Antolla Ethnicity in Moria | World Anvil
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Antolla

Culture

Shared customary codes and values

The Antollari don't value trade or barters as a system, instead there is a very core belief that if you have something that you can provide for your clan you should do so. The only traditional markets you will find are in the lands connected to the Midian Empire, where the Midian ideals of trade and commerce have started taking root.

Coming of Age Rites

When an Antolla reaches the age of 16 they are considered ready to become an adult, but first they must attend a ceremony in order to prepare them for what comes next in life. these ceremonies are typically held during mid summer with all the 16 year olds of a family, or clan provided a large enough group.
during the ceremony they are expected to offer thanks to their elders for raising them, and give a gift to each person they learnt a skill from to demonstrate their ability in said skill.
At the end of the ceremony each child will make a request to their elders, this is meant to allow them to choose their own path gain something to help them succeed at it. during times of war many may ask for weapons if they intend to fight, or apprenticeships with herbalists, smiths, artisans, or healers if they intend to stay home and supply the fighters. in times of peace many will request apprenticeships, hunting rights, or any other thing they can think of that they think will help them on their path.
Though it is uncommon, there are three specific rituals that may be invoked by an Antollari that comes of age.
  • The Rite of Nature
  • The Rite of Beasts
  • The Rite of Challenge
These rites are often dangerous and can only be invoked under certain circumstances normally, but any child who wishes to attempt them may do so as they come of age.

The Rite of Nature: an Antollari who feels a connection to the primal forces of nature may invoke this rite in order to gain entry into one of the clans druidic circles. the specific vary between the different circles, but all include proving your connection and gaining the trust of the land and its creatures.
The Rite of Beasts: those who wish can attempt to call forth the spirit of an ancestor in the form of an animal companion who will stay at their side as long as they live. this can be dangerous as while the spirit of the ancestor dwells inside the beast, they are still a beast, and if preformed poorly or your ancestor deems you unworthy, you will be left alone to fight off the beast or die trying.
The Rite of Challenge: in the Ironwolf lands of the northern tip of the peninsula there is an ancient place, older even than the Admorians. this place is an earthen mound with a single entrance carved from dark wood, behind which is a stairway that descends deep into the earth. Those who enter are faced with challenges specific to themselves, as the mound creates hallucinations to try and stop the challenger from descending any deeper. at the end of the stairs is a shifting labyrinth of stone that holds many treasures, powerful artifacts that can change ones life. but it also contains guardians, traps, and puzzles catered to the person who faces them.
Most who enter never leave, dying inside the labyrinth, but those who survive and claim an artifact often end up becoming legends.

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