Cirdonia Organization in Aertrea | World Anvil
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Cirdonia

Location: Far North. Alignment: Chaotic Good, Neutral Good. Knowledge Geography The Far North. (DC 5) Cirdonia is the name of a lose confederation of Lords in the Far North. Once a collection of warring tribes, the Cirdonians were conquered by the expanding Arcadian Empire some three hundred years ago. One hundred and fifty years ago, the Cirdonians, routed the faltering Arcadians in a revolution mostly free of bloodshed. Since then the Cirdonians, now culturally a mix of traditional tribal, Middle Kingdom, and Arcadian traditions, have ruled their lands in a feudal system. Somewhat isolated in the Far North, the nation has done well to continue to carve out civilization in those distant lands. Good relations with Arcadian, Marble, and Timbal strength the land through trade.
  (DC 5 and Nobility/Royalty Northern Continent DC 5) The Eight Lords of Cirdonia each have a their traditional lands, somewhat based on tribal territories from the pre-Arcadian era. The title of Clan Chief is passed down to the oldest son. The heir to the Clan Chief’s throne is known as “The Tanist”. After the Cirdonian Revolution the Clans took on a different role, become more like the nobles of Timbal and other feudal kingdoms and less like the tribes that existed before the Occupation. Each Clan has a number of large extended families, known as Septs. They are the remains of ancient tribes who were at some point united by the Clan Chief’s distant relative. Today the Septs serve as a noble class producing many Thanes (knights) and administrators. (DC 8) Now a days commoners are allowed to own land and pay taxes to the Chief of their area and receive varying degrees of justice, protection and infrastructure. Cirdonia still makes use of some ancient tribal traditions including animal sacrifices, burning of criminals in “wickerman”, mixed with Middle Kingdom feudalism. Each Chief is served by his appointed “thanes” who are basically knights. They make up a nobility like class of professional soldiers, each of whom leads a small company of men-at-arms. The title of Thane is passed down through the family although the Clan Chief has the right to appoint commoners to the title if he wishes. Arcadian facets are still strongly felt, including advances in road building, fortifications, agriculture, trade, education, justice and especially religion. The nobles of Cirdonia were the most influenced by the Arcadians and their brand of polytheism has take strong root there. While none would dare to pray to the Arcadian Emperor, many turn to the various gods common to the Northlands; Mare, Pelor, Bahamut, Tyr, Yondalla, and Thyrm most commonly. “Tacksmen” was once the title of the official who served the Clan Chief as advisor and tribute collector. Now they are the name for the Arcadian-like tax collectors who serve each Clan collecting taxes and fees.
  The Eight Clans of Cirdonia and their Ancestral Homes are: 1. Clan Beveridge at Janada 2. Clan Briarson at Achenbreck 3. Clan Glannon at Glannon Castle 4. Clan Griersten at Barnesheig 5. Clan Kinninkirk at Rose Haven 6. Clan Pitcarin at Breven 7. Clan Wedderburne at Drasus 8. Clan Yledenan at Castle Yledenan
(DC 12) Fosterage is a tradition that predated the Occupation and continues today. It’s traditional for a Clan Chief’s sons to be sent to live with another Clan Chief’s family from the age of 10-16. These children serve as hostages, insuring that inter-clan warfare was uncommon. These years also helped to form and cement alliances and agreements between clans. Many a marriage was arranged during these times, mingling bloodlines and strengthening ties. Since the revolution this tradition has spread from the Clan Chiefs to include many of the sons and daughters of the thanes and other nobility. The fosterage now includes traveling to more distant courts, such as those in Arcadian, Marble, and Timbal.
  (DC 12) Marriages in Cirdonian are not arranged unless you are a noble. A man asks his brides father for permission to marry and they bargain for a dowry. Once that is agreed upon the husband usually receives a parcel of land from his father, the head of his Sept or the Clan Chief. Both families then gather to ‘raise a barn’ for the couple to start their own family. Non-farming families often help their sons and daughters to set up ‘business’ in some nearby town or village. On the day of the ceremony the bridegroom goes ‘creening’, which means he carries a woven basket (a creel) filled with rocks and he most carry the basket from his families home to that of his bride and then most wait for her to come out of her home and kiss him. The amount he is able to carry and the length of time she makes him waits is said to be both a sign of the strength of their bond and good luck. Following this a ceremony, usually under the hand of the local druidess (or these days by a priest or priestess if the couple is noble) and involves music, dancing, and singing followed by feasting and drinking.
