Name of Race: Aartiran Humans 

Physical Characteristics

Height range: 5'7" to 6'3" (most fall around 5'9") 
Weight range: males tend to be 160 - 210, females 140 - 190 
Build: tend to be somewhat stocky, well built but muscular. 
Hair colour range: Lighter shades of brown, reds, and occasional blonde. Very few darker colours, though dark brown is the most common among any darker shades. 
Eye colour range: brown, blue, hazel, amber, and rarely green 
Skin colour range: lighter colours 

Social characteristics

Life span: Child 1-12, Young Adult 13-15, Adult 16-50, Old age 51-80 
Population: pre cataclysm, approximately 200,000 , post cataclysm approximately 20,000. 
Number of villages: 2: Seahaven, the main city, and Milford, a more rural farming village. 
Location of villages: Southern tip of Heas, where it comes closest to Tarkas, is Seahaven. Milford is located further east and north a bit. 
Average number of offspring per family: 1 - 3, though most births are only 1, twins or more are highly rare. 

Type of culture: 
Fishing based culture, but otherwise similar to Virothians. Monarchy, though the King of Heas, as he is referred to, is little more influential than any of the numerous wealthy merchants and mock-nobles that claim individual sectors of the city. His guard is strong, but he is only in control so long as he is allowed to be in control by the many other forces present.) 

Technology level: similar to Virothian, though with more advanced knowledge of the ocean, boats, and sailing 

Weapon Types: Polearms, smaller swords, and axes capable of cutting wood as well as flesh tend to be preferred. They are generally not a war-like people, but what battle do they do know is typically survival or on the sea, so the most effective weapons in those situations are prized. 

Armour Types: leather and chain are usually worn, chain becoming more exquisite and detailed to show rank or influence. On the water, only a fool goes around in anything that makes it harder to swim. 

Building type: mostly wood, amongst the port, but more influential and wealthy people, which often go hand in hand, own stone buildings. 

Main foods they eat: large amounts of ocean fish, with some farmed vegetables, farm animal products, and wild fruits on the side. 

Typical clothing style: most wear lighter clothing suitable for action around water or in the wilderness, though as one progresses up the social scale, they find more and more "socialised" clothing. VERY little silk, mostly linens of plain and decorative colours. Wool sometimes, but not often. Some cotton, as well, is also pretty prevalent. 

Typical occupations: fishermen and sailors, given the need for using water as a method of travel in many cases. miners and stonemasons are highly valued but difficult to obtain, given that all stonework is centralised in one location: conveniently owned by the King of Heas, and a major source of his continued ruling. skilled hunters are valued, but a dangerous vocation, given the occasional excursion of demons into the wilds. Craftsmen of all kinds are as prized as anywhere, and teachers as well: the existence of the Imani tribe, as well as the king's ruling, only reinforces how important some amount of knowledge is, to the Aartiran society.) 

Differences (if any) between male and female and how they are treated: most Aartiran culture is accepting, but women are still frowned upon, if working certain jobs. Most craft work, scholarly vocations, and anything related to 'traditional' roles for women are welcomed, and peculiarly enough, women are also welcomed into many boating occupations without qualm. When it comes to physical labour such as mining, fighting, or cutting trees, Aartiran men get a bit stiff about their pride as men. 

Method of transport: boats as small as canoes, and as large as war galleys. 

Their view of the darkness: Punishment from the Gods for some ancient wrong, to be survived and repented for. If everyone worships the Gods duly, perhaps they will lift this curse. 

Their view of magic: A gift from the gods, and not to be abused: Quite similar to Telantha, but more accepted. Destructive magic is seen as extremely dangerous, and those who wield it without swearing to the king or a merchant lord often find themselves with their tongues removed, limiting their ability to use it at all. Healing magic is similarly suppressed or forced into service. With a healthy ransom offered for any rogue caster, citizens are more than happy to report them. 

