities on Haven.
Priests are scholars that have useful advice for most problems, be it societal, economic or domestic. They are often seen as the moral foundation of a village. As agents of the gods, priests are often granted special privileges and honours, which is sometimes abused.
Churches are centers of faith built of stone, able to serve as bastions in times where the village is under threat, and are often under some level of divine protection strengthening the defenses further.

Finally the holy books of the various faiths instruct the faithful on how they will find their way to that divinity's afterlife and what they shall find there, rather than having to face the uncertainty of not knowing where they will end up once they die.

Diseases and Healing
Priests are also healers, both able to cure wounds with their magic and treat illnesses with their medicinal knowledge. Still, they do not have access to some cheap cure-all. They often can only treat symptoms and with many diseases cannot help at all.
Only the most devout and powerful priests can use their magic to cure things such as deformed limbs or cancer, and they are very rare.

During times of plague, the medicinal infrastructure of any settlement will be overwhelmed, the few acolytes, priests and alchemists struggling to treat hundreds of patients with inadequate supplies. During such times it is common to enact quarantine upon afflicted residents and settlements or even city districts to contain the spread.
If the disease is deadly, mass graves are common.

Funerals
The Brass realms are a world where the dead can be defiled by dark magicians and worshipers of dark gods. To be made to rise again, to unwittingly harm their loved ones.
Over time, and due to historical events it has become custom to make this as hard as possible for those fiends.
It is common practise for the bodies of the dead are to be cremated wherever possible. If cremation is too expensive, (such as during winter), the bodies are to be returned to the grasp of the earth in sufficient depth. However only vain nobles regularly leave their bodies intact if they have the choice.
Criminals and exiles are not cremated, they are only ever buried. This is because due to the culture that developed around the deadly winter, building a funeral pyre for outcasts was seen as a waste of precious firewood. The firewood was deemed as more valuable than the honor of a criminal.

Where possible, burial sites are consecrated by priests, particularly the worshipers of Erra or Cydonna. It is believed that improperly done burials cause difficulties for the soul on their journey to the afterlife, so it is seen as very important.

Spirits
Knowledge of spirits is available to everybody in society to varying degrees, mostly through folklore and the lectures of the local priests.
Common folk know that there is a Spirit World and that the beings there can hurt humans if they are not kept away or appeased.
Appeasing is done mainly through festivals and through minor daily rituals such as prayers or the creating of talismans.

Is it expected that a priest bless any new building to ward off evil spirits.
The House owners are encouraged to decorate the house further with charms and warding seals to keep malicious spirits at bay. This works to keep minor malicious spirits way and make the property unpleasant and uncomfortable to those that can't be kept awy entirely.
Furthermore, the House owners often leave out offerings such as scented candles and to attract spirits of good fortune.

Miscellanious Customs

Give and Take
Nearly all religions on Haven preach that all should be compassionate to their fellow man. Not only that, but they also preach that one needs to repay one's debts.
Additionally, survival in Haven can be very difficult, making reliance on your fellow man a necessity for survival. Nobody likes a freeloader. In human society, everybody contributes in whatever way they are able.
As such, good deeds are rewarded, even when no payment was promised. If you help somebody they will deliver payment for services rendered to the best of their ability, be it in money, favors or material goods.


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