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![]() Damaran AlmanacPoliticsPhysical Resources Noticeable Raw Materials: Damara is blessed with a plenitude of readily available natural resources. The heartland of Damara is a rich and fertile plain, well irrigated and suitable for most farming endeavors. Wood and forest products are a little more difficult to come by, but still available from Rawlinswood, and to a lesser extent, Earthwood. A number of quarries supply Damara from the Galena Mountains with cut and worked stone. Hidden Assets: The Bloodstone Mines of the Galena Mountains, though still thought of as cursed, are still producing the recognizable stones, though at a lower rate the earlier years. The Galena Mountains and Giantspire mountains both have mines for both iron ore and silver. Copper and gold are also present in the Giantspires, but they have yet to be found in the Galenas. Neighboring Assets: Damara is a very nearly closed economy. Impiltur is Damara's principle trade partner. In exchange for stonework and grains, Damara receives whalebone, some finished goods as well as some foodstuffs that are not indigenous to the land. Some trade goods trickle to and fro into Vaasa, but very little. The Duchy of Soravia has in the past traded with the Nars for horses in exchange for metal goods, but intermittently at best. Subsistence Patterns: Damarans live by a mixed economy founded on developed agriculture using both plants and animals. Foods tend to be subtle or bland, but certainly filling. Grains, hard fruits and vegetables are readily available. Meats are usually beef or sheep; fish or poultry are rarer, but not unheard of. Stews are very common meals at home. Damarans often bake the stew into meat pastries for travelers. Many spices are uncommon, though garlic, cheeses, honey, salt and pepper are readily available to most communities. Beverages are readily stored in chilly basements and keep well for long periods. Fruit juices and water are the most common beverage. Goat's or cow's milk is also available, but rarely consumed by any but children. Chocolate, both candies and drinks, are popular, but imported and not as affordable as those homegrown sweets such hard candies of crystallized sugars from fruits or honey. Beers, ales and meads are the most commonly consumed alcoholic beverages in Damara. Most communities prefer chilled beers and ales, and warmed meads. Naturally, the preferred beverage is seasonal. Liquors based on indigenous fruits and vegetables, like peach schnapps or vodka, are common as hard drinks and readily available. Wine and whisky are imported; unpopular and hard to obtain because of the increased price. Values & Kinship: Damara uses a feudal, monogamous, patrilineal system. The first borne son is reared to assume his father's position and business. Among the city folk, lesser sons are expected to take apprenticeships with craftsmen who are in a different field from their father. Country folk can divide their holding among sons, but frequently the lesser sons are encouraged to strike out on their own. Apprenticeships are undertaken during the midsummer celebrations at the public circle. The traditional age for starting an apprenticeship is thirteen - variation is uncommon. Women in Damaran society are well treated and respected, though very few have much control of their destiny. Fathers usually arrange marriages for daughters at the same time and age as their brothers are being apprenticed. In the countryside, women often work the fields just like anybody else; in the cities, they are pressured to keep to home crafts. Families are very clannish in Damara. Siblings are expected to assist each other in their endeavors. Homes frequently become small complexes of multiple interrelated households. When a father dies, his heir is required to attend to both the widow (assuming there is one) as well as to his sisters until they have married. Should no sons survive the father, this duty will pass to the husband of the eldest daughter. Should no child be of age, the widow is granted the estate until her eldest daughter marries - upon which time it passes to the groom. Should the father have no children, the estate passes to the nearest relative. Magical gifts, be it magecraft or divine inspiration, set a child apart from the rest of society. With the parents' permission, the child is taken upon his apprenticeship into either a priesthood or into a school where he will be taught to use his craft for the good of society. Upon reaching the rank of journeyman, the mage or priest is free to wander the land. Though even journeymen mages are given great consideration, masters of their craft are even more respected. Language: Krenite is spoken throughout Damara. Though the forest folk speak quieter and the mountain folk a little slower, there is very little regional variation in accent. Personal names are generally Anglo-Saxon, Welsh, Irish or Celtic in form. Family names are usually of the same form, though parental surnames (ie, mab Keridwen, ap Morden) have mostly been combined into an unchanging surname (ie, Macridwen, Morden). Foreign sounding last names are uncommon, but not unheard of. The most prominent such name is Stradivari, whose ancestors came from Impiltur. Religion, Myths and History Cosmology: The most common religious symbol within Damara is the upright pentagram, representing both man and the five principle powers of the realm. At the base of the pentagram are Ilmater and Silvanus - representing the base of perseverance and nature that society is built upon. Mystra and Lathandar represent life and inspiration which build upon the base to reach the pinnacle. Tyr rests upon this pinnacle, representing the force of law and order to promote good will within society.
Damarans do not deny the existence or powers of gods other than the five, they simply choose to put most of their faith in the powers that allowed Damara to be built. It is a rare Damaran indeed who does not placate or worship a power in addition to the Five. Traditions: Tradition holds that in ages past, Damara was a snowy waste land of fell winds and thick ice. Auril's reign was strong then. At this time, many gods had favorite communities and forbade their followers from worshipping another. Following yet another schism war, Tyr approached a small group of powers debating who was best. Tyr said that each power is supreme in their focus, but individually, we cannot achieve true greatness. Auril laughed at the suggestion and walked from the group. The others, Mystra and Lathandar, Ilmater and Silvanus remained to hear of Tyr's proposal. "We will build a great nation in the land of ice Auril claims as her own. Ilmater can provide perseverance to the people; Silvanus can bring flower, grass, trees, bird and beast so the