Aluvian

Aluvians are a fiercely individualistic and warlike people, quick to anger but with a strong love of justice and fairness. Though often suspicious of things new and strange, they are friendly and always prepared with a little help if they can spare it. They are loyal to their feudal lords but expect to be well-treated in return.

Aluvia


Aluvia is a fertile land of vast forests and rolling hills, rich in ore and game. This has made it the target of invaders more than once over the centuries - first the Roulean Empire, then the armies of Viamont, along with periodic raids from Silvera. As a result, its people are quick to fight and wary of outsiders, but equally quick to welcome those who prove themselves worthy allies. These attitudes extend to one another - nonlethal duels and territorial feuds between lords are common, while grudges and needless bloodshed are rare. After all, today's enemy may be tomorrow's brother-in-arms, should Aluvia be called to unite against foreign invaders once more.

Aluvia's climate is temperate, with warm summers and bitterly cold winters. Summer is the traditional season of war - conflicts are put on hold as the days grow shorter and warriors huddle around the fire to escape the frost. Most make their living as farmers and woodcutters, for Aluvian lumber is prized as far away as Roulea; the forests along the Canfield River are especially fertile grounds for logging, though ferocious ursuin and dire wolves prowl the woods.

Feudal Titles


The nation of Aluvia is divided into many fiefdoms, from tiny domains containing only a single settlement to great duchies containing multiple smaller fiefs. Since their conquest by Viamont in centuries past, the Aluvian people have rankled under strict hierarchies, preferring to pay fealty to those who have personally earned their respect. As a result, the ranks of the Aluvian nobility fluctuate regularly, with territories shifting according to the fortunes of their lords. At any given time, anywhere from two to five individuals may claim the title of king or queen over various parts of Aluvia, though all bend the knee to Aluvia's High Monarch.

Currently, High King Cedraic III, or "Good King Cedraic", rules a council of three lesser monarchs, and has worked to usher in an age of peace and trade. Traditionally the High Monarch acts primarily as an advisor and mediator to vassal monarchs, exercising direct authority only when an outside aggressor calls for unity. This same pattern is carried down through the ranks, with lords allowing their vassals to squabble among themselves in times of peace but calling for order if danger brews on the horizon.

Male Title
Female Title
Meaning
Fiefdom
High KingHigh Queen -- Nation of Aluvia
King Queen -- Kingdom
Aetheling Aetheling Prince/Grand Duke Aethaline
Duke Duchess -- Duchy
Ealdor Ealdor Marquis Ealdine
Thane Thane Count Thanedom
Reeve Reeve Viscount Tithing
Baron Baroness -- Barony
Baronet Baronet Lord Domain
Yeoman Yeoman Landowner Homestead
 

Names


Unisex Names

Aluvian naming traditions are as simple and adaptable as the people themselves. The vast majority of Aluvian names are unisex, consisting of either a single primary element or a primary element followed by a suffix. Many primary elements can be used as suffixes, and vice versa. If a primary element and suffix don't flow well together, adding an 'a' or 'i' is usually added in the middle. An element ending in a consonant sometimes doubles the consonant for emphasis (Dod becomes Dodd, Colin becomes Collin, etc.).

Primary Elements: Ab, Ac, Af, Al, Ald, Alf, An, Ar, At, Bas, Bed, Bic, Bin, Blag, Blith, Blod, Blost, Bond, Bot, Brand, Brant, Bud, Bug, Bur, Byn, Cad, Can, Carl, Cen, Cil, Clac, Col, Cuth, Cyp, Den, Dirn, Dod, Dom, Eb, Ec, Ef, El, Eld, Elf, Emer, En, Est, Et, Eth, Fern, Frec, Forst, Gal, God, Gol, Grim, Grith, Hac, Hal, Has, Hed, Hen, Holt, Hor, Hug, Hun, In, Leod, Lil, Lis, Mol, Mul, Oct, Of, Og, Orm, Os, Ped, Pen, Pran, Pym, Raf, Rim, Ring, Rod, Ryn, Scin, Sab, Seb, Snel, Soth, Sped, Swan, Swein, Tharl, Thor, Therl, Tof, Tok, Tol, Trip, Tub, Tuk, Tun, Ul, Wac, Wad, Wed, War, Win, Wit, Woth, Wroth, Wulf, Yf

Suffixes: -a, -ald, -arm, -asc, -bald, -beld, -bert, -born, -bot, -brand, -brim, -broc, -comb, -crom, -cyn, -dal, -dar, -del, -der, -dor, -dred, -dreng, -eah, -ec, -eg, -eld, -eof, -er, -ere, -esc, -frey, -frith, -fugol, -gar, -gard, -gat, -geld, -get, -gild, -glad, -gled, -god, -gold, -grim, -gryn, -gyr, -hal, -har, -hel, -helm, -in, -kettil, -lac, -lad, -laf, -lan, -led, -lef, -len, -leod, -leof, -lod, -lof, -mal, -mar, -mat, -mel, -mer, -mod, -mon, -noth, -nyd, -or, -rad, -rand, -red, -rend, -ric, -rim, -run, -sel, -sig, -snel, -stan, -sten, -ster, -strang, -swith, -thorne, -un, -wacer, -wal, -wald, -wel, -weld, -ward, -werd, -werth, -wic, -wid, -wig, -wil, -win, -wise, -wit, -wold, -worth, -wulf, -wyn, -ys

Feminine Names

Most Aluvian names are unisex (see above), though a few suffixes have feminine connotations. As with unisex components, using a 'suffix' as a primary element is not unknown. Within the last fifty years or so, it's become popular to add an 'a' or 'i' to the end of a unisex name to indicate femininity.

