Monday, December 26, 2022

Toys and Children in Lore-building and Worldbuilding

Toys and children's games can be a fun and interesting piece of your worldbuilding and lore-building puzzle, allowing people to feel a connection to fun and sentimental moments within the societies you have constructed.

Take the pewter knight on display at the Muesum of London, for example. This is one of the earliest examples of a mass-produced toy, at the time it came out it would have been relatively rare and a signal that the world was changing to allow such mass production, and that wealth was growing to the point where multiple parents could buy such toys for their children. As with today's concern about video games, there may very well have been concerns about children receiving such gifts and talk of wasteful spending. Certainly, there were concerns about the inordinate amount of time children spent reading in the early days of chapbooks and penny dreadfuls. 

The Walters Art Museum, Baltimore
Medieval toy knight from about 1300

More than this, however, how a children in your world plays with toys, and what toys are available can help show bits of your world's history or current political climate. 

In the Medieval most of the knights for children to play with were on horseback, despite the fact that making these horses required more metal and more work to create. Obviously, peasant children at the end of the Medieval and into the Early Modern dreamed of being knights, rather than foot soldiers or archers. This makes sense, but only because most of us know enough about history to know that knights were the cool heroes of stories. 

Imagine a world in which archers were the most popular toys, as might have been the case in early Japan, when samurai used bows more frequently than swords. Or a world where wizards, griffin riders, warrior clerics, are greater than knghts.
If there are a lot of 5e style druids in your world, horses might only be used for logistics, as it would be far too easy for a druid to get horses to throw their riders and cause chaos in the ranks of those who they are supposed to be helping. In such a world horse rider would be the boring job in the military and children might dream of being foot soldiers. The point is, the toys children play with, while a background element could help you include interesting bits of lore in your world that get people to think. 



A simple scene of a mother buying something for a child, or child pleading for them to buy something can be used as a way of letting the characters know what is important in a village. 

Market stalls being on the street can provide the player's many opportunities to overhear conversations and see things that can contribute to their understanding of the world. 


Knight Puppets for fighting around the end of 12th century


Just as interesting for lore-building are children's rhymes. According to one theory for example, the rhyme "London Bridges Falling Down" comes from a song about a Viking raid which goes;

London Bridge is broken down. —
Gold is won, and bright renown.
Shields resounding,
War-horns sounding,
Hild is shouting in the din!
Arrows singing,
Mail-coats ringing —
Odin makes our Olaf win!

While this as the origin of the other song is debatable, both rhymes are interesting and can potentially point to interesting history and so can make for fun background elements.

You can see a few more links to Medieval toys below. 


You can also see a 14th century example of a ceramic knight at https://previous.bildindex.de/bilder/MI07850c07a.jpg 


A fancier version of you knights, likely owned by the children of the king Maximilian I in 1500 can be seen here








Sunday, December 18, 2022

Halfling Cultural Dimensions for Worldbuilders

Halflings take pleasure in simple things that most everyone else recognizes as good but which most don’t think is enough to fill their lives; such as their gardens, a calm evening in their parlor, good food, and simply doing their job. More than any other genus halflings love their homes, families, and their place in the world. This means that few of them ever leave the place where they live, yet some are struck by a desire to wander and explore the world. These halflings especially can come to enjoy treasures collected and won through luck and skill. Such treasures might include seeds for plants, a folk songs or recipes from distant lands, as much as any treasure that could be sold. 

Halflings feel close bonds to the other members of their community and will rarely seek to make waves which might disrupt the lives of others. Their willingness to simply accept things as they are, their lack of the obsession with creating, inventing, permanence or success that other genus have leads others within their communities to frequently feel a sense of repressive boredom. 

The halflings are joyful, however, and enjoy things that can bring what they see as authentic joy, such as family and entertainments, however, and are frequently especially skilled at stories, plays, and songs. As such they are hospitable and cordial, desiring to maintain stability and avoid confrontations which could lead to a shattering of the peace. They will, in most cases, simply endure unpleasantness until it goes away, but if the thing that makes them uncomfortable doesn’t seem likely to pass they can react with cunning and violence as needed. 


Cultural Dimensions

Halflings have their own unique cultural dimensions which reflect the deities that created them, their traditions, and most especially their natural luck. 

You can learn more about the Cross-Cultural theory of cultural dimensions and how to use it in Worldbuilding here.

In general, however, the members of a culture are surveyed with their numbers for each dimension being averaged, telling us where on the dimension the culture is. For example, a halfling on culture which scores a 70 on the Ambling Dimension would be very ambling, while one which scored are 30 would be contented.

The purpose of these dimensions is to help make it easy for you to quickly think of new cultures allowing you to give different personalities to various halfling villages. 

I have created one of these sets of dimensions for Dwarves, Elves, Gnomes, and Seelie Goblins on my Patreon. 


Ambling – hearth

All halflings take pleasure in simple things, good food, restful squishy chairs, pleasant company, and a fun book being some of their many delights. They rarely ever seek wealth or fame, as ambition for its own sake isn’t something they want and it would be hard for them to imagine simply being happy playing in mounds of gold like a dragon when they could instead lay in the heather with a picnic of delicious cheeses and wines. Of course, their desires do require some effort, and the type of effort they enjoy going to is a major part of their culture. 

Ambling Halflings enjoy the pleasures of the natural world and things that come from the outdoors. They might spend a lot of time breeding the perfect apple trees and delight in eating the apples straight from the tree or dried in the sun, reserving things like pies for rare occasions. They enjoy ambling through the wood searching for the perfect blackberries to mix with simple farmers cheeses and honey. 

Hearth Halflings enjoy the pleasures of home. They enjoy being inside, and so many of their projects and foods reflect this. Their projects generally tend to focus on their homes and the gardens immediatly near them. They will spend a lot of time with friends, playing games and the like.  




Comfotable – Avidness

Halflings love their homes and simple beauties, but the amount of emphasis they put on each of these is an important reflection of their culture. 

Comfortable Halflings enjoy working and relaxing in their homes or the fields and forest near them. They like nothing more than to simply putter around the house or the nearby wilderness, nibbling on some fruit or cakes and seeing that everything is just so. When they make a quilt, they do their best to make certain it is snuggly and comfy, because that is what they want out of it, after all, something they can curl up in without worry. 

Avid halflings love to discover and create beautiful things. They are more likely to spend time exploring, looking for the prettiest spot and prettiest moment they can, rather than simply relaxing by a stream. What’s more it’s not enough to simply have a snuggly quilt, because they enjoy the process of making it as much or even more than using it, and so will find ways to drag out the time it takes to get all the little details right so that when it’s done they and others can forever see the beauty in it, and they can remember the process of exploring the quilt as they created it. 


Cordial – Enthusiastic 

Halflings are friendly and kindly hosts. Within their own communities they don’t usually just say hello, they engage those they see in conversation, clasp hands, and likely hug. 

Cordial halflings tend to enjoy pleasant conversations with very little substance. Indeed, happiness to them comes from avoiding anything that might cause discomfort. When they meet a stranger or friend they’ll ask them about foods they like, particularly good meals they had, terrible rainstorms they might have been caught in, or beautiful things they’ve seen. 

Enthusiastic halflings believe in actually getting to the heart of who a person is, that’s how friendships are formed. They might ask questions like; When was the last time you cried and what were you crying about? Or What do you do for fun? Why do you enjoy it? Many who aren’t aware of these halflings culture will feel ambushed by their probing questions and the way they will often share intimate details about their life unprompted. 


I absolutely need feedback and your thoughts on this so that it can be the best resource possible for worldbuilders. 

Cultural Dimensions for Worldbuilders

One of the most used and studied Cultural Psychological theory, Greete Hofstede's cultural dimensions are a series of six aspects of culture which span across human nearly all human societies.  These dimensions act as an easy way to understand aspects of a culture and have been some of the most researched and best attested to theories in Cross-Cultural Psychology.

