The Spearfolk – Some insight

While there is a wide variety of cultures among the people of the Northernmost of the Six Kingdoms, the Spearfolk are bound by several common traditions.

Each of the clans has a strong bond to a single animal or totemic spirit. Each clan wears some fetish or item that indicates their membership to that tribe. Whether it be some remnant of the animal itself or an image of that spirit, Spearfolk tribesmen are easily identifiable.

They have a very distinct respect for nature and the land. The bulk of Spearfolk society is agrarian and those tribes that do engage primarily in hunting are immensely responsible about what they take and what they give back. The idea of an indulgent feast amongst the Spearfolk is unheard of. The festivals of the Spearfolk are usually centered around craft, dance and music.

Universally, the clans all produce some sort of weapon that is spear or javelin like and anyone from this culture is certainly proficient in the use of those weapons. The particular type of weapon varies from clan to clan, based on tradition.

The current recognized Tenclans are as follows:

The Dog People (Dulgundi)  –  They wear wolfskins or other skins that make them appear dog like, revere the oldest males of the tribe and never hunt alone. They are probably the largest clan and inhabit the Hills of Howling.
Saying: Dogs run without tiring.

The Otter People (Rhetundi)  –  Fishermen of great reknown, they always wear brown, are excellent swimmers and are universally clever. They reside primarily along the river and their main village is centered in Road’s End.
Saying: Two hands catch many fish.

The Owl People  (Hulundi) –  This clan lives almost exclusively on the plentiful hares that overrun the area of hills known as Little Teeth. They are reserved, but fierce and are the least vocal of the three tribes allied with Glimring. Their village elders live in Owl’s Roost.
Saying: Do not cross an Owl.

The Seven-Hawks People (TathaKahundi) – Residing in a large fort known as Galespear, this clan are master falconers. Most of their magic is aligned to the wind and it’s force. They consider themselves the most free people of the clans.
Saying: The wind cries freedom.

The Timid Clans (Mimilundi) –  This clan is a collection of several other smaller clans (Fox – Fes, Mouse – Emi, Rabbit – Rebi & Squirrel – Sitka) which allied under Temba Fox of the Firey Hair. They are not well organized, but it’s said that the people of the Mimilundi are blessed with luck and can never be restrained. They live along the outer edges of the Tanglewood.
Saying: A [fox / mouse / rabbit / squirrel ] cannot be caught.

The Wolverine Folk (Wovundi) – Stoic and ferocious, the Wovundi pride themselves at being expert wrestlers. Their warriors are well muscled and tenacious. While they normally keep to themselves, Wovundi bodyguards are seen in many cross-clan caravans travelling across the Edelrend. The reside in the large village called Wolverwend in the Common tongue.
Saying: Stand your ground.

The Blind-Bear Clan (GaBrugundi) – Living far North of the primary lands and south of the Falsduran, this clan is a collection of wild men, half-orcs, hobgoblins and others who’ve been scorned by their own peoples. The Blind Bear clan elite are blinded by a bear’s claw and can strike fear into those that meet them. While they are members of the Tenclans, recent tensions have caused them to ignore the call to the Great Dance Under the Sky and other important cross-clan events.
Saying: A bear will find you.

The Snake People (Sessundi) – Thin and pale, this clan prides itself on its connection to it’s totem animal, with snakes in nearly every dwelling. They ritually split their tongues when they come of age and typically tattoo scales across their arms and backs as they grow in fame. Among them are an order of monks called the TwoFangs which are fast and deadly. They are centered around Bowfang. In addition to javelins, Sessundi are talented archers.
Saying: Strike swiftly your foes.

People of the Tall Deer (Daalundi) – Living all across the Tanglewood, this clan is probably the most peaceful of the Tenclans. Their philosophy is to actually run from conflict, but they are masters of the healing arts. Daalundi healers can be found in almost every settlement of the Spearfolk and are highly respected. The elders wear antlers according to their station.
Saying: So goes the heart of the forest.

The Boar Folk (Gogundi) – Proud and strong, these warriors wear the skins and tusks of Dire Boars, which they both protect and cull in the Tanglewood. They don’t interact much with other cultures but do have a strong trade culture with the rangers of ringthorn. Gogundi are known for not backing down and might be one of the bravest of the Tenclans.
Saying: A boar does not back down.

The Races of the Edelrend

On the whole, the Six Kingdoms are home to many varieties of Elves, Men and Dwarves (The Firstfolk). But other races are present in the there, as well as a variety of the Firstfolk and The Lands contain what are called The Manifolk.

HUMANS

Edelrend is home to the humans known as the Herassian. They are the descendants of men during the time of Herras, range from light to ruddy complexion, light eyes, & blonde to reddish hair. Many are freckled. There are two languages spoken by them: Heshi (aka Common) and Danseri (the oldest known human language).

