The Kingdom of Atinaw

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The Kingdom of Atinaw



Introduction


Atinaw is a land known most for its people. Wild and fierce, they're a people known for their strength and their unshakeable loyalty that's always hard-earned. The Atinorins are a prideful people who believe more than anything in the strength of the mortal spirit. They don't value the Endir in the traditional sense many others might. In the words of Atinaw's worst enemy, Geleros, this makes the Atinorins backwards. They couldn't be bothered less by such an opinion though. Honor, family, courage, and discipline are the true hallmarks of these people.

The Kingdom of Atinaw is the second-largest nation in Ailizane, only just falling behind The Imperium by what they'd call a small margin. The accuracy of this statement is debatable, but Atinorian pride is obviously at its root. Atinaw is on good terms with most of its neighbors because of the threat posed by the one neighbor they don't get along with. On good occasion, they've gone to war with The Imperium, in defense of themselves as well as the other countries local to Ailizane. Because of this, The Imperium is the one country the Atinorins actively don't get along with. Atinaw holds simultaneous respect and absolute distaste for the arrogant Gelerians.





History


The Home of the Clansmen

Even when compared to some of the wilder parts of the world, Atinaw has always been a special case. The land is harsh to outsiders, the beasts that roam it are feral and the plants aren’t always the most friendly either. From the mountains to the forests, Atinaw is a land that wants to kill you. This didn't seem to bother the first peoples of Atinaw. Instead, they saw it as some kind of challenge. One that they, and many of their descendants, came to enjoy. It was the fiercest members of every race that came forth to try and tame the wilds of Atinaw. Those who first came to call Atinaw home were often considered the fiercest in all of Ransera.

The earliest records of people living in Atinaw actually dates all the way back to the Age of Wonders. How long the Atinorins have survived in these lands, is another source of pride for the people who've picked Atinaw as their home. Of course, these weren't societies by any means. Not yet.

Differences in race, age, and gender meant nothing to Atinorins and continues to matter little in the modern day. It is the strength that you've honed and earned yourself, not the composition of your blood, that gives you a reason and right to think highly of yourself. Not mention the reason and right to live in Atinaw. Honor is something that must always be earned, intrinsically given for a quality one is born with, something that is often considered a gift. It's for this very reason that many groups of early settlers fought one another.

It wasn’t the bloody kind of war you might expect from people trying to take control of the entire region. The ‘wars’ they fought were mostly made up of posturing and sometimes outlandish competitions and games to try and prove which 'clan' was the most superior. Kinship groups cultivated the strongest children they could. These very early groups were mostly family groups, trading men and women between groups on occasion to make sure the bloodlines didn't get tainted by crossing over too many times. It was rare that fights between these groups would end in injury, and even rarer was a death. The early Atinorins weren’t idiots. They saw that the wilds were filled with hundreds of vicious beasts who already wanted every Atinorian dead. Doing damage to one another would just be inviting misfortune on every group. So rarely did these squabbles ever result in a true 'war'.

Ultimately, they used games to prove superiority over one another. These games took on many different forms. Games of might, games of accuracy, games where the most powerful warriors in all of Atinaw fought mock battles against one another; while tiptoeing around actually hurting each other. Games where they tamed the wild beasts to fight in their stead. Respect was something one earned by competing honorably to the best of their abilities. Even the losers were honored for the fact they fought fair and they tried.

This wasn't to say these groups ever really got along. Even in these very early days, there was a sense of pride that kept these groups from working together. So, the Clansmen of Atinaw remained fractured clans, living in relative peace.


Grand Vilathalk

Grand Vilathalk, or often called Vilathalk the grand, was the first man to ever claim the title of King in Atinaw. However good things must come to an end and eventually, it became apparent to the clansmen of Atinaw that the rest of the world was moving forward in a way that made their fractured position all the more dangerous. This was the start of the Age of Conquest when civilizations truly started to become civilizations and marks were being made in future history books. The hundreds of clans who had never been given a reason to unify looked around and realized that their neighbors were starting to do just that. There were those around them only starting the process of unification, as well as those who'd long since entered the late stages. Which meant there were those who saw a very fractured and disjointed Atinaw and decided that they saw prey for conquest.

For a people founded on pride, this would not do.

The realization came a little too late. Pressure from their neighbors combined with the ferocity of the local flora and fauna resulted in Atinaw's slow death. What had originally been hundreds if not thousands of small clans dotting the landscape slowly began to drop and drop. It was a miserable slaughter and the majority of Atinaw thought themselves to be lost. Then came the man known as Vilathalk.

Vilathalk was strange to many. He was a traveler by most accounts, visiting clans because he didn't have one of his own. A religious leader at heart, but followed by none due to the strange quirks of the religion he preached. He wasn't considered with ill thoughts, but to many, he was considered strange. For all the oddity surrounding him, the man at his core was a tactical genius and a charismatic figure. He looked towards all the clans who'd died much like his own once upon a time, and then looked to the clans that still remained. To someone like him, the answer seemed fairly simple.

He gathered up the leaders of the 8 strongest clans and told them there need not be a single clan that rules. He instead offered them a deal. All 8 clans would be given their own lands, and they would rule over the other clans within their territory. These lesser clans would be renamed to tribes, and they would all belong to the 8 greater clans who would have their family names forever seared into Atinaw history. Cities would be named after them, and even if their blood died out and their last name died out, the name of their clan never would. The only thing Vilathalk asked was that they serve him. He would be their new King. To him, they would answer without question. Their strength was to be his and he, in turn, would ensure that Atinaw wasn't devoured by the other countries surrounding them at the time.

The deal itself was very tempting and seeing no other option, the 8 agreed. They turned the homeland of their clan into cities, and slowly the clans around them turned into tribes, either moving into their cities or creating smaller towns which would later be ruled over by these lesser families.

Vilathalk himself knew that the 8 clans would never easily bow to other people. Let alone another clan. Perhaps one of the reasons they had agreed to make him King was because he was born without a clan or a last name to carry, he had no wife or husband and had no desire for children. He was nameless and would remain heirless. And perhaps, he thought, that was how it should be. Unified under his ultimate banner the other 8 clans were finally able to coordinate themselves in a way that allowed the whole of Atinaw to thrive. To their pride, someone like Vilathalk was no threat. So he began to plan.


Legacy of the Old Ones

As Vilathalk and his 8 companion’s lives were starting to end all 8 of his friends picked their most trusted child and passed on leadership of the clan to them. Gender and who was born first was meaningless, what mattered was the skills of the child they chose. Vilathalk had no one to pass his title on to, and he knew picking someone himself would just cause trouble. He'd figured out why the 8 had answered to him in the first place. He knew how to use their pride against them for the sake of creating a lasting country which wouldn't fracture under the weight of the 8 clan's 'honor' lust. While they picked heirs, Vilathalk set down some ground rules, seeing this as the perfect opportunity to not only create a lasting impact on the governance of Atinaw but to also finally, finally, get a chance to preach his gospel.

He told his people he had never married because he was already married. Married to the Old One known as Riella. The people were confused at first. They had never heard of any Riella, let alone these Old Ones. They only recognized the Dragon Gods and the Mistlords. And that knowledge regarding them could be sparse in and of itself.

When questioned, Vilathalk had simply smiled and he began to explain. This would mark the birth of The Faith of the Old Ones.

He told his people that the mortal spirit could do anything, even ascend to the power of a god. Vilathalk, when he died, was to become an Old One alongside all 8 of his companions, and he would be the King of their pantheon. That was why he never wed. He was already symbolically married to the Old One who represented earth, fertility, and motherhood. As would all his successors be married to a different Old One depending on the rule of the King or Queen in question. Because of this, there would be no heir. Instead, every member of the 8 Clans would get together in the capital city at the time of a King or Queen’s death and vote upon a new ruler. One that all 8 Clans would, therefore, be able to recognize.

Vilathalk wanted to create something that would live long past his death. By creating this system he allowed Atinaw room to grow and pick a leader that they truly thought was wise, instead of an heir which could easily be raised rotten. He did this, thinking it was the best thing for the Atinaw. The Atinorins who were always proud, always honorable, always thought of dignity and strength first, completely bought into the tale.

