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[Uthaldria] City Lore

Uthaldria City Lore
The City
History
Timeline
Geography
Appearance
Climate
Surroundings
Culture
Demographics
Religion
Rituals
Holidays
Marriage & Divorce
Food
Music
Language
Clothing
Society
Education
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Politics
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Clan History

Welcome To Uthaldria

A city known for its hardy people and passionate ongoings, Uthaldria stands as a bastion of reprieve in the middle of the dangerous Fields of Gauthrel. Populated mainly by Lotharro, the city is fueled by passion and curiosity in most endeavors. Though the city has just recently opened its doors to outsiders, Uthaldria is a steadily growing and burgeoning city in its own right.

Having gained a reputation as a monster-hunting city, Uthaldria often attracts those who are looking to make a name for themselves with great deed and story. Many warriors, hunters, breeders and artists find refuge in the city and begin what turn into lucrative careers turning the dangers of the Fields into their own creative engines. Many Becomers and engineers have turned to the city to craft great totems and siege weaponry from the remains of the monsters of the Fields, and they are some of the most coveted in their fields, respectively.

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[Uthaldria] City Lore

History
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The concept of Uthaldria began long before the actual construction of the city itself. As Thetros led them through the wild Fields of Gauthrel, the Lotharro began to develop a societal structure similar to the one seen in the city. The rough tents they constructed began to be called Uthaldria, or “Living Grounds” in Haltunga. As the name circulated, so did the idea of a community, and thus Uthaldria was born.

Because it is built within the Fields of Gauthrel, the first thing the Lotharro constructed were thick walls made of straw, grass and mud gathered from the Fields. Moats of earth were dug out with their bare hands in order to push back the monsters that threatened them. Over time, the city developed; feeble walls washed away during the rains, to be replaced by wood gathered from the trees, and eventually stone, as the city developed a quarry. Tents stitched together from pelt were replaced by layered houses with the city proper at its center, and the Lotharro found that the area they settled was well suited to their desires. The very second building they hoisted was the mead hall, where the stories of their deeds in the Fields grew with each gulp. The city they made was sturdy, yet still crude in comparison to other parts of the world.

And it was in this city that the Lotharro hunkered down. They began to set up training grounds and residences for the Paths, finding space to house and feed the number that survived the Fields. Their war parties found and raided for women and weapons, and though they did not fly any true flag, there were whispers of men wilder than the fields they lived in. As time moved on, so grew the men of the Lothar.

In time, the Lothar saw the value in women of other races, especially human. They began capturing them as much as possible and using them to breed to increase their population. The women were subjugated and made to be more property than anything, but there was a resentment that left a poor taste in the Lotharro mouths. They knew the women hated them, and it drove them to a frenzy to hear them curse and swear at them.

In the arc 619, the Lothar decided that women in the city would no longer be treated harshly. They were given the choice to remain in the city and begin to enjoy it for what it was, or they could leave and return to their homes. Many who'd been in the city most of their lives remained, while some struck out and away from their former oppressors. Armed with a new freedom, the women in the city began to enjoy the same level of comfort as the Lotharro, and an amicable and even relationship quickly grew.

The city was filled, yet without influences from any other cultures beyond its own, it did not change. Foreigners were met with hostility and suspicion, driven away and refused entry, even on peaceful intentions. They secluded themselves in their ways, becoming close-minded. They paid their homage to Thetros, who they knew was watching every step they took, and continued to flourish as excellent hunters, breeders and warriors.

The Lotharro opened their gates in the 656th arc. Since then, the city has become a hotbed of cultural arts and cuisines from all around Idalos, and to this day it continues to develop; a quickly rising star in the modern world. The Uthaldrians found comfort in the presence of their fellows, and though they've only recently opened the gates, the inhabitants have grown to become fond of the arts and music of others.

Shortly after opening the gates, the Lotharro of Uthaldria widened the participation of The Great Hunt, allowing all races to join in on the extravagant event in the arc 668. What was primarily a Lotharro hunting party soon grew to encompass as many warriors and hunters as the city could produce, both Lotharro and otherwise.

The first expanded Great Hunt was a rousing success. The city enjoyed great camaraderie and an boost in social awareness that drove the city to continue allowing new races in. Every arc after, the Lotharro decreed that there would be a Great Hunt, and that all in the city were encouraged to participate in some way or another.

Timeline
317: The First Lotharro are born from the grace of Thetros and set free to roam the Fields of Gauthrel for the first time.

381: Three "tribes" are formed, each dedicated to a specific goal. The Kriger were warriors to defend the group as they traveled. The Jeger were hunters to provide meat and pelts for clothing, and the Bonde were to harvest the meat and vegetation they found along the way to provide food.

383: A clash with a pack of Gauthrel wolves convinces the Lothar to find a suitable place to settle down and start a permanent settlement.

387: Avvar the Straight-Arrow leads an expedition to slay a large beast, unknown to the Lotharro until then. They succeed, but lose 5 men in the process. Those five are honored in their reincarnation on a trial known as "Vlitvenin", or "Our Flesh" day. This would one day become the basis for the Roksgard.

390-393: Despite changing climates and dangerous monsters throughout the arc, the Lotharro find ways to survive in the fields. They encounter a human raiding party from the west, looking haggard and strange. When confronted, the raiding party attacked. The Lotharro repelled them and tracked them back to their settlement, raiding it and taking their women. These raids continue for 3 arcs, until the men and captives are a large enough force to warrant permanent residence.

401: The Lotharro begin semi-permanent smaller “settlements” in the area where the city would be constructed.

499: Thetros visits the growing community for the first time. A festival is thrown, and the Lotharro choose to build a city.

522: The Lotharro begin to construct makeshift walls to keep the denizens of the Fields out. They are destroyed and repaired intermittently.

523-538: 15 arc span where recorded Lotharro history is lost, presumably due to a sacking of their budding city by the monsters of the Fields.

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539: The Lotharro return to the spot, oust the monsters, and begin to build Uthaldria in earnest.

543: Uthaldria is formed.

550: The three Paths are founded officially, allowing the Lotharro a structure to their society.

562: The first Roksgard are created, each bringing with them one of the three Paths. Vlitvenin becomes a day of celebration and choice, for the Roksgard are chosen on this day, should they need a new member.

568: A tribe of humans from the desert southwest arrives at the gates of Uthaldria. They are welcomed into the city.

569: Qiro val Dazran, the appointed leader of the desert tribe, opens the gate to the city in the night. Eight more tribes entered the city and occupied it. The Lotharro was cast out, and spent four arcs surviving once again in the Fields.

573:
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The Lotharro return to the city, united as one by Alfwulfr Aelothar, and retake the city. The desert tribes are ousted, but their specialized pottery and home decorations are preserved.

574: Clan Stahlmark is founded, for the great heroes of the past and present, who fought valiantly to keep their brothers alive and to expand upon the civilization they wished to build. Alfwulfr of Clan Aelothari leaves his Clan to found Stahlmark, though he retains his surname.

575: Eager to repay their human invaders, the Lothar - led by Clan Stahlmark - form what is today known as the Lotharen Horde, with all of the major clans unifying beneath the High King.

577: Within two years, the Lotharen Horde conquers a great deal of Western Idalos, managing to sack Hiladrith and expand to the very walls of Etzos. In the region surrounding Ne'haer, the majority of Lysoria and large swaths of Ironridge are taken by the Horde.

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map of the clan conquests

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map of current borders


584: After several years of integration and domination over their territorial subjects, the clans fracture at the passing of Alfwulfr Aelothar. As a result, the Lotharen Horde recedes, though remembrance of its conquest remains freshly in the minds of West Idalosians for a hundred years. A great deal of new fortresses are built, and new alliances are made in the event of a Horde's reunification.

596: The Wyvern Hunts begin, a test for the best of Lothar to prove their valor by slaying Abanaxus' children. An incredibly bloody conflict ravages Gauthrel's Northeast between the Clans and Abanaxus' spawn, hundreds of thousands of Lothar dying, greatly damaging the prosperity gained after the conquests decades prior.

614: Thetros officially blesses the lineage of Clan Stahlmark, forcing the other Clans to recognize their sacred significance. This action thus makes Uthaldria the uncontested capital of the region, with Lothar of all Clans secured their safety by Thetros if they wish to move to the city.

623: Clan Aelothari completely fractures from Lotharen civilization, all of their remaining members moving into the island of Ardham to the south, where they worship something known as the Pillars of the Creator. The first massive migration of Lotharro begins, with hundreds of thousands leaving the Horde to either move to the outside world or stay in the settlements they created amidst the conquests fifty years prior.

656: Uthaldria opens up to the rest of the world.

704: Riordan Aelothar becomes Sior Roksgard, and once again calls himself the High King. The Clans are all asked to swear fealty, with Alfweyr and Mac Teagan complying, and no others.

711: A period of great prosperity begins. The Lotharen Horde finally begins to push out the monsters from the majority of Eastern Gauthrel.

716: The Horde, expanding and unifying, begins to prepare for international conquest.
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[Uthaldria] City Lore

Appearance
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The most notable thing about the appearance of Uthaldria, at first glance, is the gates that surround the city. High, thick and in good repair at all times, the Uthaldrians have learned the importance of good city defense over the arcs. The walls are often decorated with statues and gargoyles resembling the monsters of the Fields, facing away from the city and looking out over the surroundings.

Once inside the gates, the city appears to be constructed around five districts, Uthaldria's metro built clearly in the shape of a pentagon. One of the most clearly visible things on the interior of the city is the massive skeletal dragon, Karnaxus, its spine running across the residential district while its bones decorate the exterior of the Fejrlok, the Coliseum. In terms of housing, the Lothar's residencies are comprised mainly of stone. The Lothar built their homes and businesses to be low, flat and as natural as possible so as to avoid having them easily destroyed should the city be besieged.