  (DC 10) Justice in Cirdonia is a strange mix of Arcadian law and traditional tribal ways. The Clan Chief’s are too busy to pass judgment on lawbreakers as they once did. That job is now delegated to the Sitting Thane, a position appointed by the Chief to serve as judge for the lands. The title is a reference to the Arcadian tradition of judges presiding over justice from great marble seats. Other Arcadian traditions such as the profession of ‘lawyer’ are slowing taking hold. Cirdonian laws are different in each Clan Holding and are often very vague and situational. The most severe crimes include oathbreaking, murder, and arson. Men are generally hanged and women drowned. Lesser punishments include ‘laming’ (the breaking of arms and legs), the lose of lands and livestock, and lashes. Traditionally those deemed traitors are burnt alive in giant wicker contraptions and offered to the spirits as sacrifices.
  (DC 10) Cirdonia has mostly prospered since the retreat of the Arcadians. More sophisticated military techniques have allowed the Cirdonians to better protect themselves from the various raiding tribes of barbarians, creatures, and humanoids. This has allowed them to expand their borders and their reach. As the nation grows, the Chiefs are coming more and more into conflict with each other, over land rights and boundaries and trade disputes. Without the guiding hand of the Empire and without the traditional ‘olde ways’ there is considerable confusion about handling disputes and there is a growing risk of war. Another conflict is also simmering beneath the surface, that of religious intolerance. The common folk of Cirdonia never truly parted ways with druidism and many would like to see the polytheism of the Arcadians removed entirely. The nobles of Cirdonia, who for the most part, embraced the new gods of the invaders, are not about to see that happen. An organization of zealous druids and their followers have begun, known simply as the Circle, they seek to drive the “priests and their heretics” from their lands and return to the traditional ways.
  (DC 15 and History North 15) The Circle that exists today has its roots in the ancient Druidic Circles found for ages in the region. During the Occupation, when druidism was outlawed, the Circles became the center of the Cirdonian revolution.
  (DC 12)Each Chief supports a cadre of knights, who have sworn loyalty to him and act to defend the land. Each also possesses a small group of men-at-arms who serve as guards and soldiers. The peasantry receives some training with arms and weapons and comprise a surprisingly effective militia when called upon. Most of the Chiefs also employ are spellcaster, a priest and/or a spymaster to assist them in various ways. The true strength of Cirdonia, however, are its Thanes, who tend to be huge hulking men who devote themselves to arms and combat. It is said that the blood of Cirdonia includes giant’s blood, to look upon the bearded behemoths in plate and mail, you would say they are correct.
  (DC 12) If the knights are the heart of Cirdonia, its druids are its soul. Every village has at least one person trained in the druidic faith, who serve in many capacities. In more outlying villages the tradition never ended, but during the Occupation Cirdonian druids had to operate in secret. Those that did not were burnt at the stakes as ‘witches’. Even so, then as today, the druids provided the Cirdonian commonfolk medicine, healing, magic, and wisdom. They were the buffer that allowed them to exist in such wild and untamed lands. Today most Cirdonian druids are peaceful folk who seek only to help but some have taken up the ideas of The Circle and are willing to risk life and limb to return their faith to eminence.
  Economically, just because they have gained their independence from Arcadia and signed the Treaty of Rosehaven, does not mean they have cut all ties with the Empire. While the Legions may have retreated, the Empire continues to be Cirdonia’s biggest trading partner. Arcadian Trading Houses and Cirdonian Chief alike are becoming rich on the sweat and backs of the peasantry. Lumber, furs, and grain are the biggest exports.
  Names in Cirdonia are always a personal name followed by either a clan name or a surname (usually descriptive of profession). Clan leaders may bestow their name on those they find worthy. Female names include their father’s name. For example Artagan of Clan Glannon or Slaine, Daughter of Branan the Fletcher of Breven.