This is advantageous for worldbuilders because it provides them with new ways to think about the cultures they are building. Playing with these dimensions, along with histories, and the elements of culture can provide you with innumerable different cultures to populate your worlds. 

The cultural dimension are based on Numerical Scale of 1 to over a 100. For example, if a culture has an 80 on the individualism vs collectivism scale, the members of it will tend to be individualist in their thinking, while a culture that scores a 20 will be more collectavist, while those that score 40-60 would tend to be more in the middle of this cultural dimension.

As a cross-cultural psychologist I would ask that people avoid ethnic bias. It is a mistake to presume that any cultural dimension is better than another, the different dimensions have allowed those who display them to survive in different situations. This is why research has shown that people who grew rice and people who grew wheat have different cultures based on the requirements for growing these crops. That is Fiszbein, Jung, and Vollrath found in a comprehensive study of the US that farming higher labor-intensive crops was highly associated with collectivism, while low labor-intensive crops was associated individualism. So cultures that grow rice tend to be more collectivist because rice requires more labor and the management of complex waterworks which benefit a community; “Traditional rice farmers dealt with the labor demands by forming reciprocal labor exchanges. A legacy of rice production therefore yields collectivism, and a depressed drive to innovate... the close cooperation within a village suggests that benefits from innovation are rapidly adopted by the entire village. Thus, the benefits of innovation are largely external to the innovator, reducing the incentive to exert effort in this direction.” (Zhu, Ang, and Fredriksson) 

Wheat, on the other had tends to be a more individual activity and so encouraged individualist cultures. This is tendency is increased by the raising of cattle as a secondary source of food, for people would have to set out on their own or in small groups “to secure water and grass for the herd in distant locations. This increased their interaction with strangers and encouraged trade which fostered the exchange of ideas. Such exposure to novel ideas and the opportunity to trade new innovative products in larger markets should have heightened the focus on innovation effort. The lower labor input requirements also imply that wheat farmers are able to attend to their own plots with less help from other villagers than is the case for rice farmers.”



The Six Dimensions

Power distance index (PDI): This is the extent to which people accept an unequal distribution of power. That is, how much they accept control from their parents, a ruler, nobility, bosses, or others in positions of power. Workers in high power distant societies often want their managers to act as benevolent dictators, rather than as friends. Further, a lower number in this dimension indicates that people are far more likely to question authority. 

Individualism vs. collectivism (IDV): For many this is one of the most difficult dimensions to understand and a lot of mistaken ideas have sprung up about it so I caution you to be careful trying to apply this to the real world. 

Collectivist cultures have strong ties and loyalties to their families and ingroups, whom they seek to help, even to the detriment of those outside this group. 

Collectivist cultures are more likely put their family's and group's desires above their own desires, and as a result they would be more likely to take on the role their parents or other members of their group wished them too, rather than trying to express their own identity. 

Individualism, with its emphasis on 'self-actualization' may come in part due to more frequent encounters with strangers and members of an outgroup and less reliance on a large ingroup. This might explain a study by A study by Deborah Cai & Edward Fink which found that individualist cultures are more likely to attempt to avoid conflicts all together, while collectivist cultures are more likely to try to compromise. On the other hand, both are equally as likely to try domination as the way to get what they want when conflict arises.

In Short:

Collectivists will tend to put more emphasis on the rights of families and communities over those of individuals. They tend towards rules which promote unity and will seek to work and cooperate with others and tend to be self-sacrificing. 

Individualists see individual rights and the ability to choose the role one wants in society as important. They value their independence.  


Whether you mean to or not the themes of this cultural dimension are likely to creep into your story one way or another. Case and point, individualism can be thought of as the Disney Animation Values in which Ariel, Bell, Merida, etc. seek to follow their own dream, rather than accepting the role society, their parents, or both have placed on them. That is, these stories feature an individualist character stuck in a more collectivist society which they feel is repressing them. 

Of Disney's "Mulan" the researchers from Jining Medical University in China State that; 

The American version of Mulan adds some American individualistic features. When the emperor heard the news of the Xiongnu attack, he ordered the general to post a recruitment notice throughout the city, and said: "Small soldiers can also make great achievements." The emperor's words show the importance of personal ability and strength. In the battle with Chanyu, Mulan saved the emperor, at this time Mulan's personal strength surpassed the others, which proved that the small soldiers mentioned by the emperor could also make great achievements. The layout of this plot highlights the individualism of the United States. American individualism believes that competition is more exciting than cooperation, and individual glory transcends collective glory. During the battle with Chanyu, Mulan did not follow the orders of the general, adhered to her own point of view and finally won the war. American individualism emphasizes the consciousness of "oneself", the individual will transcend the collective will, and believes that the individual has the right to fight for the protection of his private ownership and to adhere to his own views and beliefs. This cultural feature focuses on individual will and achievements and respects individual decision-making. (Lei Wang, Bing Han, and Guofei Xu)

This isn't bad, per say, the best films and books reflect the culture which made them. Still, it can be useful when trying to depict different cultures in your story to realize that they would value different things. 


Uncertainty avoidance (UAI): This is societies willingness to accept uncertainty. Obviously, countries with a high uncertainty avoidance will tend to have strict codes of behavior and guidelines that dictate how one should think. They believe that there is one truth which dictates everything. Those with a low degree of uncertainty avoidance will accept differing ideas and are more accustomed to ambiguity.


Masculinity vs. femininity (MAS): Masculine societies in this case prefer heroism, assertiveness, and believe that one should be rewarded for their success. In counter to this are cultures which seek cooperation, modesty, and believe that those who have struggled should be cared for. 

Here again we see a clear connection between the environment people needed to survive in and the cultural traits they exhibited. In this case cultures in more temperate climates tended to be more masculine, while those in "In cooler climates with prolonged winter, meeting basic needs for food, safety, and security is much more demanding, which promotes intense parental care for the family." (Hofstede) Similarly, men in cultures in extremely hot climates such as that of the Aka pygmies and the Batek of Malaysia will provide a lot of fatherly care for their children. 

These differences might be accounted for by the fact that more extreme temperatures require parents to spend more time and resources caring for their children, as Hofstede proposes. On the other hand, war tends to be easier in moderate climates, thus the threat of raids might encourage masculine cultures. If true this dimension could be thought of as environmental vs physical dangers. 

It is important to realize that while many tend to think of the care giving and cooperative nature of femininity as akin to Collectivism, cultures like Sweden can be very Individualist and Feminine, while China is Collectivist and Masculine. 


Long-term orientation vs. short-term orientation (LTO): Cultures with a long-term view attempt to adapt and solve problems pragmatically. Those who have short-term orientation value traditions and steadfastness in the face of adversity. 


Indulgence vs. restraint (IND): Indulgent cultures allow people the freedom to gratify their natural desires, to enjoy life and have fun. While cultures that show restraint have strict social norms. 


Dimensions within a Fantasy World

Exactly how these dimensions work within the cultures of your fantasy world is obviously up to you and in many cases, it would be impossible to know exactly how a magical environment filled with vampires, demons, dragons, giants, etc. would impact people's culture. Would such creatures force people to stay closer to home, thus making them more nurturing, or would it force the parents to be 'tougher'? Obviously, only you can answer that question based on the nature of the threat and of course the story you are telling but asking the question will hopefully give you ideas for your world. 


In addition to human cultural dimensions, I have worked to create seperate elven, halfling, dwarf, goblin, and gnomish dimensions. Obviously, you are free to change, ignore, or use these as you want, it just could be useful to think of how their cultures might work. 