Feminine Suffixes: -flad, -fled, -gif, -gyth, -hild, -ith, -thryth, -wyth

Masculine Names

Most Aluvian names are unisex (see above), though a few suffixes have masculine connotations. As with unisex components, using a 'suffix' as a primary element is not unknown.

Masculine Suffixes: -mann, -mund, -war, -wer

Surnames and Epithets

Most Aluvians have no surname; those who come from a noble line or are of otherwise noteworthy parentage use the first half of their parent's name with a suffix (-mad meaning 'daughter' or -sun meaning 'son') as their surname. The use of epithets is also common.

For example, a common farmer named Blagwid might have a son named Leodric. If Leodric distinguishes himself in battle later in life, he might become Leodric the Stalwart, while his children might be Elwid Leodmad and Edmar Leodsun.

The Code of Pwyll


"It is not for all of the people to walk the path of high honor. For some, it is enough that they follow the path of low justice. But we, as knights, shall take the high road."
- High King Pwyll III
To this day, one of Aluvia's most revered heroes is High King Pwyll III. One of Pwyll III's greatest achievements was introducing the notion of nobility to the ruling class. In his time and since, The Code of Pwyll has dictated the conduct of both lords and knights: the common folk of Aluvia have come to expect no less.

The Code of Pwyll consists of ten rules. The first Five are the Path of Low Justice, which are usually sufficient for the commoner. The second Five are the Path of High Justice, which are to be observed by all nobility, in addition to the Five rules of Low Justice. Below is the full Code of Pwyll; the first part of each rule is taught to all Aluvians, while the learned and nobility are expected to live by an extended version that appears in parentheses.
  1. Work your lord's will in all things(, for he must look upon the whole land and see that wrong is put right).
  2. Guard the weak(, for they cannot guard themselves).
  3. Guard the young(, for they are our future. Even the inexperienced young squire may one day become a lord).
  4. Slay no one for doing a thing unto you that you would have done unto him(, for one day you might die in the same manner).
  5. Obey and honor those above your station(, for as they stand above you, so do they keep the sword from falling upon your head. All parts are necessary for the whole).
  6. Treat not lesser persons with dishonor(, for as they stand below you, they form the very ground that supports your feet. All parts are necessary for the whole).
  7. Let your word be your bond(, for when stripped of steel and cloth and youth, a knight has nothing else).
  8. Grant succor where you may(, for as the need of others is made less, so too the burden of the knight is made less).
  9. Be fair in all judgments(, for you too may you one day be judged. Justice has no mouth with which to speak and no hands with which to enforce the laws, so we must be her eyes and we must act as her hands).
  10. Let nothing stand in the way of justice: the word of the law is not always its intent. (Let your judgments be tempered by circumstance, lest you punish wrongly.)

The Triple Mother


Many Aluvians practice one of the few theistic faiths on Ispar, that of the goddess known as the Triple Mother. This goddess is seen as a teacher, a protector, and a punisher of the wicked, with each role embodied by one of the goddess's three aspects. In her role as a teacher, the Triple Mother is known as Tirius the Lightbringer, a maiden wise beyond her years, bearing a scroll, with golden tresses and a gentle smile. Solvus Mistdweller is the Mother's protector aspect, and appears as a fierce but matronly woman with sword and shield in hand, ready to both shelter her children and to drive away danger. The Triple Mother's most feared aspect is the Dark Lady Meerthus. In this aspect, the goddess appears as a withered but stately old crone, swathed in a black cloak and bearing a scythe with which she reaps the wicked.

The Triple Mother has no formal priesthood; instead, each of the goddess's three aspects is served by an order of monks who offer spiritual guidance to those who seek them out (which often requires a taxing pilgrimage). During the harvest, these orders collect tithes from noble and commoner alike, supporting themselves off a portion of what they collect and storing the rest away to distribute during lean times. The monks of Tirius the Lightbringer are scholars and magicians, often traveling the land to teach letters and history. The monks of Solvus Mistdweller are reclusive warriors who dwell far from civilization, though they gladly accept petitioners and teach them the ways of war and the sword. Meanwhile, the monks of the Dark Lady wander from place to place resolving disputes and tracking fugitives from justice.

The Solstice


In the Winter Season, the Aluvians celebrate the Solstice, that day of the year in which the night lasts longest. The Aluvians respond to the oppressive darkness and feeling of isolation by gathering together in good cheer. Illuminating their houses with colorful candles, they prepare the harvest into vast feasts. During the Solstice, all Aluvian towns are warmly lit, and the normally cagey northerners make a habit of cooking hearty food for one another, buying one another strong drink, and sharing both around the hearth, accompanied by the funniest jokes of the preceding year. The monastic orders of Tirius the Lightbringer, Solvus Mistdweller, and the Dark Lady Meerthus walk abroad in their dun robes, distributing food and the blessings of their aspect of the Triple Mother. Travelers in the Aluvian Kingdom will find themselves treated to their fill of food and drink, with no payment asked. For the Aluvians, Solstice is the time of brotherhood.