Magic in Cirdonia: Magic in Cirdonia is mostly reserved for village hedge wizards and wise women. High sorcery is rare. The vast majority of magic in Cirdonia is druidic. The Arcadian influence has seen an influx of non-druid divine magic, which some find unwelcomed. The Middle Kingdom influence has brought in the tradition of a “court wizard” and now each Chief, has his arcane advisor.

Nonhumans in Cirdonia: there is a small population of rural Halflings in Cirdonia, mostly around the small city of Rog Loch. They are considered normal citizens and are valued for their skills with agriculture and their pottery and weaving. Cirdonia’s rolling moors and foggy lakes are home to many creatures of the Fey and the Cirdonians are quite familiar, if still mistrustful of such creatures. There are far more dangerous creatures in the wilderness lands including many anhkegs. The area also has a high population of large humanoids, mostly giants and trolls.

Adventuring Classes in Cirdonia, as Cirdonia is famous for its hearty knights, large armored men with vicious claymores, as such there are many fighters, paladins, knights, and crusaders. Woodcraft is also very traditional with many scouts and rangers. Druids are common and among the cities, courts, and royalty, clerics can be found. Wizards and other arcane casters along with psionists are rare. In the more rural areas totemists and barbarians can be found.
  (DC 15) Festivals and Holidays of Cirdonia: The Rose Festival, which commemorates the Treaty of Rosehaven and Cirdonian freedom from Arcadia is the biggest festival of the year, although a large number of druidic holydays remain important although their true, traditional meaning is lost of some.
  Arts and Culture in Cirdonia: The Cirdonians enjoy epic songs, bagpipe and drum music, frantic dancing, and contests of strength and endurance. They are skilled weavers and potters and boost some of the most skilled woodworkers outside of Elven populations.
  (Geography The Far North DC 15) Important Locations in Cirdonia:
  • Achenbreck: castle and port on the southern coast. Ancestral home of the Briarson Clan
  • Barnesheig: small city and castle, home of the Griersten Clan
  • Barmore Woods: long considered to be haunted and home too many fey creatures.
  • Dunadd: high in the hills, medium village
  • Glannon Castle: on the western shore, a major port and home of the Glannon Clan.
  • Stillaig- village on the north shore
  • Torbhoran: medium city in the southeastern area, agricultural.
  • Drasus: city and castle on the Eastern shore, ancestral home of Clan Wedderburne.
  • Breven: Large city and castle on the southern shore, home to Clan Pitcarin
  • Janada: medium city and castle, the most eastern city. Home of Clan Beveridge.
  • Rosehaven: medium city on the north shore, where the Arcadians surrendered. Home of the Kinnikirk Clan
  • Lemming Cliffs: miles of very steep and very high cliffs.
  • Loch Modan: the largest of many lakes in Cirdonia. Thought to be bottomless.
  • Rog Loch: small city, known for its sizable halfling population.
  • Struan Forest: legend tells of dragons that dwell in the heart of this land.
  • Castle Yledenan: Ancestral home of clan Yledenan.
  • Kindrochat Circle, The: one of the holiest of druidic sites in Cirdonia.
  Physical Appearance: Cirdonians are tall and broad shoulders. They are light skinned with light brown, blond, and red hair. The men tend towards full beards and the women have been described as ‘wide of hip’. Facial features are broad and generous with a healthy dose of freckles.
  History of Northern Cirdonia For thousands of years prior to 6783 AC the Cirdonian Peninsula was home to a chaotic array of tribal clans. These small extended family bands made use of basic farming, fishing and hunting to eek out an existence in the Far North. Harsh winters, large predatory monsters and raiding tribes of humans and humanoids made life difficult. The people, however, were equally fierce, being large, strong, and resilient. The Clans were very competitive and often warred. Alliance were common and short-lived. The Clans’ warriors would raid each other, stealing wealth, food, and women.
