Part 1: my article on the
History of Morea (9/07/01)(updated 10/30/01)
Part 2: developing information/ideas
about "modern" Morea, its culture, etc.
-
This is a work in progress. Last updated 11/19/01: new info about the Batayan
religion of Morea
10/30/01 - Statistical information and such updated to Runesword II
Note: be sure to check out the
blank data sheet I used to start brain-storming all this stuff....
(Information is red is what
is specifically required for the Runesword II system)
Inter-Kingdom Relations:
Border Countries/relations: No land borders. Closest by coast
are: Argos, to N; Kyparrissia, to SW; Andoria, to NW.
Relation with Jafra/emperor: Absolute
hostility, long feud. (No tribute)
At War/Conflict with: Jafra: long standing hatred results
in frequent raids and occasional flare-ups in open warfare
Zur: "Cold" war (and bad feeling) because of raids on Zurish ships....
Treaties/Positive Relations with: Argos: Formal non-aggression
pact. Lots of trade, with Morea having (only) a slight advantage. Moreans
tend to respect Argosans for their devotion to their faith/god(s). Few
historical conflicts.
Kyparrissia:
Formal non-aggression pact. Some tension (because Kyp. magicians get hired
by Jafra army....) and some religious-related tension. Peace held mostly
for trade purposes (so both sides tend to gouge each other whenever possible).
Andoria:
Informal non-aggression pact. Relative peace. Morea would rather attack
Jafra anyway, so the two countries' ships pretend to ignore each other
(most of the time). Some trade goes on as well, at fairly equitable terms.
Reputation/Stereotype:
On the Jafran mainland in particular, Moreans are viewed as barbaric marauders
- fierce and cruel.
Why
the Stereotype?: Generally, the only Moreans who travel to Jafra
(and neighboring countries) are those in war-bands (or on similarly hostile
missions). Not only are they actively hostile, they are generally young,
fierce, warriors with strong motivations for gaining glory by slaying enemy
warriors, destroying enemy property and holdings, and generally creating
chaos among their Morea's foes. Many of the warriors are likely to be Dan'ap,
men disowned by their clans (for any one of a variety of reasons) and desperate
to gain a heroic reputation and/or enough loot to earn a wife (and thus
a family, clan, and future....). Ferocity in battle is furthur enhanced
by religious beliefs that the blood of enemies, one's own blood shed willingly
in "righteous" combat, and, especially, the tattoos given by Bataya
priests in recognition of valor and quests fulfilled, mark an individual
for passage into the after-world of Zylos....
II. Individual Citizens (Characters)
Notable Skills/Occupations:
Typical (Stereotypic) Occupations: Widely known as fierce warriors
of some variety
Available Skills for Characters (at Creation,
RS2):
Weapon Skills:
Axe, Bow, Dagger, Martial Arts, Sword
Secondary Combat Skills: Ambidex, Back Stab,
Cleave, Heroism, Mad Rush, Taunt, Whirlwind
Defense/Healing: Battle Armor, Bloodshield,
Distract, Evasion, Revive
Magic Related: Lunaspell, Wrathspell
Other: Acrobatics(+Ag), Body Building(+Str),
Health(+Hp)
III. Social Issues
Major Religion / Religions:
Overview: Morea was settled mostly by people
belonging to the ancient religious sect called Bataya.
With its history of stalwart independence from the other Kingdoms, other
religions have had little chance to replace Bataya, or even really challenge
it at all. The beliefs and customs of the current Batayans have probably
changed and evolved over the years, but it is hard to say, since no written
records are known to exist from the original sect. There are a few factions
within the Bataya religion, but they all agree on enough things and follow
enough of the same customs/rituals to be considered a single religious
sect. (The variations from area to area would be in overall "strictness"
of the religious practices, emphasis put on various ceremonies, bits of
local mythos that have evolved, and so forth.) Since the rise in power
of Bataya after the defeat of the Eternals and rebel Dreamers, the five
Greater Temples of Isuli oversee various areas of Morea.