Thursday, December 8, 2022

Fairy Tales and Fantasy for Artists - Fear and the Sublime

Index       Romantic Desires: The Philosophy of Fairy 

"THE FIRST and the simplest emotion which we discover in the human mind, is Curiosity. By curiosity, I mean whatever desire we have for, or whatever pleasure we take in, novelty. We see children perpetually running from place to place, to hunt out something new: they catch with great eagerness, and with very little choice, at whatever comes before them; their attention is engaged by everything, because everything has, in that stage of life, the charm of novelty to recommend it." (Burke, 1757)

Burke’s treatise on the Sublime had a huge influence on artists and writers. The Enlightenment and Industrialism dominated the ‘learned’ thought of the time, and then he came along and argued that darkness, obscurity, things that causes us awe and terror and which are beyond our understanding are perhaps more valuable than logic. Being frightened and made uncomfortable by a piece of or literature “was regarded as a positive experience” as such “Sublime art could not be achieved by slavishly following rules, but rather was an experience that existed above and beyond rules in the realm of artistic imagination.” (Christine Riding and Nigel Llewellyn) The point was to break with what gave people comfort. Loose and wild brush work, wild imagination, and terrifying subject matter were all aspects of the sublime. 

It is rather ironic that a large part of what fueled the rise in supernatural literature during second half of the 18th century was the rise in consumerism and wealth which allowed a burgeoning middle class to purchase stories to read. And while the enlightenment figures bemoaned consumerism and the reading of books which would lead people to have fantastic ideas, the reality is that the middle and lower classes of Britain and Europe in general didn’t give up on their belief in magic for a long time. Thus allowing them into scholarly conversations was bound to lead to discussions of ghosts and fairies that the figures of the Enlightenment derided. 

Into this debate came the artist Henry Fuseli’s painting of nightmares tormenting a woman in a dramatic pose. Fuseli’s paintings are works of counter Enlightenment and some of the earliest rejections of the Industrial Revolution. Many artists of this time began to believe that rationality harmful and would hurt humanity. Facts would, in their mind, destroy morality and certainly social norms changed dramatically following the Enlightenment. 

Fuseli flipped the art world on its head by depicting “immoral pagan motifs because he fully realized the fantastical potential of Northern European legends. Therefore, he has been labeled a Romantic Classicist, straddling both of the major styles at the end of the eighteenth century. Similar to other Romantic artists, Fuseli was intrigued by the idea of the sublime, that which is not aesthetically beautiful, yet still appeals to the viewer’s inner psyche and invokes strong emotions. He was likely familiar with Edmund Burke’s Philosophical Inquiry into Our Ideas of the Sublime and the Beautiful, which was published in 1757, not long before Fuseli started his artistic career. He had a great intellectual curiosity and was exposed to many different philosophers and writers while traveling across Italy and Germany, inspiring his eccentricities. He represents both a true scholarly genius, as evidenced by the literary sources of his oeuvre, as well as an innovative artist, illustrating enigmatic and passionate works. His art mainly focused on the Gothic Sublime - rather than classical Greco-Roman themes - deeply rooted in fear and sensationalism.” (Caroline Giepert Professor Spieth)

Fear and sensationalism would dominate fantasy literature for a long time, and arguably still do, as most of the movies made with fantastical elements are likely horrors, with ghosts, demons, and the like. Certainly pulp magazines and the earlier penny dreadfuls, in which many of the genres of fantasy were established, sold copies based not only on sensationalist art but their sensationist covers. 

This painting is important for another reason, because it helped bring about the idea that a painting could have nothing to do with a myth, history, or real person or place. Rather this painting came from the artists own mind, something that hadn’t been done in British paintings for quite some time before.







 
































Wednesday, December 7, 2022

Fantasy Cultures for Worldbuilders & 5e - Ogma De

by Ty Hulse

A land where fate is spun can never be fully settled, for the faeries and demons are strong within its moors, forests and homes. Huge swaths of this land are still ruled by tribes and kingdoms of giants, with which the people and gods must treat and go to war. Ogma De breaths with magic, the fey here are a part of daily life, for each house has one hiding within, who sneaks out at night to help with the cleaning, freeing the people to do other work.


Life Among the Fairies

A giggle causes Ellis to pause just before placing her fresh baked apple pies to cool on the windowsill. She knows better than to strain her eyes to see the pixies that are certain to be out in the moonlight. They are likely invisible, but more importantly, they don’t like to be seen. Instead, she speaks gently into the darkness, telling them that the pies are still too hot to eat, but makes certain to offer the pixies a slice when they cool. Pixies are much like her toddler nephews; they need to know that there is a reward for good behavior, or they are certain to get into trouble.

Before the first house was even built, the ever-curious pixies of the village of Wickerdown had discovered the wonders of fresh baked bread, rich butter, and—best of all—the apples that humans brought with them. Shy as they were, this was an opportunity that they couldn’t pass up. They have been a part of the villager’s lives for hundreds of years. As a result, Ellis learned from a young age that if she offered the pixies bread and the last slice of pie, they wouldn’t cause her too much trouble. Just as important, they would aid and protect her. When she went out to harvest apples in the orchard or wild mushrooms and berries, her basket would fill with pixie plucked food as long as she was always generous with them.

A few whispered chants and butter would churn easier as the pixies used their magic to aid in the natural process. If she told the pixies she was going out on an important date, the wind wouldn’t muss her hair and the mud might not splatter on her dress when a wagon went by, for the pixies would protect her. Perhaps, most important, however, the pixies can use their magic to keep apple blossoms warm if there is a spring frost, to help the apples grow larger and to keep the fungus and worms from the trees. Thus, the crops are larger thanks to the presence of the pixies.

So, although she’d never seen a pixie, they were still very much a part of her and everyone in the village’s life. The pixies are invited to the village’s wildest celebrations—feasts in the nearby castle or the village square. Here, they are entertained with stories from the table they are given in a private box, set on a pedestal above the crowd so they can watch people while still hidden. Children, being children, will often show off in front of these stages, showing how they can stand on one foot, or acting especially silly, or telling jokes they’ve heard.

Occasionally, Ellis and her friends will play a game, going out among the rocks where the pixies live and writing letters on the ground. They will then ask an invisible pixie to push a rock around to answer their questions. The pixies, skilled at spying as they are, and skilled at divination, know much of what is happening in the world. Of course, there are limits to what private secrets they will reveal, and they don’t necessarily know everything. Not to mention the fact that they can find amusement in pranks, so one must always be careful with the ‘knowledge’ they provide.

Once in a while, the pixies will seek a person out—usually a child—to share an adventure with them. Such an adventure might be as simple as playing a prank like swapping someone’s cheese for soap or as dangerous as stealing some treasure from an ogre. Most often these adventures involve playing pranks on other pixie clans. Obviously, if they are caught doing this, they will be punished—although usually the punishment is unpleasant but mild.

The pixies of Wickerdown aren’t the only community of their kind in the area, however. The wild moorlands where people bring their cows have them, and only the cattle herders are able to work with these. So, when Ellis goes onto the moors or into the woods, she must be careful, lest the wild pixies play some prank on her or try to carry her off. Further, the pixies from neighboring villages will often enter Wickerdown to play pranks and cause mischief, tickling people’s feet in their sleep, for example, just as the Wickerdown pixies will cause mischief in those same neighboring villages.

 

Dangers of Ogma De

“Never enter a home before releasing a dog into it, for a devil or Hexen will always try to take root in a building the moment it is emptied.” -Advice for Surviving Ogma De

The village of Wickerdown, like all of Ogma De exists in a nervous world of malignant spirits, dangerously cruel fairies, and giants that seem to revel in causing pain. When Ellis was ten, a greedy giant smashed through the roof of her house and began grabbing herbs from the pantry, as well as the pair of sheep her family kept inside to distract such a monster from grabbing the people. Each human constantly carries a concealed knife so that the giants will grab the sheep first, to avoid the sting of iron, giving the people time to hide, run, or organize some defense. Or simply so that the giant, satisfied with the sheep for their meal, will leave the humans alone.