There is a clear, unique aesthetic to the city that has developed over time, especially since the art produced in the city is often displayed publicly. Statues and paintings adorn the city, and murals are drawn on the sides of homes or buildings to bring the Uthaldrians good luck.

Climate
Ashan (123)
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  • With the snow of Zi’da finally given time to clear, the lingering cold fades. The days, while still short, begin to stretch noticeably and for the first time in a long time, the suns appear in the sky, spreading a gentle warmth. Rains are still frequent with the occasional thunderstorm, but a shift to warmer temperatures makes it more bearable and refreshing. Without any foliage to soak up the moisture, the fields turns into a lake of mud, making travel considerably harder, but for those foolhardy hunters who still wish to push through the slog, incredibly easy to hunt down monsters from their tracks.


Ymiden (83)
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  • Heat spreads through the region, evaporating all the moisture and creating a season-wide heatwave, accompanied by bright blue skies and long days only distantly broken by the occasional light yet refreshing showers. Although it is moderate at best, the lack of shade from trees and foliage can cause the sun’s warmth to quickly escalate into a sweltering burn, meaning that for those trekking through the Fields, protective clothing is highly advised. However, those inside the city will find a pleasant, radiant warmth that quickly lifts spirits.


Saun (40)
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  • The temperatures across the city pick up even more as the arc carries on, creating more chaotic weather. Early mornings are started with a baking heat that lingers through the day and fades at the end of the afternoon into a tingling aftermath that becomes much more bearable. Storms become much more frequent with exceptionally dry winds raking the landscape at high speeds. However, during the latest portions of the evening, Saun becomes a prime opportunity for hunters to venture out into the Fields of Gauthrel. With a moderate heat, a low sun and a long stretch of time before true darkness settles, one could even call it idyllic hunting weather.


Vhalar (123)
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  • Thankfully, as the longest season of the arc appears, the weather once again calms, and this time, stays that way. The days start to shorten, the skies tend to linger on a cloudy blue punctuated occasionally by frequent short showers, bringing back some of the humidity lost during Saun. Many find this to be the most relaxing season, with the Fields now at their prime conditions for hunting and breeding. Towards the middle of the season, cold chills begin to settle, and towards the final quarter of Vhalar, what lingering heat remains from the Heat Cycle is all but forgotten. All settles before the big freeze.


Zi’da (93)
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  • The moisture and humidity collected during Vhalar freezes over, creating blankets of snow and ice that freeze the Fields and Uthaldria. Heavy clouds rest almost permanently in the sky, occasionally opening small holes for the suns to peek through. Snow is gentle but lingers, creating thick blankets often reaching to the knees, if not the hips, causing the city to begin mass clearances of snow from the streets. Snowstorms, while infrequent, blast through the city and the Fields without hindrance, occasionally bringing commerce to a standstill for trials at a time.


Cylus (30)
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  • As a new arc rises, so does the weather’s ferocity, for a time. Days are short and dark, only marginally lighter than the nights, and in the passing shadows of dark clouds filled with splashes of heavy rain and occasional thunderstorms, the city and its surroundings are drenched in darkness. Although it is not enough to drive citizens into their homes out of necessity, it is often uncomfortable enough to make visits outside brief. Out in the Fields, domesticated animals and beasts alike seek immediate shelter, and in the perpetual darkness, it becomes nigh-impossible for the Hunters to travel beyond the city. Only the most foolhardy, or those in the most dire of emergencies, attempt to travel to other cities.

Surroundings
Most of Uthaldria is surrounded by the Fields of Gauthrel on the north, east and south. To the west, plains run from the city to the sea, with a series of cavern complexes beneath. Mostly uncharted, the caverns are home to many horrendous species, as well as being a source of rumor for a Fracture present. Few have ever ventured out to confirm them.

Few smaller hamlets run out to the west, as well. A trial’s travel from the city proper, Byndus is a small farming community that mostly provides a meager amount of grain and dairy to the city. Most importantly to Byndus is its stables, which are rumored to be some of the best in Western Idalos. It’s a well-kept secret by the people of Uthaldria, but any horses they find in the city are typically bred and broken in Byndus.

Three trials to the west of the city is Wyrd, a small village on the tip of the Tundre River. Wyrd has the distinction of being a fishing community, but there is something dark about the village. Rumors of dark magic, namely Necromancy, has surfaced with the traders from Wyrd.

The Fields of Gauthrel
One of the most dangerous places in Western Idalos, the Fields of Gauthrel house some of the most monstrous creatures on the entire continent. The inhabitants of Uthaldria are tasked with keeping the monsters in check, and are dedicated to making sure that the surrounding area is safe.

The Fields are one of the few places on the continent that have no reprieve from the creatures. Because there are multiple diurnal and nocturnal species in the Fields, there is no safe time to travel them. The Lothar, who are specially trained to combat these creatures, are often contracted as guides to lead caravans through the fields safely. Even accounting for the Lothar, it is cautioned that travelers go in groups, preferably with trained warriors or hunters.

Divided into four regions, the Fields stretch for uncounted miles into the horizon.

  • North: Ranging to the sea north of Melrath, the Northern Region of the Fields is home to many dangerous species of monsters, most notably those that take to the skies. The hilly terrain just south of Melrath provides ample space for the monsters to breed and inhabit, and the warmer climate closer to Uthaldria provide excellent hunting grounds.

    East: The Fields east of Uthaldria are the most plains-like, giving way to speedy feline monsters and large, mostly docile monsters. Stretching a few hundred miles of east of Argos, and going as far south as Ne'haer, the Eastern Fields are open and endless, with a few sparse trees dotting the landscape here and there. The river running through the middle of the Eastern Fields provides a great source of water, both for the monsters and the hunters passing through.

    South: The Fields that run to the south of Uthaldria turn very quickly into the Karyazahim Desert, an inhospitable stretch of sand and heat that stretches to the sea. A breeding ground for reptilian monsters and poisonous insectoids, the Karyazahim Desert is considered one of the most dangerous stretches of the Fields. Many hunters who travel into the desert do so because the most prized trophies come from it. Many do not live to tell the tale, if not for the monsters, then for the savage Desert Tribes.

    West: The Western Fields run from Uthaldria's western corner to the sea to the east. Mainly forest and swampland, the Western Fields are home to amphibious and terrestrial terrors. Though not uniform in its danger, the West provides an ample ground for capturing and breeding mounts capable of both land and river travel, making the west a prized location for those hunters who are contracted by the Bonde of Uthaldria.
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Demographics
Lotharro

The largest population in the city, the Lotharro play a massive part in the city’s culture and structure. Because they maintain leadership of the city, Uthaldria follows the societal structure of the Lothar in its political and internal factions. With groups split into three types, the Lothar provide the city with the majority of its hunters, breeders and defenders.

Lotharro - 70%
Humans - 15%
Mixed Races - 4%
Biqaj - 3%
Ithecal - 3%
Qi’ora - 2%
Sev’ryn - 2%
Avriel - 1%
Yludih- 1%
Ellune - 1%
Aukari - <1%
Mer - <1%
Tunawa - <1%
Naerikk - <1%
Wisps - <1%
Eidisi - <1%
Hyludin - N/A


Population of Uthaldria City: 486,380
Population of Uthaldria's Nearby Towns/Suburbs: 864,620

Clan Populations

Note: This is not recording clan membership, but rather the total residents of the borders of each clan.

Total Population of Horde Citizens: 10,147,865 (With about 85% of these residents being Lothar); this number does not include Nordhoff's slaves
Clan Stahlmark: 2,462,431
Clan Alfweyr: 1,946,922
Clan Nordhoff: 1,830,418; 4,016,382 including slaves
Clan Mac Teagan: 1,716,003
Free Tribes: 1,343, 278
Clan Valendale: 848, 813

Total Population within Horde Borders: 12,853,292
Clan Stahlmark: 2,462,431
Clan Alfweyr: 1,946,922
Clan Nordhoff: 4,016,382
Clan Mac Teagan: 1,716,003
Free Tribes: 1,343, 278
Clan Valendale: 848, 813
Argos City: 193,416
Argos Outer Territories: 326,047

Religion
There is no set mandatory religion in Uthaldria. Though the Lothar were created by Thetros, not all of them follow him exclusively. Also, Uthaldria’s insistence on individuality allows its citizens to pick and follow any Immortal they wish. Therefore, instead of one overarching religion, smaller cults and churches have formed over time.

There are two structures dedicated to Immortal worship in the city itself. The first, named Mikillhorgr, is a massive stone temple dedicated to Thetros himself. Though it is not mandatory to worship him, he is the predominant Immortal of the Lothar and as such is afforded a magnificent and splendorous temple. Decorated with bas-relief and carved stone statues, the Temple is often considered one of the holiest places in the city. Any bloodshed inside must be repaid in sacrifice to Thetros or the offender is punished.

The second structre, Lagrhorgr, is no less large, but is divided among many smaller structures in the compound. In it are multiple small temples, each dedicated to whatever Immortal one should choose to worship. What is unique about these temples is that it is encouraged to paint over the symbols and art on the walls of the temples, to encourage each individual to create their own religious work. Not seen as vandalism or defacing a temple, instead this breeds a sense of family among those who do so, even if they do not follow the same Immortal. It is strictly prohibited to interrupt or otherwise interfere with an individual's sigils during the worship, and is punishable under destruction of property.

The Wild

Since the gates of the city have opened, a small following has built behind the Domain Magic of Becoming. The cult, calling themselves The Wild, are dedicated to Becoming the creatures they hunt in the Fields of Gauthrel. They use these forms and their traits to the benefit of the society, and are often revered in the city. Though there is some suspicion amidst the common folk of the city and The Wild, the latter claims to be there for the good of the city. One of the Roksgard is a high-ranking member of The Wild.

Hjarta Orlogr

Hjarta Orlogr started informally as a way for the Lotharro to thank Thetros for their roots: the monsters of the Fields of Gauthrel. From the time they were Bred or Reincarnated, the Lothar was told that his greatest glorification of Thetros was to slay monsters from the Fields. Not only did this keep the city safe and contribute to the Lotharro as a whole, but it showed Thetros that the Lothar did not forget the creatures from which they came.

