A Day in the Life
In the land of Adamar, most people lead lives that are intimately
tied to the land and the divine order. The daily rhythm of life is dictated by
the needs of the soil, the seasons, and the expectations of their lords.
Morning
The day begins before dawn for most villagers. As the first
light of the sun begins to creep over the horizon, families gather for a simple
breakfast, often consisting of bread, cheese, and porridge. After a brief
moment of communal prayer to thank the divine creator for the new day, they set
out to their various tasks.
Peasants and Serfs: These individuals are bound to the land,
toiling from sunrise to sunset. They work in the fields, planting, tending, and
harvesting crops. The primary crops are grains like wheat and barley, which are
crucial for sustenance. In addition to crop farming, peasants also raise
livestock, including chickens, pigs, and sheep.
Tradesmen: Skilled workers such as blacksmiths, carpenters,
and weavers begin their day by opening their workshops. They provide essential
goods and services to the village, from tools and clothing to repairs and
constructions.
Children: Young ones either assist their parents with
simpler tasks or attend informal lessons with the village priest or elder,
learning about their heritage, basic literacy, and the teachings of the divine
creator.
Midday
As the sun reaches its zenith, the villagers take a break
from their labor. The midday meal is heartier than breakfast, often including
stews made from vegetables and whatever meat is available. This is a time for
rest and socializing, sharing news, and discussing any pressing matters.
Steward: The highest-ranking individual in the village,
responsible for managing the lord’s estate and ensuring that taxes and tributes
are collected. The steward often oversees the daily operations and mediates any
disputes that arise.
Bailiff: Oversees the material duties of the village,
ensuring that the agricultural activities are running smoothly and that the
lord’s demands are met. The bailiff works closely with the steward to manage
resources and labor.
Afternoon
After the midday meal, work resumes. The afternoons are
often hotter and more grueling, but the work must continue to ensure the
village’s survival.
Church Attendance: Many villagers take a moment in the
afternoon to visit the church for prayers. The village priest holds a position
of power and respect, guiding the spiritual well-being of the community. The
priest is also the one who grants permission for trials and quests, serving as
a mediator between the divine and mortal realms.
Domestic Duties: Women and older children often return to
their homes to handle domestic tasks, such as cooking, cleaning, and mending
clothes. They also tend to kitchen gardens, growing herbs and vegetables for
household use.
Evening
As the day cools, the villagers return home. Evening meals
are usually lighter and shared with the family, followed by relaxation and
storytelling around the hearth. This is a time to bond, reflect on the day, and
plan for tomorrow.
Community Gatherings: Occasionally, the village gathers for
communal events, such as fairs, feasts, or religious festivals. These
gatherings strengthen social bonds and provide a break from the daily grind.
Guard Duty: Some villagers take turns standing guard,
especially in troubled times. The local militia, often composed of able-bodied
men and women, ensures the safety of the village from external threats.
The
Village Structure
The village is a close-knit community, largely
self-sufficient and bound by mutual obligation. Key roles include:
·
Steward: The highest-ranking individual
responsible for overall management.
·
Bailiff: Oversees agricultural and material
duties.
·
Tradesmen: Skilled workers providing essential
goods and services.
·
Priest: The spiritual leader and mediator for
divine quests.
·
Serfs and Peasants: The backbone of the village,
working the land and tending livestock.
· Social Order and Rebellion
The villages operate under the Frank Pledge system, where
everyone is responsible for the community's safety and justice. However, the
nobles have become corrupt, neglecting their duties and exploiting the people.
This has sparked a great rebellion, with peasants, townsfolk, and freemen
rising against their superiors to reclaim their freedom and restore justice.
Summary
Life in Adamar is arduous yet fulfilling. It is a life of
hard work, faith, and community, with each day bringing its own challenges and
rewards. The villagers' resilience and unity are their greatest strengths as
they strive to survive and thrive in a world of divine influence and ancient
trials.
Procreation
One thing of note is that in this land, one does not
procreate by normal means. All couples
that want children need to go on quests to get them. The people of this land are truly people of
the earth. These usually are a ritual
where the go into a birthing barrow and submit themselves to trials. While it is possible to solo it with extreme
hardship, most such trials are done in pairs to ensure the child is raised in a
partnership. These are often delivered by stork after the trials.
