[@slagar] Update! [hider=The Grovelands Sheet] [color=purple][center]The Grovelands[/center][/color] [hider=Image massive][img]http://upload.wikimedia.org/wikipedia/commons/6/6b/Caspar_David_Friedrich_068.jpg[/img][/hider] [i]-Der Chasseur im wald, by Caspar David Friedrich[/i] =-=General Information=-= [list] [*] The Grovelands is a heavily forests, hilly, seafaring land made up of communes, commonwealths and tribes. [*] It is dominated by humans and goblins [*] There is no one official currency, with municipalities creating their own systems. [*] It is a large amount of land that is sparsely populated, besides municipalities. [*] There is no professional army or levy [*] Last harvest was good, this is a land of plenty. [/list] Races [hider]Humans, [hider=Goblins]For clarity on a Goblin and what a Goblin looks like: a Goblin stands on average around four feet tall, have sharp facial features, a lack of facial hair, black hair, long sharp ears, brown to reddish eyes, and pale green skin. They can be fit, fat, skinny, muscular same as any human. [/hider]. [/hider] History [hider]Year 0: The Muhan Empire falls. Year XXX: The _ begin their conquest of western Eusovis (the post-Muhakin empire) Year 568: The Kingdom of Nandar is founded by King Aelend, formerly the Muhakim province of Anaria. The tribes of Anar are united. Year 696: The Grovelander revolt begins, taking their opportunity during the ____ Empire’s waning power. Folk hero Rachel Piper unites the Grovelander Humans and Goblins. Xarta, governor of the Grovelander province devises a subversive method to cause infighting in the Grovelands so as to focus resources on the other parts of the waning empire. Year 697: A stray Gurk foils Xarta’s plan and the rebellion enters full swing as Xarta is killed and the Humans and Goblins formalize their treaty. Year 697-700: The _____ Empire falls, freeing the cultural Grovelander lands, the Nandarian lands and the Dathanari lands. Year 700-730: Under the “divine” rule of Emperor Gaelin Tassarion, the Holy Dathanari Empire forms and wages a series of wars against its southern neighbours, successfully conquering the southlands. In order to financially secure themselves, the newly crowned Emperor had sent a diplomatic envoy to the Sacred Athalan Union to acquire the funds needed to keep the Empire afloat, the loan itself worth hundreds of thousands of gold and silver. Year 730-733: The Dathanari invades the Grovelands, but due to an incompetent general and heavy guerrilla resistance, the empire is forced to withdraw. Year 734-740: An immediate call to tend to the bruised ego of the Imperial army quickly turned into a second mobilization against the Grovelands, leading to a six year conflict that after an inch by inch war lead to the successful capture of Bedford and annexation of lands past the Melbourne River and only a few kilometers from Souton. Year 742: The Bedford Revolt lead to the gruesome execution of a visiting Dathanari military family and liberation of the city by Franklin Dover, a supposed descendent of the fabled Dover family. This sparked a punitive conflict against Bedford that quickly spiraled into a Grovelander reconquest lead by Dover as well as a sizable pledge of Goblin tribes. Year 742-744: The Grovelander Reconquest results in pushing the Dathanari back over the River Melbourne and back into Dathanari lands. Rumors had it that Dover planned on invading the Empire to create a buffer zone -- but succumbed to a stomach virus around the end of the war. Year 744-830: The tentative hundred year peace begins between the Grovelands and the Dathanari, the ferocity of the previous two conflicts inflicting heavy demands on both sides. Year 830-839: The Dathanari attempt to annex bordering Grovelander municipalities by bribery and extortion. While some accepted the offer, this was mostly met with resistance and in 839 a Grovelander Pledge was called to defame any acceptance of vassalage. Year 840: Tensions rise between the Grovelanders and the Dathanari, with bordering Goblin tribes disrupting defamed Grovelander municipalities now under Dathanari control. This sparks the fourth war between the Dathanari and the Grovelanders when the Dathanari march on the Grovelands. Year 840-853: The longest Grovelander and Dathanari conflict begins, filled with sporadic skirmishes and long periods of waiting for the other to make their move. The Dathanari had grown suspicious of the guerilla tactics and the Grovelanders refused to meet them head on, leading to an almost standing war. This conflict was finally ended when a Dathanari diplomat, Thaola Adgwyn, made history by being the first foreigner to attend a Pledge, the camps of the Grovelands agreeing to a ceasefire and hopes of peace