Their view of each of the other races (Skrel, Tir, all human sub races): 
Skrell - nice folk, but a little primitive, eh? Still, their hearts are in the right places. They're a bit rowdy, and if something violent happens, it's probably a Skrel's work. Jarel Armanis has cut down on the racist accusations of late, but the group still tends to suspect Skrel'eth of anything from broken windows to murdered citizens. 
Tir - Odd ones, and a bit too individualistic. If they can be kept tame, they make wonderful artisans and musicians, but they're useful as fodder in minor skirmishes between merchant lords, as well. 
Sayaki: They're strong, but they keep the demons off of our doorstep, so that's fine with us. Still, they're a bit forceful. 

History, what they have been doing over the last couple of centuries: 

They were originally established as a colony from Aartiru to interact with the Skrel, and research the island so often called the birth place of the humans, in writings older than the oldest scholar. 

Approximately three hundred years ago, they landed on Heas, and immediately began altering the landscape to fit their needs. Forest were cut down for farmland, and a quarry dug. For unknown reasons, which could include war, sea storms, or divine intervention, communication was lost with the mainland, and so the colony began to thrive on its own. A considerable kingdom was built, centered almost entirely around a single large city of Seahaven, and without any connection to outside lands, the most influential people quickly became the rulers of Heas. At least, in name. There were still the native Imani, who detested the Aartiran's invasion of their homeland. The Imani, however, were quickly routed and forced off into the forests and deep places of Heas. 

Since they settled into the island, they've set about exploring the island, something that has been halted by their own fears, conflict with the natives, and then the cataclysm and the demons that followed. They've built up quite a decent settlement, but rarely leave it. In fact, they seem quite content to simply survive, given the odds against them, but there is an underlying ambition in many of the rulers of the city, a lust to dominate all of the region, rather than just their own little haven.


Aartiran faith is another crucial division between class stature. It is interesting to note that certain people are almost 'expected' to follow certain Gods, and looked down upon for going against that. 

While everyone has their preference, Ylessa and Elbahn as a whole are the preferred patrons of Seahaven, for the wealth the ocean brings, and for protection against its wrath. Cymur and Balor are respected as appropriate for their Elder God type position amongst the heavens, but overall the beliefs between the Aartiran and Telanthans is pretty different. Cymur and Sykala don't receive as much patronage for their agriculture related aspects, due to a more sea-provided life, and Elbahn is prized much more for the wealth aspect rather than his sexual one: That, of course, is not missed by those who take extensive pleasure from such worship. 

Of other deities, it is interesting to note that the more liberal worshippers of Morhiag find the Watch Commander against them. He has banned sacrificial slaying of any kind, and has backed this up with the arrest and execution of one loud-mouthed Merchant Lord, which earned him both disgruntlement from the other merchant lords, and favour with the King. It is rumoured in some circles that Jarel Armanis is targeted by those following the Queen, for his actions. 

Major groups: 

Cymur
The Golden Shield is the largest church in Seahaven and the surrounding area, for followers of the Great Dragon. It has never enjoyed heavy popularity or large numbers of followers, but it is a humble group, served chiefly by elderly priests, farmers, and devout protectors amongst various martial groups. (will elaborate later) 

Balor
There is no chief church for Balor specifically for Heas, as the temple on Balinand tends to serve these devotees as well. 

Morhiag
There are two groups of Morhiag followers, actually, though neither are 'large', per se. The Order of Night's Embrace is a relatively peaceful group, especially with the Watch Commander out for their blood. Or rather, out to keep them from spilling it. They focus heavily on dark prophecy, the night, and the fate of all things to die, eventually. Many of them appear as 'fortune-tellers' or 'fate-readers', and are sometimes scarily accurate. 

The other group of Morhiag followers is somewhat... less appreciated. The Scarlet Touch is a group of Queen followers with a fairly cliche name, but few seem concerned with that, really. As the Watch Commander put in strict punishments against anyone caught sacrificing or killing people, whether for the Gods or not, the Touch has been making a point to cause trouble for Jarel Armanis wherever possible. They're thugs, mercenaries, bandits, and most importantly murderers. They strike where least expected, and they leave a bloody path behind them. They've a dangerous feud with the Watch, and suspicion of being among their ranks is enough to earn one a stay in the cells, even. Invitation to their ranks are a thing of mystery: They don't exactly broadcast their presence, or recruit openly. (will write more later on these, as I will with all groups if wished.) 