The central identifying characteristic of Bataya
is their worship of the goddess of the secondary sun (the Babe), who they
call Isuli. As with many sects, they believe
Isuli, the Babe, is the first-born of the sun, Ibeza.
However, though they have respect for Mother Ibeza, the focus of the Bataya
worship is Isuli. They believe that, as eldest daughter, Isuli is destined
to inherit the rule of the Heavens. Because of this, they worship her as
the ultimate controller of destiny, and the true force to be reconned with
in the Spirit world....
Another key concept in Bataya involves beliefs about
personal valor and the afterlife. Batayans do not believe in reincarnation
of any sort - they believe you get one shot to prove your self and that's
it. If you belong to an honorable clan, or have enough personal
honor, you may win the attention of Zylos and have your spirit escorted
to a glorious afterlife world. Otherwise, your spirit is doomed to linger
on Eternia, or lost between Eternia and Zylos. Over time, lost souls
slowly loose any remaining power and dissolve to nothingness.
As far as gaining/losing honor, anything an individual
does is believed to also effect his/her Clan as a whole (unless the person
has officially been severed from the Clan by religous decree). Women gain
honor primarily by bearing (and raising) children, especially daughters
(because they can bear more children...). Men can gain honor the quickest
by taking the lives of those declared to be Isuli's enemies, or by shedding
their own blood in defense of her cause. Women can also be warriors, but
they are rarely permitted by their Clans to risk their lives unless the
need is very dire (or someone has11 daughters...). Other service to Isuli,
or support of her priests/priestesses, also gains honor and recognition.
All manner of honorable deeds are reported to priests of Zylos, who then
award recognition in the form of tatoos.
Each tatoo refers to a specific event or deed, beginning simply with being
Named (and officially included in the Clan roles) at age 2. Most tatoos
are given after something is done, but an "open writ" may be given
to symbolize a special quest is in progress. When said quest is completed,
the tatoo becomes a "closed writ", one of the most honorable and
powerful tatoos.
Diety / dieties: -
Isuli
(the Babe), the "one who will be", controller of the future/destiny.
Isuli's symbol in the Cosmos is the smaller (red) sun. She is the eldest
(and only) daughter of Mother Ibeza, and will inherit all power as Ibeza
slowly fades away through the eternities. All Batyans worship Isuli as
the ultimate power over destiny. Priestesses of Isuli have the highest
authority in the Batayan religion, and can prophesy, cast (or remove) curses,
and command priests/priestesses of the other dieties, or over-ride/revoke
their decrees, in addition to making her own decrees. Only a priestess
of Isuli can declare a death penalty upon a criminal. The Ascending
Heirs of Isuli (who rule the five greater temples) are responsible
for passing judgement upon and deciding punishment for any corrupt priest/priestess
within the Batayan sect. They can also curse (or redeem) entire Clans.
- Mother Ibeza,
the grandmother of Eternia. Ibeza's symbol in the Cosmos is the larger
(yellow) sun. Being the grandmother, Ibeza watches over Eternia, nurturing
Isuli's children. However, she is viewed as primarily a passive diety,
unlikely to act directly or with great power/force. Ibeza is actively worhiped
only by pregnant women, families in need of children, or families with
sick or injured children. Priestesses of Ibeza generally act
in supportive duties, they oversee libraries, scribing duties, and such.
However, the Wise Women of Mother Ibeza (of the five greater temples),
are the only ones who can veto an edict from Isuli's high priestesses.
This veto power is very rarely used, but is true and absolute - a veto
from a single Wise Woman could conceivably halt an entire war effort or
pardon the most hated of criminals. (*Note: a priestess may switch between
service under Ibeza to Isuli, or back, once or more during her lifetime.)
- The Brothers: Isuli's brothers, the warriors of
the Heavens. Completely devoted to Ibeza and Isuli.