in the future. Grovelander municipalities were relinquished, Goblin disruption is ceased, and Official trade opens between the two nations. Year 887: Official trade between the two nations close after several border disputes and territory lines are argued, leading to the silent era. Year 977-980: In a resurgence of jingoism and with the defamation of the Dathanari diplomat, Thaola Adgwyn, the Dathanari in renewed vigor launch a full invasion of the Grovelands. The battles are quick and devastating, leading to a full annexation of the Grovelander lands up to the border of the Melbourne river. The war is stopped in 980, as war fatigue sets in -- but tensions remain hot. Year 992: The Dathanari Governor of the Grovelands resigns by force due to his many blunders and the continued resistance by the locals making a fool of him and the garrison. The 11th Eastern Legion under the command of Legatus Ayduin assumes the Governors position over the Groveland province. Year 1000: present day [/hider] Culture [hider]In one word, Grovelander culture can be described as quaint. While it is true that the Grovelanders are considered tough, direct, swear-ready, defiant, and harbor a take-no-funny-business attitude; their rough and tumble vocabulary, accent and outlook is just a symptom of their accepted way of life. Embracing their relatively peaceful and free way of life means that to ensure their warm and cozy living remains such a way, that they have to adopt a level of roughness needed to keep it as such. They question authority and social "set in stones" freely, never fold (be it bravery, patriotism or arrogance) to external pressures, and are always ready to defend their homes and ways. This is not to say that the Grovelanders are a very serious and stern people, as humor and comedy is not only a social goldmine among them, but a respected and enjoyed art. Because of this, Grovelanders are both intimidating in a sense that they could be in an obligatory brawl one moment, while wisecracking the next with the very same people they were just fighting with. Other than humor and a sense of toughness, the Grovelanders respect families and familial loyalty, be it with your actual family or a close knit group of friends which serve as your adopted family in a sense. Those you care about and enjoy being with are some of the first priorities in Grovelander culture, a symptom of their way of their close living and free way of life. This sense of companionship often extends down to the many pets of the Grovelands, often taking the appearance of a loyal cat or dog. The last two things every Grovelander respects is the Grovelands themselves, and its cuisine. The quickest way to upset a Grovelander is to insult or destroy the Grovelands in an unnecessary fashion, but the quickest way to please a Grovelander is with good food. Key ingredients to every Grovelander’s feast include various seafoods, butters, cheeses, potatoes, yams, cranberries (and jellies), beef, chicken, hazelnuts, turkey, venison, moose, garlic, onions, corn, pumpkin, maple, tomato, bell peppers, wild rice, spinach, green beans, peas, cabbage, carrots, oats, apples, ciders, and an assortment of breads, whiskies, bourbons, beers and pastries. Some common dishes include shepherd's pie, meat pie, steamed clams, baked fish, and an assortment of maple desserts. While not eaten, tobacco is also a regularly enjoyed crop. As assumed, maple plays as vital a role in Grovelander culture as their other signature foods. During the height of winter, maple season begins -- and as such, festivals and large communal feasts follow the labor intensive work of turning the maple sap into syrup and sugar. Communities gather together for the large boiling fires and moving of barrels, just to reap the tasty rewards as crafty elders put forth their most creative maple dishes. Other important seasons include the harvest season of autumn, and following the last harvest of the season is the traditional harvest feast. Usually centered around the fattest hunted poultry of the season (usually a turkey), the community comes together to put forth the best of their season in one large cornucopia feast. It is unheard of for cranberries and pumpkins to not grace the feasting table, being as integral to the tradition as the bird. In the morning the Grovelanders usually sit down for a breakfast consisting of eggs, bread and a slice of meat (usually bacon or sausage), this can be washed down with chilled milk. Lunch is usually a simple meal full of vegetables and proteins to keep the Grovelanders working strong -- this could be a salad or seafood tossed with cabbage. Finally supper comes last and is usually a quiet affair (outside of feasts) done with close friends or