Naming Traditions
Herah, Verid, Morrigan, Verdansi, Nadini
Arushala, Atomos, Obrinn, Vallar
Arrisdiran Family Names: Emeralroot, Ivorcoat, Bridgegate, Redheart, Viridcharm, Merrygate, Sablewood, Brightwind
Crystand Family Names: Windgazer, Sandtrek, Gazewisp, Nuramyst, Viziaghast
Hadanguardian Family Names: Rockhalt, Stoneshield, Aegishelm, Arrmora, Hadanfrend, Lithmas
Culture
Common
Old Arrisdrian
Arrisdrian
Hadan
Meinong
Aristolian culture is a unified identity shared by three primary people groups descended from the industrious and mercantile
Arrisdrians, the noble and brave warriors of
Hadanguard, and the semi nomadic people from the eastern savannahs and deserts of the
Meinongian travelers. Though there have been several centuries of civil wars and contention between the kingdoms of the Era of Dusk, the open plains of central Aristolia has been the home to just as much cultural integration. Years of interethnic couplings has led to the unified identity shared between this expansive landscape.
Aristolians, especially those of the eastern savannah and deserts, are well known for their mastery of craftsmanship the construction of artifacts and other items. In the northwestern highlands the smiths are celebrated for incredibly durable steel, iron, and leather armor and weapons. They also are accredited for the creation of the guilds system commonly associated with the beauracracy of managing social and civil engineering, a concept that found its birth in the fallen southwestern kingdom of
Arrisdra. They have a strong belief that their egalitarian system works for everyone and often do not consider other people's worldviews.
Most of the denizens of
Aristolia speak the
Common tongue, but also use the
Arrisdrian language for important records and historical documentation. Being such a far ranging group, there are a great many dialects spoken across the empire.
Old Arrisdrian,
Hadan, and
Meinong are the three root languages that grew into the commonly used Arrisdrian language today, and certain terms and phrases have carried over. Old Arrisdrian and the Arrisdrian language are closest to Common, and is filled with the commonly heard vernacular.
Hadan on the other hand is a dialect which depends on hard punctations behind each syllable, particularly on double consonants. Hadan speech is something of a hybrid between human and fervorian speech patterns meant to add emphasis to what is being said.
The Meinong dialect however is much different. Meinong do not use pronouns such as "I" or "He" instead refering to the self as "this one" or others as "that one." There is a special term used for describing a love interest or partner, "this one that is one."
Aristolia prospers thanks to its impressive economy that maintains relations between the five major cities of
Mandas,
Redrook,
Marblemarch,
Heror'est, and
Roguesport, each ruled by a
Trade Prince who maintains positive ties between the
Church of Helios, the
Merchant's Guild, and the many different people of Aristolia.
Good intercity trade is maintained by paved roads patroled by armed guards. The unified identity of the Aristolian people comes from the prosperous state of their empire; they see themselves as entrepenurial collaborators who contribute to the greatness of the empire by adhering to the tenets of the
Church of Helios.
Aristolia leads the world in the advancement of magitek in the Era of Twilight.
These egalitarian people believe in fairness for all, regardless of your ethnicity, and any kinds of secular worldviews are frowned upon. Aristolians can however be regarded as snobbish, particularly amongst the upper class. Middle class Aristolians work hard and strive towards becoming a member of the upperclass, often through mercantile or clerical employment, there is a unified sense of respect for those who have been practiced in a particular trade or skill for many years. This tradition of respect for master craftsmen and priests is reinforced by the
Church of Helios and the tenets of their faith.
Amongs the upperclass and trade nobles, clothing from many different cultures around the world is popular and the trends tend to fluctuate from time to time. Imports such as specially crafted
Lithosian clothing with soft fabrics or accessories inlaid with nura crysts from the
Aegispeak Mountains and other lavish jewelry.
The working middle class wear less extravagent clothing, primarily made by tailors in
Lithos. However homemade leather clothing such as jerkins, bodices, gloves, and other leather and fur goods are common as well. Aristolian tailors and tanners work together to create leather textile goods such as purses, clothing, gauntlets, and more. Other rough fabircs like tweed and flannel are accesible to well to do Aristolians
The lowest classes of Aristolia wear simple textile clothing such as cotton or linen and rough used hand-me-down clothing from the middle class. With most home made outfits made for the purpose of exports and imported clothing intended for sale abroad, there are little options for the most destitute.
Because
Aristolia borders many different diverse groups, they have no unified architecture but rather draws inpsiration from many different outside groups. As of the Era of Twilight, many great public forums, memorials, and other artistic works are built in a neo-classical style with well treated limestone. Wealthy merchants compete on financing these public works for clout within the
Merchant's Guild. In major cities like
Marblemarch,
Redrook, and
Mandas artisans and craftsmen find plenty of employement beautifying the city with their own unique touch making these cities a beating heart of cultural exchange. Paintings, sculptures, historical weaponry and armor, and many other artifacts decorate noble halls and wealthy estates while even median and humble homes can afford some sort of imported home decor.