In addition to the hexen wyld and giants, everyone will have encounters with orc bandits from whom they will have to flee, fight, or bargain with. Even Ellis has done so, offering to make some marauding orcs butter and to cook them a meal of the cow she was tending, in return for her life. The ability to bargain with or otherwise influence their enemies is the secret to the survival of the people of Ogma De.

Fairies too, while frequently allies with people can be dangerous. In the early summer, parents will often hide those children who might be taken by the fairies to be trained as soldiers for their armies. Nor is it unusual for a group of fairies to shoot a person with invisible arrows, to place curses, or simply kill and even drain the blood of a victim. Some of these fairies are local to a region, but many are from neighboring lands, and so choose to raid what the perceive as enemies.

The worst dangers are usually kept at bay by the local gods through the use of motes of magic, gathered from the wild places. This is one reason why horrors hover just beyond the bounds of civilization and the common areas for forging. When the dangers start to grow greater than the tutelary deities can handle or the motes of magic begin to ware down adventurers are hired to fight the worst of it or find new magic to keep the village safe.

 

Society and People of Ogma De

The people of Ogma de venerate and fear the fairies more than the otherworldly or even the primal deities. They view the world as being made up of a series of spirits, which live in everything, and which each have their own purpose and goals. Thus, fate isn’t spun by grand and powerful beings, for they can’t control the overwhelming number of spirits in every plant, animal, object, and emotion. Rather fate is something that is negotiated between individual spirits and beings. That is, between a person and the bow they hold, the deer, they hunt, the pixie that lives in the rock by their home, the hob that lives in their fireplace, and a myriad of other beings.

For the Ogma de, life is about being amiable and accommodating to the fairies and spirits, while also being willing to stand up for oneself. It is the former point that allows the people of Ogma de to negotiate with the orcs, as often as they fight them. Outsider’s typically only see the battles, however, and so think that the Ogma de revel in battle, even with the supernatural world. The people of Ogma de, of course, learn to distinguish between the soft and hard negotiating positions. They always start with sweet words, pies, and similar tactics. They are, however, willing to cut down the tree of a fairy whose goals work against theirs, or to pull a dragon from its roost and chain it.

It might be said that like the fairies, the people of Ogma de are defined by switching between extreme emotions. They almost always try to start gentle, even in dire situations, but can shift quickly to vindictive and furious.  It makes sense that the Ogma would react calmly to nearly everything, for this is the best way to calm the fairies who are such an important part of their lives. They not only feel the fairies’ presence, but frequently hear and even see them, dancing on the hills and moors around their homes. Each household has learned a few secrets from the fairies, passed on from parent to child. One house might have a secret that allows them to churn sweeter butter, another to make candles that burn a little brighter, or to spin more beautiful thread. These secrets help bring a family closer to their patron fairies, and helps them find more success, but it also binds them to the fairies’ whims and to a specific task.

Despite the closeness of the fey, few people truly understand them, any more than they understand the true complexity of nature or the inner workings of their own bodies. The fairies are simply there, and everyone has theories about them, everyone loves to gossip behind closed doors or share fairy tales that grow with the telling as any good fish story should. Yet only the Elderich, the Witches, the Priests, and perhaps a few others truly understand the politics of fairyland.

 

 

Foodways

Lush berry and herb filled moorlands, timberlands rich in acorns for feeding pigs, a wealth of tidewater resources such as seaweed and shellfish. Gathering food in the Ogma De system is a source of spirituality, a way to connect the fairies of the world around them, as such the people of Ogma De seek to taste their wild and free spaces of their homeland in every meal Because of this the people of Ogma De have a history of mixing the wild foods of the moorlands, where they commune with the fairies with the foods they farm in their fields and orchards. This can mean eating woody and earthy herbs like wild thyme and burdock root, but it can also mean eating sweet blueberries, lingonberries, and blackberries.

 

The propensity for mixing wild plants into their food means that outsiders often comment that the people of Ogma De eat as if they were in a famine, cutting weeds to fry with wild herbs, mixing seeds, berries, and wild plants into their breads and pies. That said, its important to keep in mind that much as the people of Ogma De might like wild foods, fairies obtain substance from foods grown and prepared by humanity, further there isn’t enough food in the moorlands to feed the many village of people by themselves. Because of this the people of Ogma De, as with most humans need to industrialize their food, with large fields of grain (barley, wheat or oats) and vast orchards of fruit (primarily apples but also blueberries and pears). Their desire to commune with the natural world by harvesting wild plants is simply a supplement to this.

 

The desire people have to set off into the natural world, mixed with the fact that people often carry their food to a neighbor’s house so that families don’t have to eat alone, means that much of Ogma De’s cuisine is highly mobile. Stuffed breads, small pies that can be carried in a pouch stews so thick that they can easily be carried in jars, and anything that can be easily wrapped in a fabric pouch being common. These foods are also useful because it is easy to leave them out for the fairies. It isn’t an uncommon sight to see someone placing a little pie under a blueberry bush or in a field of clover and chickweed.

 

The philosophy of foods meant to remind one of the wilderness clashed with the ideas of the Sword Duchies which, once long ago, conquered much of Ogma De for a time. The people of the Sword Duchies tend to frown on breads stuffed with wild plants, thinking of that as a prevue of the poor and desperate. Instead, they add spices from distant lands, or which are difficult to get, to their foods as often as possible. From this the Ogma De developed a taste for cakes, cookies, and of spiced pies, as well as complex sauces for their meat dishes. They further came to love the heartier, frequently heavy foods of the Sword Duchies, and have developed many pies sausages, and meat and bread stews of their own design.

 

After the Scattering the people of Ogma De began to admire the people of the Silver Peaks, which they were dropped into this new world beside. They have since begun adopting many of the flavors of pickled and spiced foods from these lands, thus one might have a pork pie, with salt and miso preserved wild herbs, in addition to the more traditional pork and herbs with blueberry mustard.

 

 

Some typical food the PCs might encounter:

 

Creamy, herb and apple pie

A mix of wild herbs, creamy cheeses, apples, wild berries, and honey or sugar. These are often baked in tiny dumplings so that they can be put in a pouch with people when they go out onto the moors or into the fields and orchards to work.

 

Blueberry, mustard, bacon sauce.

A sauce made of spicy mustard, blueberries, and a bit of bacon which can be drizzled over meat dishes, or used as a dip for dry breads.

 

Moorland Bread

Ground walnuts and hazelnuts, herbs, burdock root, and dried berries, mixed with flour and baked into small, round loaves of bread. Sometimes bacon and cheese are stuffed into the center of these loaves as well.

 

Beef stew, heavily spiced with cinnamon, cloves, mace, and dried blueberries.

 

Apple and pork pie

 

Spicy apple mustard for dipping chicken, duck, and other fowl.

 

 

 

 

Relationship with the Seelie Goblyns

The Seelie Court of fairies found themselves in greater need for mortal assistance here than most other lands, and so the zoomorphic little animal people’s especially the raccoon and fox like kitlyn have become a common sight in the villages and along the moors. Indeed, there are a few humans and seelyn villages have started mixing, with the seelyn living below the human houses. Humans have quickly found this arrangement especially beneficial, as the Seelyn tunnels are a safe place for them to flee in case of giant attacks and so their basements often contain doors into these tunnels. The seelyn for their part have come to rely on the humans bold and often brash willingness to engage with the wider world directly. Human merchants, diplomates, and knights frequently act on behalf of their shyer, more home bound fellows.

 

 

 

 

Religion

 

The people of Ogma De venerate a group of local fairies as a pantheon of divine beings first and foremost. Next they venerate the fairies and spirits outside of this pantehon as a constant part of life. Only then do they venerate the larger pantheons of Ogma De, of which there are three. Worship in Ogma de is typically a very public and noisy affair, with people holding public performances, where they tell tales and quote the divine beings. They then go to sacred groves, rocks, or springs where they sing and make offerings to those who visit or are enshrined within these.