Such was the birth of the Old One’s Faith, a thing which only grew and grew and grew. Those who were present when Vilathalk died would tell stories of how his body began to glow and then suddenly disappeared, as though the Old One’s who came before him had snatched up their King. The was, in truth, no body to bury after his death so many were tempted to believe him.


Repercussions of the Sundering

The Atinorins lived in relative peace after that. There was still many fights and wars to be won for these people, but never did Atinaw find war within its own borders after that. There was no point to the people of Atinaw. The fear that fighting each other would only render them all weak was a fear so deeply ingrained that most would rather pick a fight with another country than try to war against a different Clan. With the leadership of the King or Queen at the time, giving directives and keeping morale high, fighting between Clans was rendered even less likely.

They continued to keep alive the old traditions of using contents of might to prove who was the best to hold power and land. They sought recognition for their deeds, not coins for their coffers.

When the Sundering happened, things could have been a lot worse for the Atinorins. Everyone in every country felt the effects of such a catastrophe, but the Atinorins were raised on blood and fighting. Ferocity was one of their motos and they were raised to know fear and a sword from the moment they could stand. The Sundering did damage, make no mistake, it did damage everywhere. But the people of Atinaw refused to take it lying down. They bared fangs and railed against it. Maybe they were knocked down, but they stood back up faster than most others.

Atinaw was one of the few, if not the only, country to not have it's society radically changed. The Clans remained organized in the same way they always had even if the bloodlines representing those clans might have needed to be replaced. They went through more Kings and Queens in those 200 years than at any other point in history, but this was a sacrifice many elected were happily willing to make since they knew full well they'd be immortalized as Old Ones. Speaking of which, The Faith of the Old Ones grew even stronger in thanks to the fact the Sundering itself could be blamed on false gods. It was simply a test by the Old Ones, a test for Atinaw to prove its strength and a test for the false dragon gods to prove their own. The fact it did so much damage should be seen as proof enough to any citizen of Atinaw!

The Sundering, ironically enough, was when magic first became popularized in Atinaw. Beforehand magic was seen as something used by the weak who lacked honor and strength. Magic users were often looked down upon. After The Sundering, people came to respect the true strength of magic. The opinion of magic specifically varies from person to person. Some are cautious of it thanks to what Sundering itself, while others openly embrace it. Either way, magic users started finding their way into positions of power after The Sundering since the event left many feeling like it was its own form of strength. The people of Atinaw continued to fight their hardest against a land that wanted little more than all of them dead. Even more so with the many mutant creatures the Sundering caused.


The Expansion of The Gelerian Imperium

The Age of Steel brought with it healing. And also brought new civilizations who attempted to gain a foothold in the ashes of the old. A lot of countries were knocked down fairly hard by the Sundering. Other not as much. Many countries and societies ended up starting over and rebuilding. During this process, the Galerian Imperium started to gain a major foothold and the Imperium decided to try and take over the rest of the region.

Atinaw was not a fan of this and considering their own society at the time they had the ability to stand up against the Imperium while the other countries in the region managed to get on their feet. The two ended up butting heads for a very, very long time. The war was brutal, and no one was willing to back down. Eventually, other countries like Dalquia and Cathena got enough of standing they were able to provide aid and the Galerian Imperium was pushed back.

This is something that's happened in very recent memory, and those over the age of 30 probably remember the wars quite vividly. This war has lasted even longer for Atinaw in particular. Sitting on the Imperium's border smaller wars often break out and just about anyone born in Atinaw has seen some deal of fighting between the country and the Imperium. Hence a general distaste for the Imperium and anything or anyone associated with it.

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Technology

The Dominance of Steel

Atinaw isn’t one for technological pursuits. What is does get is mostly from trade. Those kingdoms and countries with their hands deep into the technical field are often given slightly better deals by the Atinaw in exchange for some of the fancy tech the majority of people in Atinaw can’t really seem to wrap their heads around. Not for lack of scholarship, mind you, but for the simple fact that the people of Atinaw are more aligned with the wild and primal world than anything else. On top of that, technology in the scientific kind of sense has never really been an interest of the Atinaw. While there are those Clans that focus on it and something of an Academy in lose terms, these people are rare by comparison to the majority of people Atinaw.

As a whole, the people of Atinaw are crafters.

While you’d rarely if ever find guns within the towns and cities ruled over by the 8 clans, you’ll be hard-pressed to find better smiths and carpenters in the world over. Going back to the competitive roots of the Atinaw clans, competitions aren’t unheard of among the crafting classes. Those who master their crafts are given extreme amounts of respect. After The Sundering, the craft of mixing magic with steel has become something of a favored art form to the people of Atinaw. A great many of the smiths are also magic users by trade, runes that help to reinforce their craft dotting their bodies.

One of the strongest metals in the world is something only produced in Atinaw, known as [[Atvalthal Steel]]. Atvalthal Steel has two different forms. The first and most common is the powerful stuff that’s used in heavy-duty armor and weapons. Its strength is without equal. Weapons crafted from Heavy Atvalthal Steel are known to be able to cut through just about anything when cared for properly. Armor and shields crafted from the stuff are said to be unbreakable. The second variation is a little more rare, but just as powerful. Its rarity comes from the fact that it's a bit harder to work with. Light Atvalthal Steel is known for being the more flexible cousin of the heavy stuff, in addition to being lighter much like its name implies. Armors and shield crafted from the stuff almost feels on par with leather armor when it comes to how much they weigh and the range of movement available to those wearing it. Swords crafted from it seem to make the air cry and sing with the speed of their slash. The drawback is that it loses some of Heavy Atvalthal Steel’s durability, and heavy swords tend to break through light armor. That being said, it’s still a step above the metal produced by most other countries.

Atvalthal Steel due to its crafting methods can only be found in Atinaw and those who have been taught the craft guard it carefully. This kind of steel is the pride and joy of many Atinaw craftsmen and the trademark of the highest skilled crafters. Only the most powerful blacksmiths in Atinaw know of its creation and they charge royally for it. Should all the crafters ever die out, the way it’s made has been recorded for posterity, but the location is only known to a select few who are difficult to track down.






Society

The Value of Kinship

Atinaw society is built on the back of the Kinship. Or as most other cultures know it, the family. Kinships are just about everything to a citizen of Atinaw. They are a support network, a source of pride, a source of shame, and a sense of belonging. In the early days of Atinaw every Kinship was its own clan, but as the society of Atinaw itself has changed Kinships have also changed.

The leaders of the 8 clans all have their own Kinship that is recognizable by name. Those vassals who serve under the 8 clans have Kinships as well, and while their names aren’t as well known some Kinships have been able to amass large amounts of power without being an off branch of one of the 8. These Kinships are usually very large and the bloodlines are kept a close track of.

For normal people, Kinships tend to be smaller. While there are some larger Kinships, most will have only a couple of generations at a time. The lowest cast of all have no Kinship. This is something that often is seen as disgraceful except in very specific situations.

Typically knights belong to no Kinship as they form a symbolic kind of Kinship and must be entirely unbiased. Those born without Kinships will often find themselves trying to join one of the knight orders within Atinaw in order to rid themselves of the stigmatization that goes along with being Kinless. The second exception is the ruler of the realm. The King or Queen is expected to have no true Kinship. Because each one is symbolically married to an Old One they are expected to have no children or partner prior to or after becoming King or Queen. In addition, they cannot have any association with any other family member as once again they must be entirely unbiased.

The Druids don't need to belong to a Kinship in order to be respected, but they aren't banned from a Kinship the same way the knights or the current ruler are.


Building a Kinship

While not everyone is born into a Kinship it is always possible to join one, though the means aren’t necessarily easy. Anyone can marry into a Kinship regardless of their current status. There is of course ceremony and certain rites that go along with that, but those ceremonies are mostly for show and it’s possible for a Kinless to wiggle their way into joining one of the 8 Clans. However, there can be stigmatization. Especially around those who aren’t seen as having earned the spot. Members of the 8 Clans are held to a higher standard than most, and marrying in can often leave someone sitting below that standard which can earn scorn. There are ways to avoid this scorn, such as honing a craft to the point of recognition.