Over time, Hjarta Orlogr developed into a more fleshed out faith, with ranks divided among those who have slain the most monsters. Though it is not necessary that every inhabitant in Uthaldria participate, Lotharro or otherwise, the Hjartic faith still thrives. The choice that each inhabitant makes when participating in monster hunts is a personal one, and it is whether he will offer the kill to Thetros in glorification. If they choose to, the Grand Temple in Uthaldria accepts sacrifices of the remains of the monsters slain on hunts. One of the Seggr verifies the sacrifice to ensure that the correct amount of remains is given, and then the person receives their blessing. Though there have been those who have claimed falsely others’ kills as their own, many times the Seggr accept the donation from the individual who presented it.

Rank 1 - Seggr (Apply for Religion Rank with city prophet at 250 Devotion)

Rank 2 – Verr (Apply for Religion Rank with city prophet at 150 Devotion)

Rank 3 – Mogr (Apply for Religion Rank with city prophet at 50 Devotion)

Rank 4 – Kindr (0 Devotion)

Positive Devotion Points
Pray to Thetros +1
Pray to Thetros at a personal shrine devoted to him +2
Pray to Thetros at one of the temples devoted to him +3
Save a Lotharro from harm +3
Sacrifice the kill of a hunt to Thetros +3
Sacrifice the kill of a hunt to Thetros in one of the temples devoted to him +5
Slay a monster of the Fields of Gauthrel +5
Take part in one of the seasonal celebrations +5
Negative Devotion Points
Pray to Faldrun -1
Pray to Mastes -1
Pray to Kata -1
Pray to Lisirra -1
Pray to Audrae -1
Fail in a hunt -2
Allow a monster from the Field of Gauthrel to escape -3
Let a Lotharro come to harm without doing anything -3
Harm a Lotharro -4
Kill a Lotharro -5
Rituals and Holidays
  • Vlitvenin
    - Both a celebration and ritual, the idea of Vlitvenin stemmed from the lost lives of the pre-Roksgard Lothar. Considered gruesome and morbid by outsiders, the ritual is considered the highest honor a Lothar can achieve after his death. The corpse of the Lothar is taken, after the Reincarnated Lothar is removed, and fitted around a mannequin made of stone in his likeness. He is then placed on the tallest building in the city, under the light of the suns. He is to stay there until the scavengers pick the bones clean. This signifies the loss of Lothar life to the natural enemies of the Fields, and also the cleaned and dried bones of the Lothar they left behind when they built the city.

    - A celebration of a Lothar's reincarnation, Ró is the closest thing to a "birthday" the Lothar have. Because they are always looking for a reason to celebrate, Ró is a festival that lasts from suns up to suns down. There is drinking, music, dancing and often brawls to celebrate the Reincarnation of the Lothar. At the end of it, the Lothar is given a name, the name he is called until he reaches adulthood and decides for himself.

    Recently, Ró has been adapted to the other races in the city as well. More traditionally a celebration of that individual's birth, the city still hosts a festival. The child, like the Lothar on Ró, is not given a name until the celebration is over, and oftentimes is then considered as much a Lothar as any non-Lothar can be. This is the same for Bred Lothar.

    Burdrdragr
    - Considered the most important trial of the arc, Burdrdragr happens on 1 Ashan. It is the celebration of the creation of the Lotharro by Thetros, and is characterized as a wild and passionate extravaganza unseen in the rest of Idalos. Because of their passionate natures and love of freedom, the Lothar engage in manic drinking and dancing, and are often seen mating publicly. Due to the addition of other races in the city, the festival is seen as incredibly pure and is often talked about by the Lothar. Being personally invited by a Lothar is a great honor to those not born of Lothar blood, though all are encouraged to participate anyway. The Temple of Thetros is typically filled and bursting with singing, swinging Lothar and food and drink aplenty.

    Jarndragr
    - One of the few uniquely non-Lothar celebrations, Jarndragr is a day celebrating the opening of the gates of Uthaldria to craftsmen and smiths of other races. Because they are so highly respected, the day is dedicated solely to the artistic pursuits of music, painting, smithing, glassblowing and masonry. Here, artists may sell or donate their wares to others and the city, and many Lothar pay more for the works on this trial. Considered blessed by Thetros for the passion in the work, the items bought on Jarndragr are highly coveted and are often considered family heirlooms from that trial forward.

    Lenedi
    -
    Developed by Avrae Kyric
    Ashan 20th - Ashan 30th
    Holiday Origins:The Ailenedigaeth Festival, more commonly known as the Lenedi Festival, is a very old tradition in Uthaldria. It goes all the way back to when Thetros made the race of the Lotharro, in fact. The Lotharro were rightly proud of their rebirth, of the unending cycle that when one Lotharro dies, a new one may rise from the remains. The word Ailenedigaeth (Ai-len-eh-dee-guy-th) means Rebirth, though many call this festival simply the Lenedi Festival. It is held in early Ashan, after the weather clears enough to hunt.

    Holiday's Present Significance: In truth, the holiday hasn't changed much since ancient times. The Lenedi festival is still what it was- a celebration of rebirth, of the hunt, of surviving the harsh Cylus, and of a new arc.

    Holiday Traditions: In the beginning, this holiday was marked with great hunts- much like to this day- which would go on for days. After they returned with their spoils, they'd make sure everyone made it back. Usually, that wasn't the case, so then groups of Lothar would go search the plains of Gauthrel for fallen Lotharro, to bring their reincarnation back to Uthraldria. In truth, this still happens to this day. The arrival of the newborn Lotharro is something to celebrate, and spurs much of the festivities once the hunting parties return. They drink, feast, and make merry. Some Holiday Traditions include:

    - Drink 'Til You Drop - A tradition in which a father Lotharro and son Lotharro, or similarly two brothers, will compete to see who can out drink the other. The two will chug barrels of ale until one is no longer able to stand. When one wins, it's usually celebrated with more drinking, and a good sporting hug between the winner and loser.
    - Feast on Your Hunt - The Lotharro take the hunt very seriously. Therefore, those who hunted and came back with felled prey eat the best out of the entire city. These hunting groups get to cook what they caught, and eat it alongside the other feast foods. Men who return with less than profitable spoils from their hunt often eat plain bread, to show that they caught nothing and therefore have nothing to feast on. Though many will share in leftovers of the hunts the next day.
    - Feats of Strength - The Lothar tend to enjoy showing off their strength for this particular festival. Many will engage in sparring matches, though never to the death.
    - The Bedding Tradition - It's tradition that the Lotharro find a mate to take to their bed on the night of this holiday. It's considered good luck to end the day with a good romp, and often this means that many new Lotharro are born in the following seasons that were conceived on the night of the Lenedi festival.

    Mestiverdr (The Great Hunt)
    - Coinciding with the festival Burdrdragr, Mestiverdr is a forty-trial ritual spanning the entirety of the season of Ashan. The city is encouraged to participate in some way with the Hunt, whether it be hunting itself, preparing the meat and hides of the monsters brought back to the city, or drinking and creating art depicting valiant efforts in the Fields, The Hunt is the most important ritual to the Lotharro. Symbolizing their zeal to live in the wild Fields of Gauthrel, the Hunt began as a necessity to cull the monsters and turned quickly into a season-long festival dedicated to garnering fame and immortalizing oneself in the Fields. Though the Hunt itself does not begin until the second trial of Ashan, due to Burdrdragr, it is perhaps the most anticipated festival of the arc. There is seldom an inhabitant of the city that doesn't participate in some way, and those who refuse are typically spurned or outwardly shunned.
Marriage & Divorce
Marriage is an interesting topic to discuss when among Lotharro, and in Uthaldria in general. Considering the nature of Lotharro, and Thetros... one that tends to allow for relative sexual freedom and a broad array of romantic partners, a young Lothar can often scarcely conceive of the idea of marriage.

However, more mature Lothar or ones more in touch with their past lives may quickly understand the importance of the sacred bond. As such, marriage - referred to as Likrjyr - has been practiced as a tradition among Lothar and outsiders since the dawn of their race. Likrjyr, in Haltunga, means the "life bond". The ceremony is performed by a priest of Thetros, or sometimes even Thetros himself, and is said to ensure that the two bonded stay together for all of their lives, tethering the two to one another. If two Lothar capable of reincarnation engage in the ceremony with one another, they will maintain this bond through all of their cycles of life and death. For this reason, some Lotharro may take their own lives after the death of their partner, in order to rejoin them in the new life.

The same ceremony exists with a Lotharro and a non-Lothar, though if one does not bless their marriage at the hands of a Thetros devout, it will not result in a bond that follows them throughout their lifetimes, nor will it be seen as significant by Lotharen society. For non Lothar, this blessing is performed simply: one may request that in their next life, when they reincarnate, they may once again come to the arms of their lover, cementing the bond culturally, religiously and across lifetimes.

Typically, there are two nouns for marital partners in Uthaldria, and these nouns generally refer to someone's role in the relationship. These nouns are: havendal (guardian) and kindal (beloved). Lotharen marriages typically do not operate as two partners of the same role, but instead follow roles akin to gender roles. A Lothar will almost never be a kindal if marrying a non-Lothar, especially not if that person is a female, considering the Lotharro's defined role in the culture. In general, it is shameful to be a non-Lothar's kindal, but considered a proud thing to be their havendal.

A havendal generally protects the household and ensures the happiness and comfort of their family, their kindal and their children. A kindal will usually uphold the household's appearance and hygiene, working on the home. Both partners will typically work and contribute to their Clan or Path, though if the kindal chooses to raise the child rather than sending them to be educated by their Path, the kindal will typically work significantly less. The havendal are typically seen as having rights over the household and children, and in the case of a divorce (an incredibly rare event), the Temple of Thetros will oversee the settlement to ensure the havendal treats the kindal fairly and protects their former lifebond's needs.