land may be fertile; Mystra may spark the power within so the ice may be held at bay; Lathandar can open the eyes so they may see the possibilities. Let us set forth this day to build a great nation within the ice. Let us show that with cooperation, any goal is achievable." The next day, the gods gathered about the land of ice. Lathandar melted some of the ice and rivers rushed forth. Stones crumbled, fell and became sand in pools. Lathandar gathered the sand and shaped a man and a woman the chosen pool. Mystra breathed life into the shapes and named them Colin and Alwyn. Ilmater led the two wide-eyed from the pool. "Let us discover what home Silvanus has built for you." Over all the proceedings, Tyr smiled. Rites and Rituals: Birth: The live birth of a child is happy moment for the family. Priests of Lathandar, who sometimes also serve as midwives, oversee the birth and bless the child upon its arrival. Though children are usually named by their mother after birth, some communities traditionally give a child a "milk name", waiting until the child is presented into the community to formally name. Initiation, Childhood: A child's first birthday is celebrated by the extended family as well as close friends. At this celebration, the child is examined by a priest of Tyr who will examine the child, bless it again and announce and record the child as a member of the community. Some communities wait until this rite to name a child, but this is an antiquated custom that is slowly passing. Should the priest of Tyr find some fault with the child - ill health, or possessing physical or mental defect - the priest will postpone the child's acceptance. Within one month of this failure, the church will send clergy to heal these defects. After this benediction, the child will then be accepted into the community. Initiation, Adulthood: During the midsummer's festival of a child's thirteenth year, he and other like-aged children are gathered into the town center (or neighborhood center in larger cities). At this time, those offering apprenticeships will question and appraise the children. By sundown, the choices are made. First choice traditionally goes to attending mages. Second choices are made by artisans and craftsmen in accordance with their standing within the guilds. Those not chosen may apprentice with their father or may seek entry into an academic or clerical community. A child offered more than one apprenticeship is free to choose which path he shall take, but it is considered rude to not present an alternate when turning down an offer. After the choices have been made and duly recorded by the clergy of Tyr, the assembly of children are blessed by a priest of Lathandar and sent on to their chosen profession. Engagement: Engagement is a very serious matter to Damarans. In effect, it is a marriage that just needs time to gather supplies for the celebration. The prospective groom needs the permission of his intended's father (or other male guardian) before he may formally ask the prospective bride. When the groom-to-be does so, it is with a ring - usually as elaborate as he can afford. If she accepts, the two are then honor bound to marry within one year. The Lathandrite church is approached to bless the union as well as to make preparations. If the church approves of the match, the couple, their parents and the priest share a light evening meal where the moral responsibilities inherent in the arrangement are impressed upon the couple through allegory. All in all, though very informal, this is perhaps the most important ceremony in many Damaran lives. Marriage: A marriage in Damara is seen more as an excuse to celebrate rather than a confirmation of a union. In Damaran society, it is the engagement that joins couples. Marriage is simply the community's affirmation and formal recognition of the union - the length of the engagement also allows time for foods, drinks, relatives and gifts to be gathered together. Both bride and groom perform ritual purification before meeting at the appointed place where their friends and relatives have gathered. As the sun rises, the Lathandrite clergyman takes solemn oaths from both bride and groom to love, cherish, help and heal one another until the end of their days. When both accept, the clergyman asks them to exchange their rings, first groom to bride then vice versa, declaring the recipient his and hers for all time. Rings exchanged, the priest ties a loose green and gold ribbon about their joined hands. A clay cup of is presented to the couple and then filled with mead from the stores gathered. The bride drinks first, passing the cup to her groom to finish. The groom empties the cup and then throws it to the ground, shattering it (Interestingly, some diviners try to read the future of the couple based on the number and shape of the shards). The balance of the day is spent singing, dancing, feasting, presenting and receiving gifts. After the sun has set, the bridge and groom take their leave to return to their home to start their lives as one. Funeral: Damarans are usually fairly somber about death. Though dogma states the deceased has moved on to a better place, few Damarans see death as something positive. Upon death, the deceased is cleansed by clergy and then dressed in a fine manner. Depending on the region as well as the wealth of the family, the body is either interred or burned. Wealthier families have mausoleums built for their clan. The structure will either be separate, or a portion of the basement of the home. Here, the deceased is placed in a stone sarcophagus. His obituary is carved in a stone plaque to rest at his feet. Small stone benches are common in the mausoleum: many Damarans find they provide comfort to the soul and clarity to the mind. The bulk of the populace burn their deceased. Communities have their own sacred areas to perform the rites. All that remains of the deceased is a plaque bearing his obituary placed in his house by his relatives. The actual rite is a simple affair. Priests will bless the deceased and wish him on his way. After this blessing, the pyre is lit or the body is interred. The family remains to speak of the deceased with each other; the priest remains to help the mourners with their loss. Affluent households declare a period of mourning of seven days after the funeral. During this time, no family member may leave the complex, nor may they receive visitors. Ostentatiously this is to soothe the feelings of the family and help them live without the deceased, though this tradition grew from the need to choose another leader for the clan. Purification: At times during a Damaran's life, instances arise that call for ritual purification. Some of the more common instances are killing a person, a birthday, a end of the year, or in preparation for vows of any