In the Suthers are the Suthican, who tend to be more olive skinned with straight dark hair and are typically slightly taller than the Herrasians. They are round faced and and less pronounced noses. They speak a variant of Danseri known as Suthic.

The “Spearfolk” are actually descendants of a race called the Andu; ruddy skinned with medium to dark hair that’s typically curly or wavy. Their eye color is typically green or light brown and tend to have sharply featured faces with straight noses and some tribes ritually scar themselves. They speak a polyglottal tribal tongue called Anduk (which contains words from all the Folk), but each of the tribes has it’s own particular tribal language referred to by animal type in the Anduk language. (For instance the Wolf People are known as the Ulvundi — Ulv for wolf, Undi for folk — and they speak Ulvundik).

To the far South, in the lands beyond the Six, are the Tutanar, a dark skinned, lithe people who typically make their homes along the coasts and jungles there. They speak Tunari, but each tribe has its distinct dialectic differences so one can identify where they are from.

Other men that have been seen are the Vhotesh, a mysterious and tight lipped culture who live along the deserts and far Southwestern coasts. They tend to resemble the Spearfolk with darker skin and eyes. Some tribes of the Vhotesh are completely hairless.  They speak a very complex tongue known as Vhashti which some think descended from Draconic.

To the far North are the Falsduran. These people are quite large (6’5″ to 7’5″ tall), muscular and hirsute. Virtually all of them are white blonde or blonde. Their eyes are bright green, violet or blue. They speak an old tongue related to that of the giants called Skardend or a trade tongue easily learned outside the race called Falsdanic.

There is also a wandering race called the Adoh Dumarin. They are pale, dark haired and eye color varies. They are the gypsies of the Lands, but without the terrible reputation. The Adoh Dumarin speak a pidgin tongue called Dumarindi or their native language, Duum (a complex language of gestures and spoken word).

ELVES

While there are many varieties of elves in the Lands, those traditionally referred to as High Elves are the Aelfrena (inhabitants of the Aelfrenir), tall, lithe, light-skinned elves with white hair renowned for their beauty.

The Wood Elves known as the Eldena (elves of the Eldwyd) are smaller in stature, more agile and have a mix of blonde and brown hair with bright eyes.

There are also a group of elves in Tanglewood known as the Hurena (or Wild Ones). These elves tend to follow the ethnic mix of the Spearfolk and they traditionally keep to themselves.

There is another classification amongst the elves known as the Enadra (the Between), which is another way to say Elven-blooded. This is the classification for HALF-ELVES which are plentiful among the kingdoms.

DWARVES

The Deep Dwarves are called the Svaarden and are pale, light haired and stout. They have wide faces, large pale eyes and large teeth. They typically don’t interact with the other races but are not unpleasant when encountered.

Dwarves of the mountain and hills are called the Vaargind and are treated like the traditional Dwarves, but there are some regional differences.

Rarely, there are those unions between men and dwarves resulting in what is called the “Angvorn gu Daldred” (literally, “A sturdy arrangement”). The Angvorn carry over many of their human parent’s traits, though shorter and sturdier and are said to be great diplomats between the two races.

GNOMES

Where there are Vaargind, there are also the Gnomes (known in their own tongue as Filimilian). Early records mistook them for Dwarven children. But they are racially and culturally unique. Many Gnomish communities have been spotted in the outer reaches of the Lands, but most of them tend to stick to an area with Dwarves.

VERY rarely seen in the Kingdoms are the Deep Gnomes. While some act as spies for the various Dwarven Lords, they primarily keep to themselves under the earth.

HALFLINGS

The majority of Halflings in the Six Kingdoms are Lightfoots. However, there are a few, known as the Toughheels, who are consummate wanderers and are often found among the Adoh Dumarin.

Beyond the Kingdoms are found a number of other variants, the bulk of those being the Stouts. There are another small ethnically different group known as the Burrowbrows, living on the outer edges of the Six Kingdoms. They tend to be darker skinned and make their homes beneath the earth.  Some Burrowbrows can be found among the folk of Firdeng. They hold the belief that they descended from the first Peoples and tend to be much more proud than their cousins.

 GOLIATHS

While not often seen in the Kingdoms, the race of Goliaths (known in Falsduran as the Guland) are native to the mountains at the top of the world. Some of them travel as allies with the men of Falsduran and can be seen guarding caravans from the North. They are a proud race and suffer weakness lightly.

TIEFLINGS

Tieflings are found throughout the Six Kingdoms, but keep very close to cities. Glimring boasts a small community of them and the Suthers contains more than other places. Outside the Six Kingdoms they are misunderstood and hunted.

DRAGONBORN

These rarely glimpsed folk came from beyond the Ancestor Mountains and have only recently been seen, for fear of being mistaken for Dragonkin (which still happens). They tend to keep to themselves when not in the safe company of travelling companions.