Being malevolent in a life-bond, and attempting to usurp wealth, child rights or land ownership, is typically seen as cursing someone's soul with unhappiness, a thing that will scar them for all of their life and future lives. As such, divorce settlements when they do happen tend to be quite fair, and most divorces are called off before completion, usually due to the significance of the life bond and the feeling of closeness it brings.

In the cases of a pairing between two non-Lothar, the ceremony, nouns and culture of the marriage can be decided upon by those involved, and will be carried out much in the same fashion as other celebratory events in Uthaldria: with a festival.

Those who have been blessed as life-mates in past lives and are re-married by Thetros will find themselves capable of tapping into some of the memories of their past lives, but only those of significance to their havendal or kindal.

Note: After being married for a few trials, a tribal tattoo will begin to appear transparently on each of the individuals. The kindal will have a unique shimmering tattoo on their neck when near their havendal, and the havendal will possess a similarly unique, but bolder tattoo below both of their knuckles. The tattoos are different for each pair.
Food
Meat is in abundance in the city, provided either by the monsters hunted down throughout the fields, or the cattle and other livestock bred within or around the city walls. Until recently, meat was essentially the sole source of nutrition and meals for the Lothar of Uthaldria, as much of the land outside of the city wasn't proper for setting up farms due to wetland conditions (to the west) and high monster density (to the east). With the inventions of new farming techniques (including polders) and reclamation of more territory, agriculture now sits alongside meat as one of the primary sources of food, and Uthaldrian agriculture is actually quite a large industry.

However, due to the preferences of the vast majority of Lothar, salads, fruits, vegetables and other produce are almost always served as little more than garnish or a side-dish to various smoked, cooked and roasted meats, or exported for things more valued by the people of the city. Time spent working constantly with the same medium has made the Lothar adept in the art of finding new ways to prepare their animals, and as such, one can often find a wide selection to choose from, whatever they might be looking for. The rarer meats provided by the monsters of the fields are seen as a valuable export; after all, it is exclusive to Uthaldria.
Art & Music
Uthaldria has always lacked many developments in modern art, fashion, ceramics and music. Most artists born and raised within the city find little more than paints made from animal blood and clothes stitched together from the pelts of various animals hunted down in the fields. The Lothar have lacked any landmark developments in the fields of art for arcs, although this is purely down to a personal lack of creativity. Most of the modern art shown in the city is imported either from outsiders migrating to the city; the creators of which are often treated as guests of honour with special appreciation given to female artists. All other art arrives from the Lothar inhabitants that travel to see the world and return with trinkets to display as testament to their adventures. Uthaldria’s one claim to fame in the arts is poetry, which ranges from jests at one-another to celebrations of battle and life experiences. It’s often common to have beer halls filled with the songs and rhymes of the Lothar, not just in Uthaldria, but in many neighbouring cities with frequent visitations.

Because the Lothar were nomadic and tribal, much of their music is heavily focused on drums. After the introduction of musicians to the city after the gates were opened, a variation is seen, but the drums are still a predominant instrument in the city. Oftentimes, when drunk and singing, the Lothar will pound the tables and doors in rhythmic succession, and are delighted when joined by actual instruments.
Entertainment
The Lothar tend to enjoy competitive sports like wrestling and mock combat. They also enjoy drinking games and often make competitions out of massive drinking sprees. Additionally, there are many arts and crafts fairs throughout the arc to encourage proliferation of the visiting artists.
Language
Haltunga predominates every conversation in every public space. Other languages, such as Common, are typically only utilized by members of non-Lothar races among one another. Very few Lothar in the city know any language other than Haltunga, and most people in Uthaldria consider it exceptionally rude to attempt to hijack the discourse of the city with a foreign language. If you cannot at least speak conversationally in Haltunga, you are unlikely to be allowed to create a business or go far in any position in the city.

The only exception to this is the Burial District, where most of the racial minorities of Uthaldria live. Here, Common predominates, followed by Rakahi.
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[Uthaldria] City Lore

Education
Because the Lothar are typically taught within their Paths, the need for schools in Uthaldria is a relatively new one. Since the city has opened its gates and allowed those of other races in, a school has been constructed for the teaching of children in the city, and there are multiple vocational schools that teach masonry, hunting, breeding and most crafting skills for those who are not of a Path.

Though they do not typically see the non-Lothar as part of their Path, it is not uncommon to see particularly skilled individuals join Hunters or Breeders. The Lothar do not look down on these individuals any more than they would someone new to their Path, but they are always watching to ensure the non-Lothar doesn’t jeopardize the rest of the group.

Employment
Employment in Uthaldria is considerably more open than one would think. Though the Lothar are generally reluctant to accept non-Lothar into their Paths, they do allow them to join the groups as a job, for those who can't quite make the cut. This allows for a lot of opportunity for a non-Lothar to advance in a job skills, while still allowing the Lothar to hold to their societal structure.

Outside the jobs offered by the Paths to outsiders, there are many opportunities for artists and crafters to ply their trades. The city encourages competition and growth, often times subsidizing loans to help crafters new to the city get set up on their own. They feel that this competition encourages the craftsmen and artists to produce higher quality work, much to the benefit of all in the city.

Economy
A big part of the economy from Uthaldria revolves around the monsters the Fields of Gauthrel produces. A vast majority of meats, hides, and trophies from these monsters make for excellent exports, and bring in a large amount of money. Additionally, the craftsmen the city invites are often eager to sell their wares.

The opening of the city attracted many strange and unique visitors to the city itself, and the neighboring Fields of Gauthrel. Among these visitors were Becomers, Domain mages who could alter their form based on the types of Totems they have. The Lothar, who had been hunting the monsters of the Fields for many arcs, saw in them the unique opportunity to make money off the totems. So the Lothar would slay the beasts, harvest from them the necessary materials, and then sell the materials to budding or master Becomers for a hefty price. The more docile the creature of the Field, the cheaper the materials. That is not to say that any of them are cheap, since the Fields boast dangerous and wicked creatures.

Additionally, the Lothar have long held the secrets of domesticating the monsters of Guathrel into suitable mounts and war mounts. Though they guard the secrets very closely, they are not adverse to selling the mounts to outsiders, though they are not cheap. The more dangerous the original species, the more expensive the domesticated mount.

Tax
Expenses will be taken out each time your character is paid.
Seasonal expenses correlate to money earned rather than job cap.

There is no special tax for being in the city of Uthaldria.

  • 0gn – 4gn per day = Beggar x N/A
    5gn – 10gn per day = Poor x .05
    11gn – 30gn per day = Commoner x .10
    31 – 50gn per day = Luxury x .15
    51gn+ per day = Aristocracy x .20
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[Uthaldria] City Lore

Government
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The supreme governing body of Uthaldria is called the Roksgard, who rule from the palace of Gilganoth. This is comprised of one Lothar from each Path, one Lothar from the surrounding wilds, that has travelled the world and shared their experiences, and a fifth member that is elected into the Roksgard by these four based on their position of merit and honor. The Roksgard act with supreme authority over all of Uthaldria, receive respect from all three Paths - no matter which Path they originally came from - and decide on all major changes to the city, as well as mediate the co-ordination between all three Paths.

Directly below these three stand the Heads of the Paths. Individuals that have risen through the ranks of their respective Paths to act as ruling authorities over the actions of each. Each Path will only show respect for their own Path - the head of the Kriger will have no authority over the Jeger, nor will the Jeger hold any particular respect for the wishes of the Kriger. The various ranks of these three Paths make up the bulk of the regular governing forces of the city, with ranking members of each Path making minor and major decisions on the aspects controlled by their Path.

The Roksgard do generally have a leader, and this person is considered to be the governor or ruler of Uthaldria. While they are still expected to back all of their arguments with logic and facts, they do have a naturally stronger voice in the council, and are capable of making many decisions throughout the city without convening with the Roksgard - as long as this decision does not directly effect the operation of one of the other four. This person is known as the Sior Roksgard, and this position was created to allow for decisions to be made during proverbial gridlock or stagnation within the council, as well as to ensure that minor issues can be resolved without the council convening.

Riordan

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Name: Riordan Aelothar

Race: Lotharro
Birthday/Age: 34
Title: Sior Roksgard (Leader of Uthaldria), High King Stahlmarke
Skills: Leadership - Legendary
Tactics - Master
Politics - Master
Defiance - Master
Blades: Claymore - Master
Mount - Expert
Strength - Expert
Endurance - Expert
Unarmed Combat - Expert
Business Management - Expert
Psychology - Expert

Details: Riordan Aelothar, reborn vestige of Alfwulfr Aelothar (the uniter of Uthaldria), is the leader of the Roksgard and by extension the whole of the city. Doubling as the Lord of Clan Stahlmark, many call him the High King of the Lothar, and his credence and nobility are given by more than merely his political affiliations: he is the Champion of Thetros, chosen to be the defender of his people and his interests.

With quite a legendary resume, however, comes a great deal of pride... and in Riordan's case, hubris. He is typically known to be very commanding and almost abusive of his peers. He does not take 'no' for an answer, and absolutely, fundamentally believes himself to be the voice of the Lothar people. While he presents himself exceptionally well in public, and is well respected by the vast majority of those around him, it is acknowledged by those in court that he is a man of fleeting interests and great anger. He has passed through three life-bonds (marriages) in the course of this incarnation alone, where life-bonds are supposed to be considered holy unions that last multiple lifetimes.

Furthermore, quite controversially with the racial minorities of Gauthrel, Riordan firmly believes that Lothar are the true inheritors of the lands and that they must always maintain racial hegemony. He even seeks to expand this hegemonic dominion elsewhere, to Argos and other cities near the Lothar territories, believing fully that if his people wanted to... they could rule the world from east to west.