The second easiest way to join a Kinship if one is born Kinless is to instead start their own Kinship. It’s a bit more complicated on the bureaucratic side as every Kinship and every member is meticulously recorded for posterity, but for those willing to go through the trouble it can be a very viable and profitable option. Especially for those who are seen as having a craft they wish to monopolize on.

Neither of these are an option of the knights who as mentioned earlier kind of belong to their own kinship. While they don’t have to go unmarried like a King or Queen, regardless of the kind of marriage they enter they shall never belong to their partner’s Kinship and their partner can’t belong to theirs. Any children born from the union automatically become a part of the Kinship of the knight’s partner and that Kinship is obligated to take care of the child. If the family disagrees then they are seen as dishonorable and care for the child falls to the care of the Kingdom.

In this case, the child isn’t quite Kinless but they don’t belong to a proper Kinship. It’s a very misty kind of grey area and judgments about the child are often reserved until they come of age and decide what they want to do, be it joining the Knights, a different Kinship, or starting their own.


Castes and Employment

While there are technical ‘casts’ there is nothing really set in stone other than the fact the leaders of the 8 great clans must be a descendant of an Old One. That being said, the first 8 clan leaders and the first King aren’t the only people to have ever achieved the title of Old One. There has at least on one occasion been an event where one of the 8 ruling clans managed to die out or find itself without a suitable heir. There are two endings to a situation like this.

The first is the adoption of someone who is the descendant of a different Old One. In this case, they are usually married into the family and made the next heir so as the old clan still has some claim. Though occasionally there can be outright adoption.

The second is the full ousting of the old clan by a new clan started by either someone who is expected to earn the title of Old One upon death or their parent held the title.

Other than this single rule applying to only the leader of the great clans, there are no other rules regarding caste or class within Atinaw. It is a kingdom founded on the ideals of honor and hard work. Those who work the hardest are rewarded the most. While someone might be born Kinless or in the lower level of the population, it’s entirely possible to work their way up the social ladder by marrying into a more powerful Kinship or mastering their skills to the point they must be acknowledged.

In fact, it is almost those born Kinless who have the most room to grow, as there is nothing seen as more honorable than becoming a master of your craft and founding your own Kinship. Because of this, on occasion, those who belong to some of the more powerful Kinships will branch off on their own after picking a craft they are particularly fond of. For those looking to advance, this is a risky but profitable option, especially for those with a skill they can easily pedal.


Immigration

As mentioned before, in the eyes of Atinaw the most important things are honor and family. Because of this, race and gender mean very little to them. Lineage is mostly tracked through women, but that’s only for the simple fact that women are always going to be the mother of a child they birth. Paternity is a bit iffier.

The people of Atinaw don’t care what someone is as long as they can do their job right.

There is no formal immigration process for those looking to become citizens of Atinaw. It doesn’t matter where someone’s from, what matters is their Kinship and their trade. For those who are immigrating with large families, this makes the whole process a bit easier. By being able to show that you have a family, it proves that in a sense you already have a Kinship. It then becomes a matter of just going through the proper papers and procedures to make it official and by all means, you’ve become a citizen of Atinaw.

Anyone who belongs to an official Kinship is a citizen of Atinaw, no if ands or buts about it.

For those who try to immigrate alone this process becomes a bit harder. Once again, they either need to create their own Kinship or join a preexisting Kinship through some means or another. This is perhaps why the Kinless aren’t seen quite so favorably by the people of Atinaw. They aren’t seen as proper citizens, regardless of if they were born and raised in Atinaw or not.






Culture

Honor, Blood, and Family

When it comes to the culture of Atinaw, there are two things that matter above all. Honor and family. While there's a slurry of other traits that the people of Atinaw favor, these are the big two that mean the most to them above all other things. Blood in both sense is really what it means to be a child of Atinaw. Blood by family, a connection to those around you and a connectedness to the ideals that the original settlers of Atinaw had. Blood in the willingness to be shed if it's the right thing to do, both shedding your own and shedding the blood of others if that is what the right thing requires.

The land of Atinaw is fed by the blood of those who have tended its soils and defended it for longer than most can still remember. A child comes into this world dressed in the blood of its mother, and an honorable citizen of Atinaw will be drenched in blood when they leave. Be it the blood of an honorably fought foe, or their own blood from working their hardest.

To live and die by these 3 principles is the one thing that all true people of Atinaw know.


Status is Earned

While Kinships are important and those belonging to certain Kinships are respected, a Kinship doesn’t entitle someone to respect. A Kinship is an honor and a duty, both to the rest of your Kinship as well as any other Kinships who might rely on your own. This is why the 8 Clans don’t squander their duties and become languid the way typical nobles might. The honor of each member is built on the back of that individual member, and when someone shirks the responsibility of their Kinship it’s worth scorn.

Those who seem to disgrace their Kinship by shirking work can be expelled from their Kinship. This is perhaps one of the largest sources of Kinless in all of Atinaw.

A member of a Kinship can only be kicked out by the current leader of the family, be they a matriarch or patriarch. They are the sole leader of the family and their word is not to be argued with unless they are doing something blatantly dishonorable or dangerous for the Kinship. The next leader of the Kinship is always someone picked for their accomplishments. Usually the nature of these accomplishments will tend to fall in line with the favored trades and the nature of the Kinship, however, sometimes it’s the black sheep of a family that is needed the most.

The next leader is always picked by the previous one, preferably early enough that the former leader will be able to pass on as much knowledge as possible before their death. The leader of the Kinship holds a heavy burden as they oversee everything that goes within their Kinship. Dishonor will earn backlash.


Shame by Kinship

Going hand in hand with expelling members of a Kinship who don’t carry their own, a Kinship is entirely responsible for the actions of any one member of that Kinship. If a member of a Kinship commits a crime of some kind it is expected that the Kinship help to repair the damage they caused on top of the member being punished both by grand law and the Kinship’s own rules. A Kinship is a group, a family, any actions taken by a singular person reflect on the group as a whole.

Often times this garners something of a negative view of Kinships, temporary or not. Depending on the crime, the member who committed it may end up getting immediately expelled from the Kinship as soon as reparations have properly been paid by the Kinship.


Way of the Blade

While not always a blade, every citizen and denizen of Atinaw is expected to be able to defend themselves. This unspoken law isn't nessisarily extended to outsiders, but it's a general rule of the land. This rule has a couple of exceptions, however, they are fairly rare. The scholar is supposed to be able to defend his or her self by magic or blade. The blacksmith should be able to swing anything they forge. Again, this is not always a hard and fast rule. Those who are exceptional within their field can be forgiven. While the inventor might not be able to win a fight, they've created things that better society or allow people to win fights, so they are extended a certain amount of deference as well as on good occasion protection by those who have such strengths.

That being said, the society and culture of Atinaw is built around the fact these are a hardy and hearty group of people. From birth, a citizen of Atinaw is raised by their Kinship to defend themselves against all things odd in a land that very frankly wants them dead. There is an emphasis placed on strength and defending yourself, but in more aspects than one. Those who are not expected to physically defend themselves must be able to mentally defend themselves against both law and mind-bending magic or beasts. To that degree, there is a certain flexibility and inclusivity in what constitutes as 'defense' or a 'blade' since the mind can be just as sharp a blade as steel.


Red Dragons

It is entirely uncertain as to why, but Vicis took an interest in Atinaw and its people. Perhaps it was because a land such as this one had a tendency to breed great heroes. Perhaps it was a mundane reason that only the Dragon God himself could tell a person. Either way, it quickly because obvious that Vicis had taken an interest in the land and the people who lived there. With Vicis also came Naori's intrigue. Something about Atinaw drew the beings of fate and chaos. So they left their servants to roam.