sort. The ceremony is simple and easily adjusted to varying circumstances. The recipient comes to the ceremony's place dressed in a simple robe. An assistant takes the robe from the recipient, bathes him and then gives him another robe. More affluent adherents burn the original robe, but most people symbolically burn the robe with a handful of straw or grass. The recipient meditates on the actions from which he wishes to be cleansed while the fire burns, naming the misdeeds so they may be recognized and purified. When the fire has died, the ceremony is complete. Outdoor settings are preferred with local streams or lakes serving as the bath, but any bath anywhere will do in a pinch. If no assistant is available or desired, the ceremony can be done simply by the recipient - though honesty with one's self is of utmost import if the ritual is to have its desired affect. Vows, Knighthood: Though a lord may dub a worthy soldier knight upon the battle field in recognition of valorous service, the vast majority of Damaran knights are dubbed so in a formal ceremony. In preparation of the ceremony, the family history of the recipient is researched and a coat of arms is drawn up and registered by the herald of the knighting lord. When the coat is prepared to the satisfaction of the herald, the date of the ceremony is then set. The recipient spends the eve before preparing his arms and armor for inspection by the lord. When that task is complete, he spends the remainder of the night in private meditation or prayer. Upon the dawn, the lord will inspect the recipient's equipment - usually in a cursory manner. If the lord is satisfied the recipient is worthy, he will ask the recipient to kneel. Drawing his own blade, the lord commands the prospective knight to kneel. He is then asked to swear to uphold the laws and traditions of the land. If the prospective knight so swears, he is given the right to bear arms and mete out justice (for the bestowing lord). After a sound tap on each shoulder (left then right) by the lord's blade, the knight is commanded to rise with his new title.
Vows, Clergy: Though who choose or are chosen to serve to gods all swear their allegiance in slightly different fashions. All applicants purify themselves the evening before and meditate or commune until the appointed time the following day. After a shortened private worship ceremony attended by the applicants and the ranking priests, each applicant is asked in turn to step forward. The ranking priest will ask a dogmatic question of the applicant who must answer to the priests satisfaction. If the answer is acceptable, the priest is then brought into the further mysteries of his particular religion. Vows, Magi: The magi of Damara have no set pattern to their initiation nor a central authority to make sure standards are met by all schools and teachers. All initiation rites in Damara, from single masters to grand university, are held in private. Only the initiated witness what happen behind the closed doors. Speculation obviously leans towards oaths to Mystra and Azuth, though some conspiracy-minded individuals suspect other forces and codes. Vows, Investiture: Of The Five, only Tyr the True supports and christens paladins to his service. The paladin spreads the rule of law and justice throughout the land, serving as judge, jury and if need be, executioner. They are the arbiters and enforcers of justice as defined by their superiors and ultimately, their own morals. Given the trust and powers entrusted in a paladin, the vows are grave indeed. A paladin will uphold the laws and enforce justice or face the wrath of Tyr himself. No living man is a fallen paladin - disheartened perhaps, but still true. Paladins who truly fall do so hard, quickly and with absolute finality. Before being considered to be a paladin, a supplicant must prove his determination, strength of character and unflinching morals. Most commonly, those wishing to be a paladin serve a Tyran church as squire while learning the ways of the paladin. Less frequently, Tyr chooses a subject and presents him to his clergy. If the supplicant is willing after the clergy has found him worthy, he is prepared for the actual investiture. After purification, the supplicant meditates until the dawn two days hence. During this time he may only eat bread and drink water. On the dawn, the paladin swears his grave oath, is presented his sword and bid good fortune. After his breakfast, the new paladin is sent into the world to find where he is needed (though many a priest has provided subtle and not so subtle hints. Paladins are strictly speaking outside the control of the church. They work closely together, but one cannot tell the other what to do. Paladins police their own ranks and provide their own council. Once again in the outside world, a paladin finds life considerably different. He is asked to judge this contest or that transgression. If he is not careful, he becomes lost in the letter of the law rather than the spirit. Experienced paladins frequently compromise their own sense of justice to evoke a greater justice. They also frequently purify themselves to explain their reasoning to Tyr. Institutions and Clergy: Though each of The Five share cathedrals with all of their respective servants, free standing chapels dedicated to a particular servant of The Five are also constructed. Worship of other good or neutral powers such as Eissa are accepted and not interfered with, however chapels or small churches are the largest religious structures allowed for powers other than The Five. Auril, whose presence is frequently felt in the cold lands, is placated by much of the populace, though only at anonymous shrines at crossroads and outside gates to keep her hand from being felt. The lowest ranking clergyman is called a disciple. These priests are frequently newly ordained though also can be more experienced priest who wish more personal contact with his god's followers. A disciple wears a grey robe. Though some attend to shrines and allow other to come to him, most wanders from village to village or ward to ward teaching those they encounter the wonders and mysteries of his god. A disciple is frequently referred to by the title "brother/sister". Actual churches have a priest assigned to them. Priests serve as pillars and foundations upon with both the faith of the masses and the strength of the church are built. Priests are tasked with providing to the needs of those in the area served by his church. A priest is accorded the title "father/mother". Cities with large enough populations have grand cathedrals covered inside and out with carvings, statues and other religious artworks. In addition to a varying number of priests assigned to a cathedral, a high priest will be installed to serve as the fulcrum of both his cathedral