Demavend

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Name: Demavend Norendel

Race: Biqaj
Birthday/Age: 39
Title: Kriger Roksgard (Path Representative)
Skills: Business Management - Legendary
Construction - Master
Pottery - Master
Carpentry - Master
Ship Building - Expert
Leadership - Expert
Discipline - Expert
Fishing - Competent
Navigation - Competent

Details: Demavend Norendel, also known as "Dem the Builder", is the first non-Lothar to ever sit on the Roksgard council. His family migrated to the city when he was three years old, seeking opportunity in the growing city. While his father and mother never found this opportunity, slaving in the fields day and night to make ends meat, Demavend - who had been left a home and a foundation by his parents - utilized this gift to pursue a great dream: to make Uthaldria far better than it was. As a result of his exceptional talent, since then, the city has grown massively... and continues to grow at a similar rate.

Known as the wealthiest man in Gauthrel, Demavend has - in his life - greatly increased the wealth and industry of the city of Uthaldria. It is by his excellence as a businessman and craftsman that the walls around the city have risen as high as they have, and that the trade and industry within the interior is as large as it is. Furthermore, he has also begun embarking on a profitable new industry for the city: naval transportation and nautical trade routes. Building harbors, lumber mills and docks along the rivers within the borders of Stahlmark, he has begun to expand the method of transportation and trading between Uthaldria and its surrounding cities.

Demavend is also, however, famously known for his rivalry with Riordan... who does not even believe Demavend should be on the council, for the fact that he is not a Lothar. Their conflict has run for the past ten arcs, and at one point (in Arc 712) it nearly caused a civil conflict within the city, when Riordan blocked Demavend from building a new business for the reason that he was not offering the majority of the positions to native Lothar.

As a final note, Demavend is the life-mate of Lucien, the Wilder Roksgard.

Asgorn

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Name: Asgorn Velen

Race: Lotharro
Birthday/Age: 48
Title: Bonde Roksgard (Path Representative)
Skills: Agriculture - Legendary
Animal Husbandry - Master
Animal Training - Master
Baking - Master
Strength - Master
Unarmed Combat: Wrestling - Expert
Basket Weaving - Expert
Storytelling - Expert
Singing - Expert

Details: Asgorn, prominently called "Old Asgorn", is... something of a celebrity within Uthaldria, known for not only his excellence and talent within his Path, but for his boisterousness and ability to make virtually any outing one worth remembering... for all of one's lifetimes. He is a very public figure, one who can be seen telling stories on the streets of Uthaldria late into the night. One who invites whole crowds with him to whichever tavern or inn he visits, causing either a night of laughter or wild bar fights.

How he arrived at his position was not by his humor and excellent personality, however... but rather by a series of inventions that utterly revolutionized Uthaldrian farming, making the Lothar civilization (as a whole) entirely sustainable by means of agriculture rather than primarily monster hunting. He has beneath him several inventions, though the largest is the polder, which has allowed for the people of Uthaldria to farm and utilize the lands west of the city nearly as much as the east, as the westlands are typically renowned for their flooded stretches of territory and wetlands.

Leaving the Bonde a great legacy to follow after and expand upon, Asgorn requested (rather than being invited) to join the Roksgard after the death of the former Bonde representative. He did so for the sake of ensuring significant government funds were given to the agriculture industry, and since then has ensured a bountiful harvest for many of the cities of his people.

Thoromir

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Name: Thoromir "Thor" Altmark

Race: Lotharro
Birthday/Age: 36
Title: Jeger Roksgard (Path Representative)
Skills: Axes: Broad Axe - Legendary
Hunting - Master
Running - Master
Endurance - Master
Strength - Master
Fieldcraft - Master
Ranged Combat: Shortbow - Expert
Trap Making - Expert
Resistance - Expert
Honing - Expert

Details: Thoromir, usually called "Thor", is the Jeger representative of the Roksgard. He is the newest member of the Roksgard, with no history involving them in his past lives. In this way, he is entirely new to the political climate, and as a result has given himself quite a reputation as being the least... politically apt of the Roksgard. While he understands the hunt better than almost anyone, and has proven that his directives for the Jeger are ultimately to the benefit of the Path, Thor's expertise in politics and reputation are among the worst.

His public reputation is quite sour, and he is generally seen as being a drunken, raving madman. He spends nearly as much time on the job as in the Rigid Rooster, and apparently has around ninety bastards. This isn't to mention his blatant sexual harassment of other Jegers and even members of the Roksgard, who generally stand at least a few meters from the man if they have the ability to do so. Riordan famously almost killed Thor during a Roksgard hearing, where the man stumbled drunkenly to the event and demanded it be ended with a hunt. His chest seared by flames at the hands of Riordan, the man was placed into the care of the nearest hospital, and since then he has made much fewer public appearances.

Regardless of his bad behavior, Thoromir is one of the greatest hunters in Idalos, and is marked thrice by Karem as evidence of that fact. In truth, he can almost be characterized as being more beast than man, which would probably explain why he's often found naked out in the woods...

Lucien

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Name: Lucien Lordaeron

Race: Lotharro
Birthday/Age: 42
Title: Wilder Roksgard (Alsingarde Commander), Spymaster of Clan Stahlmark
Skills: Intelligence - Legendary
Negotiation - Master
Stealth - Master
Tactics - Master
Blade: Dagger - Master
Becoming - Master
Poisons - Expert
Politics - Expert
Persuasion - Expert
Deception - Expert
Leadership - Expert

Details: Lucien, born outside of Uthaldria and raised by his human mother, is the only Bred Lothar on the Roksgard. He is a man of great secrecy and is surrounded by conspiracies, especially relating to his membership of the prominent cult named "The Wild". There is little known of his public life, save that he is the life-mate of Demavend, who was thereafter invited onto the Roksgard at the behest of Lucien.

Typically, Lucien is rarely seen within the Roksgard chambers or the city, and does not often speak during council meetings save for when the present topic effects civil unrest or national intelligence. He does not reveal his schemes to other members of the council, and is instead merely given free reign to do whatever he wants in the city, expected to cover his tracks and ensure the council gets their way. In the field of intelligence, Lucien is excellent at his job... and his excellence reaches out further; he is the face of Uthaldrian foreign policy, sitting as the ambassador to many other cities and negotiating trade deals and things of interest for his people.

Recently, Lucien has been focusing his efforts on the city of Argos, attempting to increase civil disorder and fabricate claims of legitimacy so that the Clans of Gauthrel may finally conquer or vassalize the independent realm.

Military
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Because Uthaldria is planted directly in the middle of one of the most hostile regions known to Idalos, the military of Uthaldria is not typically seen as equipped for dealing with human threats and the armies of other cities. The city's walls are some of the strongest found in the world, designed specifically to prevent attack from creatures several times stronger and more dangerous than humans, and the various traps and other designs prepared across the Fields, intended to take down monsters that breach the outer perimeter of the city, can swallow up to twenty men at a time at a moment's notice. While it has never happened yet, if Uthaldria comes under siege from hostile threats from another city, they need only close their doors and wait for the opposing forces to be whittled away and wiped out by the monsters of the Fields of Gauthrel.

Regardless, Uthaldria still has a standing military force, equipped to deal with the threat of invading monsters. The majority of this force is made of Kriger, or in extreme cases and emergencies, Alsingarde (who can conscript anyone). Foot-soldiers are primarily taught in wielding larger and heavier two-handed weapons, since against the larger monsters of the fields, shields are mostly ineffective, as well as ranged weapons like long-bows. Soldiers mounted on the backs of domesticated monsters are taught in a combination of various ranged weapons and siege weapons.

A smaller but no less vital portion of Uthaldria's military is a large number of Jeger proficient in scouting, tracking and trap-making. While many of the Jeger at large regularly hunt down the various monsters of the fields, it is also the responsibility of the Jeger to set traps around the city, and prioritize hunting down any monsters who stray too close to the city, or are considered a threat. The Kriger are the bulk of the defensive force - however, it is more often the Jeger that disarm most threats before they even reach the city's surrounding regions.

Combining the Kriger and Jeger creates a two-pronged defense that, over decades of trial, error and refinement, has risen to a nigh-impenetrable state in the eyes of many other cities. However, even this constantly faces imminent destruction in the Fields of Gauthrel. Truly, there is no greater test for any civilization's resolve.

Laws
Unusually, the law of Uthaldria is something that is not just willingly enforced by the Defenders, but by nearly every citizen in the city. Because of the naturally cohesive instinct that every Lothar contains to protect their city, those that threaten the laws bound to it therefore threaten the city itself; wrong-doers are swiftly brought into public shame, but it is only the Roksgard that can act as judge, jury, and occasionally executioner. Of course, the law is naturally biased in favour of the Lothar, followed by members of the Paths, with outsiders finding very little mercy.

Murder
An outsider, someone of non-Lothar birth and/or non-Uthaldria birth who has not joined a Path or otherwise proven their worth amongst the city, murdering a Lothar will be met with immediate death themselves without question. A Lothar that murders an outsider will take much more deliberation; if unprovoked, this could result in execution, while other scenarios will net more lenient sentences relative to the case.

Theft
Taken very seriously, those that commit theft will be ordered to return all items, with extra as compensation. Additional punishments may include a form of shunning, confining the individual to their home, or other punishments of a much more personal nature, often chosen with the help of the victim. Non-Lothar will find much harsher treatment than most, especially new visitors to the city.

Incest
Something surprisingly unique to Uthaldria, romantic and intimate relationships between members of the same family has risen above just socially abhorrent and has become a legitimate crime worthy of extensive punishment, ranging from forced separation to complete exile from the city. It is unknown since the creation of this law how much of it is regularly enforced compared to the other laws of the city, since some continue to argue that it is not a danger to the city’s way of life, at least, in their eyes. Unlike many of the other laws, it is the Lothar who see the worst forms of punishment for breaking this law. Non-Lothar are considered 'less important' in these matters, since they do not make the bulk of the city's population.