Ylessa
The Tranquil Tide governs most Ylessa worship here, which is heavily focused upon those aspects most relating to the sea. The church's worship differs fairly widely between men and women, though, as might be expected. Men in this group often merely want protection from the sea, and thus devote themselves to such worship, while women might follow the more 'creator' and 'life' aspects of Ylessa. 

Sykala
Keepers of the Glade are what the largest Sykala church names themselves. Comprised of rickety old men who read the weather, young hotshots trying to prove themselves in the wilderness, and casual commoners who simply hope for a good bounty and protection from the dangers of the wilds, the Keepers are an oddly assorted group. They're also fairly territorial, and rival churches typically end up 'deciding' to merge into this church, instead. 

Melchior
The Spirit Sanctuary is a sophisticated group of monks and priests who uphold the ways of Melchior. The church as a whole welcomes any who follow the Sage's aspects, but they primarily focus on the knowledge and inspiration aspects of Him. They operate out of Milford, and the shrines there. 

Elbahn
The Children of Elbahn (a very dedicated and exclusive group of followers that tend to focus their worship through sexual activities) still exists, but often times limited to those amongst wealthy positions, positions of influence, and so forth. 

There are also the group known as the Three Sided Coin, a collection of those who hail the Lord of Wealth as their patron deity. They believe themselves to be fortune-tellers, and have shown some ability in this, in fact. They often argue with the Order of Night's Embrace, because... ironically, each groups' 'predictions' tend to conflict with one another, on certain occasions.

I.                   Landed Nobility

 

There are very few nobles in Seahaven that simply pass on the title from one generation to the next.  In fact, there are only four.  Each of these men holds a distinctive title and high rank among the nobility of the land, though each also is tasked with the guarding of the border that their land fronts. 

 

1.      The Marquis de Seahaven aka The Southern Marquis is formally titled King, and is tasked with the protection of the city of Seahaven itself.  The most daunting of tasks, he must manage the bordering ocean, as well as the eastern, western, and northern fronts.  He is also the most distinguished of the titled nobility, and the one with the most power.

 

2.      The Marquis de Wolfwood aka The Eastern Marquis is responsible for maintaining the eastern border of the land.

 

3.      The Marquis de Bregh aka The Western Marquis.  Currently this title has been bestowed on the leader of the Sayaki, to be inherited by his offspring for as long as the Sayaki protect the western front.

 

4.      The Marquis de Aruta aka The Northern Marquis.  Recently the death of this Lord was discovered, though the cause remains a mystery.  He was childless, so his successor will, at some point, be appointed by the King.  Due to this, the northern front is overrun with demons which are seeping in towards Seahaven gradually.  The King is planning to launch an expedition to drive them back, in the Summer, and has suggested that the general who proves himself most worthy will be given the lands and the title.

 

II.                High Ranking Officials

 

These men and women are granted titles by the King, based on the work that they do for the city of Seahaven and the surrounding land.  Their title is entirely dependant on their service and when their service ends (for any reason) the title is removed.  Often a lesser title is granted as recognition of exceptional service upon their retirement (or granted to the family upon their death in service), though this is not required.  Currently there are four such individuals, though others may be appointed at will.  These four hold equal rank.