as well as outlying churches. To refer to a high priest, one uses the title "most reverant" or simply "father" in more informal settings. Each of the five churches of Damara also sport a single, unifying leader - the prelate. Prelates direct the actions of the high priests and directly advise the king. Prelates are referred to as "most holy" or "your holiness" for more deferential speakers. Groups of priests sometimes separate themselves from society (not completely in most cases) so that they better explore the mysteries of their god. These priests are referred to as monks and their settlements monasteries. Monks maintain their titles of brother or father, though their high priest and leader is referred to as an abbot (or abbess). Religious Norms: The people of Damara are pious, but tolerant of non-conflicting beliefs. They attend community as well as calendar services, but have no particular day set aside for worship. Cathedrals and churches are empty for vast periods of time, though many parishes have the clergy visit households to attend to their religious needs. Such visits are family gatherings that start with good meals and end with ecclesiastic debate and discussion that last well into the evening. Outside of rites, Damarans will usually only visit a religious site when they are asking for something of the deity. Technology Damara technology can tersely be described as late iron age or early renaissance - though in many cases this is inadequate. Damaran leaders are mostly learned folk who combine technology and available magics to tame their harsh environment. Class Specialization Lower Classes: In Damara, slavery is outlawed. Most Damarans look down on visiting slave holders, but will not interfere in another's culture. Damara's farmers are not serfs, but freemen who farm the land of their lord and have legal rights including freedom to leave oppressive lords. Debt servants as well as indentured servants are allowed by law, but the local lord is expected to ensure fair treatment of such unfortunates. Middle Classes: Yeomen farmers and craftsmen fill the bulk of Damara's middle class. They may lease land from their lord - as opposed to working the lord's land - but may not own it. Specialized craft guilds are very common and active in Damaran cities, but less so in the countryside. The guilds monitor apprenticeships, maintain price and quality, and ensure the well being of their members. Upper Classes: Damaran lords hold power over their land - in fact, only a lord may own land. Lords are free to rent or let lands to the lower classes as he pleases. Inherited titles pass from father to son - in rare cases a woman may be appointed to or inherit a hereditary title. The noble heiarchy runs king, prince, duke, count, baron, lord and finally knight. Knight, though a title, is neither hereditary nor a land holding title. Children of the king are princes or princesses - but only until the end of their father's rule. When that happens, fortunate princes and princesses are accorded a small plot of land and a lord's title though many are lucky for just a knight's title. Many princesses and a few princes find livelihoods in religious institutions. Children of nobles other than the king are usually accorded the title lord by Damarans, though the title carries no weight of its own. Unique Groups: The religious hierarchies of Damara are a subculture all their own discussed in the religion section. Though there is little overt sexual bias, the prevailing attitude of traditional gender roles permeates society. Cross-laborers are looked upon as strange, but generally accepted if they are competent in chosen role. A council of heralds is also maintains a presence in the house of each and every noble house. The duty of the herald is to record, update, maintain and create coats of arms for the nobility as necessary. Heralds will communicate with each other by courier when changes are made to those who use his services, though the propagation of these changes is slow in many cases. When a Council of Lords is convened, the heralds take this opportunity to meet to bring the books of arms into agreement with each other. A circle of druids operate in the hills and forests of Damara, normally teaching men to harvest nature without despoiling her. However, the druids seem to have their own motives and protected secrets. Each fiefdom in Damara maintains its own order of knighthood. Each is nearly identical in all facets save symbols and colors of the order. The orders are referred to as either of their native fief (Knight of Olin) or for the most prominent feature of the overlord's arms (Knight of the Griffon). The names of the orders slowly change with fashion and changing of the overlord. Knight within the orders are accorded rank as well if there is need. Traditionally, a Knight is at the bottom of the order. Above him are placed Knight Captains, then Knight Commanders at the top of the order. All knights maintain their arms at all times, however, when the order is acting in concert with their overlord's wishes, they will usually carry a shield with their lord's device rather than their personal arms. Art, Architecture and Symbolism music style, instruments, formal, folk, performers common instruments: hand drum, bass drum, hammer dulcimer, harp, harpsichord, mandolin, uilleann pipes, fiddle, whistles, oboe, bassoon, flute dance style, dress, performers, formal, folk dress: (female) short dresses, long, open sleeves, patterned hose, slippers or low tap boots. (male) snug pants, loose shirt, thin vest, low or high tap boots. style: quick, hopping, strutting, step-dancish with added upper body movements. coordinated group dancing more common than solo or pairs. formal: slower in tempo, longer skirts, more ballet like. poetry mostly stories set to tempo painting realistic, landscapes, portraits sculpture rare outside of architecture. gargoyles, busts literature oral traditions and stories. mostly set to music theater mostly retelling of age old tales. many archetypes Architectural Summary: Structural Styles: L-shaped Roof Styles: Angled roof, many directions; flat topped if large enough Structural Heights: Three story Exterior Appearance: Balconies; stone carvings; tall, thin windows Interior Appearance: Lamp lit; paneled walls Building Materials: The most desirable building material for Damarans is stone. Masonry is a well developed art in Damara. Mortar that resists cold and water as well as expert stone shaping are commonly available and rarely thought of as different from the rest of the world. Parallel walls of stone are usually filled with rubble, clay or packed dirt to provide more insulation where needed. Wooden frames finish the inside surface of more affluent buildings to allow finished wood or plaster work. However, physical