Long ago both white and red dragons were common in Atinaw. However, following the madness of the Clockwork Empire's fall, most of the white dragons in the area were killed for one reason or another. Long ago Atinaw gave deference to both breeds of dragon, but something in the chaotic nature of the whites did not sit well with the people. What they needed more than anything at the time were the red dragons. And so, the white dragons were either killed or driven out of Atinaw with great exception.

Red dragons continued to live in Atinaw, large amounts of them in fact. While it's possible to still find white dragons in Atinaw (more than you'll find in some other places) the most common breed of dragon you'll find is the red dragon. Most people who live in Atinaw for one reason or another have had an encounter with a red dragon, some lasting for extended periods of time. The red dragons themselves take a special interest in the people of Atinaw much like their master, and as such there are a higher number of red dragon lowborn in Atinaw than in any other part of the world. Red dragons are quite literally expected to be an aspect of daily life to the people of Atinaw. Some even occupy positions of power, others just like to play nanny to small children. A good number never even reveal what they are unless pressed for one reason or another. They just tug strings for their master to make fate in Atinaw flow as it properly should.

For those who were born and raised in Atinaw, it's very like they had or even currently have a relationship with a red dragon. Perhaps even a close one.






Marriage

Equity of Preference

Due to the nature of the Atinaw sexual preference isn’t really something that too many people pay attention to. Kinships are typically large enough that there will be at least one person to help bring about another generation. On top of that, marriage is an interesting beast that helps aid in this issue. As a final factor as to why no one really cares who’s having the children, there’s no telling who could become the next leader of the Kinship. Anyone from the current leader’s child to their younger sibling to a distant nephew could become the next leader as long as they’re a good pick for the Kinship and the emphasis on family has rooted out most people’s ideas of backstabbing.

All in all, there’s literally no reason to stigmatize same-sex relationships. There’s no reason to stigmatize sex outside of marriage either. The unique nature of partnership contracts combined with the fact bastards don’t really exist makes the entire reason for getting upset over it utterly moot. Family lineage is traced through the female’s family. Any child she has will ultimately become a member of her Kinship, rendering the father entirely irrelevant. Because of this, except in very specific situations, it’s very rare someone will be able to stake any claims on land or power based off of their paternal family.

Because of this sex is also seen as a far more casual thing. The resulting child will always be a member of the mother’s Kinship (a good thing for the mother’s family), will have virtually no claim to the father’s Kinship without very specific circumstances (a good thing for the father’s family), and ultimately the child will be new fresh blood. Typically when the child is born both parents are expected to register though, just to ensure that there are no accidental marriages between those related by blood.


Partnership Contracts

A Partnership Contract is the most common type of 'marriage' agreement in Atinaw. It’s a complex agreement that needs not only be signed off by the couple entering it but also by the Kinships that it involves.

Within a Partnership Contract, a man and a woman of two different Kinships come together to make a deal of sorts. Usually, the leader of the Kinships and up to two other representatives are present at the time of the deal, depending on the size of the Kinship. Whether the two people entering the contract have met one another before depends on a lot of factors, but usually, both the man and the woman will be entirely ambivalent towards one another. There is one function of a Partnership Contract, and that is children.

Entirely based on function, the two come together to make their deal. The exact details vary from deal to deal, but it usually results in a child for at least one member of the pair, occasionally both. Sometimes gold is exchanged in a deal where only one partner wants a child, and the amount of gold can vary depending on the status and traits of the other partner. In deals where only one partner is getting a child, the money is exchanged, the child is created, the child is born and handed over. No more and no less. The child will take the last name of whatever parent it goes with and it will join that Kinship. This is the only way in which a child can belong to the father’s Kinship.

In the case where both parties want a child, the interaction is a little different. The contract instead of being ended after the birth will instead end after the youngest child has turned 5. In this case, the two will agree beforehand how many children are wanted by each party and how the children themselves will be divided. Both Kinships support these children no matter where they go for the first five years of each child’s life. The Kinship that does not take the child, however, doesn’t have to provide as much as the Kinship that the child is going to belong to. Mostly they’re an emergency backup in case something awful happens. Awful usually being described as life-threatening does not happen often, so this part of the contract is often just a side piece.

In the event of more than one child being born at the same time (twins, triplets, etc) the children are NOT to be split up. Multiple children born at the same time is seen as a holy thing, thanks to the first Old One everyone learned about was a mother figure, the ruler of fertility, it’s seen as her blessing and these children are supposedly bound for life as halves of a single whole. The bond between twins goes far beyond the bond of Kinship, and to separate them is seen as outright blasphemous. Because of this, twins, be they identical or not, will often spend their entire lives together.


True Marriage

True marriage is as rare as it is difficult to go through with. True marriage goes beyond function into something more spiritual. All the way back to the first King and his marriage with the Old One known as the mother.

While after a partnership contract both couples will go their separate ways, an actual marriage is for life within the culture of Atinaw. True marriage is a testament to a bond existing between two people. Not just physical attraction, sometimes not even just love. It is a declaration that these two people are inseparable and should be together. A true marriage cannot be decided on or stopped by the Kinship they belong to. That’s not the hard part. The hard part is proving it.

True marriages are something that is supposed to stand above all else. An unbreakable and true bond that will always result in an outsider entering one of the Kinships, something that’s almost entirely unheard of outside of one of the 8 clans occasionally adopting in the descendant of an Old One. Not only that, but it means one Kinship might be forever losing a member. One person cannot belong to two Kinships, and because of the way a true marriage forever binds two into one, one of the Kinships will need to be left behind by one of the partners.

Due to this, each Kinship usually has a series of tests to prove it. These are less trying for lower-class Kinship groups. Rarely will a farmer go all out for the trials. But for higher Kinship groups like members of the 8 clans, these trials become difficult on top of becoming spectacles. Should the couple manage to fail the trials, then they are deemed to not truly be bonded in such a way as they thought. Therefore, the marriage itself cannot take place. There are no repercussions for failing the trial other than the inability to complete the marriage. The couple is still allowed to see one another, they lose no honor, and oftentimes the Kinship will still allow for a Partnership Contract between the two, even allowing them to see each other often. There is something intangible seemingly lost throughout this, and on good occasions, those who fail the trial will part ways and never speak to one another again.

For those who pass the trial, a celebration is held. True marriages are rare and blessed things, not to mention something considered holy by the people of Atinaw. For two people to enter a true marriage, it’s a time for celebration. In some ways it seems like finding your perfect compliment, others see it as finding a lost piece of your soul, regardless of that it’s always something happy, even for the Kinship that’s going to lose a member.

After the initial celebration, the new pair will sit down with their old Kinship leaders and talk. This talk usually pertains to who’s going where and in some rare cases if the couple will strike out on their own. Occasionally this happens, the two decide to start their own branching Kinship and their own family. Though, even these cases often include one partner having close relations with their old Kinship.

More commonly one partner will leave to join the other’s Kinship. In straight couples, the man typically joins the Kinship of his wife even if he outranks her due to the emphasis placed on the maternal line. The only real exception is if the man is or is in line to become the next leader of the Kinship. In other couples, it’s a bit more difficult. For a woman and woman or a man and a man the partner of a lesser Kinship usually marries up into the Kinship of the partner with the more powerful Kinship. If they belong to Kinships of similar or identical status, it will depend on the prestige of the partners in their respective Kinship. Honor and power are something that has always been important, so the more honorable and powerful of the pair has the right to take the spoils. In a pair where one of the partners identifies as genderless or fluid, it’s entirely dependent on what the pair decide and can vary wildly.

When it comes to Immigration, marriages that are official outside of Atinaw are not considered official within Atinaw. Instead, they are seen as in a Partnership Contract with special stipulations. Their relationships can be upgraded to that of an official True Marriage, but this requires some kind of test that’s usually administered by the faction of the Bloodless Kin or the administration of the King/Queen.


Rites of Kinships

During a true marriage, one partner will end up leaving their Kinship behind and joining a new one. During this time there is an official ceremony conducted known as the Rite of Kinship. This ceremony is also conducted when someone joins a Kinship for any other reason, including during the creation of their own. This Rite needs to be overseen and officiated by an official of the Kingdom, typically a member of the Zuthari.


