The Lands

The Lands is my fantasy world. It was originally devised for a short story but soon became the setting for some old-school gaming. These pages are a reference for friends role-playing with me. Concepts are rated M for mature readers. All content unique to The Lands copyright © 2006-2024 D Berk.

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I'm from Australasia but have had some short holidays in Europe. I also inhabit my imagination and enjoy sharing interests with friends. For me blogging is a kind of conversation.

8.5.06

Humans

There are many small apparent difference observed among Humans but none of these constitute distinct 'races' within Humanity. Rather all of Humanity is of one kind. Furthermore assorted human characteristics are relatively well-distrbuted across The Lands. However there are a number of linguistic-cultural groupings into which they tend to cluster.

The Narmantic: The Narman have legends which tell that they came from the long-lost Mariner Isles which sank under the waves. For most of their history they have predominated in the coastal and riverlands of Westara. They rule the nation-state of Port Grazia, the league city-states of Nartellfar, Delmisar, Orvilia, and the inland city-states of Traviata and Urbana. Personal independence is important among the Narman.

The Erimanic: The Eriman once ruled an empire across the central and northern parts of The Lands. That Empire is long-gone now but the Eriman are still common across the Wandering Lands, Westara and the Eastern Expanse. They rule the nation-states of Rolania and Bordenia and the city-state of Kinshope. Concepts like family and nobility of blood or deed are important among the Erimanic.

The Planavic: The Plana predominate in the plains of the Eastern Expanse. They rule the nation-state of Rovnara and the city-states of Ivana and Kelda. Plana society is clannish. They became sedentary later than most of the others and some aspects of Plana custom still reflect a nomadic past.

The Lehenic: The Leheni predominate in and beyond the Golden Plains. They rule the southern Empire of Nerina and the city-state of Farport. The Lehenic are a most ancient culture that focuses on honour and tradition as important. Lehenic customs can seem overly elaborate to others but this is because they are many-faceted and draw on numerous provincial variations and past-integrated heritages.

The Zinda: The Zinda are itinerants who have wandered Lehenic territory for some generations and are now beginning to migrate into Narman and Plana lands in which they are called The Visitors. Many aspects of this distinct culture are preserved in secret. An exception is expressive Zinda music which is performed on bowed lyra and hammered dulcimer. Another is the practice of wearing rings in pierced ears and this is becoming popular among youth across The Lands.

The Brethic: The Brethic are known as The Still Ones because they seem to have always lived in the Brethic Hills, the Deben Wood and the Grey Hills, while others have moved from land to land. They are generally regarded as backward and yet many of the finer aspects of other cultures can ultimately be traced to the Brethic - the music of many humans is of Brethic origin and played on fife, lute, dronehorn and drum.


Most Humans will have known relatives from two or more of these cultures. However one implication for game-play of these differences is that The Lands lacks a 'common' language. What tongue one uses to converse with others depends entirely on geography and personal background. And even within a language there will be local variations in vocabulary and phrasing (for instance 'Goblin' and 'Kobold' are both Eriman words for the same thing). Note that there was an ancient ancestral Human language but even in the Age of Glory it was becoming the preserve of magic chants and scholarly scribblings.

Another consideration is that there will be variations from culture-to-culture in design, fashion and custom. However these will also transmit across cultures as a result of travel, commerce and marriage. Some note-worthy customs follow:

* Slaves (which were basically wartime captives) are a thing of the past and even then children of slaves were customarily granted freedom on coming-of-age. Serfs however exist now and 'belong' to the estates they work on rather than the rulers of those estates. However they can be given freedom from that inherited contract. Also if they abscond and live in a city for a year and a day they also win freedom from serfdom. These rules apply for instance in Rolania and Bordenia.

* An old protocol says that one has responsibility for the orphans of both friends and foes fallen in battle. A warrior shows honour by ensuring the care of such children - in some cases adopting them as their own. This practice was taken to its logical conclusion in the Wandering Lands - in the rare instance of one community completely exterminating another it would take on the customs and trappings of its fallen rivals as a way of memorializing them.

* The closest relative or friend of a murder victim in peacetime can seek 'satisfaction' by challenging the killer to an adjudicated dual to the death. The challenger can also name a champion to fight for them (while the killer must fight for themselves). This dual and its consequence over-rides any other punishment determined by local authority. However if the killer wins then it is usual for local authority to banish them to another territory. Duels can also occur for the resolution of insults to honour but these are supposed to end in injury rather than death.

* In some jurisdictions weapons must be confiscated or left with a local authority. In other cases travellers may still carry arms but must have them secured by the tradition of 'peace ribbons' that make quickly drawing such weapons difficult. Clever adventurers find ways of making knots look more elaborate than they truly are.

* Human courtship is a muddy matter but there are some customs that help manage it. One is that an admirer can only proposition someone three times. If each such overture is declined then the third must be the last. Much tavern discussion is focused on how to conduct each such gesture. Advice is plentiful and often contradictory.


Humans can have children with Halflings, Elves, Dwarves and Orcs. For more information see under the respective entry for each. Such combinations are rare (while other combinations one can imagine are even rarer and therefore neglected in these pages).

For Humans the most commonly grown grains are wheat, barley, millet, oats and rye (just beware the ergot). Many villages use crop rotation methods. Cottage gardens produce a variety of old world roots, bulbs, stems, leaves, herbs, berries, fruit and nuts. All those and mushrooms can be foraged. Most common livestock are kine and fowl - imagine short and shaggy bovines and large and haughty poultry - that are all multi-purpose (one specimen can provide flesh, milk or eggs, fur or feathers in its lifetime). Fish and lamprey are also consumed environment permitting. The nobility in particular enjoy hunting. Commoners tend to consume ale while the well-to-do enjoy both golden and violet wines. Methods of preserving food include salting, smoking, pickling, candying and so on.

Much of the information in this site refers to the human race unless otherwise stated. In the absence of specific information players can assume that they are - well - 'only human'...