reality does not always allow stone houses. Where quarries are distant, wood is the next material of choice. Log cabins are unheard of except in the most remote lodges. The most common technique involves building wooden frames with finished boards. The frame is filled with clay or packed dirt to provide insulation against the outside. The final choice of material, usually only seen in the poor or very inaccessible locales is adobe. Mud bricks are made on site and worked like the stone of which Damarans are so fond. Adobe walls tend to be thick, and unfinished, though occasionally plaster work is done to clean up the inside surfaces. Shapes and Profiles: Most Damaran buildings are built on an L-shaped plan to two or three stories in height. As most lots are rectangular, the open corner is used as a small garden or a relaxing yard. Door Mechanisms: Doors in Damara are usually sliding bolts within the door attached to handles which protrude from either side of the door. Locks alternately fix the bolt in place or pull the handle through so it no longer protrudes on the outside. Traps: Traps are not a mechanism well trusted by Damarans. Large dogs and guards are much preferable to those with something to protect. When traps are absolutely needed, they tend to be devious pressure plate/poison dart affairs. Poison needles are also used on chests to discourage pilfering hands when just a lock is insufficient. Windows: Damaran windows are tall and narrow with a pointed peak at the top. The glass panes open inwards, rotating on pivots along the vertical axis. Panes are one piece affairs, opening to the right. Lights are relatively small and divided by inlaid woodwork in most cases. Colored lights are extremely rare if not completely unknown in most areas. Windows are shuttered by split shutters that open outwards, locking from the inside. Windows of larger width or different shape are rare; they are considered to be an overt sign of wealth, but not pretentious. Given the weather of Damara, heavy drapes are always hung by windows. Though usually tied back with contrasting decorative ropes, their weight stifles many a chill breeze when needed. Water and Latrine Facilities: Damara, the sunny place it is, has ample rain and snow. Damarans make use of this resource to improve their lives in a couple of novel manners. Foremost, the uppermost story of Damaran structures is usually set up as a cistern. This, combined with piping through the house, provides running water to sinks, baths and even the occasional shower. The flush toilet is also available to Damarans. In the country, toilets let into septic tanks and leeching fields. Cities have sewer systems which collect the sewage and deliver it to leeching fields or middens. More affluent Damarans use boilers to heat the water in the cisterns. Warm water is a welcome change on cold nights, but also melts snow and ice on roofs, keeping the cistern unclogged. The foremost application of this technique is heating the water to the boiling point and then warming the house with strategically placed radiators. This, however, is usually only accomplished with magics and rarely seen outside of large structures. Guard Posts: The Damaran's place their military in stout buildings of stone with thick walls that usually sport a single tower. In many areas, such a structure serves as barracks, jail and courthouse. Significant Numbers: Damarans feel the religious significance of the number five, but unfortunately, five is not a convenient number for building. However, five is commonly found it artwork and day to day life. Examples are five animals at a lord's feet, five trees in the background, five apples in a basket on a table, five flowers given to a beau and so forth. Symbols and Motifs: The burly, functional stone architecture of Damara sports subtle detailing. One can commonly find columns detailed with vertical channels. Figures and creatures are carved in cornerstones. Inside it is common to find nature motifs and carvings on furniture or other indoor surfaces. Social Outlook Progressiveness:
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Politics and WarfareLeadership: Damara is a monarchy, though a somewhat weaker monarchy that is known in other parts of the Realms. Each noble has control over their lands. A council of nobles is convened when national interests are at stake. Though the king has the authority to act against clear and present dangers to the welfare of Damara from foreign parties, he also is restricted by the council. This council is composed of all landed and titled nobles - knights excluded. The relative title of a noble also dictates how many votes that noble may cast. The king needs to gain a 2/3 majority to dictate policy within the borders of Damara, though only a 1/2 majority to dictate Damaran relations with other countries. In the Council of Nobles, the King is accorded both his votes for being king, as well as the votes from his secondary title. The king and dukes are granted eight votes; counts, four votes; barons, two votes; lords, one votes. The head of each of the five principle churches in Damara (Ilmater, Silvanus, Mystra, Lathandar and Tyr) are each granted two votes. When votes are counted, majorities are only determined from cast votes - abstentions do not count. Traditionally, the Council of Nobles has met within the free city of Heliogabulous. This city is ruled by a mayor appointed by the council of nobles. His term of office is not strictly defined, but his actions are reviewed at least every four years. An act of the Noble Council can remove the mayor from his post at any time. Though individual lords are allowed to contact, trade or otherwise interact with foreign neighbors, they may not make war upon or enter treaties with such political entities. Foreign wars and alliances may only be entered into by Damara as a whole country. Political Structure: Damara's political structure is a feudal monarchy. The ruling monarch is advised by a council of nobles as well as the heads of Damara's principle religious hierarchies. Army Status: The Damaran army is composed of the soldiers of the king as well as the soldiers of the nobles who serve the king directly. Nobles are also allowed to maintain private armies; such soldiers wear the arms of their liege lord. The Damaran army is tasked with patrolling national borders, maintain trade routes through the countries of Damara, executing national law enforcement and assisting local law enforcement in approved situations. Class Control: Damaran lords dictate, enforce and judge the laws of their holdings. The King with the support of the noble council may tamper with the laws of Damara as a whole, or any particular local holding that is getting out of line. Legal Code: Damaran legal code is simple and direct. There