Rites of Clan

On occasion, a true marriage might result in someone not only having to change Kinship but also Clan. A Clan must also be picked when one is attempting to found their own Kinship. In these cases, there is a special Rite much like the Rite of Kinship where someone leaves their old Clan and joins the new. This Rite needs to be overseen by not only an official of the Kingdom but also a representative of the Clan being left (if there is one) and the Clan being joined.

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Climate and Agriculture

Mountain Men

The Kingdom of Atinaw has two large stretches of mountains reaching along its borders. One is along the coast while the other borders the stretch of unclaimed land between Atinaw and Dalquia. While these mountain’s don’t have snowy crowns as they might in the northern lands of Lorien, they are known to be deeply inhospitable to strangers and those unfamiliar with the area. Those cities which do live near or occupy these mountain ranges have come up with a good number of ways to combat this, the first being an abundance of crops that can withstand the uncomfortably rocky soil and less than hospitable temperatures.

A common practice among those who live in these areas is small gardens run by each Kinship separately. These gardens tend to be small and supplemental at best, but they’re a good way to ward off hunger when it gets harder to find food. This is a practice that started in Hopsfel and Grimholdt but has become more and more common in other cities, even those outside the mountain ranges. It's become especially popular in the smaller towns surrounding the main 8 cities.


Huntsmen and Farmers

Very few areas of Atinaw are what one thinks of when they think of farmland. Because of this, agriculture isn’t really the largest profession within the country. The only lands in Atinaw which are commonly used for farming are to the north of Threndos. What crops and plants do grow there are as hardy as the people and are used to surviving less than ideal conditions. In a way, this has made Threndos the agricultural capital of Atinaw and this gives the ruling clan a good amount of sway. However, it’s not the most common food source in all of Atinaw. Agriculture is the third most common actually.

The second most common food source in Atinaw is hunting. Most of the cities in Atinaw are surrounded by large swaths of forest and woodland which, though feral and often dangerous, is a treasure trove for rare and delicious beasts. Herding is also a common practice for those who are willing to risk life and limb for it. It was never the temperature or the climate that made Atinaw dangerous, it was always the animals. These animals often aren’t biased either. They’ll attack a man’s herd as quickly as they’ll attack the man.

Herding is a dangerous practice because of this, and due to this, the task of herding is often left up to those with some degree of warrior expertise. Retired warriors and sometimes the actual knighthoods will take up the art of herding when Atinaw is in a large stretch of peacetime. Or at least what equates to peace for these people. While raising and training the herd to obey is hard, protecting the herd from any number of dangerous beasts calling the wilds of Atinaw home is even harder.

While hunting is often considered to be profitable if dangerous, herding is on a level all its own for the people of Atinaw. Both are considered to be very honorable professions thanks to their risks and rewards. In spite of it’s danger it is a very stable profession thanks to the fact it brings in a lot of food for the people of Atinaw. In particular, dried meats are very common.


The Men Of Sea

Baring Hopsfel, every major city in Atinaw has access to water, be it a river or a larger body like the lake or the bay. Either way, the water itself is a central point for many people of Atinaw as it provides large amounts of food and resources. The access to water shared by nearly the entirety of Atinaw is vital to their survival, vital to how they’ve managed to survive this long. With limited access to farmlands and ever-dangerous forests full of beasts who might try to eat you before you can try to eat them, the rivers and waterways stretching across a good majority of Atinaw were tempting to the people of the kingdom.

Slowly, fishing became an ingrained part of the culture and has since risen to the number one source of food in all of Atinaw. The most common profession in Atinaw is also a fisher.

Make no mistake, though. Just because the people of Atinaw prefer the waters to their forests does not make the rivers and water bodies of Atinaw any safer than the rest of it. The waterways are infested with their own breeds of monsters, each more terrifying than the last. The people of Atinaw, however, do not balk at these beasts. Just as with the hunter or a shepherd, a fisher is expected to be able to defend themselves.


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Governance

Rule of Kings and Queens

The current King or Queen is the undisputed ruler of Atinaw, however, their power is fairly limited. The title itself holds most of its strength as a binder. It holds together the other 8 clans and keeps them from fighting with one another. While they can't pass anything into law or declare war, they do hold the power to ultimately say no to anything the 8 clans put forward. From laws to war declarations, the power of the King or Queen to veto something is without any equal. That being said, it is fully within the right of the 8 clans to repurpose the idea repeatedly as well as apply pressure to the King or Queen to pass something into law.

While the King or Queen holds a very small amount of actual political power, their religious power is almost without equal. Thanks to the early influence of King Vilathalk, the King or Queen is always associated with the Old Ones to a certain degree. Sometimes they are proclaimed to be a reincarnated Old One, here to guide the people forward. Sometimes they are to become an Old One once they pass on, their place in the pantheon cemented by their title. The King or Queen must always be associated with the Old Ones, however, this association can be before or after they become the King or Queen. Sometimes a King or Queen might gain a specific title or association years after their coronation, beforehand only being assumed that they would ascend as a generic lesser Old One.

Becoming King or Queen is simultaneously a tricky and easy process depending on who you ask. Upon the death of the old ruler, the next ruler is decided on a vote. All 8 Clans come together and all members of the Kinship must vote on the next ruler. Regardless of how honorable a member in question might be, even if they happen to be in jail at the time, each member of the Kinship is given the opportunity to vote. This is because the 8 Kinships who rule over the clans are supposed to be representatives of the people. Their choice is supposed to be indicative of how the people as a whole feel about who should be in power at any given time. All members of the Kinship must be given a chance to vote in order to make it fair.

The nominees almost never include someone from one of the 8 Kinships since a King or Queen is expected to immediately be disowned by their Kinship and the 8 clans are typically hesitant to lose one of their own. The King or Queen must be impartial and it is seen as a great crime to favor one Clan over the others, so there's no benefit as the Clan can't even share in the honor of one of their own becoming King or Queen. The only exception is when one of their own truly seems to be the best decision. In addition, the vote typically favors those who uphold traditional ideals. Grand warriors or honorable craftsmen. It's not uncommon for a Kinless to be elected. While in most situations they are seen as disgraceful, an honorable Kinless is the first pick for the next King or Queen since it seems almost to be fate. Fate kept them from a Kinship so they could truly rule with fair justice.

In order to maintain the title of King or Queen, there are a couple of rules that the ruler must follow. The first and most important one is that a King or Queen cannot marry, have children, or belong to a Kinship. This rule is for two reasons. The first of which is to quash the temptation for a bloodline to continue ruling. The title of King or Queen is never, ever supposed to be hereditary. In addition, the King or Queen is or is supposed to become an Old One of high standing. As such they are already apart of or to be apart of a "True Marriage". Bearing children without the consent of their partner is seen as a deeply traitorous act.

The second rule is that a King or Queen cannot be marred. Marred in and of itself has a very wide definition. No missing or rotten teeth, no missing limbs, no scars from disease, no welts or rashes. This is due to a long-held belief that a King or Queen who is unfit to rule shall be marked by the gods as imperfect. The one exception to this rule is any marks that are gained in honorable battle. Because the King or Queen is supposed to be the culmination of Atinaw culture, they are believed to be extremely powerful warriors. Missing limbs and scars can be excused if they were received in a battle. These marks are ones which were won honorably, and as such do not count. A marred or marked King or Queen might be disposed, but if they can prove the mark came from a battle of any sort then the ruler may continue to rule.

Thanks to the very fluid description of what a "battle" actually is, this leaves a lot of wiggle room for a potential ruler. Be this a good or bad thing.

It's worth noting that the original ruling was a lot stricter. Some people are glad that the definition has loosened up, others have spoken out that it should be harsher.


The Knights and Vikinger

There are two different careers dedicated entirely to protecting the lands of Atinaw. These are the Knights and Vikinger. While most call the Atinaw people in general Vikings (in which case they're usually wrong), Vikinger is a specific term just for warriors when they are out fighting or pillaging. These are what comes to mind for most when they think of the Atinaw people. The other faction, the Knights, is a more traditional set of warriors in the employment of the King or Queen directly.