These children range from being very similar to their
parents, to being of different ethnicity or even race. It does not matter as the child has been
earned by worthy parents. Still it does
cause contention when a child is brought into the world but usually the more
exotic the child, the more likely they have great things to be thrust upon
them.
Humans:
Until recently, Humans were the dominant species of the
planet. They were the children of the
divine compact and part of that compact was that they fit into their lot in
life and embraced their zeal.
However, because of the breakdown of order, humans have been
transforming into other species.
For the purposes of the compact, humans are as diverse as in
our world, and it can vary by generation as there is no biological connection
between parents and children.
Elves:
Elves are the fey that have lost their divine
immortality. They are a somewhat bitter
species as they try to learn the ways or mortals and the rules of the divine
compact. They often end up as the
foresters and grounds keepers of the world.
Dwarves:
The dwarves are the keepers of the challenge caves that all
people may go into to seek their fame and fortune. They control the population and decide due to
divine mandate who is allowed into them to seek out children in the depths of the
earth. They are also in control of
burial rights and determination of relics from the dead, making them have a
unique, but powerful niche. Dwarvern PCs
would most likely be either retired or exiled from their lofty task.
Goliaths:
The Last Survivors of the Necrophim
In the world of Elderberry Tales, the Goliaths stand as
towering remnants of an ancient and cataclysmic past. Long ago, during the
planet's last great cataclysm, the race known as the Necrophim faced near
extinction. These beings of immense strength and resilience were blessed—or
cursed—with the lifeblood of the earth itself. Through sheer will and the
enigmatic powers they harnessed, a faction of the Necrophim survived the
apocalypse, their bodies transforming and adapting to the new world. These
survivors became known as Goliaths. Now, they wander the rugged highlands and
craggy mountains, their skin marked with the stony imprints of their tumultuous
past. Goliaths are stoic and hardy, carrying the weight of forgotten histories
and the strength of the earth within their very bones. They are guardians of
ancient secrets and living testaments to the world's enduring spirit, embodying
both the resilience of their Necrophim ancestors and the hardships they have
overcome.
Gnomes:
Gnomes are not born, they are made. They are a grotesque brought to life by a
single fragment from the land of earth.
When they awaken, they consider themselves obligated to help the family
and community. However, when their
family no longer has need of their services, they travel the world looking to
assist others.
Halfling:
Halfling seem to be a transformation that occurs when the
land is stretched to capacities. It is
completely possible to go to be human one day and wake up a halfling. Sadly, it does seem to be one way. However, it does seem to be an
intergenerational change creating villages of halflings along the riverside.
Orcs:
The nobles would claim that peasants become orcs when they
betray their duty to the divine compact.
This is of course a lie. The
transformation happens when the nobles have betrayed the people and the people
need a strong defender to even the odds against these murderous peacocks. The increase in strength and savagery is
often that of legends and heroes.
Goblins:
Townsfolk are to Goblins what peasants are to Orcs. By becoming a small, green and clever
species, they learn to fight the betrayer’s using treachery and magic. They often are known as cobblers for they
often are paragons of their trade. In fact,
most sorcerers are goblin as they are blessed with magic from the divine.
Hobgoblins:
In some cases, the more militant townsfolk, namely those of
guards and soldiers, often are transmuted into the Hobgoblin. They are disciplined where the Orcs are
strong. Both are needed in the times
ahead.
New Races
Living Reliquaries:
Death is not the final chapter. If properly treated and kept together,
Skeletons often animate and try to go about their lives. In fact, many PCs start their adventuring
careers with their own death. While many
would consider them wise for their experience, most are confused and more
twisted.
Salamander,
These small snake humanoid creatures are believed to be born
from the flames. The truth is it’s more
that their eggs are laid across the world and hatching require a pyrotechnic
birthing process. While they are
strange, the truth is they often imprint on the people that they first see and
become part of the village using their unique properties to help.
Sylph,
These creatures of the air and are considered part elemental
and part fey. They are filled with
whimsey and often act as mediators if raised in the local village.
