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Adventurers handbook: Etiquette within settlements

Congratulations! You've reached the safety of a settlement. Any settlement is preferrable to the dangers of wilderness. That said, living in settlements comes with rules and customs one needs to follow, otherwise they may face exile or other punishments. Remember - the Empire contains many different people, with different customs and manners, and one may not carry itself in the Tunnel lands as one may in Riverlands. Be mindful of local customs when interacting with locals.

Rules of the Empire in regards to settlements

The Empire gurantees free movement between settlements and as such, has made rules that local leaders must follow or face repercussions. The empire requires the following:

  1. "One may not impead the venture of lawful denizens of the Empire from entry or departure to and from a settlement."
  2. "A denizen of the Empire has the right to settle unclaimed land within a settlement or within close vicinity. In return, one must follow the local rules of the settlement and pay the tithes of it's leaders."
  3. "A visitor of a settlement is subject to it's rules, with exception for the minor rules until first introduction. Upon first introduction, rules are explained to the visitor, which they must follow within the settlement thereafter."
  4. "If a denizen has commited a grave crime, exile may be imposed removing ones rights of visiting and residing in a settlement"
  5. "A visitor is entitled food and water for three days, in amounts of those most impoverished within the settlement. It is the responsibility of the local leaders to provide this gift."
  6. "If a visitor can not afford shelter, they may reside in the common area for the travellers. It is the responsibility of the local leaders to provide upkeep and warmth to this area."
These rules are implemented in various ways depending on the settlement and local culture.  

First introduction rule

When entering the settlement, it is you're duty as an adventurer to inform the local leaders of your presence. Depending on the size of the settlement, this might be talking to a guard posted at the gates, entering the townhouse and meeting it's host, or entering the waiting room in a tunnel. The essence of etiquette in the First introduction rule is to not wander the settlement before presenting yourself to the leaders, as the defence of not knowing the minor rules will not hold up if one has not followed their duty of First introduction.

Upon first introduction, one states their name and birthplace, as well as their previously visited settlements as well as their future endevours. For example, the introduction may be made as such "Salutations! I am Fredo of Timms, I come from Port and I am on my way to Riverlands, and I seek shelter for the night." In response, you'll be greeted by a representative of the settlement, giving a quick introduction to the settlements rules and customs. In many places, these rules may be written down or depicted on a wall or a pillar.

 

Minor and Major rules

Major rules are the rules given and enforced by the Empire. They have provisions to leave interpretation, punishment and enforcement up to local leaders in many cases, however, there are the taboos - Empire rules that, if violated, will bring officials of the Empire to bring justice directly. The taboos can be found in the section on vault dwelling, and one should heed them.

Minor rules are additional rules that local leaders of a settlement make. These may be specific interpretations of Empire rules, settlement related rules regarding boarders and tithes, rules establishing local hierarchies or rules enforcing certain customs. While on first introduction people may be given the summary of the minor rules, often specifics need to be enquired depending on ones plans in the settlement.

 

Settlement types

While no two settlements are alike, there are similarities between settlements. Settlements can be divided by the following criteria:

  • By their foundation
  • By their size
  • By their age
  • By their lawfullness and mobility
 

Settlements can be divided in groups based on what industry they grew around, as they developed:

  • Vault cities and towns - settlements formed around the extraction of treasures from giant vaults;
  • Trade towns, villages and points - settlements near a busy trade route, facilitating exchange of uncommon goods;
  • Food towns and villages - settlements focused on farming, fishing and herding;
  • Holy sites - settlements built around an important spiritual site, protected by the Hey Eye temple;
  • Settlements of the Perduin - settlements of importance for the Empire and the Perduin;
  • Outlaw settlements - settlements not following the rules of the empire, do not visit them if it can be avoided.
 

Settlements can be divided by their size, as different sizes will usually feature different industries:

  • City - large settlement with thousands of inhabitants, usually having many specialized organizations;
  • Town - a medium settlement, usually up to two thousand inhabitants, featuring some specialists, but usually focusing on one or two specific industries;
  • Village - a small settlement, usually up to 500 people. In a village, most know eachother by name, and rely on cooperation and mutual support for survival. In times of need, leaders travel to nearby towns or trade points to seek aid.
  • Point - a tiny settlement with less than a 100 people, usually having a specific role and being reliant on outside support for operation, for example, trade points, lighthouses or river crossings.
 

Settlements can be divided by age depending on during which dynasties reign they where established in:

  • Age of Resurfacing - oldest known settlements founded during the Resurfacing
  • Pre-unification - Old settlements predating the unification between the Hey Eye and the Kingdom of Peridun
  • Vel's dynasty - Old settlements founded during the reign of the Vel's (Including some founded slightly before unification)
  • Bor dynasty - Settlements founded during the reign of the Bors
  • Lepig dynasty - Settlements founded during the reign of the Lepigs
  • Konders dynasty - Settlements founded during the reign of the Konders
  • Gunnigsen dynasty - New settlments founded within the reign of Gunnigsens
 

Settlements can be divided by lawfullness when also considering settlements by bandits, marauders, nomads and hidden villages:

  • Empire settlements: settlements loyal to the empire where empire customs are enforced;
  • Aligned settlements: settlements loyal to the empire where local customs superseed empire customs;
  • Disconnected settlements: settlements loyal to the empire, but not in contact with the empire, leading to self governance;
  • Cult sites: settlements where religous customs superseed Empire customs;
  • Rebelious settlements: settlements openly denouncing the emperor and enforcing local law;
  • Hidden villages: settlements that the Empire is not aware of. Inform the Empire if such settlements are found;
  • Bandit camps: settlements that are temporarily created for the purpose of targeting travelers. Such settlements can be destroyed by local warbands without impunity;
  • Warcamps: Temporary camp made by a Tuat. It can be both loyal or traitorus to the empire;
  • Nomad camps: Overnight camp set up by nomadic tribes. It follows their own customs, but tacitly follows rules of the Empire;
  • Marauder basecamp: A semi-temporary encampment near a city or town, where marauders revel in their crimes. Existance of such camps should be relaid to the officials of the Empire to allow for a Tuat to head to destroy them.
 

Etiquette within different settlement types

 

For ettiquette purposes, we will be using lawfullness as the main differentiator and mentioning few of the other commonalities when speaking in other terms about settlements.

 

Ettiquette within Empire settlements

For empire settlements, refer to the information about the Heartland and it's customs, as these settlements usually adopt most empire customs where applicable. In addition, these settlements may incorporate some of the local rules, and you should enquire what are some things you should know on first introduction.

 

Ettiquette within Aligned settlements

In aligned settlements, be sure to use first introductions to inquire about the local customs. In most settlements it is advised to stay to public space, such as the market, roads or the main hall, until one is more familiar with a settlement. One can refer to regional information about the settlement, but it should not be expected that the settlement will match to those expectations, as many settlements often arise from dissatissfaction with minor rules of another settlement, and thus, even neighboring settlements may have entirely different customs. That said, some of the customs of the larger and more established cities are compiled within the handbook, so one can avoid lengthy introductions.

 

Ettiquette within Disconnected settlements

In disconnected settlements, be sure to exercise caution when interacting with others. While these settlements still follow the major rules and customs, the Empire has no arm of power present to ensure justice, and as such, limited capability to enforce order. Due to this, the adherence to the laws is up to the local leaders to enforce, and some may choose to enforce the rules as they see fit. Follow the local norms carefully, avoid unnecessary confrontation and do not overstay within the settlement.

 

Ettiquette within Cult sites

Settlements founded on religious beliefs often have customs and rules that may seen arbitrary, but it is very important to follow them when visiting a cult site. A cult site is often built around one or more sacred places such as shrines or temples. While most comman are the cult sites of the Hey Eye temple, many smaller beliefs have their own settlements as well. Do not show disrespect to these sites, as it may have grave consequences. In addition, such places may have rules for speech, clothing and behavior, which should be adhered to. For visitors, it may be best to stay to the traveller areas, and not to overly disturb the locals. Just to reitterate once more, do not show disrespect to local customs.

 

Ettiquette within Rebellious settlements

After the treason of the three Tuats, the Empire has recieved news of many rebellious settlements. While the Perduin is preparing to take back his control over them, be sure to take care when interacting with them. As the rebellion might be led only by a small portion of the settlements populace, do not take hostile actions against such a settlement, leave it to the armies of the Perduin. Instead, avoid such settlements if possible. If, however, it is necessary to enter such a settlement, be sure to first gather information about it from other travellers, and then enter it with first introductions. While some settlements might use this as a way to identify citizens of the empire, one can just pretend to not have been aware of the settlements betrayal. After gaining entry, be carefull not to raise suspicion, as it might lead them to believe you might be a scout for the Empire. Be sure to observe their customs and rules, and apologize for any wrongdoing. Such settlements have corrupt leaders and guards, and may be arbitrary in their rulings against any outsider, competition or other. After returning to an Empire settlement, inform a representative of the Perduin about the wrongdoings of such settlements.

 

Ettiquette within Hidden Villages

Hidden villages exist within the Empire, but purposefully hide theier location. While the reasons might different, such villages avoid their duty to the Empire, and thus, should be brought into the Empire. Visiting such a village might be rare, but in the event you happen to stumble upon one, do inform the Empire of it's presence so an official representative may be sent. Do not inform the village of such intentions, as some may be hostile to such intentions and may pose a threat to ones life. Common reason for a village to hide their presence is to avoid marauders, warlords, nomads and bandits. While these villages may have entirely different rules, they will most likely will follow first introductions rules if they speak your language. Be mindful that even if you do not speak each others language, it might be possible to try to communicate trough signs and gestures. Make sure not to show hostility, as it might make it more likely for them to trust you. If you meet such villagers outside their village, they might blindfold you or take you through winding paths and passages to disorient you, so you would not be able to find the location of the village. Do learn of their customs and rules, as they may or may not follow the taboos. Some villages may have rules against leaving, so be carefull when approaching the topic.