Timekeeping

Edelrend’s calendar is fairly simple and straightforward. It consists of 12 months, each with 30 days divided into five different six day weeks. The typical (and most ancient way to refer to the date was to call the number of the day, month and season, then the year; for instance, “The 12th day of the fourth month, in the Season of Warming, in the year 632.”

As recently as the last 400 or so years humans have fallen into the habit of using a translation of the Elven calendar which has a name for each month in the year and they use an elder system of day naming, dating back to the first Court of Glimring.

Calendar months (beginning with what we would know as March) were previously referred to by the translation of their Elven name:

Newchant, Dewfall, Newgraze, Lightsong, Longsun, Windgasp, Fieldturn, Lastreap, Longwind, Darkeves, Icegale and Breakthaw.

However, currently among men, the months would be called by a shortened version:

Chant, Dew, Graze, Song, Sun, Breath, Work, Reap, Wind, Eves, Ice and Thaw.

The seasons are called Waking, Warming, Slowing, Freezing corresponding to Spring, Summer, Autumn and Winter.

And so too the six days are referred to as MansDay, ToolsDay, WhimsDay, ChoresDay, FieldsDay & SettlesDay. It is traditional for any feast or holy day NOT fall on WhimsDay, which is the day for one to follow one’s own pursuits.

The days refer to the cycle of man’s conquering the dragons: Mans is to commemorate the triumph of humanity over the dragons, Tools to honor the swords they used, Whims to commemorate Herras and the time he rested when the deed was done, Chores for the days of rebuilding, Fields for those that fed the masses and Settles to commemorate the cities and the calm they hold against the wild.

Those born at certain times of the year are supposedly prone to specific traits, but most think of this as pure superstition. But it serves a purpose much like astrologic symbols do in our world.

The Hamlet of Greenfield

Greenfield_annotated Greenfield is a quiet stop along the West River Road as one leaves Longbridge from the Market Gate. It boasts a population of seventy five souls (sans PCs), which includes the farms east and west along the road.

Greenfield’s is most noted for it’s peaceful and nearly communal lifestyle. Tacitly, the community is run by the senior Matron (Masir) of the Aerthasine temple there which tends a famous wellspring in the hamlet center (2). This well was presumably touched by Aerthas herself, and presumably holds very strong magic. The large 3-story inn (The Sleeping Horse) is famous for a locally brewed Dwarven ale and its ability to accommodate nearly anyone at any hour; it has a regular evening guard staff that watches for late night travelers. Its robust kitchen feeds many of the farmers in the surrounding area and can prepare meals for the road.

A large livery (11) is available to any resident free of charge, though few residents can afford to own a horse. There is a single carriage service available for reasonable charge to take those that can afford it back and forth to Longbridge. Anyone staying at the Sleeping Horse (9) and paying for a room can also use the livery.

A small shrine to Aerthas (1)  is available to any who wish to pray where the road splits heading southwest. Many well off travelers leave gifts there for those in need. At the opposite end, where the road rejoins (3), is a spot where sermons are delivered and public events are held. Occasionally, other lay-pastors hold congregation, but are usually ignored because the town is very centered on Aerthasian worship.

Also of note are  the very well stocked knife and weapons shop next to the inn (10), a small shop where honey and candles are sold (8) and a retired alchemist’s shop (4), where the occasional magic item can be found. (It’s owner, Gladrig the Alert – a shrewd elven shopkeep – is always in the market to buy items as well). The village also boasts a fairly robust outfitter (5) which stocks a variety of sundries and a butcher’s shop (6), where fresh meats are sold at the start of each week. Next door is the Greenfield Brewery (7), which now only produces honey-mead, a very popular drink with the travelers passing through.

The hamlet is relatively quiet and it’s likely at least one of the characters is from here or resides here on an ongoing basis. It is virtually crime free, primarily because one of the larger farms belongs to Denenn Ironblade, a former warrior, local hero and acting Guardian under the Sherrif of Longbridge. The hamlet business is run by a council of the eldest farmer, the appointed Guardian and the Masir. Most recently, the eldest farmer (a halfling known as Barma Buckslayer) has fallen gravely ill and his replacement is being discussed.


Name: Greenfield

Alignment and Type: Neutral Good  | Hamlet

Special Qualities: Holy Site

Danger: Low

Government : Council of the Three (Village Elders)

Notable PCs:  

Shire Reeve – Dennen Ironblade 

Church MatronMasir Ohan

Elder Grower – Barma Buckslayer

Innkeep of the Sleeping Horse – Angrin the Javelin

Village Center Population : 54 (62 humans, 2 dwarves, 3 half-elf, 1 elf, 7 halflings)

Spellcasting: 4th