- Alern, eldest brother
and captain of Isuli's army. Alern's symbol in the Cosmos is the steel-grey
moon. Alern guides and strenghtens warriors fighting Isuli's enemies (i.e.
the enemies of her followers). Alern is worshiped in particular by warriors,
hunters, and stone-workers. Priests of Alern train warriors
for battle, teaching both combat skills and techniques, and strategy. They
personally guard temples/shrines, and oversee other temple-owned lands.
Only a senior priest of Alern can sanction or dissolve a war-band (a temporary
alliance of clans), and most war-bands are commanded by one or more priests
of Alern. (*Note: Both men and women can serve under Alern, though the
ratio is about 8:1 priests to priestesses.)
- Adad, the battle-mage.
Adad's symbol in the Cosmos is a red-yellow moon. Magic, curses, and insanity
flow through Adad. Magic users and metal workers pay special tribute
to Adad. Priests only outnumber priestesses of Adad by about 3:2. Priests/priestesses
of Adad learn and teach Wrathspell and Lunaspell magics, primarily
for use against enemies of Isuli. They serve as the magical defenders of
the temples/shrines, and often accompany war-bands into battle. Priests/priestesses
also oversee and regulate any other known users of magic, including healer
and small-time sorcerers, etc. Extremely talented priests/priestesses of
Adad are rumored to still posess the ability to bless/enchant weapons.
- Elohin, the messenger,
commander of wind and water. Elohin's symbol in the Cosmos is a bright
blue moon. Elohin is the parton of travelers, especially messengers
and sailors, and also of farmers. Priests/priestesses of Elohin
serve as a messenger network throughout Morea, particularly between
the shrines, of course.
- Zylos, the
lord of death. Zylos's symbol in the Cosmos is a hazy green-brown moon.
Zylos is the one who chooses which souls will go on to the further glory
after death.(Note: Zylos is also the name for the after-world). Zylos is
actively worshipped by families with warriors away at battle or
anyone being troubled by restless ghosts or undead. Priests/priestesses
of Zylos record worthy deeds (which must be witnessed or otherwise
evident) and award tatoos to Batayans. They keep track of the status ("valor")
of each Clan , and act as political advisors to the temples. They also
track genealogy (within the region they serve) and have the power to authorize/deny
adoptions, marriages*, and anything else relating
to Clan membership (such as banishment). (*marriages
are performed jointly by a priest of Zylos and a priestess of Ibeza, with
a witness priest of Elohin present.)
**Note: the physical descriptions
of the moons and some initial ideas for the role of the Cosmos in mythology
comes from an article by "VampiricDread", originally posted on the
Shrapnel-Runesword-General forum, and re-posted by Count0 on the "Eternal
Project" message board.
Other super-natural beings: demons (evil,
including the Eternals), spirit warriors (good), ghosts (lost souls trapped
on Eternia, mostly harmless, occasionally malicious), ancestors (souls
who moved on to Zylos but may communicate with their descendents in special
circumstances)
Role of magic in this society:
Lunaspell and Wrathspell magics are the most common taught/used. Magic
is generally used only for battle-type purposes, and magicians pay special
homage to Adad.
Family Relations
Family units: The basic family unit,
a Household, is defined by grandparents and their posterity. All
grandchildren consider each other brothers and sisters, regardless of specific
parents. Aunts and Uncles are called Sister-mother and Brother-father and
have equal authority and responsibility over children as actual parents.
Bloodlines are matriarchal (a child belongs to his mother's mother, and
males join their wife's household/clan at the time of marriage).
A Clan is a group of families whose grandmothers
are/were sisters. If the great-grandparents are living, they have special
status and are highly revered, but may or may not be the current clan leaders.
Clan leadership is actually determined by religious ceremony, and may change
from time to time.
courtship and marriage: grandmothers arrange
marriages, but both the man and woman have veto power (at least officially).