The Knights directly follow the orders of the King or Queen. While the King or Queen can't nessisarily go to war without addressing the 8 clans first, the Knights won't move a muscle for any of the 8 without first getting word from the King or Queen. They are sworn to protect the King or Queen with their life even if the King or Queen is a strong and honorable warrior. Especially if they are strong and honorable. However, on the other side of the spectrum should a King or Queen prove to be marred or disgraceful it is the job of the Knights to hunt down the kill the King or Queen. There are three different Knight Orders which specialize in different forms of combat. There can be three different orders because all three are exceptionally large thanks to the honor associated with knighthood.

The Vikinger is a little different. They don't answer to the King or Queen. There are 8 groups of Vikinger, one belonging to each of the 8 clans. Think of these a bit like the local police or military force in the area. They answer directly to the leader of whatever Clan they belong to and they will not answer to the King or Queen. The job of the Vikinger is to protect the territory of their clan as well as to bring back wealth and food for their Clan. In a sense, they are also providers. Rarely do they come to blows with the other clans, finding it to be a pointless endeavor. War between Clans is usually fought behind closed doors with poisoned daggers and honeyed words. The ancestors of the Atinaw people passed down the lesson that waring among themselves would only bring downfall, so more often than not the Vikinger groups will help one another, regardless of the disposition of the two clans in regards to one another.


Lords of the Land

The 8 Clans, also known as the rulers of the 8 cities surrounding Álfós, capital of Atinaw. Each Clan is ruled over by a single Kinship. The leader of this Kinship is regarded as the leader of the Clan. It is their duty and their honor to ensure that everything runs smoothly and all the people within the Clan are well taken care of. Should a leader be failing it is well within the rights of the people to demand a new leader or even a new Kinship, should a Kinship that fits the qualifications be available. The only actual qualification to be the Kinship leading one of these Clans is that your Kinship is descended from an Old One or the current leader is an Old One his/herself. With such a fluid qualification, the pressure is truly on for these men and women trying to keep their lands together.

The leaders of these Kinships are called the Finla. There is one Finla in each Clan, the Finla ruling over their Kinship rules their Clan.


Rulers of Tribe

It is impossible for any one Kinship to completely rule, so the Kinships leading the Clans have chosen a select few Kinships to rule under them. These Kinships are known as the leaders of a Tribe. Usually, this is a town split off from the main city ruled over by the Clan's leading Kinship. These towns are usually smaller in size.

The leaders of these subservient Kinships are called the Alt Finla. The number of Alt Finla in any one area is at the discretion of the ruling Finla and their Kinship, however, usually this is picked by the geography of the area. How many small towns need good leaders is the main factor. An Alt Finla can gain a title pretty easily, but it can be lost just as quickly. The leader of the Tribe is a position decided upon by the Finla and as such those choices are subject to change depending on how satisfactory the service provided by the current Alt Final is.


The Freemen

The Freemen are the general named used for those who don't belong to a ruling Kinship, be it the one ruling the Clan or one of the Kinships ruling over a smaller Tribe. These Freemen can either belong to a smaller Kinship or they can even be Kinless. They are the regular people who make up the vast majority of Atinaw's population. The status of these people can vary wildly depending on the amount of honor and renown they've built up over time.

There is one very special classification of Freemen which isn't quite a Freeman but not of high enough status to be considered an Alt Finla. These are the Hosts. Hosts are the people who run inns and taverns. They are considered with the same amount of respect one would defer to a Tribe leader as long as the Hosts continue to be hospitable and offer good service. This isn't to say they are obligated to put up with rude treatment. Travelers that treat a Host badly are thrown out, often not even by the Hosts themselves but by the other travelers and locals! Hosts hold a title of prestige that is unique to them and fully deserving of absolute respect. Those who disrespect Host are considered very badly within a community. A Host that acts poorly may often have their land revoked by the ruling Clan though, so it's all fair in the end. A tavern or inn is owned by a single Kinship which will often hold the property for many generations as long as they continue to serve properly.


People of Chains

Little more than slaves, the People of Chains title is one that few ever wish to have applied to them. Atinaw doesn't really have a slave trade, but there are small pockets of slavery scattered throughout Atinaw. Emphasis on small. While the practice isn't particularly encouraged, it's never been discouraged either. These people are most often referred to as Debtors Servants or War Servants. The most common source of slaves for the people of Atinaw are those who are captured in battles or those who have committed crimes. Depending on the crime it is commonplace for the person to pay off their honor debt by serving the people they wronged. These are the Debtor Servants. They can always work off their debt and while they are working off that debt they are often provided for since it's the honorable thing to do. The duration of their servitude or the amount they must pay off is determined by the court handing out the punishment.

War Servants are interesting creatures. These are people captured for one reason or another. Maybe it was a border skirmish, maybe a citizen of Atinaw went out of their way to capture someone since they were low on hands. Either way, a War Servant is entirely under the control of their new Atinorian master. Most are generally treated fairly well due to the notion of honor surrounding the Atinaw people, however, this isn't always the case. War Servants can either serve till the end of their days or their master might set up a certain goal they must reach in order to achieve their freedom.


Men Above Kings

The Druids, the Bards, the Scholars, and the Record Keepers. All of these are very religiously charged positions though their names might not imply as such. The men and women who claim these titles are often above most aspects of Atinaw life. They are not expected to be strong warriors. They are to be treated as noncombatants in all situations and are to be defended if found in the wild. Most don't even carry weapons, and killing one is a crime of just about the highest order. You are to offer them food and housing if they ask it and you are to offer it even if they don't. While there are rules to check their power, it's rare this power gets abused. This is a very special caste of people who sit above even the King or Queen in some regards.







Factions

The Bloodless Kin

The Bloodless Kin is a very special Kinship existing within Atinaw. It is common knowledge that those without a Kinship are looked down upon and often seen as living without true citizenship. Those without a Kinship are that way for a reason. Either because they were kicked out of their Kinship or they just arrived in Atinaw and have yet to create a Kinship. Yet, there is one more group of people who live without a Kinship. Orphans.

Due to the way Atinaw's social structure exists, orphans aren't nessisarily common. They are usually the result of someone abandoning a child or an entire Kinship getting purged for one reason or another. Their rarity is almost amazing compared to some other countries where orphans are a dime a dozen. The scorn Kinless receive is often due to a perceived wrong on the part of the Kinless. This inherent wrong does not apply to children. All they did was either be an unwanted child or have their family killed when they were too young to help. The people of Atinaw often feel sympathy, pity, and empathy for these creatures left without a home or family. That is how The Bloodless Kin first came to exist.

The Bloodless Kin is a Kinship faction made up almost entirely of orphans. Hence why the emphasis on Bloodless.

Because of the nature of this Kinship, there are a couple of special rules that apply. People cannot join this Kinship unless they are an orphan adopted into it. It does not function as a regular Kinship might. While the Kinship does support its own, the collective sense of dishonor that applies if one person messes up does not translate to the Bloodless. Members of the Bloodless cannot receive children from a Partnership Contract. If they get accidentally pregnant then the Kinship takes the child, but no one can intentionally add to the Bloodless Kin due to the way in which it works. Finally, it is expected that a person will follow one of two paths once they've reached full maturity. They will either leave the Bloodless to join a different Kinship or start their own, or they will remain as Bloodless and take care of any other orphans that come along. Both are respected outcomes but staying with the Bloodless is a good deal more limiting.







Military

Rule of Knights

The Knights answer only to the King and Queen. There are three different order of Knights

The Order of Seafall, most associated with being the maritime branch of the Knighthood. These aren't knights in the traditional sense as they are the sailors of the group. Every member is well versed with a boat and more comfortable when the ground under them is rocking back and forth. They're similar to the maritime branch of the Vikinger, but they don't go out to hunt for riches quite as often. During times of relative peace, they're more likely to be acting like fishermen and helping to gather extra foodstuffs for the whole of Atinaw.