 

Exactly how they worship depends largely on the personality of what they are venerating. For example, Dryads are quiet spirits, and so only a few people go to worship them at a time, and do so in a quite and respectful manner. On the other hand, the whole village will go and splash in the water to swim with the River Hag which they venerate, or will dance in the forest that their gods frequently visit.

 

 

 

 

 

The Village of Wickerdown’s local Pantheon of Gods

 

Wickerdown’s local pantheon of gods is ruled over by Kowan Pix, a pixie which takes the form of an owl. When the people first arrived in this land a hexen wyld ruled the land, and kept stealing the life from people’s crops in hopes of driving them to cannibalism, some people gave in and are still living in the wild places under the direction of the hexen wyld. Most, however, chose to starve until the pixies took pity on them. Kowan Pix took the form of a deer to lure the hexen wyld from its home, allowing the other pixies to steal back the life that had been taken from the crops.

 

With so much energy released into their orchards and fields at once the people prospered, and with the help of a mote of magic Kowan Pix was able to keep the hexen wyld from doing as much damage as they had before.

 

For their part in the plan Kowan Pix was named leader of the local pixies.

 

Kowan Pix is a pragmatist who is more likely to see morality in terms of what helps a people to survive. That is, what is right is being able to take care of one’s family, community, and those who have had a bad bout with fate.

 

Kowan Pix’s children

Kowan Pix had a number of children as a result of their encounter with the hexen wyld. These make up the next four most important local deities.

 

Karow Ewik (Apple Deer)

Appearing as a deer with multiple mask like faces, including one on their back, their haunch, and the place a face normally goes, Ewik is the goddess responsible for helping the apples grow and the deer to flourish. In addition she is also a psychopomp, guiding spirits of the dead to their place in the afterlife.

 

Karow Ewik steals Motes of energy from hexen wyld, and gives them to the Ogma to grow apple trees, and in so doing instilled it with some of his essence, as well as the essence of the hexen wyld. From this energy the spirit of the apple orchards was born. While each orchard still has its own genii and deus, Karow Ewik is the queen of all the spirits of the orchards.

 

 

 

Pell Lowsow (Witch herbs)

Often heard muttering to herself, in the ditches beside the road and the brambles at the edge of the village and fields, but almost never seen. Pell Lowsow is the goddess of border lands. She helps keep watch for the hexen wyld, devils, malign spirits and other dangerous beings which might attack Wickerdown. She also insures the growth of wild herbs such as thyme and mint in the common areas.

Because of the difficulty of her job she teaches other people, who don’t normally fit into society how to be witches so they can watch for these evil spirits as well, so that they can feel a sense of purpose while living apart from the village.

 

 

 

Heambol

Goddess of Swallows, humor, dating, and home.

 

Heambol is Kowan Pix’s daughter from a time he spent living as a swallow in order to steal from a vampire. Originally she was simply a goddess of the swallows, but because they often nested in the eves of people’s homes she became a guardian of human homes as well. Here, under the eves, while it was raining or after night had fallen, people would often stand to tell jokes and meet with their dates, further expanding Heambol’s area of interest.

 

 

Wickerdown

Seellin

 

 

 

 

 

Regions Within Ogme De

 

 

 

Start here East Daggermoors

 

The people of Daggermoor venerate the many types of pixies more than any other fairy, which means they value serenity and creativity, alongside valor and humor. They enjoy trying new things, within reason, which is why they have so many different types of fruits and herbs planted from distant lands. They are a mix of raiders from the Land of Daggers who conquered their small region of Ogma De many years ago, and one of the more aggressive and stoic people of Ogma De. Yet somehow the culture born from the two groups learned to enjoy calm moments, and the beauty of a manicured world.

 

The people of Daggermoor give the most respect to those who succeed through creativity, rather than through brute strength. They are, after all, heavily influenced by the pixies, to which end they also enjoy jokes, and mostly benign pranks.

 

Being somewhat pixieish in their nature, they tend to live clustered together, in small, honey-colored stone cottages squeezed together between orchard trees, separated only by thin herb gardens and connected by a gravel covered road so thin that only a single cart can trundle down it. Almost no large pieces of wood are ever used by them, for fear of offending the fairies, instead the thin branches, especially from willow are used to make the wicker furniture, baskets, roofs, and even doors and pillars of their homes.

 

Thanks to their close relationship with the Pixies, the people of Daggermoor are able to produce far more in their small orchards than would normally be possible, just as their few cattle are able to provide them with lots of butters and cheeses. This gives the people of Daggermoor additional time to think of riddles and pranks, that would amuse the pixies and each other. They also have plenty of time to sit and relax, while learning something new.

 

History

The first king of Daggermoor, Cerker was a ranger who used his knowledge of the monsters within the forest to lead the resistance against the invading Empire.

The first king of Daggermoor, Cerker was a ranger who used his knowledge of the monsters within the forest to lead the resistance against the invading Empire. The dynasty he founded was advised by the druidic and bardic councils, and after generations the king became more a figure head than ruler. When the next conflict came, his son, Emmert, took the throne. When the Empire invaded again, Emmert led the revolt with courage and skill. He died in battle before the empire forces could completely overrun Daggermoor.

On the border of the Empire, Daggermoor has spent much of its history fending off and preparing for invasions. As a result they turned their magic towards summoning and creating monsters who could defend them and strike fear into the empires soldiers. The most famous and popular of these creatures are the nightmares that prowl the borderlands, seeking to spread fear and sow the seeds of horror tale. Some say that the nightmares themselves are merely monsters created by some wizard or dark creature, but most believe that they are the children of darkness sent from the abyss to wreak havoc upon the world.

 

 

 

 

Geography and Locations

Daggermoor is a land of extensive heather filled moors and brambles, with only a few batches of trees and small, gently sloping hills, making it ideal for raising cattle and picking wild berries.

 

 

Greenteeth River

Named for the large number of hags which make it their home, this is the largest river in Ogma De, running from the Nocturn woods down to Dawnstead, making Greenteeth River an important and busy trade route, with over half the population of Daggermoor living along its shores. Because of the hags within, typically only large boats dare ply its waters, and only a few people, said to be descended from the hags within, can fish in it. Even then they must make careful offerings of black cattle to do so. Further, many are rumored to work side jobs as thieves and pirates along this river, sneaking about trading barges and stealing what they can without raising the alarm.

 

Baranmoor

A cold, perpetually foggy and rainy moorland, said to be home to a castle of the Winter Court of fairies, it is a place of constant spring, of blooming flowers and fat – never quite ripe yet – berries. The people who live around it have developed a number of sour berry pies, using beet sugars from the Northern Sword Duchies to sweeten them.

In addition to the more kindly fairies, however, these moors are also home to wraiths and headless undead, as well as elves who have turned to foul magics in an attempt to return to fairyland, and have since come to enjoy placing curses on people. Those who step onto the moors often start by stripping and turning their clothes inside out and saying a prayer to the gods of the moors. They will repeat this action  every hour, as a means of staving off the curses and keeping the undead at bay. Although, this doesn’t always work and sometimes adventurers must be hired to rescue those who have been spirited away on this moor.

 

Red Tor

A fairy castle which looks to human eyes like towering reddish grey rocks. It is forbidden to approach the Red Tor, but adventurers have been spirited away there for parties with the fairies, where they are asked to recount tales of their adventures in far away lands. Such adventurers might also be hired by the fairies within to help them fight Unseelie rivals, orcs, giants, or devils.