Undine,
These local nymphs and lads of water
seem to appear as local water spirits and have a connection to the water. They are often raised by the local village
and are considered a blessing.
Languages
In Adamar, language plays a crucial role in communication,
culture, and magic. After the incident at the Tower of Babel, people speak
various tongues, reflecting their origins, races, and professions. Some
languages are common and used for everyday communication, while others are
ancient and reserved for magical incantations or religious rituals.
Adamaxon:
The Common of this world.
There are heavy regional distinction that varies from village to
village.
Dworse:
The underground language and the language of the dwarves and
the language used by the raiders of the north.
Elrish:
The language of the fey where they still have a few
strongholds are left. This is the
language of the Elves.
Freyton:
The places where the
fey used to have strongholds mixed with the local population and created a
hybrid language mixing with Adamaxon and Normish.
Highland:
A hybrid language where Dworse and Elrish intermixed
creating a culturally distinct tone.
Normish:
The language of the Bastard and those of the high nobility.
Romana:
The high language from on high and used for religious text
everywhere.
The Divine Compact Broken.
The world of Adamar is a land of pastoral beauty and
enduring tradition. Under normal circumstances, subsistence farming, though
arduous, ensures survival and a modest prosperity. The faithful and diligent
find favor in the eyes of the Lord Creator, who sustains them through his
divine servants. This delicate balance of labor and faith is enshrined in the
divine compact—a sacred covenant between the Creator, the rulers, and the
people. The compact maintains that the right to rule is divine only as long as
the ruler adheres to the Creator's laws and protects the land and its people.
However, this sacred covenant has been shattered by the
malevolent actions of a tyrant known only as The Bastard. Once a legitimate
claimant to power, his deeds have plunged Adamar into chaos and desolation.
Writer’s Note: This figure is a dark echo of William the
Conqueror, his ambition and cruelty reflecting the worst excesses of conquest
and tyranny.
The
Actions of The Bastard
The Bastard's reign of terror began with the brutal seizure
of a surrendered keep. Rather than honoring the terms of surrender, he set the
keep ablaze, killing those who had yielded to his authority. This act of
treachery was just the beginning of his campaign of destruction.
Razing Villages: The Bastard’s forces swept through the
countryside, burning villages to the ground. Homes, crops, and livelihoods were
reduced to ash, leaving the land barren and the people destitute. His strategy
of scorched earth left a legacy of fear and ruin, reminiscent of the Harrying
of the North.
Spreading Disease: With deliberate malice, The Bastard
introduced a wave of dysentery, decimating the population. The disease spread
rapidly, killing thousands and weakening the survivors, making them easy prey
for his forces. This biological warfare broke the spirit of resistance among
the peasantry.
Sowing Discord: The few nobles who survived the initial
onslaught were consumed by infighting. The Bastard skillfully manipulated their
rivalries, ensuring they were too preoccupied with their petty disputes to
mount a coordinated resistance. This divide-and-conquer tactic mirrors the
political machinations of historical tyrants.
Devastation of the Land: The land itself has become sterile,
a reflection of the broken divine compact. Once fertile fields now lie fallow,
and the natural order has been disrupted. Monsters and dark creatures have
emerged from the earth, driven by the imbalance and corruption brought about by
The Bastard’s misrule.
The
Legacy of Tyranny
The Bastard’s actions have led to widespread suffering and
unrest. The social and moral fabric of Adamar has been torn asunder. The once
harmonious relationship between the people and their land has been replaced by
fear and mistrust. The rebellion against his rule is driven by the desperate
need to restore the divine compact and reclaim the lost prosperity.
Drawing from the real-life history of William the Conqueror
and blending it with the fantasy elements of Adamar, The Bastard stands as a
cautionary tale of ambition unbound by morality. His fall from grace and the
subsequent unraveling of the world he sought to dominate highlight the enduring
truth that power, when divorced from justice, inevitably leads to ruin.
In this broken world, heroes must rise from the common folk,
bound by their faith and courage, to challenge The Bastard and restore the
sacred balance of the divine compact. Their journey is not just a struggle
against a tyrant, but a quest to heal the very soul of Adamar.
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