 

Ettiquette within Bandit camps

Bandit camps are usually used by bandits, robbers and other highwaymen to use as a hidden base to reside in. Usually such bases can be found after stealthily stalking a bandit after a robbery. While it is lawfull to destroy a bandit camp and pilfer it of any valubles, one must follow a process to avoid mistaking a lone traveler, hunter or explorer for a bandit. First rule is not to pilfer a camp without anyone in it. Second rule is do not strike a bandit down without first introductions, and the third rule is do not attack a yielding opponent. On such an occasion, an adventurer must use his better judgement before dealing frontier justice, and it is recommended to hear the other person out and perhaps even take them to a settlement for a fair judgement. It is also recommended to make a deal with a local settlement before and to assemble a small warband for dealing with bandits. If such a deal is made, any valuables that belonged to individuals of this settlement should be returned to them. If not, those who retrieved the items from the bandits are entitled to the reward, according to the guide provided in the handbook. If captured by the bandits, be carefull not to anger them, as your life is in danger. Offer them ransom, and use the time gained to plot your escape. That said, it is best to avoid getting captured, and avoid bandits if you are not equipped to challange them.

 

Ettiquette within warcamps

A warcamp is a settlement made by a tuat or an army for the housing of it's troops. Be carefull when interacting with such camps. First, see the banners to determine if the camp is empire alligned - the empire banners of the Gunnigsen dynasty will feature the Tricolor of light blue, sky blue and gray. If the warcamp is alligned with the Empire, be free to do first introductions with the guard stationed at the camp gates. Do not wander about the nearby area of any warcamp, as one may be considered a scout in such instances and may face interrogation. Any non empire warcamps should be avoided. Empire bases will often follow the basic rules of a settlement, but will deny entry unless one joins as a recruit. Travelers will most probably be escorted further on their travells, or allowed to make camp outside the warcamp, only given basic rations. A more permanent warcamp will steadily grow a fortress settlement around it, building a more concrete set of minor rules, one most common one would be the establishment of restricted ares.

 

Nomad camps

Some people do not wish to settle and prefer travelling around the Empire instead. Various nomadic tribes exist, with different rules and customs. The Empire considers these people as seperate from the citizens, due to the fact that most punishment for minor and major rules would not impact such people. Therefore, nomads have their own provisions of major rules that Empire requests them to follow, more suited to their lifestyle. In such a way, nomads are afforded large autonomy, while having fewer rights than citizens of the empire. Nomadic leaders are expected to respect the Perduin, the empire and its citizens, and to enforce the taboos. As such, they are exempt from major rules as long as the leaders of their tribe agree to the Perduins rule and do not cause trouble to the settlements of the Empire. Often leaders do not agree, and in such occasions, some nomadic tribes have been deemed hostile and destroyed. There are four hostile tribes currently known, compiled in the regional information of the hanbook. If meeting a hostile nomadic tribe, use your better judgement when interacting. However, hostile tribes have been less common during the recent rule of the Gunnigsens.

 

Marauder camp

Sometimes, a bandit captains, traitorous warlords or hostile nomadic tribes have become powerfull enough to sack or destroy a settlement. Such organizations may become marauders, attacking a settlement outright, pillaging and ravaging it's population. Their leaders use fear and forbiden rewards to keep their people in line. When faced with overwhelming marauder forced, flee in the opposite direction and inform an empire related official directly, as well as warn others travelling in the direction. Do not try to reason with marauders, kill them on sight or flee.

 

Ettiquette within old and new settlements

Customs and rules do not come about within a night, and as such, most old settlements will have books full of rules and customs, with great differences between written and actual rules and customs. Meanwhile, new settlements might have clear rules, however it will be up to the local leaders to determine what to do in questionable circumstances as they may not have thought of special cases when thinking of such rules. Some settlements might have no written rules, while at the same time having many unspoken customs. As such, expect more freedom in newer settlements, but more stability in older settlements.

 

Ettiquette within large and small settlements

In the bigger settlements, it gets harder to impossible for a leader to do first introductions with all travelers. As such in towns and cities most introductions will be done with guards or scribes posted near the entry of the city, while in points and villages, such introductions would happen in the hall or home of it's leader. Similarly, smaller settlements will have more unwritten customs, and more conflict resolution through talk and debate, while in larger settlements, the rules might overtime become more detailed and complex, with officals being given rights to judge conflicts in more formal proceedings. Similarly, smaller settlements may have few guards, with tradition and duty used to generate force when required, and bigger settlements having a dedicated guard force. Thus enforcement might be harsher in bigger settlements when compared to villages.

 

Ettiquette within vault based and surface based settlements

The difference in customs often relates to where the population resides and where it gets it's resources from. As such, there might be great differences in customs between vault dwellers, surface settlers and those living next to vaults, but not inside them. The biggest difference might be freedom of movement and building restrictions - those living in vaults might not be allowed to travel ceratain paths, or modify the vaults in a way that might cause problems to people dwelling there, while those living on the surface have more freedom to build and move about, with those living next to vaults have a fusion of both, having some limits in both, but not constrained by the space within the vaults. Similarly, a lot of customs regarding vault dwelling are concerned with vault exploration and loot sharing, while for surface dwellers, customs are more regarded with working hard and building the settlement. More details can be found in the sections of vault dwelling and lands of the empire sections.

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