Assault
In a city filled with such passionate citizens, violence is not uncommon and in times of celebration often overlooked. However, extreme cases are still chastised and the victims are compensated with fines placed on the attackers. Many are not stupid enough to attempt to assault a Lothar - in many cases this can be seen as a sign of disrespect and cause multiple Lothar from the surrounding area to immediately come to the victim's aid. If an assaulter survives this, they can expect hefty fines on top of capital punishment enacted by the victim.

Rape
Seen as a horrible crime to all involved, the punishments that befall those who commit this act are always severe, often combining heavy fines with community service and an extensive range of other punishments dependent on the severity of the crime. However, if the victim is a Lotharro, or is life-bonded to a Lotharro, the rules change. The Lotharro is allowed to challenge the rapist to combat. If the Lotharro wins this combat, they are allowed to take vengeance and execute the rapist - a judgement fit to satisfy the passionate vengeance that the victim's life-bonded will feel. If the Lotharro loses, then the rapist is still chastised, but they are given more leniency. This rule was enacted out of necessity in the early arcs of Uthaldria - since even after punishment was finished, the victim or victim's life-bonded partner would personally hunt down and execute the rapist regardless.

Destruction of Property
An important subject given the limited resources, anyone found responsible for the destruction of property, including personal possessions, houses, animals or the like, will face hefty fines to pay for their crimes, anywhere in excess of 200gn and larger depending on the cost of the damages caused, and be forced to attend community service to help the Defenders in any repairs. The Lotharro are very strict on this rule. In Uthaldria, everyone must work together as a community. If anyone threatens to damage that community, they are either set straight, or they are removed altogether. Non-Lothar will find the true meaning of this rule - repeat offenders can find themselves removed from the city entirely and sent on their way to find another, more tolerant city.

Misuse of Magic
In non-Lothar, this will always mean death. While magic is tolerated, in some cases accepted and even praised in the cases of Becoming and Graft, Western Idalos has a vivid history of producing some of the worst mages known to any city. If a mage is found using their magic in a way that is detrimental to the city, its inhabitants or its way of life, the Lothar will spare no mercy in their immediate judgement and execution. For Lothar that improperly use magic, there may be some leniency dependent on the discipline of magic used and the conditions that it was used in - a decision ultimately made by the Roksgard. At the very least, improper usage by a Lothar can result in a strict fine, a heavy-handed warning and either extreme limitations on their ability to use magic in the city, or a complete ban.

Slavery
Slavery is absolutely forbidden and is severely looked down upon, due to the Lothar's ironclad sense of personal freedom and individuality. Anyone found in possession of a slave will face a hefty fine of anywhere up to 500gn depending on the amount of slaves currently held and their condition, they will have all slaves removed from their possession and they will be subjected to various punishments chosen on an individual basis to best represent the same demeaning tasks that their slave would have to perform. Sentences vary, but rarely does punishment end even after slave-owners have completed their tasks. A known slave-owner is often immediately shunned by the community at large and never stay in the city for long after they are released - and that is just for those who enslave non-Lotharro.

The only exception - and this is often seen as a bureaucratic weakness by the Lothar of Uthaldria - is for those of clan Nordhoff (a slave owning oligarchy) bringing their slaves into the city. This is to maintain political and military peace between clan Nordhoff and clan Stahlmark.

Crimes & Punishments
Although it is the moral obligation of all citizens to uphold the law and penalize those who do not adhere to it, it is the firm role of the Defenders to maintain the peace both outside the city and within it. For the common, day-to-day problems, the Defenders act freely, enacting the law where they see fit. Overuse of their power can result in immediate demotions and potential removal from the Path as a whole - a punishment that is normally enough to keep many Lothar from straying far from their role, but which causes many Lothar to question the authority of non-Lothar Defenders.

The Defenders hold the ability to place fines, personal sanctions, restrictions such as banning from certain drugs or alcohol, force community service and in rare cases apply capital punishment. These abilities are layered out between the various ranks of the Defenders, depending on their purpose, and once a Defender places these restrictions on a person, it is that Defender's duty to enforce them. However, for more severe punishments, such as exile or execution, the accused must be brought before the Roksgard, who will reach a consensus during a short two-day trial and, in terms of executions, enact the punishment personally from one of their ranks.
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[Uthaldria] City Lore

Race Relations
Aukari: (-10 Fame)
Though not specifically shunned, the Aukari are looked upon with suspicion. Their propensity to spontaneously combust is seen as detrimental to the society as a whole, and thus they are watched carefully. However, those that can control their conflagration and contribute to the city are treated fairly and equally.

Avriel: (-10 Fame)
Individually, Uthaldrians have no problem with the Avriel. However, with the bird-people’s natural haughtiness and general superiority complex, they have found that many don’t make for contributions to the city. There are some cases that are the exception, but for the most part, Uthaldrians seem to shy away from the Avriel.

Biqaj: (+10 Fame)
The Lotharro admire the laid-back nature of the Biqaj, and their dedication to the sea crafts. They are one of the largest minorities in Uthaldria, and in general the Biqaj are treated very well, often asked to tell tales of their exploits on the open oceans and generally regarded as curiosities best explored. Biqaj are one of the most frequently pursued foreign races by Lothar, romantically and sexually.

Eídisi: (-10 Fame)
The few Eidisi the Uthaldrians have met have left a poor taste in their mouths. Because they are so studious and cold, the Eidisi are found boring and are often ignored within the city. The Lotharro view them as unpassionate, even though they are voracious in their thirst for knowledge.

Ellune: (+10 Fame)
Surprisingly, the Lotharro appreciate the Ellune very much. Because the Ellune also share a strong community work ethic, the Lothar find them as a sort of kindred spirit and often enjoy having them in the city. Additionally, the Lothar understand the photographic memory of the Ellune.

Humans: (+10 Fame)
Another large majority in the city, the Humans are accepted on an individual basis. Because they vary wildly, the Humans are evaluated based on their contribution to the city, and then are judged whether they can become a permanent resident or not.

Hyludin:
To Be Updated


Ithecal: (+10 Fame)
Uthaldria appreciates the militaristic lifestyle of the Ithecal, and often welcome them into the Kriger and Jeger factions in the city. An Ithecal can earn as much honor as any non-Lothar, and are typically expected to rise as far as they can.

Mer: (-10 Fame)
There is no large body of water near the city, so Mer are very seldomly in the city, and only rarely seen in the rivers that run through the region. Those that are in the city are typically looked upon suspiciously, and due to their generally unattractive appearances (by Lotharro standards) they are the butt of many jokes.

Mixed Race: (+10 Fame)
Because the city has opened its gates to many different races, Mixed Race is a quickly growing demographic in the city. They are typically viewed as either or both of their parent races.

Naerikk: (-10 Fame)
Very few Naerikk care to come to Uthaldria, so the city has formed an impersonal opinion of them. Due to the race's hatred and subjugation of men in general, the Lotharro will often mock the pomposity of Naer, who are in all ways their ideological opposites. Because the Lothar and Naer can’t breed, they are very seldomly seen in the city and are instead typically only met out in the world.

Qi'ora: (+10 Fame)
Prized for their craftsmanship, the Qi’ora are usually honored in the city for their ability to create weapons and armor for the Kriger. Additionally, the best glassblowers that the Uthaldrians boast are often Qi’ora, and their wares usually go for the most nels in the city. The Lothar love the beautiful elegance of glass art, and a lot of the city is decorated in it.

Sev'ryn: (+10 Fame)
The Sev’ryn’s love and passion to find their spirit animal is something the Uthaldrians admire. Because they are focused on breeding and raising animals, the Uthaldrians often find familiars to be special and mystical.

Tunäwä: (-10 Fame)
Generally, the Tunawa aren't welcome to any notable degree. At best, they see their relative skill in producing antidotes, and a few are asked to stay in the city to provide antidotes to the many toxins from the creatures in the Fields of Gauthrel. However, most Lothar don’t believe the Tunawa can contribute much further, so they have little use for them. Combine this with the fact that anyone - including able bodied races - can produce poisons and antidotes, and you have the general consensus on Tunawa by Lothar: they're useless.

Wisps: (-10 Fame)
To Be Updated


Yludih: (-10 Fame)
SInce it opened its gates, Uthaldria has been torn on the issue of Yludih. Many Lothar don’t trust them, and since they are able to change their form, they are regarded as sneaky and devious. However, that isn’t to say that the Yludih is treated badly, just with suspicion. Quite a few of the Lothar see them as useful spies and assassins, though only if approached by the Yludih about such things.

Domain Magic
Overall, with only a few exceptions, the Lotharro have a very liberal view on the use of magic, which they take from Thetros. They see that magic can be used for good or evil, depending almost entirely on the user. Some of the more dangerous magics are even appreciated, since they can help defend the city against the greater threats to the city.