family. Here the Grovelanders take their time and put forth their best dishes and desserts. Since suppers come earlier in the day (around 5), Grovelanders may have a snack before bed -- usually leftovers or a pastry over hot cider (spiced with imported Cinnamon if they can afford it). During this post-supper time, Grovelanders enjoy their many hobbies such as playing instruments -- often acoustic or stringed instrument -- for their close ones, whittling/carving, sports, singing, story telling (and sea yarns), and in the cities: watching theatre or drinking at a local bar. Due to the many seasons of the Grovelands, the Grovelanders have an array of usual outfits to wear, from billowy buttoned/toggled shirts over rolled up trousers and shoes in the summer -- to fur or wool lined heavy coats in the winter. Most outfits are considered fit for either man or woman to wear -- with little regard for any gender role, and so it is common for men and women to wear the same form of outfits in the Grovelands. One such popular outfit in the Autumn is heavy pants with boots strapped over, with woolen socks and shirt, and maybe a long Autumn colored cloak over the whole ensemble. While there is no one way to do facial hair, Men’s hair tends to be cut short -- but even then, with the medley of hair and skin tones that make up the Grovelands, such uniformity in length is outdone by the variety of hair possible. When discussing community, it is also important to discuss the family structure of the Grovelanders. As mentioned previously, Grovelanders have a deep respect for both familial ties and friendship, making their families as liquid as they are solid. Bringing friends into close family events is normal for Grovelanders, and as tight knit they hold their direct family, they are also independent enough to often find themselves making their own families or lifestyles at young ages (usually by their late teens and early twenties). It is usually unheard of for a Grovelander to stick around their parents home past adulthood without a good reason such as being a help for a farm, business, or medical/emotional trouble; the former two being the most common in rural boroughs and hamlets. Other than this sense of independence yet respect in regards to family, social rules and cues regarding families are as varied family to family as the many personalities of the Grovelanders is. In the spirit of this variety, humans are not the only race that can call themselves Grovelanders (though often they are), as a sizable goblin population also shares the groves with the humans. [center][u]The Goblins[/u][/center] Much like the other goblins populations of Eae't, the goblins of the Grovelands prefer to separate themselves from the other races. Their usually deep self segmentation from the other races, however, does not run as deep in the Grovelands as it does elsewhere. The traditional goblin philosophy is the disregard and abandonment of the technical progress of civilization and to shun the large civilizations built by the other races in favor of a simpler more traditional living in union with the spirits of nature. This is often mistaken by the other races as a sign of stupidity, savagery or primitive living -- these assumptions not helped by the goblins’ stubborn nature against correcting or conversing with outsiders. However, these stereotypes do not hold completely true in the Grovelands. Oddly enough and in spite of the Grovelanders harsh and straightforward honesty and way of talking, the Grovelands are a surprisingly open minded people, and in giving the goblins that level of respect, the goblins reciprocated. They lowered their defenses enough for the two peoples to coexist happily and converse in the grovelands -- with the humans living in their boroughs and the goblins in their discrete tribal locations. Trade is common between the two camps, and while there are territorial disputes between the two at times, their coexistence is relatively peaceful. This level of cooperation with goblins is rare, and as such, the goblins would rather keep what partnership they have garnered with the human Grovelanders and in turn usually appear to aid the Grovelanders when outside change is threatening to disrupt this balance. Other than that, the goblin Grovelanders also hold a deep respect for the grovelands, as well as their own sense of humor -- which can be found rigid or dry in their stark and serious goblin Grovelander demeanour. Unlike their human counterparts, the goblin Grovelanders utilize shamanism -- and while they respect the human religions, they harbor their own shamanistic religion based around the direct worship of the nature spirits. This pan-goblinic religion steeped in harmless rituals and deep