The Order of the Dragon is named in honor of the dragons. More specifically they are the order of knights who specialize in aerial assaults and attacks. Each knight is trained to use a very specific type of mount since moment one. Often they are trained on an individual beast that will be their partner as long as it lives. While some use melee weapons, a good majority of the fighters in the Order of the Dragon use ranged weapons and magic, another homage to the dragons. Magic in recent years has become shockingly common in this order. Enough to raise some whispers, but the order is effective so not many.

The Order of the Brave considers themselves to be the first Order to be founded and the truest order of all. They are the ground combatants, fighting on foot or from the back of a ground mount that can only roam the earth. They specialize in melee weaponry and pride themselves on either being tanks or quick enough on their feet you're unlikely to hit one. They're first on a battlefield and the last to leave. The Order of the Brave takes the whole honor idea to a new level. While tactical retreats are acceptable, the greatest honor is to die on the battlefield. While they consider themselves to be the first Order and pride themselves on that, they know they are not superior, so they take a great amount of pride in weakening the enemy for an assault from either one of the other two orders or for the Vikinger to arrive.


Rule of Vikinger

The Vikinger are a bit like the local military or police force. They answer to their Finla on most occasions and just about no one else. They, however, will go out of their way to avoid fighting other groups of Vikinger. Going to war with another group is perhaps the one order a Finla can give and never have followed due to the amount of respect the Vikinger hold for each other. This also helps to prevent a lot of fighting between Clans, as if there was much, to begin with. Most arguments are settled in one of two ways. A knife behind closed doors or a very public competition of skills, be it martial or intelligence.

Vikinger will, however, attack people who aren't citizens of Atinaw with very little mercy or remorse. The Vikinger are the stereotypical idea of the Atinorians for a reason. While the Knight Orders handle most official wars, the Vikinger handles the majority of border fights. They attack, push outwards, and pillage when supplies are low. Most groups of Vikinger will have a strictly maritime subsection. These are the stereotypical Vikings who travel the coast, attacking port towns and pirates alike in order to bring home wealth and valuable resources for their clan. The Vikinger, for people stemming from the idea of honor, have a shocking lack of morals. The maritime subsection does anyway. Serving Atinaw in whatever way they see fit to be the only thing they truly see as honorable, which means they are not above taking wealth and slaves as long as it serves Atinaw.

The Vikinger of Hopsfel, in particular, spend a good majority of their time actually aiding Dalquia in exchange for the foodstuffs Hopsfel struggles to produce.


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Religion

Faith Of The Old Ones

The Faith of the Old Ones was the religion sparked by the first King of Atinaw. His declarations shaped the religious history of Atinaw for generations to come. The Faith of the Old Ones is still the most popular religion in Atinaw and often garners hatred from other nations which call the belief backward or just outright wrong, especially Atinaw's old enemy Geleros. The Faith itself is a fully functioning religious order with it's own equivalent of priests and a full Pantheon of figures, vague as some of them may be.


The Law of Fate

Vicis and Naori are the only two Dragon Gods to be directly (intentionally) translated into the Faith of The Old Ones. Many would say with good reason too. While many of the Dragon Gods were given different names or outright left from the Faith of The Old Ones completely, these two kept both their original names and all that they represented, though the accuracy of their personalities is up to debate for scholars to try and figure out.

Through all of Atinaw's history, both Vicis and Naori have taken a very special interest in the land and people. The reason for this is entirely uncertain, however, the people of Atinaw have taken it in stride and it has become a normal part of their faith. In the words of the people, Atinaw is a land ruled by fate. Over the years it has spawned outstanding heroes, terrible villains, and people of great prestige and renown no matter what walk of life they decide to take. If anything is worth doing, it's worth doing big and doing well. Fate plays a big role in this. There are two stances in which the people of Atinaw take in regards to fate, occasionally both within the same breath.

  • Fate is something that can be combated, and in many cases should be. It is not some kind of be all end all that binds any one person to a predestined outcome. Those who are cunning, those who are strong, those who are brave, these are the people who can combat the tides of fate even if it takes massive amounts of effort. Fate is simply a guide, a trail of sorts, and people can find their way without walking a predetermined path and reaching a totally unforeseen ending.
  • Fate is a guide for a reason. Often times one should follow their fate, their destiny. It is there to guide them towards a certain outcome for a reason. While not always good, not always bad, fate is something designed with a purpose. A road pathed in order to be walked. Unless you are hurting yourself or others, it is often best to follow the path your fate guides you.


As the patrons of both fate and chaos respectively, Vicis and Naori play an important role in this process. Some fall on one end of the spectrum more than others, while some try to strike a balance between the two. Either way, fate is an extremely important concept to the people of Atinaw. To deny or follow fate, either way, it needs to be something done with dignity and honor. Something that a person faces the consequences of regardless of the path they chose. There is glory in both being led and being the one to lead, but no matter which diety's wishes you follow your actions are forever and always your own.

The red and white dragons that live in Atinaw are seen as guardians of this concept and often treated with respect even if white dragons aren't quite appreciated as much. While their will of rebellion against fate is something important to the people of Atinaw, the society of Atinaw was build on a sense of order so the white dragon's chaos goes unappreciated. At least in modern-day post-Sundering Atinaw. The white dragons garnered a lot more respect during the early days of Atinaw.


Druids

For the sake of simplicity, their most common name is the Druids. However, there is more to this caste than meets the eye, including what kinds of responsibilities fall under their purview. The Druids are the holy men and women of Atinaw. They spread the word of the Old Ones, often end up advising the Finla, and are commonly very accomplished scholars. They are often the lawmakers, religious leaders, and well-respected servants of the King or Queen, even though a select few possess a very precious power that puts them above the King or Queen.

There are multiple classifications falling under the generalization of Druid, each with its own special rule and purpose.







Law

The Honor Debt

The severity of a crime is based around the loss of honor. There are two types of losses in this situation. The loss of the victim's honor and the loss of the perpetrator's honor. The two losses of honor culminate in the severity of the crime. While a theft might be a lot of honor lost on the part of the thief, the shop keeper doesn't lose as much honor. On the other hand, serious crimes like murder or rape will have devastating losses of honor on behalf of both parties, criminals, and victims. In this case, the punishments are usually a lot fiercer.

Punishments and severity of the crime are usually decided on by a representative of the King or Queen, most commonly a member of the Druid caste. There is a specific type of Druid dedicated to this type of job. Trials progress as you would normally assume trials do. Both parties plead their case and the defendant will either be found innocent and the case gets dropped or they will be found guilty and the presiding judge will dole out punishments approximate to the crime committed. In addition, the Kinship of the guilty party is expected to create their own punishment to go alongside the one decided on by the judge as well as pay compensation to the victims depending on the severity of the crime.

There are some cases where the judge will be wrong. In these exceptional cases, there are two types of appeal processes. The first is to appeal to a higher-ranked Druid within the respective order. This process can take a while to complete though, and the results might not be favorable. There is one other appeal option left, a remnant of a very old time that isn't used often.

This is the Honor Duel. The rules of an honor duel are decided on ahead of time by both the 'victim' and the 'criminal' within the presence of the judge. If someone refuses the duel it automatically reverses their sentence to guilty and often but does not change the length of it. Taking the duel and losing will rule the criminal as guilty as well as make the sentence heavier. If the victim is to lose then they must compensate the defendant for the troubles and both parties leave. The rules can vary from an actual duel to a competition of strength or wits. Often time those without the skill being tested can even pay for a champion. It is believed that the Old Ones will ensure that the honorable and truthful person come out on top in the altercation.

This belief has been supported by very weird happening during Honor Duels in the past. Seeming mystical occurrences, though some of these could be chocked up to cheating even that is seen as an aspect of fate's hand at work. Though such actions should not be taken openly as they are still dishonorable. There are other happens during Honor Duels that have yet to be explained.

After an Honor Duel has been declared, the only way for the defendant to come out innocent without having to partake in the duel is if the King or Queen themself steps in, as this is seen as an intervention on behalf of the Old Ones.