However, the Lotharro are still very suspicious when it comes to accepting mages that are not Lotharro, or from other cities. Any mage who uses their powers to damage society, hurt citizens or otherwise disrupt the natural order of the city will find opinions towards any mage, good or bad, souring quickly. The thought of being hunted down through the monster-infested fields by angry Lotharro has been enough, so far, to deter most magic-users from turning on the city's lenience. Mages are also discouraged from attempting to disguise their status or hide their magical ability, as this often brings the assumption that they intend to use their powers for harm.
Alchemy : Accepted openly and eagerly, there are quite a few Alchemists dotted around Uthaldria, either full-time practitioners or simple hobbyists who advance their various other crafts with its use. Many Lotharro are hesitant to even refer to Alchemy as a type of magic, or an affiliation with it.
Ensorcelling : Looked upon rather indifferently, given the fact that its abilities are mostly centred around magical function, Ensorcelling is a rare and niche practice. Since it doesn't hold any inherent danger to those around, Lotharro are rather neutral when pushed on their feelings for it, and Ensorcellers will find it much more taxing than Alchemists to turn their practice into a full-time profession.
Aberration : A somewhat-sensitive subject, Abberation mages are watched intently given the inherently harmful nature of the magic they perform. However, they are tolerated reasonably, given their strength in the Fields of Gauthrel, and their ability to control the fields with their Conjunctions. However, one can expect known Abberation mages to be monitored closely for their stay, and constant pressure to join the Defenders and put their talents to good use.
Abrogation : Rarely seen and often unappreciated, Abrogation is often simply mistaken for Sovereign. Although users of this discipline are still scrutinized thoroughly, they are often overlooked and undervalued, except for in the higher levels, where their potency is more noticeable to non-mages. They can still expect pressure to join the Defenders, though not to the same extent as mages of other disciplines.
Attunement : Another rather unappreciated magic, many simply don't see the benefits and treat Attunement as an indulgence over a regular form of magic. Occasionally there are calls for more restrictions to be placed on it, as some believe Attunement users breach other people's privacy, but since there is no true way to know when an Attunement mage is even using their magic, it's often dismissed. Mages of this discipline are often treated little worse than any other member of society - and little better.
Becoming : Becoming is not just one of the most common forms of magic in the city, but it is also undoubtably the most profitable. Many Becomers from far and wide flock to Uthaldria to create totems from the beasts slain in the fields, and the Lotharro are more than happy to craft and provide these totems. Given their natural affinity for the city and the Fields, it is not uncommon for Lotharro to take up Becoming for one reason or another, and those that to are rarely seen as any different from a regular member of society, as long as they adhere to the laws. Even outsider Becomers can expect no more than the occasional scrutiny, and are allowed to practice their magic openly.
Defiance : Given the comparative lack of dangerous or insane Defiance users over the course of its history, Defiance users are given a fair bit more respect than the 'darker' magics. Also, given that Defiance can be put to good use as a Breeder, Hunter or Defender, the Lotharro have grown fairly tolerant to these mages, more so than most other magics. Lotharro Defiance users can expect to even be treated with a fair level of respect, as long as they adhere to the law.
Dustforge : Not much is known about this discipline, and so the Lotharro keep a keen eye on any known users, however what little they have seen has brought the beginnings of acceptance to the city. Some have even begun to assume that Dustforge is simply another breed of Alchemy. Open Dustforge users can expect a lot of curiosity and intrigue wherever they go.
Empathy : Known users of this magic are hated. Lotharro see this magic as circumventing their will and freedom, and so even those who use this discipline for the good of the city can expect very little tolerance, and in some cases, open discrimination for simply knowing of their existence. Even those who give users the benefit of the doubt are thought to be manipulated by the Empathy users that they protect.
Graft : Of all magics, Graft is perhaps seen as the most valuable of all. Given the frequency of injuries sustained in the Fields of Gauthrel, many Lothar owe their lives and their limbs to dedicated Grafters, and some will even choose to take on the limbs of the monsters of the fields, enhancing their abilities across defending, hunting and even breeding. Grafters who worked hard and build a reputation for themselves can find themselves greatly appreciated in the city.
Hone : A magic that enhances the body is one that many Lotharro crave - although there are many who look down on the field due to its taxing and sometimes devastating effects on the body. Overall, however, it is seen as a fairly tame magic. Users are accepted, and are actively encouraged to join the Defenders or the Hunters, although the Breeders are begrudgingly accepted as well.
Mirage : Another manipulative magic, anyone who practices Mirage is strictly prohibited from use on sentient creatures, and any known users are openly discriminated against, feared and hated. Mirage is seen to have very little use in the world barring manipulating and lying to others. While Mirage users are not strictly banned, the amount of known Mirage users in the city at any one time never rises above the single digits, and even those do not last for long.
Necromancy : Necromancers are strictly prohibited from performing on any sentient corpse. The use of Necromancy on the monsters of the Fields of Gauthrel and other animals is allowed, but still frowned upon severely. Although not enforced by law, it is mandatory for any known Necromancer to join the Defenders, both so that they can put their thralls to use for the good of the city, and so they can be monitored closely by all nearby Lotharro. Even the rumour of misuse is sometimes enough for a Necromancer to be executed.
Pact : A curious thing, Pact is only partially known, and yet there are still very mixed feelings on its practice. Mostly because many Lothar still do not understand what Pact is and how it supposedly works. However, since it does not provide any immediately noticeable effects to the world at large, and does not seem to play any useful roles for the city, many dismiss this magic as rather useless and treat Pact users as regular members of society.
Rupturing : Despite the supposed lack of danger at large that this magic can produce, many are still suspicious, believing that it is far too easy for a Rupturer to take advantage of the city at large with the power to walk through walls and steal belongings. Rupturers are watched skeptically and can expect many Lotharro to ask for receipts for everything they've bought, as well as credible eyewitnesses to prove where they are at all times.
Schism : An unknown magic that has never really been seen inside the city, many Lotharro are yet to have made their mind on Schism, and so treat it cautiously. However, there is also an air of curiosity to these new magics, and as such, known Schism users can expect to be asked about it in the street, and their value will be determined on how they contribute to the city.
Sovereign : A known powerful magic, outsider mages who join the Hunters or Defenders and put their discipline to good use can quickly find acceptance and even appreciation. Of course they are still subject to the same restrictions as other mages, and will be swiftly punished for using it for personal gain or to disrupt the laws of the city. However, a 'good' mage is treated the same as any other ordinary citizen.
Transmutation : Nobody is quite sure what this is at first glance, and it is only very few, often magic users themselves, who can recognize it at all in Uthaldria. Since the city has only opened itself to the public in the past hundred arcs, many Lothar are still coming to grips with the outside world and all of the things, including magic, that they have missed out on. Therefore, being an unknown entity, those who use this magic can find it rather easy to slip under the radar, but if they are found practicing this unknown magic, they can expect a lot of questions...
Slavery
Because they value individual freedom, the Lothar are expressly against slavery. They believe that those who produce should be glorified, not subjugated. They also believe that the results are better when they are produced by individuals encouraged to express their passions.

For this reason, the Lothar have taken a rather radical stance on the idea of slavery as a whole. Slaves are not allowed inside the city, and owners living within the city will be suitably punished with seasons of community service and other demeaning tasks, as well as social punishment in the form of shunning or confinement similar to theft, as slavery is a form of stealing freedoms. The slaves in question will be freed, given names, clothes, shelters and an opportunity to prove themselves in the city. Those that are able to rise to this opportunity will quickly find acceptance just as easily as any other member of the community.

This means that any slave, upon entering Uthaldria, will have their ownership rescinded. According to Uthaldria law, they will be entitled to the same treatment and respect as an ordinary free citizen, and will also be provided with:
  • One set of clothing (Adaptable as per race, though for humanoid races, this will include a coat or cloak, shirt or blouse, pants or skirt, undergarments, and a pair of boots. All clothing is standard quality.)
  • One set of Weather Gear (Adaptable per race, per climate. Ranges from a second set of clothes listed above or it can include thick coat or cloak, thick pants, undergarments, and a pair of boots. All clothing is standard quality.)
  • One tent (sized to accommodate two people or one person and their possessions.)
  • One riding horse
  • One horse-pulled wagon (two feet wide, three feet long, two feet deep)
  • 100 feet of rope
  • One tinderbox
  • A set of six torches
  • One Lantern
  • One bedroll
  • A compass
  • A fishing net or fishing pole with a set of thirty hooks.
  • A blanket
  • Four rucksacks
  • A knife
  • One waterskin
  • One set of toiletries
  • Two rags.
  • 25gn.
They may also optionally choose between a hunting companion, i.e., a dog or similar creature worth no more than 30gn, a set of trapping equipment, or a hunter's pack which includes a shortbow and 12 arrows.

The freed slave will then have the opportunity to take up residence inside Uthaldria, take up a job and begin work as a free person. The freed slave will also have the opportunity to leave the city, but they should note that the laws of Uthaldria may not apply to other cities, and therefore returning to their city of origin may result in immediate re-enslavement.

Lotharro, given their ironclad passion and values for freedom, would never allow themselves to be enslaved in the same way as those of another race would. Many Lotharro enslaved in the past have driven their owners to executing them because of the frequent escape attempts and stubborn refusal to commit to any task. Therefore, the most common way to enslave a Lotharro is through either Mirage or Empathy. Given the tainted views that the Lotharro already hold against these two disciplines, any mage found attempting to enslave, or in the possession of an enslaved Lotharro, will find themselves executed without question or pause. Enslaved Lotharro, upon arrival at Uthaldria, are entitled to the same package as any other slave of any other race, however they will naturally find more employment opportunities.
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[Uthaldria] City Lore

Clans
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Lotharro, for the vast majority of their history, have been divided into clans. These clans are generally unrelated to a Lotharro's Path entirely, and are instead an indicator of interpersonal relationships and bonds of trust that last through generations. Even if a Lotharro is no longer within the same Path as their brothers in arms, some of them may have garnered relationships through generations that are maintained by the Lotharro's place in their mutual clan.

Typically, clans throughout Lothar history were notably small, but with the formation of new settlements across the Fields of Gauthrel, many clans have merged with others and in place of merely an interpersonal community of friendships and bonds of Likryjr, clans are now more closely associated with the "homeland", upbringing and ideology of a particular Lothar.

As such, the Lotharen clans are comparable to tribes or even nationalities. Considering Uthaldria does not rule over the majority of its surrounding settlements, independent jalla (or "free territories") have unified under massive clans to ensure their independence from other Lothar, particularly the ruling clan of Uthaldria (the Stahlmark).

While clans generally do not engage in open hostilities with one another, and rather compete in more creative ways, there is an acknowledgment in the Fields of Gauthrel of clan independence and freedom from the imposed laws of other Lothar, and all foreigners alike, for that matter.

Clan Membership
Most Lothar are members of a particular clan, though their connection to these clans varies, as well as their position in these clans. Many Lothar may as well be considered members in name only, often disconnected from their tribal homeland and not fully dedicated to their inherent community. Most Lothar, really, only bear their clan as a method of displaying where they're from. Some, however, can rise through the hierarchy of their clan and find their significance. Clans tend to be associated with large military, religious and political institutions, and so ordinance within a clan is always beneficial to an ambitious Lothar.