However, those who reject their families' choice of spouse once the engamement
was set must suffer certain consequences. With a young man, if his family
is feeling merciful, he may only have to re-pay his grandparents for any
gifts, etc. given on his behalf, and another marriage may eventually be
arranged. If the family is really ticked, he may be dis-owned and turned
out to fend for himself (usually as a warrior, because if he gains enough
valor he may be able to acquire a wife/family at some later time). With
a young woman, if her family is feeling merciful (which is more likely
if she is young and hasn't ever pulled this trick before), she may have
to serve in some capactiy to pay back her grandparents for any gifts, etc.
given on her behalf, and eventually another marriage may be arranged. If
a woman continues to refuse marriage arrangements, she may be pressured
into entering religious or military service. (Successful female warriors
still answer to their grandmothers, but basically have their own say in
things, since they contribute to household valor, etc.)
Note: Those who enter religious service can still marry, but circumstances
are rather different....
living arrangements: a bride remains with
her family and the groom moves in. They are entitled to a (small) degree
of privacy, however, - such as their own house/room, or at least their
own bed (in a poor family). They are also entitled to begin accumulating
some personal property/wealth (in the hopes that they will one day have
their own household).
fatherhood: (includes spouses of mom's sisters,
to some extent)
traditional responsibilities:
A father is responsible for contributing to the physical support of his
children. He is expected to contribute more significantly to household
resources according to the number of (living) children he has. A father's
income (be it money, meat, crops, or whatever) is pretty much turned over
to the grandfather for supervision. The grandfather is still the
head of the household, and ultimately responsible for providing food/shelter/etc.
A father is also generally involved in vocational and martial training
of his sons (and/or his sister-in-laws' sons), under the supervision of
the grandfather (of course).
effect(s) on social status:
The birth of a first child marks a man's true adulthood. He may now have
a voice in the clan, (and is much more accepted in the household, too).
With more/older children, his position becomes more secure, and their achievements,
as well as his own, are likely to influence his social/political power/standing
(for better or worse).
motherhood: (includes mom's adult/married
sisters, to some extent)
traditional responsibilities:
A mother is responsible for most of the day-to-day chores of raising kids:
diapers, feeding, etc. She is also to be the model of obedience to her
own mother, to instill this value from an early age. Mothers also meet
out discipline, as directed by the grandmother. Mothers are also the teachers
of domestic chores/tasks (to both male and female children, though the
emphasis shifts when the boys get older). Grandmothers are responsibility
for the formal education and religious instruction of children. Religious
instruction is in the home, and usually other education is, too. Most kids
learn to read (a little) and do simple (practical) math. Few other (non-religious)
subjects are studied formally.
effect(s) on social status:
The birth of a first child marks a woman's true adulthood, too. She may
now have a voice in the clan. The more children she bears that survive
childhood, the more family/social power she is likely to have. The accomplishments
of her daughters, in particular, greatly influence her social standing.
Becoming a Household: The birth of a grandchild
signifies the creation of a new Household. The grandparents and their adult/married
children set up their own home, etc. It is a time of intense celebration
for all involved. At the second birthday of the child, a special religious
ceremony occurs, writing the Household name in the "book of life." (Until
at least one grandchild survives to age 2, the household status somewhat
tenative....)
Becoming a Clan: The birth of the first great-grandchild
is incredibly exciting. However, at least 3 great-grandchildren (from the
same or different families) must survive infancy before a Clan is officially
formed. At the second birthday of this 3rd great-grandchild, a major religious
ceremony is held to establish the new Clan, its totems/symbols, etc.
children
males:
traditional
responsibilities: helping with household chores
education:
(formal, informal, and vocational)
birth
order issues: In theory, birth order does not affect social status.