 

Wickerdown

A typical village of honey colored homes, and a population of just a few hundred. Wickerdown has recently ended up on the wrong side of a dispute with a clan of giants, although no one is certain what they did to make the giants so angry, and it is probable that the giants have gotten them confused for some other village or are simply inventing a pretext to loot them of their cattle.

 

 

Equalar Wood

Home to kingdoms of horse loving pixies, who have stolen a number of the animals over the years and now raise them in the forest meadows. A few of the horses of Equalar Wood have taken on strange properties, and are invisible in the shadows of trees, and are able to speak the fey language. The forest is also home to a scheming family of green dragons and spriggon bandits that serve them, as well as the chimera’s which crave the flesh of horses, both of which the pixies seek some way to drive off.

 

 

 

 

 

Neighbors Peace

The land of Neighbors Peace is intermingled with the Nocturn Wood, so the hours of daylight are sporadic and short, such that one never knows for certain when sunrise or sunset will come, and even when the sun is out a few stars are still visible in the dim sky. The fairies here are also more feral than those in most of the other lands of Ogma De, with many of these fairies having developed a taste for blood. Even so the people of this land have formed a generally beneficial peace with these fairies, in much the same way a lost child might with a pack of wolves that inexplicably adopts them. To reinforce this positive relationship the people call themselves and the fairies neighbors and peaceful, thus Neighbors Peace.

 

The ‘Peaceful’ are generally outgoing, and enjoy the company of others in their large round homes where three to six families can live. It isn’t uncommon for families to own part of two or three homes so that they can shift from one home to another, both to form strong bonds with every family in the village, but also because the ‘Peaceful’ tend to avoid conflict as their primary means of resolution. That is, they will move into another home, rather than engage in an argument with someone.

 

Because of the danger from fairies and the uncertain hours of daylight their gardens and orchards are so small that they must import most of their food. Most of the ‘Peaceful’ earn a living by sitting in circles and lending energy to processing motes of magic that help make food grow sweeter. These motes of magic are then sold to places that grow fruit and sugar beets. They also make candles (some of which have enchantments allowing their light to act as a work of art for festivals). Another common items floor mats from rushes, mostly for trade with neighboring peoples as these don’t have enough market value to trade extensively.

 

The Peaceful people’s work means that they spend a lot of time inside playing card games, in which one person acts as a designated dealer, while the others can keep their hands free to continue their work. Such games include games similar to solitaire, except with a point system for those who see the next move first. The people tend to avoid doing anything that would be interesting to watch, in order to keep from attracting potentially hungry fairies. Additionally, each house keeps a few small cows, from which they can extract blood to offer the fairies when they feel one’s presence or one makes itself known by rapping on the furniture. 

 

Almost half the people of Neighbors Peace are Gnomes, with a number of others being part gnome and part human, so they tend to be highly creative, figuring out new ways to make baskets, process their motes, prevent and deal with tooth decay, art from the light of their rushes, and most of all, to play card and board games.

 

Encounters and Adventurers 

Although they are outgoing and friendly, the Peaceful are also reserved, calm, and softspoken, a common joke being that they could put any monster to sleep simply by talking soothingly. Negotiations and discussions with the Peaceful will tend to take longer than many have patients for, as they tend to spend a lot of time thinking through their words and steering conversations away from business and similar topics, and towards games and leisure. This is partially because they have a tendency to think of business and such matters in the form of games, but also because they are careful about making direct promises with strangers, as they dislike lying, even by mistake.

 

Outside adventurers to the Neighbors’ Peace will usually be treated to a meal of a variety of sweets and hard cheeses while the leaders of a village explain to them which fairies and other creatures they should avoid hurting and antagonizing. After all, a vampire might be helpful to a village – most of the time, or a giant might have formed a treaty with them and they need to make certain that these treaties are honored as best they can. Beyond this adventurers are often hired, either to enforce treaties against faithless monsters, or to try to force them to enter treaties. Killing a large group of monsters is usually a last resort, as the Peaceful people have to maintain the image that they want to get along with their magical neighbors.

 

Food

The fact that most of the trade between Neighbors’ Peace and the outside world happens with nations that grow foods like sugar beets, means that the Peaceful buy a lot of sugar, and so their foods tend to be very sweet. Hard candies made from spices or ice creams made from fruits are popular, as are cookies and cakes. Most of these foods are incredibly sweet, and brightly colored as their obsession with the artistry of light tends to translate into making pastel foods.

Not all their food is sweet, however, as they also enjoy hard, sharp cheeses, or cured and aged meats with boar being the most commonly consumed meat, as hunting is an important pass time for their warrior and wizard classes.

 

War

Their small numbers and propensity towards games and illusions, and their treaties with a variety of dangerous magical creatures means that it is difficult to predict exactly how the Peaceful people will fight a war when they are forced to do so. They might use vampires to kidnap their enemies and giants to dig ditch traps, or Ettercap and giant spiders to weave webs along the ground which can be hidden with leaves. What is predictable, is that they will most often try to capture as many of their foes as they can, in hopes that they can exchange those captured for a treaty. On the rare occasion that they are dealing with a monster who doesn’t care about their troops they will often bargain with the troops for their surrender directly, or act much more ruthlessly if they need to.

 

They have a larger than normal number of illusionists and warlocks, allowing them to use powerful tricks.

 

 

Religion

The primary deities, fairies, and spirits of the Peaceful people are those connected to the swamps, as it is from the swamps that they gather the reeds they use to make the candles, which makes up for the lack of a powerful sun deity in the region.

 

 

Important Locations

 

Sleepers Patch

A small grove of trees which sits in the middle of the Neighbors Peace, but where it is always night. There are rumors of a ruin of great treasures in the center of it, but those who step in invariably pass out, and stay that way for years at a time, before waking up as if they had only slept for a few moments, unaged despite the passage of time, they wonder out of the woods to discover the world has changed without them. There are Peaceful who have gone into these woods on purpose, in hopes of escaping a bad situation, but they typically wake up only a few days later, after things have gotten worse for them.

 

Meadow of the Stars

This is a meadow where you can see the stars, even in broad daylight. Because it is one of the rare places of dry ground, it has become a popular place for picnics and the like, and indeed, there does seem to be some force which keeps monsters out of the meadow. Many think it is perhaps a deity to the stars, but no amount of veneration or coxing has gotten it to reveal themselves.

 

Crabs Fen

A fen that fills to overflowing with freshwater crabs every fall, although not enough to replace candle making and magical mote processing as the primary profession, these crabs have helped this to become one of the most populated regions of Neighbors Peace.

 

 

 

Gurrdbury

Living on the edge of the giant’s kingdoms’ some of the villages of Gurrdbury have been conquered and are now ruled over by the giants themselves. The people fight frequent battles against and alongside these larger beings, forging strong bonds among themselves and their neighboring villages. There are many tales of heroic and cunning people becoming kings after overthrowing a giant, or wealthy after robbing one.

 

The people of Gurrdbury are sentimental, while being grounded and no nonsense about their work. Perhaps most important to them, however, is the belief that everyone should have the right to learn to fight from traveling archers or spell masters, for they believe that knowing how to fight for one’s family is the only way to maintain freedom. Because of this even when they are conquered by giants, the giants must continue to give them some rights or risk being overrun in a revolution.

 

The people of Gurrdbury are prone to revelry and exceedingly strong bonds of friendship which are often formed in the crucible of battle. For them learning to fight isn’t just a right but a responsibility, for individual rights and a fair society can only be obtained if the leaders know that everyone can fight for their rights. The people of Gurrdbury rarely ever farm, instead, choosing to herd animals, so they can trade meat and cheeses for grain and other farmed foods.