is some room for both leeway and interpretation by judges, but the legal code is kept as explicit and clear as possible. Capital punishment is mandatory for capital offenses. Nobles are executed by the sword; commoners are hung from the neck until death. Damara does not use long term imprisonment as a sentence. Branding, banishment or even execution are used in situations that would warrant prison sentences in excess of a year in other societies. Judicial Structure: Each fiefdom has a sheriff (always a knight) appointed by the lord. The sheriff in turn appoints deputies as the situation warrants. Patrolmen are hired as needed by the sheriff as well. Those arrested for minor offenses may choose summary judgment from the arresting deputy. Otherwise, the accused must plead his case to the sheriff during his trial. Evidence of guilt will be presented by the arresting deputy; the accused is allowed to refute this evidence as well as to present an alibi and character witnesses. The accused may appeal the judgment of the sheriff to the local lord who will hear his case as presented by the sheriff and refuted by the accused. Larger communities frequently have priests of Tyr advise of and monitor the truthfulness of the statements made in trials. Additionally, any knight or paladin may mete out justice as he sees fit - within the bounds defined by his liege in the case of knights and his church in the case of paladins. His judgment may be overruled by a superior, however, such reversals are rare and result in grave recriminations for the erroneous judge. Foreign Relations: Currently, Damara is again in an isolationist phase. Trade with Impiltur is profitable for both countries and is increasing in volume every year. Trade caravans also cross into the Great Dale and the lands beyond, but their numbers are steady for the time being. Occasional trade forays are made into Narfell, but the nomads are difficult to both find and trade with due to their disdain of precious metals as currency. Military Structure: Damara maintains both a national army under the king as well as local armies under the local lords. The king's private army, frequently much smaller than the private armies of other lords (he has the national army after all) is referred to as the King's Guards. Not very creative, but certainly descriptive. Command: Landed lords each command their own army. The King commands both his private army as well as the national army. Knights or other nobles may act as commander of a force in the lord's stead. Privates form the backbone of the army. Corporals command a squads of ten or so privates into battle. The third squad in a company is commanded by a sergeant - he acts as commander of his squad as well as a liaison for the company commander. Lieutenants have administrative as well as battlefield command of companies. Captains command groups of two to six companies called platoons. Divisions composed of two to ten platoons are rarely assembled. Divisions are usually a means of administrative reference or large scale battlefield unit. The command of a division is given to a lesser general. Generals command armies composed of two or more divisions. Marshals command multiple armies - such a rank is rare or unknown in most private armies. Routine: Damaran military units are tasked to patrols, training/education or garrison duties. All but the smallest armies are able to rotate their units every three months to a year to balance the rest, prowess and homelife of their members. Arms: The common Damaran infantry soldier is equipped with a broad sword, a composite bow, a spear, a dagger and armored in light chainmail, a full shield and a pot helm. Some units, designated heavy infantry, are trained in heavier chainmail or plate armor - but these are expensive to field, difficult to maneuver in Damara and are rarely formed. Cavalry units are armored in heavy chainmail or plate armor, full and visored helms and medium shields. Mounts are frequently armored for actual engagements, but usually unarmored at all other times. A Damaran "lancer" is given a lance, a broad sword and dagger, though more than a few have taken to carrying light crossbows as well. Scouts or archers are equipped with rigid leather breastplates, long or composite bows, short swords, daggers, full or medium shields and a reinforced leather helm. These units are mostly drawn from the southern fiefdoms of Damara, though their speed of maneuver also makes them quick reaction units of many lords. Some lords mount small naval forces of riverine boats to patrol lakes and major rivers. These units are equipped identically to scout units. Though mostly thought of as a joke due to their small numbers, the Damaran Navy is as fierce if not more so than their brethren on dry land. The most prestigious, and expensive, units of the Damaran military are the Griffin Riders. Trained for long periods with their fearsome mounts, the Griffin Riders are usually strong willed individuals capable of improvisation and unsupervised activity. Rigid leather plates are hung on the body of their mounts; the riders themselves are similarly armored. A medium shield and a reinforced leather helm round out the armor of a rider. Riders are equipped with a composite bow, a short sword and both throwing and thrusting/slashing spears. Outfitting: Besides his issued arms and armor, a Damaran soldier wears a tabard upon his chest that clearly display the device of their lord (a simplified version of the lord's arms). Their shields also display this device. Only a bearer of arms may wear them on a tabard, shield or spear. Theory: The Damaran military is slow to action. Their commanders try to assess their foe as well as to parlay if at all possible. However, once swords have been drawn, the Damaran military attacks with a brutal ruthlessness. Though not particularly blood thirsty, Damara is not known for asking for or granting quarter. They frequently rout foes rather than deal with the hassle of capturing them. Customs Dressing Habits: Typically, urban women wear a skirt and vest costume. The skirt falls below the knees, with knee to ankle high boots. Detailed stockings or hose are usually worn and considered an art form by pattern weavers. The vest is usually worn open, with a flaring tail to give a tiered effect to the costume. A lace-up blouse of some sort is worn beneath the vest - ballooned sleeves and ruffles are popular. Necklines are loose, but high on blouses most seasons. In summer, the neckline of blouses worn by younger women frequently fall revealing a cleavage. In cooler weather, women wear a short, light jacket, open if not unwise, generally matching or contrasting the underlying vest. A simple sash worn about the waist serves both as a coin purse and an indicator of some intentions of the wearer. A