Acholt
Jan 15, 2017 20:03:33 GMT
Post by Elrid Acfream on Jan 15, 2017 20:03:33 GMT
NAME: Acholt
KINGDOM AT A GLANCE: More of a people-group than a territorial kingdom, Acholt is a people of foresters, farmers, and stoneworkers united together for survival under a hereditary ruler.
SIZE AND LOCATION: Medium- they inhabit and loosely claim the forests and farmland at the feet and lower slopes of the mountains due West of Copperhead and stretching to the river and about two day's walk to the South. Sparsely populated for the most part, most settlements are small stoackaded villages and farm compounds.
WEALTH: Low- not much trade passes through this area, with the closest neighbors beings the Dwarves who tend to stick to themselves for the most part and more valuable trading regions being a significant distance elsewhere. What few traders are not enough to make a wealthy people without towns or significant manufacturing of their own.
STABILITY: High- surviving is the biggest goal.
DANGER TO TRAVELERS: High- the territory is sparsely populated, with civilization being spread few and far between. Brigands and bandits can plague the few poorly maintained roads through the forest while wild beasts are common, with varying levels of danger. Few dare to travel further into the mountains for rumors of strange ghouls that haunt those who trespass into their territory along with the more concrete threat of orcs, goblins, trolls, and harpies. Acholt folk tend to stay close to home and leave the wilds to the wilds. Or if they must travel, the skirt the edges of the wood.
FORM OF GOVERNMENT: Acholt is a new kingdom, ruled first by a king and then succeeded by his daughter as queen, assisted by the elders of the people. She rules from her home Acfraeme in the center of the region, nestled along a thundering mountain river.
FREEDOM AND OPPRESSION: Freedom is very high. The government is very decentralized and general in its ruling. Disputes are handled through old customs of paying fines for crimes, with more severe crimes taken to the queen for judgment.
COMMON SPECIES: 95% human, 5% assorted travelers and newcomers
MILITARY FOCUS: Forest guerillas for the most part- hunters by trade with most people learning to defend themselves with bows, spears, and axes. Swords are only for those that can afford them. Operate in disparate hunting bands or a full warband when and if the queen calls for one to counter a grave threat.
TECHNOLOGY: Early Middle-Ages
PLAYER CONTROLLED: Yes
-----------------------------------
GODS AND RELIGION
FOOD: Most food is hunted or gathered, with only a small amount of agriculture limited to the edges of the wood or clearings. Primarily sustenance based. Venison is a staple, as is barley bread and gardens from homestead gardens. They grind and make all their own food, utilizing roots and local herbs for flavoring. Sometimes they will have bear meat, wild boar, or beef on special occasions that necessitate slaughtering an ox.
NOTABLE ARTS: Wood-carving and construction are the only arts they are known for, especially oak. The carvings are detailed and intricate, often depicting woodland scenes. To other, more specialized individuals, they know the excellent skill of Acholt bowyers, but as they rarely export the bows that are essential to their daily life, they are very hard to come by.
RELATIONSHIPS: Marriage is a survival necessity and extended families of live together in a single home-stead to make it more feasible. As such, emotions play only a small role in the marriage, which is accepted and considered favorable. Loyalty is still held as important, so adultery is frowned upon in both parties, with either one being able to divorce the spouse and take half of the property. Final judgment is passed by the elders, and if necessary, the queen.
EDUCATION:
DAILY WEAPONS: Nearly everyone past childhood carries a hatchet and sax-knife with them wherever they go about their daily business. To travel into the forest often means carrying a bow and larger axe as well. The woods are wild and dangerous, so they go about prepared.
KINGDOM AT A GLANCE: More of a people-group than a territorial kingdom, Acholt is a people of foresters, farmers, and stoneworkers united together for survival under a hereditary ruler.
SIZE AND LOCATION: Medium- they inhabit and loosely claim the forests and farmland at the feet and lower slopes of the mountains due West of Copperhead and stretching to the river and about two day's walk to the South. Sparsely populated for the most part, most settlements are small stoackaded villages and farm compounds.
WEALTH: Low- not much trade passes through this area, with the closest neighbors beings the Dwarves who tend to stick to themselves for the most part and more valuable trading regions being a significant distance elsewhere. What few traders are not enough to make a wealthy people without towns or significant manufacturing of their own.
STABILITY: High- surviving is the biggest goal.
DANGER TO TRAVELERS: High- the territory is sparsely populated, with civilization being spread few and far between. Brigands and bandits can plague the few poorly maintained roads through the forest while wild beasts are common, with varying levels of danger. Few dare to travel further into the mountains for rumors of strange ghouls that haunt those who trespass into their territory along with the more concrete threat of orcs, goblins, trolls, and harpies. Acholt folk tend to stay close to home and leave the wilds to the wilds. Or if they must travel, the skirt the edges of the wood.
FORM OF GOVERNMENT: Acholt is a new kingdom, ruled first by a king and then succeeded by his daughter as queen, assisted by the elders of the people. She rules from her home Acfraeme in the center of the region, nestled along a thundering mountain river.
FREEDOM AND OPPRESSION: Freedom is very high. The government is very decentralized and general in its ruling. Disputes are handled through old customs of paying fines for crimes, with more severe crimes taken to the queen for judgment.
COMMON SPECIES: 95% human, 5% assorted travelers and newcomers
MILITARY FOCUS: Forest guerillas for the most part- hunters by trade with most people learning to defend themselves with bows, spears, and axes. Swords are only for those that can afford them. Operate in disparate hunting bands or a full warband when and if the queen calls for one to counter a grave threat.
TECHNOLOGY: Early Middle-Ages
PLAYER CONTROLLED: Yes
-----------------------------------
GODS AND RELIGION
FOOD: Most food is hunted or gathered, with only a small amount of agriculture limited to the edges of the wood or clearings. Primarily sustenance based. Venison is a staple, as is barley bread and gardens from homestead gardens. They grind and make all their own food, utilizing roots and local herbs for flavoring. Sometimes they will have bear meat, wild boar, or beef on special occasions that necessitate slaughtering an ox.
NOTABLE ARTS: Wood-carving and construction are the only arts they are known for, especially oak. The carvings are detailed and intricate, often depicting woodland scenes. To other, more specialized individuals, they know the excellent skill of Acholt bowyers, but as they rarely export the bows that are essential to their daily life, they are very hard to come by.
RELATIONSHIPS: Marriage is a survival necessity and extended families of live together in a single home-stead to make it more feasible. As such, emotions play only a small role in the marriage, which is accepted and considered favorable. Loyalty is still held as important, so adultery is frowned upon in both parties, with either one being able to divorce the spouse and take half of the property. Final judgment is passed by the elders, and if necessary, the queen.
EDUCATION:
DAILY WEAPONS: Nearly everyone past childhood carries a hatchet and sax-knife with them wherever they go about their daily business. To travel into the forest often means carrying a bow and larger axe as well. The woods are wild and dangerous, so they go about prepared.