However, first grandchildren and the first three great-grandchildren are
likely to be a little favored, as their well-being (as children, especially)
is critical to family status.
females:
traditional
responsibilities: helping with younger siblings (including cousins)
education:
(formal, informal, and vocational)
birth
order issues: In theory, birth order does not affect social status.
However, first grandchildren and the first three great-grandchildren are
likely to be a little favored, as their well-being (as children, especially)
is critical to family status. First born daughters are also important,
and are likely to be pressured to marry and have children quickly (so her
parents can be the head of their own Household).
elderly:
what
defines "old age": A person is considered an "elder" when he/she becomes
a great-grandparent. A person is considered "aged" (elderly) at about 60
years old.
traditional
responsibilities: "storytelling" - relating family history and such
to the younger generations
care
of the infirm/senile: Infirm and/or senile elderly are the responsibility
of the clan, and are cared for according by households chosen by the Clan
leader.
widows: Since females stay with their
families after marriage, and become matriarchs in their own right as their
children grow, widowhood is not necessarily the end of the world. Young
widows (without any children of marriable age) may re-marry at their family's
disgression. Depending on their child-bearing history, they may actually
be a very desirable wife, in some cases. Older widows (with at least one
married daughter) continue as the household matriarch, but the responsibilities
her husband would have had pass to her first/oldest son-in-law (that is
not already a grandfather with a Household of his own). An older widow
without a son-in-law for support may choose to remain "alone" or to apply
to her clan for support.
widowers: If a man's wife dies young,
he may find himself cast out of her family - especially if they have no
children, or if she died in childbirth. If this happens, he has to pretty
much fend for himself. If he wants to marry again, he has to gain enough
reputation and wealth (usually as a warrior) to hire a marriage broker
to speak for him.... If a man is well-established in his wife's household,
he may be offered the chance to marry one of her sisters/cousins. If a
grandfather's wife dies, he continues as head-of-household. However, he
becomes responsible for making sure his grandchildren receive the education
his wife would have provided - either by applying to the clan or to local
religious leaders. Once the grandchildren are grown, and his responsibilities
fulfilled, he may choose to live "alone" or to apply to his clan for support.
Infertility: If a couple has no children
after three years of marriage, the marriage is declared null - as if it
had never happened. The man returns to his birth family, the woman remains
with hers (of course). They are allowed to re-marry other people, but it
will probably be harder to arrange matches for them the second time. If
a man or woman has had two null marriages, he/she is considered infertile.
This is a sorrowful curse. The person is marked (by tatoo) and may never
marry again. He or she is considered terribly unlucky (almost tainted)
and even a woman could be turned out of her family. A man is most certainly
left to fend for himself. Many times someone marked unfertile will basically
commit suicide. Taking one's life directly is forbidden, but a woman may
stop eating or begin taking extreme health risks, and men may become near-crazy
warriors. The mark of infertility is irreversible. If a woman marked infertile
were to (somehow) become pregnant, that is a mark of a pact with a demon.
She would probably be killed, and if she managed to hide her condition
long enough to bear the child, it would be as well.
Domestic Government:
Kingdom-Level Government system: basically,
none. Clans are always developing/changing relationships with each other.
However, they may group to form a Band for a specific purpose - usually
Warfare, but also to survive a local disaster, colonize a new area,
or make improvements to a village/town.
Local Government System: A village/town is
usually run by the clan that first settled the area. They can be overthrown,
but in the current times, it doesn't happen too often - especially to larger
communities.
Religious Influence on Government: Religious
leaders have significant influence on almost all clans. They are often
the arbitors of inter-clan squabbles, as well.
Miscellaneous "Color"
Arts:
What place does formal
"art for art's sake" have in this society? almost none
What folk-arts exist?
- armor and weapons are often very detailedd/ornate, wrought with a lot
of symbology
- tatoos are a big deal - warriors in partiicular have a great number of
them. Each has specific meaning and is awarded by a clan leader or religious
leader.
Are art objects a trade
item? Only within the country.