gray sash says that a woman is in mourning; a red - she is in love. Should a woman be sporting a purple sash, she is lonely and seeks to meet a suitor. Shades of green in sashes are an art form by themselves. A bright green indicates a trollop advertising her trade; a dark or mid green is a married woman respectively with or without children. Under skirts, a woman is usually wearing at least a slip or half-slip and patterned stockings. Bustiers, worn either as a brassiere or as an outer garment, are made with imported whalebone in most cases - they are generally not worn by the lower class women who make do with a simple chemise. Snug underpants which cover from waist to just below the top of the thigh are more common than skimpier varieties, but personal preference varies. In the winter months, women tend to abandon other undergarments and just wear thick fullcloth. For formal or dressier occasions, long gowns and slippers are the rule. Gowns slit to reveal stockings are popular for younger women, though necklines rarely dip far. Gowns usually sport voluminous sleeves - generally to the elbow, but the length occasionally varies to either extreme. Formal gowns sometimes are made with layers of contrasting colors - a white over a red for example - with the inner layer slightly longer so as to be visible past the edge of the outer layer. Rural women tend to dress in simple elbow length, loose sleeved one piece dresses that fall just below the knees, but wear sturdier boots and plainer stockings. They keep the sash of their urban cousins, but their colors have been known to vary a little. Dresses are usually cut to reveal the blouse to just below the bosom. Blouses vary in detail, but are usually lace-up and snug for the length of the forearm. Weather not suitable for the usual blouse/skirt or blouse/dress combinations is met with another costume. A full length dress tiered with a mantlet on the shoulders and a bustier about the body keeps Damaran women more comfortable than showier fashions. Urban women tend to have rich contrast components; country women tend to blend them; noblewomen tend to subtly contrast them with rich detailing. Noblewomen dress similarly to rural women. Though the cuts are cleaner and the fabrics finer, noblewomen are still disposed towards the dress and blouse combination. The dress in most cases covers the bosom completely, though the bodice is almost always laced or buttoned. Blouses are laced up the front and loose for the entire length of the arm, though the sleeve is usually cuffed. Slippers or low boots are the most common footwear, though taller boots are worn in inclement weather. Up to three jeweled, or at least tooled, mostly ornamental belts are worn by noblewomen - though matrons gravitate towards a single, broad tooled belt. Damaran women are traditionally dressed in skirts and very rarely wear pants. In instances where women do wear pants, they tend to dress as a man, but with an occasional flair to keep their gender clear. "Harem" style balloon pants are popular in this regard - but of more substantive material than their inspiration. Rings, ribbon collars, bracelets, combs, braid rings and earrings are the most common articles of jewelry. Detailed precious metals with interlacing floral motifs are most common. Gemstones are usually small and mounted to blend into the pattern of the article to which it is fit. Ornamental cloak pins are rare among women and are almost completely in the purview of men; women use decorative buttons, sometimes rather large, to hold their cloaks. Small, metal bells are also worn from time to time. Such bells are usually worn from a lock of hair, though mothers will wear a jingling bell on an anklet to help her children to follow her. Keeping a Damaran woman in paint and powder is a noticeable, though not draining expense. For formal occasions, she will paint her lips some shade of red, as well as tease colored powders into her cheeks and above her eye to suggest a blush and accent eyes respectively. Subtle floral scents are popular among women, though most men have difficulty differentiating between one scent and another. The costumes worn by Damaran men do not vary much from city to country, though the former is usually more ornate than the latter. Shirt and pants are the rule for men. The shirt is laced up the front with a short collar that stands up against the neck. Sleeves are tight on the forearm, but looser above the elbow. A man's pants are loose to the knee; below the knee, the fit becomes tighter to better fit under knee-high boots. Plain, ankle socks are the most common foot covering among Damaran men. A tooled leather belt with a metal buckle is worn through loops on a man's pants. Such a belt serves both to hold up his pants as well as a to hold a belt pouch, tools and weapons the man may be carrying. Should a breeze be a bit cool, a man will don a light coat that falls to the knees closed with a double row of buttons. Damaran men tend to wear a simple loincloth, but depending on the weather, this may be supplemented. On chilly days, a man may wear a short, sleeveless chemise to help keep him warm. During wintertime, fullcloths are both common and popular. For special occasions, snug, short, stiff collared jackets or vests with rich detailing are worn over a ruffled shirt. Pants are usually the same plain cut, but of better quality than day-to-day wear. Decorative baldrics are worn by men on such occasions, though they frequently support nothing. Almost without exception, noblemen wear short jackets and baldrics daily. Only the holder of arms may display them on a baldric. Damarans see this as more practical than a tabard for daily situations. Although these jackets may look as any other, they frequently sport linked iron rings sewn into the lining and a stiff piece of metal in the collar to protect the body and neck of the wearer. In colder seasons, men, like women, make changes to their costume. The shirt and pants combination remains the standard, though tunic made of a warm fabric is worn over them. The neckline is usually open allowing collar of the shirt underneath to be seen. The tunic falls to the elbow and top of the thighs, frequently decorated with a brocade at these ends. Jewelry is not seen as something manly. Men rarely wear any sort of ornamentation; when they do, they restrict themselves to cloak pins and rings. A man's cloak is cut and seamed to accept cloak pins and frequently come with a simple cloak pin when purchased. A man's ring is frequently a simple steel band, perhaps with a bead detail or two. Outside of, or more likely related to, wedding bands, a man's ring is to show membership in a guild or brotherhood or strong devotion to another cause. Men in Damara as a rule do not wear makeup or scents. However, society being