Aristolians are busy-bodies, craftsmen, and artisans; they are always pursuing some kind of trade in efforts to increase their net worth. Most Aristolians count time on a quarterly basis that changes with the season, the harvest is a time when all of Aristolia celebrates, not only by providing a rich abundance of food and commerce, but as a means to come together and enjoy the prosperity built by the communities that inhabit the expansive territory.
Because Aristolia incorporates elements from so many different cultures and groups across its massive empire, cultural customs shift and change depending on the region one is in. In the west, Lithosian roots and heritage puts much focus on one's family name, while in the northern reachs of the Oversol Highlands, Fervorian warrior culture permeates the cities and towns. To the south, dry grasslands practice several tokage practices in honor of the ancient traditions of their ancestors. Along the southern shores trasure hunters and explorers delve the ruined cities of the ancient past while in the east sandstorm carved deserts are traversed by nomadic travelers in search of mysterious artifacts.
Aristolia is known as a cultural melting pot throughout Ardras, and many traditions and practices from across the ages and from distant lands find their way here.
In the Era of Twilight, under the influence of the
Church of Helios, newborn babies are baptised in the name of
Helios and blessed with a life of good fortune and prosperity. This usually occurs eight days after the birth at the discretion of the mother and father. This rite is not always required, but it is commonly practiced amongst the upperclass, who pay the church for the services.
This ritual involves burning incense at a central altar and smudging the ashes on the forehead of the child while speaking the incantations recorded in the texts of the church.
Around the age of fourteen, children are encouraged to take up an apprenticeship under a chosen mentor, usually a craftsman or cleric. From the age of fourteen to eighteen, they are taught the tools of their chosen trade working under a journeyman Merchant Acolyte of the Merchant's Guild. After turning eighteen they are permitted to become a Merchant Applicant, officiating their work as a soon to be representative of the guild.
The day of their eighteenth birthday is often celebrated with a party attended by their associates and family members. Families who can afford often present the child with gifts related to their chosen crafts, such as hammers for carpenters, or anvils for smiths.
Death is handled very differently amongst different families and groups of people depending on their local customs. In the northwest people are entombed in family shrines marked with a memorial. Poorer individuals are buried nearby these structures with simple graves.
In the northeast, deceased family members are carried into the desert in a mystical procession using magic and instruments. Their bodies are left in the winds of the Crystcrown Desert. They have rituals associated with the deceased's life.
In the southwest, deceased peoples are buried in cemetaries attended to by local priests, wealthy families own a large portion of land in these graveyards and own mausoleums which house the bodies of their deceased ancestors. It is often said that these places are to be avoided after dark.
Business relationships are taken very seriously and to breach a contract is well deserving of consequences. Most Aristolians will try to pursue a peaceful and legislative course towards restitution, but in the less civilized parts of the world, these betrayals of trust are resolved in the old fashioned way.
Arushala Ivorcoat
Vallar Redheart
Ideals
Aristolians have a keen eye for details, and they are very appreciative of those who adorn themselves in jewelry and trinkets, particularly wealthy individuals will go as far as to commission one-of-a-kind pieces. Large gems and precious stones are embedded into their stitchwork by
Lithosian artisans.
Beneath the surface of one's outer appearance, the physical attraction is determined by how healthy and athletically fit the other is. Aristolians are busy go-getters who want equal effort put in by their partners. This is especially true the further east one travels, into the desert sands of the
Crystcrown Desert.
The vast diversity amongst the plains of man has given way to a broad range of ideals exchanged between individuals. As of the Era of Twilight, ethnic differences have petered out into a unified ideal of collective egalitarianism. Particularly within the city of
Mandas, cultural exchanges invite exploration into different ways of gender roles playing out.
In the historically western lands of Ozzara, Hadanguard, and Arrisdra, Lithosian poetry and romantic literature influences young Aristolians to woo and court each other with gestures of love such as flower-giving and poetry reading.
In the east, co-dependability and a unified survival instinct make strong pairs between partners, in order to win a lover over, one must first showcase their loyalty to the other.
Most Aristolians are a curious lot who enjoy traveling and meeting people from various places, they are perhaps the most likely of people to make a friendly relationship with another person. To the Aristolians, love is an ideal that extends beyond one's personal partner, but can include close companions, professional connections, mentors, family members; a typical Aristolian has a well-defined category in their head for the kind of love they have for several different people.
A well-known Aristolian custom is the idea of the "party," a group of friends who travel together and share common bonds. This custom has spread far and wide across the lands of Ardras by the beginnings of the Era of Twilight.