BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Livokian

Livokians are members of the culture that created the now-fallen Livokian Empire. Inhabitants of the Livokian Territories and people of formerly Livokian regions that have kept its culture are also considered Livokians. Though most Livokians are Hobgoblins, there are numerous goblin, Human, and minotaur Livokians, and the occasional elf.   If there is one thing Livokian hobgoblins are known for, it is war. Though it is often exaggerated by members of nearby cultures looking to demonize them, war is indeed a central aspect of Livokian culture. It's important to note that not all hobgoblins grew up in a Livokian-dominated area--some hobgoblins are culturally indistinguishable from other humanoids in their home region or are part of tribes, city-states, or enclaves with unique cultures. Other notable hobgoblin ethnicities include the Danio of the Bilorran Sea islands and the Sirunes of northern Modazya.   However, this does not mean that all Livokian hobgoblins are warriors or nobles; many have non-combative skills, and some have never seen battle. Every adult Livokian is expected to be able to defend themselves to some degree, but most are not soldiers.   Many people contribute to the cause of war in some way, though, or are valued for the way they do indirectly. For example, artists paint battle flags, clergypeople pray for success in battle, merchants keep alive the economy needed to fund a war effort, smiths and armorers make equipment, scholars study the art of war and gather information about potential enemies, and farmers donate a portion of their crops to the government as tax (or, in less well-regulated areas, are coerced into doing so by warlords). Gladiatorial competitions are often held in larger settlements, and many Livokians are fond of dancing.   The hobgoblins of Livokia, who united after centuries of disorder, once formed the most formidable fighting force on the continent of Bilorr. They were able to defeat the ancient empire of Punirim, an alliance of two powerful human kingdoms on the shores of the sea between Bilorr and Duray, albeit with some difficulty. Livokia adopted elements of the Punirian bureaucracy and military organization, which it found to be efficient.   Before victory against the humans, Livokia had embarked on a brutal campaign into the homelands of their cousins the goblins. Most of the goblin chiefdoms and city-states had a distaste for war and had previously negotiated peace successfully, but the ambition of the Livokians overtook them, and they took advantage of this pacifism. To this day, there is tension between Livokian goblins and hobgoblins over this betrayal. Viewing their ideas on peace as backwards and naive, the Livokians made a great effort to suppress goblin cultures.   Human historians often wonder why the societies of their people lost despite having higher populations, but this is easy to explain: the Livokians almost always incorporated conquered people into their armies as long as they swore loyalty. Many of the warriors who helped defeat Punirim were in fact humans, minotaurs, or goblins.   As time went on, the Livokian empire took over most of southern Bilorr and northwestern Duray, even establishing a client state in what is now the Kutann province of Kivosia. But eventually, civil war followed by a number of revolts and external raids weakened the empire enough for its easternmost provinces to be overthrown by humans and secede. This bold act inspired many Livokian citizens, including lower-class hobgoblins, to rise up against the Empire.   Over the next four centuries Livokia crumbled until it could no longer be considered a true empire. This was in large part due to infighting over the throne as well as pressure from neighboring nations. In modern times, there are several cities throughout northern Duray and southern Bilorr built by goblinoids who still reside there, now loyal to other rulers or functioning as independent city-states.   For the last 200 years Livokia has been through periods of unity and war, and currently the case is the latter. The Livokian Territories still keep an eye on the other nations of Bilorr, and are more than happy to unite temporarily against a common foe, though never for long enough to become an empire again.   In the current day, the bulk of the Livokian Territories are controlled by four realms, with small independent areas in between (and areas within them that are de facto controlled by unaligned warlords). Jakor controls much of the southern coast, and is home to the old capital of Livok, a common target of attack by enemies. Its leader, High General Jakoren IV, has attempted to claim rulership over all the territories by establishing a common code of law and a stratocratic government with himself at the top and the other rulers having relative autonomy. The other territories have only partially accepted, if not outright disregarded, his laws and have refused to acknowledge him as emperor. Though goblinoids and humans are more common, minotaurs make up a significant minority of Jakor's population.   Facing the borders of the Tarimic Empire, its most common enemy, the realm of Nelria controls the eastern portion of the coast. It formed a loose alliance with the Qista Empire 6 years ago, though the Qistans have made it clear that they will only provide military aid in the form of mercenaries, and only against the Tarimians. Duke Deldrid is its leader, but the end of his life is approaching, and he is making efforts to make sure his child takes power when he dies.   In the west, Duchess Zimro rules Vunria and does battle with the Modazyans, hoping to take advantage of their current instability, though crossing the river between the two realms has proved a challenge. Goblins are especially common here, making up almost two-fifths of the population. Both Vunria and Nelria are currently at war with Jakor, but they have not come into conflict with one another.   In the north, a council of nobles leads Solbran, a frequent invader of Elonn before a peace treaty was signed. Though one might assume that the differing agendas of the councillors would lead to increased infighting, Solbran is arguably the most stable Livokian territory.   Livokians, to the surprise of some, generally do not have a positive view of the destruction god Jovac, and believe that his worshippers will always fight dishonorably and mistreat prisoners. Instead, they uphold Zosoa as a symbol of law, order, civilization, and just warfare.

Naming Traditions

Feminine names

Ceyda, Huri, Kurmu, Maral, Masal, Melda, Nisa, Nural, Sekla, Sena, Tansu, Vesile

Masculine names

Bekri, Doruk, Fethi, Hagla, Haluk, Kurat, Malgrim, Marak, Saltuk, Turgut, Voktar

Unisex names

Most names are preferred for a certain gender, but can be used for a Livokian of any gender. Regardless of this, each syllable of a name almost always starts with a consonant.

Family names

Livokians organize themselves into clans of a few extended families, with clans named for their founder (or the eldest member at the time of naming).

Culture

Major language groups and dialects

The Livokian language, a common tongue in many parts of Bilorr and some areas of northern Duray.

Shared customary codes and values

HOBGOBLIN WARRIOR'S CODE  
  1. Do not kill an unarmed or unconscious opponent, or one who has surrendered. (Mages who use offensive spells are not considered unarmed; this also applies to obvious uses of ki).
  2. Follow the orders of your commander unless they have proven themselves dishonorable by breaking the code. However, do not take it upon yourself to punish your commander for dishonor.
  3. Be loyal to your clan, your commanders, and your ruler.
  4. Children are never to be killed in battle. Pregnant opponents are to be spared as well.
  5. Prisoners of war are to be treated with decency. Keep them fed and do not torture them.
  6. Duels may be challenged to resolve a battle or major dispute. Such duels are one on one, to death or surrender, and may not involve the use of magic. Refusal to accept a challenge will be interpreted as a surrender. The same weapon, or similar weapons, will be used by both combatants. If a duelist is attacked by one other than their enemy, the other duelist will lose by default.
  7. Truces are to be accepted and not betrayed, as are surrenders and treaties.
  8. No honor is given to the dishonorable. The rules of the Warrior's Code may be ignored for an enemy who has broken them.

Art & Architecture

Music and dancing are important to Livokian culture.

Ideals

Gender Ideals

Like most societies on Zosoa, the Livokian Territories have an egalitarian view of gender.

Major organizations

The Livokian Territories, most notably the realms of Jakor, Nelria, Solbran, and Vunria.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!