 

 

Important Locations

 

Bramble of Spears

The sight of the bloodiest battle between the people of Ogma De and the Empire of Swords (now broken into the Sword Duchies. Although won by the Empire, this battle broke their strength and forced them to withdraw from Ogma De for the last time. The number of souls wondering the battlefield made it a major recruiting ground for the fairy courts, seeking the spirits of heroic people to join their cause. It is said that there are so many dead here, not all of them have yet been claimed, and thankfully so, for after the events of the Scattering this was once more the sight of a battle between the Eldritch Horrors and people of Ogma De, and this time many of the heroes of old came to fight alongside the human defenders.

 

Because of the Bramble of Spears significance to the history of Ogma De, it has become home to one of the only known locations of an Eldrech council. Further, numerous courts of fairies claim it, and many battles have been fought between them over it, their wars occasionally spilling out into the surrounding villages.

 

 

Ankheg’s Fields

Clusters of trees growing among fields of wild rye make this the perfect home for the bane of cattle herders, the ankheg. The giant insect like beasts have created numerous nests in the hard clay and chalk hills around here. The danger they pose would normally cause cattle herders to avoid this land, but the cattle that eat here grow larger than normal, encouraging some people to take the risk, and to hire adventurers to protect their cattle or reduce the number of ankheg nests in the fall, when they take the cattle here to get fat before winter.

 

 

War Wizards Academy

Established as a joint venture by the people of Dawnstead and Gurdbury to train and experiment with training eldritch knights, arcane tricksters, and other forms of martial casters, many of which are unique to this academy.

 

 

Reaver’s Rocks

A series of rocky outcroppings from which people who have turned bandit, along with their spriggand and fairy allies, are able to launch raids on Dawnstead and Gurdbury. Reaver’s Rock is mostly lawless, not recognizing the authority of priests or mage families. Instead they are led by warrior witches who have proclaimed themselves servants of the free fairies.

 

 

 

Knockermoors

A land rich in copper and silver, the Knockermoors are primarily populated by dwarves, with human villages clustered near the mines. These human villages focus on farming for food to trade with the dwarves in return for metal goods that they can then sell to the rest of the world. The dwarves, like the humans above, tend to get along well with the fairies that populate the caverns, who respect their work ethic, skill at making beautiful things, and rock solid and pragmatic view of tradition.

 

Their relationship with the fairies, especially those of the Raven, have tended to make these dwarves much more careful about the future. They spend a lot of time performing divinization rituals to learn about the wider world and to understand their next moves.

 

The Dwarves connection with the fairies had made them a bit more whimsical than most of their kin, such that they feel the desire to play random pranks on the people of the surrounding villages. These pranks can include the typical, making stairs creak at night or putting a leaky bowl of water in the rafters so that people think their roof is leaking when it isn’t. The pranks can also include positive things, like finishing someone’s work for them when they go to bed so that they are confused in the morning. As the people of Knockermoor have grown use to such activities, the dwarves have started using fairy paths to go further afield, especially into the Sword Duchies.

 

The humans of Knockermoor have taken up many of the traits of the dwarves they trade with, being stoic, and pragmatic. The cold weather and poor soil limits what they can grow, making buckwheat and peas their most common crops. In addition they raise a number of pigs and goats, making sharp cheeses with the milk of the latter. This simple faire reflects the generally reserved attitude they have towards life. For them, beauty comes form what is solid,

 

 

 

 

Locations

 

Wyvern Hall

A break away cavern of dwarves who have decided to return to their more primordial roots. The dwarves of Wyvern Hall have taken up worshiping a Wyvern turned deity, and become feral raiders who threaten the dwarves and humans of Knockermoor.

 

Nathro Mountain

An important pilgrimage site for giants who travel here from all over Ogma De and even more distant lands. It is these later giants who cause the most trouble, for after a series of wars with them, the people of Knockermoor made a treaty to leave the giants offerings to their gods alone, in return for their acting relatively peaceful while here. The giants who aren’t a part of Ogma De aren’t a part of this treaty, however, and so will sometimes go on religious frenzied raids after visiting.

Nathro is the name of the largest giant who ever lived in Ogma De, and this mountain is said to be his funeral mound. His ghost has become a deity and is said to still walk the mountains around it. In life Nathro had attempted to conquer and subjugate all the mortal races, before needing to be slain by a god of the old world. His followers all plan wars to conquer more territory for themselves and force others to kneel before them.

 

The Callmark Meadows

Home to what are perhaps the most cheerful kingdom of fairies in Ogma De, people bring the injured, sick, and even the dead from all over the world in hopes that the fairies will heal or reincarnate them. It is difficult to know who the fairies will bless, and most go away disappointed, yet strangely at peace with the fate that brought them here.

 

 

 

 

Kansimoor

 

The people of the Kansi Pantheon of deities. The Kansish people value safety and individual wellbeing above all else, things they think are best achieved by supporting powerful paladins and clerics who can keep them safe from the fiends and giants that rove their lands. Unlike most of the other people in Ogma De they have thus formed a highly stratified society, with a large divide in power between rulers and peasants, in the belief that most people taking on a servitor role to the strongest among them can encourage the strong to feel responsible for those they are meant to protect.

 

The Kansish Paladins and Clerics view their role as being heroic, rather than as sacred stewards, and so will typically hire sheriffs and aldermen to manage most of the affairs of the country for them, while they go out to fight the monsters that threaten their land. They do have a sense that their position is a gift from the divine, however, and so will often overrule these managers with little actual knowledge of the situation, trusting that their automatic inclination is correct. As a result, Kansimoor is both one of the most secure lands of Ogma de, despite the fact that there are so many demon portals, but it is also one of the most poorly managed. For example, rather than the government building things like bridges, the bridges here, when built are often constructed by an enterprising peasant to charge tolls or a group of peasants as a form of charity for their village. In either case, the lack of funds for such endeavors means that these bridges are often rickety, and many streams have none at all, requiring people to wade across the cold waters.

 

Locations

 

Brie Ekka Bridge

A slip of land connecting Kansimoor to Brie Ekka, the land still ruled over by devils. The Bridge is populated by a series of forts established by the Priests and Eldrech to keep the devils and their servants from crossing into the rest of Ogma De. Although this is an uneasy place, wars between the devils and Ogma De have been rare enough that a few Kansi villages have sprung up here to act as trading and farming hubs for the many warriors based here.

 

Thrush Bay

Although the bay is teaming with fish, it is the presence of gold that draws people to this land, not so much gold that rulership of this land has been heavily contested, but enough to bring an influx of pirates from the North Sea seeking to retire to gold hunting intermixing Kansi farming villages with eclectic boom towns. The presence of these semi-retired pirates has of course lead to an increase in banditry, especially when the pirates find that making a fortune searching for the meager gold of Thrush Bay is uncertain at best.

 

 

Thistledown

The largest city of Ogma De. Originally Thistledown was a place for mercenaries from Ogma De to seek work protecting ships on leaving Dawnstead to enter the pirate filled North Sea. It didn’t take long for people to realize that they could make a fortune building pubs to cater to the mercenaries and the ships stopping to pick them up. Soon after the merchants came, making Thistledown the main hub for trade between Ogma De and the outside world.

 

Ogma De has joined the Gilded Cities relatively recently, both so that it can use the reputation of the league to expand its finance industry, and because the rest of Kansi was beginning to look upon them as a potential target to raid and carve up. It is hoped that the protection of the Gilded Cities will prevent an attack from those seeking to gain the wealth of the growing city in a few nights of looting.

 

 

 

 

Ravenmoor

 

The Raven goddess has foretold the end of the world will happen when there are wars but no kings and traditional moralities break down,

 

The Ravenairs name their land for the symbol of their most important goddess, for she sometimes sends people wisdom and prophecy on the wings of ravens. There goddess is obsessed with modesty, hard work, and tradition. Thanks to the prophecy that they shall all die when these things are lost, the people of Ravenmoor tend to be stoic in the face of personal concerns, self-aggrandizing, and calmly pious. They have a tendency towards mysticism, with people frequently meditating with the aid of repetitive activities or gentle music. For knowledge, especially secret and mystical knowledge is one of two things they hold most dear.