  By 6783 the Arcadian Empire had faced a series of stinging setbacks. Colonies and subjected city states in the Mysterious West, the Jeweled Cities, and further south in the Middle Kingdoms were being lost. The Emperor needed new lands to draw resources from. A decade earlier he had targeted the Cirdonian Peninsula. He desired the tall trees for mast building, furs, and untapped mineral wealth. Plus the disorganized and somewhat primitive Clans would pose little threat to his legions. What initially posed as ‘diplomatic contact’ with each Clan soon became an occupation force. Before the Clans knew what was happening, the Arcadians had a sizable force in the lands. Resistance was fierce, but short-lived. Unprepared the vastly superior Arcadian Legionnaires defeat the Clans and their Thanes. Clan Chiefs were executed and more pliant younger sons placed as puppets on the throne. A century of strictly enforced laws and import of Arcadian customs lead to a period of growth and stability. Many of the issues that threatened Cirdonian society were resolved. Banditry was reduced, clan conflict was no more. Roads, bridges, and agriculture helped produce more goods and food then ever before. Disease and famine were no longer much of an issue. Arcadian fortifications were placed in the hinterlands, reducing raiding.
  With the good however, came some negatives. Traditional Cirdonian culture was repressed. Druids were hunted and burnt at the stake as ‘witches and warlocks’. The worship of the Arcadian emperor as deity was mandated. Freedoms were restricted, those who complained faced punishment. Taxes and tithes were levied and at times were extensive.
  In 6978, in the Clan Holdings of Griersten, a large number of farmers refused to pay the newly implemented “potato tax”. They chased off Tacksmen with rocks and arrows. Lord Griersten did little to support the Arcadian tax, which he thought to be unfair. With limited Legionnaire support the area enjoyed its freedom for a year, and then a portion of the 24th Legion was moved into the area. They established a separate garrison and move quickly to repress the locals and reestablish Arcadian law. Lord Griersten had no choice but to standback. Those locals who continued to flaunt the nonpayment of taxes were given one chance to relent and were then put to the sword, farms to the torch. The Arcadians were there to make a point and they did. Over the next 2 decades more the 24th Legion were withdrawn, as the area was sparsely settled compared to other regions, but a sizable force has remained.
  There are many stories told in Cirdonia of the Uprising and the war that drove the Arcadians out of their lands. Some of the most famous come from the far northern area, the Holdings of Clan Griersten. It was from a ancient Druidic circle in this area that the legendary Hedge Witch called forth the Great Hunt which cemented the Cirdonian victory. It is well known that the Hunt came forth only because of the sacrifice of a brave man named Halen, they say he was a ‘’priest of the Sea’’. Other stories tell of “the Mogwa” a great hulking man, many say he was a giant, who toppled Arcadian fortresses and smashed walls by himself. Many would like to recover the Ancestral Sword of the Griersten Clan, lost again, last wielded by the hero Hakon of Griersten. Historians and those who were actually in the area remember a great deal more. They remember the fight not as a glorious victory, but a near-thing, with hundreds of Cirdonians cut down by the Legionnaires and their infernal allies. They know that it was the Lord’s Thanes and the Circle itself that allowed them to win. The whispering druid, Sonari, the Ice Wizard Czeslaw, and the Dwarf Warrior Thorgrimm along with the above individuals are popular subjects for paintings, poems, and carvings.
  (Geography Jeweled City 30, Knowledge History The Far North 25, Knowledge History Burning Sands 20) The Merchant Lady of Opal, known at the Lady of Waves is from humble beginnings. As a young lady , named Sonari, raised in rural Cirdonia, she was trained in the ways of druidism by her family in secret (druidism was outlawed by the occupying Arcadians). She was a major player in one of the Lesser Circles during the revolution that freed her nation. After the war she remained in the area for sometime helping to reestablish the druidic traditions within Clan Griesten. She and a few of her companions eventually left, it’s said, due to conflict with the druidic hierarchy (and the infamous Hedge Witch in particular). Her journeys after are largely unknown, but apparently included a great deal of time at sea, traveling widely around the world. In time she developed a sizable Trading Company (ironically working closely with Arcadia) and eventually relocated to Opal. There her considerable personal power, her sizable economic powers and her connections with world powers allowed her to claim a seat as a Merchant Lord.

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