 

1.      The Lord Commander of the Seahaven Watch

This position is given to the leader of the Seahaven Watch.  His expectations and privileges are well laid out in the book of law.  (Could possibly be given to a PC, especially if the Ranger Commander role plays out well)  (Watch Captains have a lower, but still 'noble' social rank)

 

2.      The Lord Commander of the King's Rangers

This position is given to the leader of the King's Rangers.  His expectations and privileges equal those of the Watch Commander, though his official powers, without alliance with the Watch, extend only to the boundaries of the city.  (Ranger Captains should be granted the equivalent rank of Watch Captains)

 

3.      The Dockmaster

This position is given to the man who controls imports, exports, and all shipping that occurs within Seahaven.  (Probably should remain NPC - not really even a noticeable character)

 

4.      The High Priestess of the Tranquil Tide (Seahaven's official church)

This position is simply one of respect for the leading priestess of Seahaven's official church.  While she has little official power outside of the religious factions (the legal powers over heresy and religious crime are her domain as well and explained in the book of law), she is granted the same respect as the other three.  (Other ranking priestesses may be granted lower social rank, equivalent to that of Watch and Ranger captains)

 

III.             Merchant Lords

 


Merchant Lords are awarded their titles basically by impressing the King and enriching the Crown's coffers through the formation and running of a solid, profitable guild.  Paying double or triple the required taxes would likely result in an increase in one's ranking.  However, it would also result in an increase in required taxes.

 

While Merchant Lords have the ability to sell titles of lower rank than theirs to others,   all nobility must be registered. Those who are not registered run the risk of charges of impersonating a noble (see Seahaven Law).  Many of the lower ranks of nobility can be purchased for a fee, and the lion's share of this money belongs to the King, though nobles  may accept monies beyond this as a bribe for bestowing the title.  Once a title has been purchased or bestowed upon another, the twice yearly tributes are to be paid in order to maintain the title.

  

 IV.  Petty nobles

 

  1. Petty  nobles are required to pay the tribute appropriate to their title, twice yearly.
  2. Pety nobles may pay twice the tribute of a higher ranking title to achieve that title for themselves.

 

Note:  Nobility, apart from those Landed, is NOT hereditary (and even for them it is only hereditary as long as the requirements of the position are maintained).  Out of simple respect for a deceased Merchant Lord or petty noble, their chosen heir is granted their title for 3 months and given the chance to prove themselves worthy of the position should they wish to take it on.  If they fail to meet the requirements, or choose not to do so, the title is vacated and basically, able to be purchased by another.   When the position is vacated for any reason (inability to pay fees, death, etc), the person next in rank fills the position and has three months to meet the requirements.  IF the previous Merchant Lord is deceased, their heir is given a three-month grace period to maintain the title and perhaps take over that Guild or possibly another, should they be able to do so. During this time, however, they will face competition from others who wish the available position also.


V.  Merchant Guilds

 

Within Seahaven, there are several Merchant Guilds, basically encompassing the finished goods crafts, such as smithing, carpentry, jewel-crafting, tailoring, etc.  (These need to be fleshed out a bit more)

 

Each Merchant Lord is the head of a Guild system.  That means that they are responsible to not only set up some type of networking so that their crafters are able to obtain the materials they need at reasonable costs, but that they are responsible for creating a guild hierarchy within their organization making it functional and productive.   

Guilds may charge a fee (and probably should) for belonging.  For these dues (the frequency of payment is up to the Lord in charge), they ought to, in exchange be willing to offer their members a variety of benefits that out-of-guild crafters are unable to receive.  Belonging to a guild is not mandatory, nor is it a matter of joining for life.  They can leave, they can be removed.


Guild boundaries are not rigid.  A leatherworker may be brought into an armorer's guild, or a tailor's guild, or another guild altogether.  If they're offered better incentives elsewhere, they may shift loyalties.  Hunters, farmers, and gatherers may be independent and sell wares to the highest bidder, or contracted to work specifically for a particular guild.

There is definite competition among the merchant lords (and rival guilds).  They have to set up a power base, within their guild, basically.  They run the risk of another upstart petty noble who's purchased a title wanting to move up in the ranks, or another guild stealing away their craftsmen.  If a petty noble can steal away crafters and set themselves up enough to be able to drive the noble out of business, then they win, and can take over that title.  It's a risk.  Is it legal?  No, not exactly, but that doesn't mean it isn't done.