 

A close second in importance is a sense of belonging, that is of being part of a much larger whole. Most of the people of Ravenbur farm in groups and work in cottage industries, citing in circles in the evening. Thanks to their rich lands they are the largest exporter of food in Ogma de and so are able to form large armies, which help make this one of the safest lands.

 

Adventurers

The people of Ravenmoor see it as their duty to aid and instruct would be adventurers, even from foreign lands. Because of this they often give easy tasks that could be handled by local armies to young adventurers, making this a good place to gain experience.

 

The Raveniates are quick to help these young adventurers with foresight they gain through divination spells and meditation, as well as instructions on the nature of the metaphysical and spiritual world. It isn’t uncommon for an adventurer to have spiritualists sit down, uninvited, with them in the pub and begin offering advice.

 

 

Locations

 

Gindon

The second largest city of Ogma De. Gindon is home to large groups of craft people. However, thanks to the tariffs placed on ships sailing on the Silver Peaks side of Ogma De, most of their goods have to be brought across land to Dawnstead. This extra cost has caused a number of the craftspeople in Gindon to go out of business or simply leave. The city has been trying to join the Gilded League to counter the power of the Silver Peaks, but the League is worried about taking on a member that practically guarantees they would have to go to war with the Silver Peaks.

 

Some of the leaders of Gindon have started secret talks with the Grey Assembly, hoping that they might offer some solution to the city’s problems.

 

 

Ethereal Slopes

Frequently misty, the slopes are one of the largest growers of oats in the world. They also play frequent host to young red dragons, looking to raid the Silver Peaks or other neighboring lands. The people of the Slopes tend to ignore these dragons, so long as the mischief they cause happens elsewhere, making this a relatively safe place for such dragons starting out. The presence of red dragons has also drawn young copper and brass dragons seeking to battle against their rival.

 

Thunder Swam

A marsh filled with trolls and lizard folk, as well as an eldritch horror that has been licking its wounds from the battle after the Shattering. The Horror frequently captures animals and creatures of the swamp and twists them into unique aberrations that are sent to haunt the human realms. Most, of them, however, end up simply hiding in the swamp from their creator, choosing to hunt pray that enters the swamp, rather than leaving. 

 

 

 

 

 

 

Government of Ogma de

 

There are five forces which rule over Ogma de, the first is the warrior class, known as the Uchelwr. Second are the priests, third are necromancers known as the eldriche, fourth are the witches who work with the fairies, and finally there are the villagers themselves who establish some of their own laws.

 

Uchelwr

The nobility of Ogma De, the Uchelwr aren’t a unified force. Rather they are an aristocratic warrior class which each own their own plots of land. They can  set some of their own rules for living on and using their land, and charge fees and rents to the people to live in or visit the villages they own. They are obligated to do their best to protect those who live on and visit their land, that is, anyone from whom they’ve collected a fee. Their power is limited, however, for if they don’t seem to be strong enough to protect people, or overtly cruel the priests can and will replace them.

 

Priests, also known as the Dryw

The real law within any villages are the priests known as the Dryw. The Dryw meant to oversee an individual village or city are chosen by circles of Dryw which exist in each region. These priests act as judges and executives, determining the laws for each village, with permission from the order they are a part of, which doesn’t give permission to change the laws lightly. 

 

In order to become a priest a child must pass oral tests with one of the regional priests that travel to each village once a year in search of new recruits. A child who passes these tests will be apprenticed with the priests in their village until they are old enough to go and learn from the order directly. After this, they will be appointed to various tasks within the order, until they have enough experience and skill to be appointed leader of a village or to join the leadership of the order itself, although not all of them ever achieve either of these two goals.

 

 

 

Elderich

The Elderich are a council of necromancers who speak with the heroes of the past, and sometimes call forth their ghosts to aid the people in times of need. Being able to speak with the great heroes of the past gives the Elderich a lot of power, allowing them to overturn and even banish a priest who is seen as being unfair. Generally, they live outside of and above the politics of Ogma De. Dwelling instead in isolated places, and will normally only speak to elected village councils that come to visit them. Or on rare occasion they will travel to speak to a village council, providing messages from the ghosts. When they do this, they imbue the council with absolute authority over the affairs of their village, for a short time.

 

 

Witches

The people whom the fairies have chosen to deal with directly. Most witches begin their careers when the fairies snatch them up and take them into fairyland. The cunning folk have no specific authority, but the fairies will become angry if they feel their chosen representatives are being disrespected. Thus, people will tend to at least pay lip service to respecting the witch’s ideas.

 

Although the witches are necessary, and even beloved, they are also greatly feared. There are stories of people waiting for hours outside a cunning persons house for help, too afraid to knock, but too desperate to leave.

 

 

The Village Council

Because the villages are relatively small, the councils which they choose to represent them and to oversee the care of orphans and the elderly, aren’t chosen during specific elections. Rather, whenever a majority of people wants to replace someone who is on the council with someone else, they may do so. Of course, the council typically has very little power and mostly acts to organize charity and caregiving for those in the village who need it, as laws are overseen by the priests. The council’s actual power only comes if the priests act out of line, in which case they can go to the Elderich to discuss their concerns, or when the Elderich grants them more power for a short period of time. For the Eldrerich will only tell their secrets and give instructions to village councils, so when they have a message from the heroes of the past this is given only to the village councils.

 

 

History of Ogma  De

The fairies were fading, being hunted by the devils that had taken control of the mortal realm just outside the doors to fairyland in Northern Ogma De. Some of the fairies surrendered to the devils, choosing to exist as servants to these dark powers rather than being hunted. Others still sought help further afield and discovered the primordial halflings and humans, still living as wild creatures. They took these mortals in and taught them, so that they could act as allies against the devils. Still other fairies left their homes entirely, entering the mortal realm, they became the elves and the gnomes. These new peoples aided the fairies in driving the devils back.

 

But the powers that had allowed them to fight the devils made them dangerous to the fairies. And mortals are nothing, if not faithless. They soon proved nearly as dangerous as the devils had been. So it was that the fairies went into hiding, for at least it was easier to hide from the mortals than it had been from the devils. And because the devils and other evils were always searching for a new way to take the mortal realm, the fairies could not fight the mortals, they still needed them, so an uneasy and often broken peace was formed between mortal and fairy.

 

As the people of Ogma de moved south, they encountered more fairies, who having heard the need to fear them, hid in advance of their coming. Still, these fairies too found an advantage to having the humans around, as they enjoyed their food and worried less about the occasional raids from fiends, which the mortals were good at fighting.

 

With the support of the fairies the people of Ogma de thrived, forming into hundreds of small collections of villages, ruled over by the warrior families whose ancestors had led the battles against the devils. Occasionally these families and villages would unify to fend off raids by fiends, or large empires and foreign raiders. These moments of unity were always temporary, however, for the Eldrech and Priests prefer that no family become powerful enough to make themselves into Emperors.

 

The Scattering

The Scattering dropped Dawnstead and the Silver Peaks between Ogma De and their traditional enemies, the Empire that broke apart into the Sword Duchies. Once the years of battle with the fiends and eldritch horrors that occurred immediately after the Scattering had ended, the people of Ogma de found themselves without their traditional enemy, free to focus on each other. The result was decades of war between the villages. This chaotic time allowed the lands of the Silver Peaks to take control of the sea between them, such that the Ogma de fishers on that side of their land must pay a tax to kingdoms in the Silver Peaks, in order to fish the waters right off their shore.

 

The wars between the Ogma De ended just a few decades ago, when the giants found a rift into their land, and came in mass, establishing their own small kingdoms and raiding the human lands. Although an uneasy equilibrium was quickly formed between humans and giants, skirmishes between the two are frequent enough that wars between human villages have become relatively rare.