Rules of Clan Membership:
1. Bred Lothar join the clan of their biological father.
2. If forming a life bond with a Lothar (marrying them), a non-Lothar may join the clan as an honorary member. Additionally, if the life-bond is between two Lothar, one must choose to join the clan of the other if they are not in the same clan already.
3. Non-Lothar (married to a Lothar) cannot lead a clan, but they may - rarely - hold high political or military positions. The sole exception is with Thetros' blessing.
4. One may not simply switch their clan without marrying into one - to do so requires a trial of blood with their former clan, a harrowing meant to test their conviction to their new allegiance. This will usually involve being pitted against several powerful monsters, and as such, few ever attempt it.
5. While all Lothar are brothers, not all of them are friends. Some clans have very negative relations with their peers, and a Lothar should acknowledge this. Know your history.

OOC Rules:
1. New Lothar PCs don't need to join a clan. This is optional.
2. Major Clans are open to be joined upon creation, though it is recommended that one does not join the Stahlmark without a well-established history with them prepared. It's a clan of a very few, usually of historical warriors and figures from the Lothar's history, as well as Roksgard and their family. Uthaldria itself is a melting pot of many of the major clans of surrounding settlements, though the people of Uthaldria acknowledge the Stahlmark as the leading Clan of the area, regardless of their own affiliation.
3. If one wishes to switch their clan, PM Incubus or Jade - you can self moderate it with the permission of an Uthaldrian moderator.
4. Clans are not professions, but rather extended communities (akin to families) of Lothar. Please PM a moderator of Uthaldria if you wish to have lodging in your Clan Home/Compound. Generally, only the more dedicated Lothar (to their clan) may receive this benefit.
5. Clan leaders, if NPCs, must be moderated, unless the player has progressed greatly within the clan, or is married to the clan leader (which requires approval and a plot).

MAJOR CLANS


The Stahlmark
While the Stahlmark do not rule all of the Lotharen settlements of Gauthrel, they do claim dominion over all of the surrounding towns of Uthaldria, as well as the city itself. This clan, blessed by Thetros to rule the heartland of the Lotharen people, is one of a sacred significance. Their leader is Riordan Aelothar, the reincarnation of Alfwulfr Aelothar, the man who united the Lotharen and ultimately reconquered Uthaldria from the hordes of creatures that occupied the large settlement.

Since the reconquest of the city by Alfwulfr, the Stahlmark have been the leading clan of Uthaldria, and they have - by the other clans of Gauthrel - been acknowledged as the inheritors to the Lotharen people. There is a strong respect among all Lothar for the men of Stahlmark, and some historians classify them as being akin to a sort of royal and symbolic family to the people of the region.

As a result of Stahlmark dominion over Uthaldria, all Roksgard are expected to join the clan, regardless of their race or sex. It is in this way that the clan maintains ownership of the city, though the members of the Roksgard are not strongly pressured or obligated to maintain Stahlmark interests; their affiliation is mostly symbolic.

Riordan Aelothar
A member of the Roksgard, and former Leader of the Path of the Defenders, Riordan Aelothar is undoubtedly the most important man in Uthaldria. In many ways, he is considered to be the most outstanding member of the Roksgard, and is considered to be the leader of the city. In fact, due to his status as a Reborn Lothar, Riordan has led Uthaldria across his lives for nearly two hundred arcs. He is marked thrice by Thetros, and is seen as a holy figure by many in the city and region.

However, there are many haunting rumors circulating around him, especially of late -- that in truth, he is a man with no moral compass, and for all his reverence among his kind he has grown to hold little regard for lesser men.

The Valendale
The Valendale rule in territories directly westwards of Uthaldria and its surrounding area. Living in heavy marsh and surrounded by the monsters of the Bog, they're renowned to be the greatest hunters of Gauthrel, even among their own kind. With the Westvale Bog presenting itself as the most dangerous region in Western Idalos, the Valendale are incapable of forming many permanent settlements. Instead, they stay true to the nomadic origins of their people, and pillage and scour the makeshift habitats of the semi-intelligent creatures of the Vale.

They're typically seen as brutish and unintelligent, even by Lothar. As a result of their difficult way of life, they have few artistic traditions. In fact, they have little industry at all; many of them scarcely even wear clothing, as life - to the Valendale - is about the bare necessities of survival. In a way, they can be seen as barbarians as a result.

The Mac Teagan
The Mac Teagan, associated typically with pomposity, are a developing people southeast of Uthaldria (near Argos). They are one of the few nomadic tribes of Lothar to settle almost entirely out of the Fields of Gauthrel, living in safety and prosperity on the east bank of the river separating central West Idalos from the dangers of the Far West. The tribe is known for their art, song and fine crafts, such as exquisite garments and fanciful weaponry. They're known only as the "pretty boys" of Gauthrel, and not a single clan of Lothar can hear the name "Mac Teagan" without cracking a joke.

Regardless of their humorous reputation, the Mac Teagan are a wealthy and populous clan, and have on several occasions threatened the residents of Argos with a war of conquest. Regardless of their relatively safe position in the far east of Gauthrel, they are Lothar nonetheless, and they would remind any outsiders of the fact.

The Alfweyr
The Alfweyr, situated in the near-east region of Gauthrel (in relation to Uthaldria), are the most populous tribe of Lothar outside of Stahlmark. Considered to be the direct rivals to the power base in Uthaldria, the Alfweyr have operated with a similar system of government and in similar standards as their western brethren for hundreds of arcs. The capital of the Alfweyr clan, Faeron, is a township meant to rival that of Uthaldria - and it is growing rapidly.

The Alfweyr are considered to be the cultural and ideological brethren of the heartland Lotharen, and despite their rivalry, they are considered to be comrades.

The most notable difference in culture between Stahlmark and Alfweyr is the reverence the Alfweyr clan has for the magic of Becoming, as well as the influence of spirits and familiars. As they live in the grasslands of Gauthrel, the Alfweyr clan lives in direct proximity to the Spirit of the Plains, one of the most powerful spirits known to the Lothar. They, from their prosperity derived from this relationship, have always had a respect for spirits and the mystical.

The Nordhoff
The Nordhoff are, universally, the most disreputable clan of Gauthrel. It is not even just among their own people that they are loathed, but also by the people of Argos, Melrath, Ne'haer and the smaller settlements of the region of Western Idalos. Congregating along the coastline near the southern desert, the Nordhoff are unique in that they live in a tropical and bountiful climate. Rather than utilizing their land's natural wealth for the prosperity of their people, however, it is utilized almost entirely to promote the fighting condition of their army.

The Nordhoff has the only military of all of the clans specifically meant for engaging with and defeating other humanoid armies. Additionally, they are the only clan with a large standing navy, and they use their longships and galleys to raid and reave the coastal settlements surrounding them. Unlike the other clans, the Nordhoff do not outlaw slavery, but actually utilize it to an extreme: they are an oligarchy, with the majority of their population slaves or the descendants of them. While the other clans generally maintain cordiality with one another, the Nordhoff skirt along their boundaries consistently, and have on several occasions nearly provoked war with their surrounding clans.

The Free Tribes
The Free Tribes, situated in Northern Gauthrel, are a coalition of hundreds (if not thousands) of smaller Lothar clans. Most of these clans are nomadic and primitive, and many tend to engage in conflict with one another, with the ultimate goal of taking the reincarnated sons of their enemy tribes for their own ranks. When the Major Clans of the south seek to capture their territory, however, the Free Tribesmen never fail to form a fierce alliance to fend off any southern Lothar attempting to "civilize" their northern brothers.

Generally, this region is fairly sparsely populated, as they contend both with one another and the monsters around them. There are also nearly no non-Lothar in this area, meaning nearly all of them are Reborn rather than Bred. As such, their population remains fairly stagnant, and has for hundreds of arcs.

Clan Relations
Image


Clan Stahlmark

Nordhoff: Rivals/Enemies
Valendale: Neutral
Mac Teagan: Trade Partners
Alfweyr: Friends/Rivals

Clan Alfweyr

Nordhoff: Rivals/Enemies
Valendale: Neutral
Mac Teagan: Friends/Allies
Stahlmark: Friends/Rivals

Clan Valendale

Nordhoff: Upcoming Allies
Mac Teagan: Neutral
Alfweyr: Neutral
Stahlmark: Neutral

Clan Mac Teagan

Nordhoff: Neutral
Valendale: Neutral
Alfweyr: Friends/Allies
Stahlmark: Trade Partners

Clan Nordhoff

Valendale: Upcoming Allies
Mac Teagan: Neutral
Alfweyr: Enemies
Stahlmark: Enemies

Clan Slang and Adjectives
This section will detail what members of other clans, people, or cities, are called officially and popularly. This is simply for the sake of reducing confusion in the adjectives commonly used.

Lotharro
adjectives,
1. Lotharen (official)
2. Lothar (popular)
3. Loths (popular)

Uthaldria
adjectives,
1. Uthaldrian (official)
2. Uthaldorei (popular)
3. Thals (popular)

Stahlmark
adjectives,
1. Stahlmarker (official)
2. Stahlmarke (popular)
3. Stahls (popular)
4. Markes (popular)

Alfweyr
adjectives,
1. Alfweyn (official)
2. Alfs (popular)
3. Weyr (popular)

Mac Teagan
adjectives,
1. Mac Teah (official)
2. Teacups (popular)
3. Teagans (popular)

Valendale
adjectives,
1. Valendales (official)
2. Valens (popular)
3. Dales (popular)

Nordhoff
adjectives,
1. Nordhoffer (official)
2. Nords (popular)
3. Hoffs (popular)

Free Tribes
adjectives,
1. No official term
2. Freelanders (popular)
3. Free Folk (popular)
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