Punishments

Punishments can vary depending on the severity of the crime. The most common punishments are paying a fine, becoming a Debtors Servant, and short stays in prison. However, there is the occasional death sentence. These are usually only ever implemented in the case of a sever dishonor and only with the permission of the victim's Kinship. This includes the execution of murderers and rapists. It's also within the power of the victim's kinship to turn down a death sentence, in which case the criminal is usually given a very extended debt service or prison sentence. Often a lifetime one.

In addition, the Kinship the criminal belongs to is expected to come up with a fitting punishment. These can be very creative and are entirely at the discretion of the family's current leader.


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Realm

The Capital, Áfsós

Áfsós is the capital city of Atinaw. It is where the King or Queen's seat of power rests and it is also the most developed of the Kingdom's cities. Having 3 different Knight orders it is also the best protected. Traditionally the capital city is open to anyone and everyone, though the portions belonging the current ruler are not. Áfsós is very protective of its citizens and is always doing it's best to put their safety first. While weapons are allowed within the capital city, they are not allowed to be drawn unless the city itself is under attack. Duels are often fought, but those are to be fought with fists only and a good amount of distance must be between the participants and the spectators.

There are special duels that use weapons, but these usually become events of sorts with roped off areas for spectators and an overseer to ensure no damage comes to any citizens.

Áfsós is not only the seat of the ruler but the seat of the Faith. The Druids also have their headquarters here. In addition, they are in charge of the royal library. Most sections are open to the public, however, important records are closed off and only accessible to members of the Faith. Alongside the headquarters are also the training quarters where young members of the faith learn how to serve as faithful Druids.

While luxurious, Áfsós is not overly gaudy, and it becomes deeply toned down whenever financial struggle is being placed on the Kingdom as a whole. The people with the highest wages have the duty to be taxed the hardest when those living outside the capital suffer. Surprisingly enough, it's an honor the various higher class Kinships living in Áfsós take with a certain degree of grace. In times of peace though, the shops are absolutely full of luxury goods from perfumes to wines to beautiful clothes.


The Clans

There are 8 Clans ruling over the lands of Atinaw, each with its own Kinship running the entire Clan. They are as follows:

Myaldar, Property of Clan Myaldar. The Current Kinships leading it is the Vidkunn Family.

Hopsfel, Property of Clan Hopsfel. The Current Kinships leading it is the Hallbjorn Family.

Raellon, Property of Clan Raellon. The Current Kinships leading it is the Asmund Family.

Loregard, Property of Clan Loregard. The Current Kinships leading it is the Iulido Family.

Yazranor, Property of Clan Yazranor. The Current Kinships leading it is the Forni Family.

Threndos, Property of Clan Threndos. The Current Kinships leading it is the Ingifast Family.

Kamdin, Property of Clan Kamdin. The Current Kinships leading it is the Geirleif Family.

Grimhaldt, Property of Clan Grimhaldt. The Current Kinships leading it is the Slodi Family.


Atinaw and the World

Aside from Geleros, Atinaw gets along with the rest of the world fairly well. In particular, they have a close ally in Dalquia due to the trade the two often do. Atinaw offers protection and Dalquia helps to supplement Atinaw with extra foodstuffs. This is an extremely important trade to cities like Hopsfell which suffer from the fact there's little room to grow food or hunt.







Economy

Responsibility of the Rulers

There is a responsibility shared by all those in power. For Kinships who have long since held power, this is something the children of those families learn moment one. It's a hard and fast rule that can't be denied, lest the people deny you the right to rule them. This rule is simple. Those in power must provide for and protect those who have less power than them. What does this entail? Well, of course, it includes the obvious stuff like a functioning defense against raiders and bandits, land on which to live, supplies in order to use. But it goes a bit deeper than that.

For those who hold power in Atinaw, they have always had higher taxes. They work longer hours. They don't enjoy the same kinds of luxuries that the elites of other kingdoms might. The luxuries are still there, a noble is still a noble regardless of where you go. Fancy clothes, good foods, etc. But these are simply rewards, rewards often given to them directly by the people. Gifts and offerings in exchange for what those in power do. The ruling powers are the leaders of Tribes, leaders of Clans, or the rulers of the entire country, owe it to the people to be protectors. That's why they start getting their taxes upped first when war starts to come knocking. The ruling class of Atinaw knows this simple rule. They have the farthest to fall, so they must fall first. They live in enough luxury that when things start to go poorly they should start giving up those luxuries before the people have to give up basic necessities.

There's no upset among the nobility when this does happen, as long as they still have basic necessities for themselves. This is something they're raised to accept the moment they start to be groomed for a position of power. It's an honor to give up these luxuries because they were given to them by the people in the first place. It's one of the many reasons the nobility and rulers of Atinaw are prideful. Because they'd rather eat bread and cheese instead of cakes and fine wines then let their people go hungry. And these kindnesses are returned with unshakable loyalty. While the Clans of Atinaw might betray one another behind closed doors it's only ever to get resources for their people, and they'd never betray the people they ruled. The last leader who tried to steal from the mouths of those they were trusted to care for found the knives of their own Kinship buried in their backs.


Responibility of the Ruled

In exchange for the ruling class' willingness to bear heavier taxes and forsake luxury the Freemen are expected to be loyal to a fault. Die for your Finla, go gather food for your Finla, try to provide what you can for them. Make sure they do not go hungry in your sted because there are those few Finla and Alt Finla, those few Kings or Queens who put meat on the plates of their follows long before they put food on their own. These are the names that have gone down in history, the names the ruled must remember because those are the names that allowed them to be alive today.

Loyalty and blood is the trade for wealth and kindness in this exchange. And it's an exchange neither party has ever taken lightly.







Language

Common

Common isn't actually the most common form of language in Atinaw. There are two other common kinds of language which are the 'official' languages of Atinaw. The first is Kokalath, the tongue belonging to the people of Atinaw for as long as anyone can remember. The second is Vithmi, the language which belongs most commonly to the Rathari. Due to the large numbers of Rathari that have always been present in Atinaw the language itself has become one of the two staples for getting around. Either one of these is widely accepted and widely known by those living in Atinaw, and you're probably going to be able to get your questions answered or directions to where you're going.

Common, on the other hand, will get you a weird look if it doesn't get you mocked. It's another matter of pride for the Atinorians. Atinorians traveling abroad have an obsession with learning the native tongue and being able to speak to the people there using it. It's a sign of respect for them. While common is understood it's often seen as a last resort. For places where Common is the dominant language, it seems respectful to the people of Atinaw, but in Atinaw itself it'll often be like spitting at their feet. Broken and poorly spoken Kokalath or Vithmi will often be seen more favorably viewed than fluent Common, and as long as you attempt to speak one of those two first people don't really mind if you slip into Common for the sake of convenience. At least you're trying, and people are a lot happier to give a few pointers and then speak common than they are to feel like this stranger is disrespecting their culture and their language.


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Demographics

Cities

Total Population: 70,000,000
Note: Clan Holdings include the capital city of the region. They are the total population of the entire territory of that clan.

Áfsós - 966,000
Royal Holdings: 11,600,000

Myaldar - 324,000
Clan Holdings: 5,500,000

Hopsfel - 261,000
Clan Holdings: 6,000,000

Raellon - 405,000
Clan Holdings: 6,800,000

Loregard - 881,000
Clan Holdings: 10,900,000

Yazranor - 397,000
Clan Holdings: 5,600,000

Threndos - 409,000
Clan Holdings: 7,700,000

Kamdin - 760,000
Clan Holdings: 9,800,000

Grimholdt - 501,000
Clan Holdings: 6,100,000


Racial Makeup

The two dominant racial groups in Atinaw are Humans and Rathari. There is, of course, the mix of other races as all who can survive here are welcome in Atinaw, but these seem to be the most common two races in Atinaw. While these are the most common, the people of the country don't tend to subscribe to racist bigotries or fears. Those who can survive are fit to live here, the difference in their body and blood in minimal as long as they can thrive in the lands of Atinaw. In fact, often it's those differences that make both the people and the children of these unions strong, so Atinaw is also a hotspot for half-breeds and their unique traits often make them well accepted.


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Atinaw Survival Codex



Local Flora



Local Fauna



Monster Sightings
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