what it is, compromises are made. Men wear neither paint nor powder (unless an actor or to conceal or disguise), however scents have been made the social norm for occasions when a man needs to be presentable. Scents of spice and leather are most common, though other "manly" scents are found as well. Academics of both sexes dress in robes. The principle robe is ankle length, with a short, upright collar, long loose sleeves, five buttons closing a neck flap, and cinched with a belt. Over this robe, a long, open, cowled coat is worn. Such coats have billowing sleeves that are slightly shorter than those of the robe. There is some variation in the colors and patterns of the robes and coats; most colleges use solid colors. A solid black robe in all cases indicates a master of the field. As Damara is not the warmest of countries, many academics also wear pants and shirts or blouses under their academic garb. Footwear is a matter of taste and weather for the individual. Outdoors, most Damarans will wear knee length coats in chilly weather. During the winter, a heavy, cowled mantle cloak is worn over a heavier coat. Fur handwarmers and light gloves are common for women; men wear heavy gloves or mittens during the cold winters. Lighter cloaks, turtleneck and collared button-down sweaters are popular in the transitional seasons. Dyed wool is the most common fabric for Damaran clothes. Cotton is not quite as available, but still common enough. Silks are imported and reserved for rare, special and expensive clothing. Most expensive are fine silks with painted styles or designs - these are almost prohibitively expensive for all but nobility. Brocaded or brocatelle details and designs are highly desired, but commonly worn only by the well-to-do. Lace is generally used only as a detail rather than as the basis of an article of clothing. Tassels and fringes are popular and common details in southern fiefdoms, usually on baldrics or vests. Damarans have developed a few methods for both dying patterns as well as easily weaving patterns into fabric. Though more expensive, such fabrics are highly desired for vests and jackets. Damaran women usually wear their hair long and thick. Though shorter cuts are not unusual, hair is rarely thinned out. Working women frequently braid or clip their tresses to keep them out of their way, though sedentary women wear their hair loosely. For added decoration, women wear elaborate very loose muffin hats with bright colors frequently accented with feather plumes or ribbons. Though not a common habit throughout the Realms, Damaran women shave both their legs and armpits. In inclimate weather, Damaran women will cover their heads with hoodwraps, scarves or cowls. Damaran men wear shorter haircuts than women. Extremely short cuts are almost unknown, though few men let their hair grow below their shoulders. Though shaving is becoming more popular among cityfolk, more men than not still wear some facial hair. Mustaches are more common than beards - though well trimmed in either case. As Damara is not a sunny place, its men rarely wear hats. For show, they will sometimes wear muffin hats of various colors atop their heads with an edge pulled to one side or the other. If the weather is foul or cool, they will don cowls in most cases, though a few of the more well traveled wear hats from other lands to be different. Eating Habits: Damarans eat three meals a day. One at dawn, another at midday and a third at sundown. Dinner is the most elaborate meal, though breakfast is frequently the largest. Lunch is very informal - little more than a snack in many households. During both formal breakfasts and dinners, the household is served from low standing up to the host. The host is expected to be the first to start eating - it is considered rude to start before the host. Another social gaff would be to leave the table before the host without his leave - but even if given, such an action is frowned upon. Living Quarters: As many Damaran homes house multiple households, each household is accorded their private suite yet share most common areas like kitchens, dining rooms and lounges. Parents frequently divide their suite between themselves and their children. Though infants spend their nights in their parent's room, when the infant is weaned, he is moved into his own quarters - although he remains with in earshot for many years afterwards. Damaran bedrooms have tapestries or other patterned wall hangings as well as heavy draperies around windows. Beds are sturdy, four poster canopied affairs. Though light drapes are hung from the canopy in warm weather, heavier draperies cloak beds for many months of the year. Woven rugs - also patterned if the owner is well off - keep the chill in the stone or wood floors rather than feet. Family Practices: Before a husband takes a wife, he must first gain the permission of his intended's father. Once that is obtained, the prospective husband must pay a bride price - traditionally equal to about a month's income for the betrothed's status. An engagement period of roughly one year follows. After the ceremony has been completed, the bride takes her dowry with her to her new home - the total value of the goods involved is at least equal to one month's income for the wife's previous social standing. Rings are exchanged by bride and groom - the bride wears her ring on her right ring finger; the groom, his left ring finger. Following the ceremony, the wife takes on the surname of her husband. Children are the expected outcome of any pairing, warmly greeted into the household. Soon after children can talk, they are given tasks and duties to keep them busy as well as to build their esteem. Younger children may watch sheep or fetch water. Older children may be tasked to weave or to plant fields. Before they are sent off for apprenticing, children are sometimes sent to live and work with relatives who are not part of the local household. This experience lasts for a couple of years; allowing the child to view some more of the land and get to know different (although mildly) cultures. Household duties are split along sexual lines. The man of the house is responsible for providing income and work as well as keeping the house in repair. The woman of the house is responsible for arranging meals, purchasing food and other necessities, and rearing the children. Though daughters are always at their mother's beck and call, sons are proud of the day when their father takes them under his wing to learn and work. Usually occurring at the son's ten birthday, this is seen as the first step towards adulthood. Miscellaneous Customs: none Footnotes:1. Bloodstone Lands: Forgotten Realms (Advanced Dungeons & Dragons FR9), R. A. Salvatore, ISBN: 0880387718 (pp. 8,9). 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