respect for nature, the ancestors, and the spirits is called many things depending on the tribe and location. The common name in the Grovelands is simply “The Shaman’s Path.” The Goblins themselves rely less on harvest and farming than the humans, but instead hold a tradition of hunting in the thickest parts of the woods -- isolated from passerby. Their sacred hunting bows are used to take down the many deer, turkey’s and moose of the Grovelands. What farming is done is done in spotty segments of the forest, where shafts of light break through the canopies. Their respect for the forests goes in so far as they refuse to harm the trees of the land, opting to only use fallen branches and logs for their unique settlements. Because of this unique outlook on wood-use, their tools tend to be fire hardened and their buildings take the form of stretched hide and canvas rather than logs. These yurts can be so large as to have different smaller yurts stuffed inside, or have a shawl wrapped around a ring of tiny yurts as to protect from wind and snow. Added to this, the goblins tend to decorate their yurts with colorful paintings of their communities past, present and future. Leading these colorful settlements is the elder of each clan, along with their shaman. It is a rare sight for one of these elders or shamans to make their way into a Grovelander city, but not uncommon for them to have contact with smaller hamlets and farmsteads near their clan’s homes. [/hider] Military [hider]Being denizens of an uncentralized cultural land, there is no official military force that blankets the Grovelands, nor is there any official levy (Unless called by a Pledge, then those who pledged form a combined partisan militia under an elected general). In lou of a pledge,the defense of the Grovelands falls squarely on the desire for the locals to keep their land the way it is, and as such, in times of trouble, the people of both human and goblin territories rise to its defense. The military can be split into two camps (when not combined by a pledge elected general) -- goblin warriors, and human militia. Some goblin tribal warriors have plenty of seasoned practice in the art of small skirmishes and wars from experiences of violent troubles between disagreeing tribes or territory disputes, and as such are well trained in their instruments of violence. The goblin warriors are armed with a vast array of possibilities, from hammering clubs of wood and metal, to the ever present spear and javelin (preferring retrievable throwables to bows). Their hide shields are often painted with visceral colors, and their bodies tend to match. Flexible and thick clothing or hide can be used for armor, but their true edge lies in their ‘no hesitation’ tactic of fighting, making them fierce, fearless and extremely aggressive warriors -- able to strike where most would hesitate. They are unpredictable and extremely dangerous ambushers, often choosing the battlefield through expert tactics, deception and baiting. The humans similarly may be well trained in their particular weapons of choice, or even violence itself -- the life of a hunter, or a farmer defending their stake from raiders and ne'er do wells providing ample opportunity to learn self defense and offense. This coupled with the trained police force of some of the cities, aggressive and sometimes bloody settlement rivalries/conflicts, and the fisticuff happy bar nights, the humans of the grovelands are not as naive in the art of violence as one would expect at first sight. Complementing the goblin’s own fighting style, the people of the Grovelands are expert ambushers -- able to use their vast hunting knowledge and puzzling terrain of the thick forests and sudden groves to their advantage against foreign troops. Bows, axes and even swords find their way to the hands of the Grovelanders, using these personal weapons to better maneuver in the tight quarters of the forests and breaking up any uniform enemy. Maneuverable shields of banded wood are popular, as are strong nasal helmets. Body armor tends to be padded cloth between thick quilts, or mail between two quilts -- whatever keeps their body safe without making them too large or heavy to make their way through the forests and fens. Despite the Groveland’s ability to field a large amount of belligerents, as each family has something to lose in the event of an invasion, the Grovelanders both human and goblin tend to avoid large open battles -- sticking to the tactical use of their dense forests, swamps and hilly environments to ensure the victory. Traps, ambushes, and unexpected angles matched with the fierce tenacity and defiance of the denizens is what wins them their battles. As far as their coast and naval engagements are concerned, without a centralized military or government, naval engagements are rare despite their mass of boats. Only when a major threat is imminent and a navy is truly required is when the Grovelanders attempt to Pledge the municipalities and port towns into a militia fleet. Such a fleet focuses on using the Grovelander hooks and harpoons to link themselves with enemy boats, turning each ship into a tiny battlefield where they can unleash their aforementioned tenacity. [/hider] Government [hider] If the Grovelands could be summarized in one word it would be ‘simple.’ This holds true for the government present in the Grovelands as well, and is even reflected in the very name of the region. In being called the Grovelands it is showing an assumption that the region is tied together by a consistent geographical feature rather than a polity, and this is a true assumption -- as there is no central or overarching government in control of the Grovelands or its people. In place of a centralized or even decentralized government, the Grovelands is a smattering of collectives formed in familial orchards, intrafamilial hamlets, towns and even small mayoral cities. Each entity performs its own governance, with the Grovelander culture holding everything together rather than politics or law. Despite this very loose feeling organization, the Grovelanders do feel loyalty not to a nation, but to themselves and their way of life -- banding together to fend off Gjornenahabblestrjikn raids, marauders, pillaging or conquering kingdoms and other things that may interfere with their free commonwealths. To ensure this consensus when the entire Grovelands or majority of the Grovelands is involved or in need of a decision, the cultural process of the Pledge can be called. The Pledge is usually called by a Goblin chieftain or Human mayor, but can be called by any individual of the Grovelands. Once called, if the reason is deemed worthy of attention, the vast leaders (and others who wish to have a voice) of the Grovelands all migrate to the ancient monument of “The Gurk”, a stone statue dedicated to one of the Grovelands long past heroes, and location of the first official treaty between the Goblins and Humans. Here at the monument, the leaders vye and express their opinion on the topic. Here generals can be elected, consensus can be reached on problems, and rivalries can be put to bed. This concept of The Pledge helps string the Grovelands together even further and provides some unified front against encroaching problems. During a pledge, votes (if required) are tallied towards decision using finger stones, or stones that are as long as a finger and no wider than three. The same finger stones have been reused over the decades, and the process is relatively simple -- after the debate is over and everyone is ready to make their decision they toss their finger stone into a pile with others who agree with them, sometimes in front of a to be elected person, or sometimes at “The Gurk” to signify indecision. The stones are then counted and the highest pile simply wins the vote. This process gave rise to the sayings “missed it by a fingerstone” and “a decision set in stones.” The Grovelanders themselves are considered relatively open minded should it not interfere with their daily lives but tend not to get involved with things beyond their cultural border, aside from the spare intrepid adventurer. [/hider] Religion [hider] [center][u]The Church of the Brothers Harmony[/u][/center] The Church of the Brothers Harmony is unique in that is is not a physical church, nor does it have a central location of worship or authority. In the eyes of a Harmonist, the church is the collective body of all things, and worship involves prayer to the Brothers Harmony as well as self temperance and attempts to live in harmony with all else. The Harmonist philosophy is to remove the idea of the self and embrace the sea of all else as if it was in fact you -- for in a way it is. This way of thinking favors simplistic living, where respect is given to all things -- even to livestock or hunted animals to be consumed. Harmonists as a result have developed many prayers of respect to grant to various things for various events. While there is no formal church body or dates and times of worship, some Harmonists take it upon themselves to serve as hermetic pastors: a figure of religious guidance for small communities. These pastors attempt to uphold the ideals of Harmony, which include forgiveness, grace, peace, acceptance, selflessness and humility. They tend to live slightly displaced from the rest of the community so as to convene peacefully with the world's natural harmony in meditation and prayer. Further, Harmonists believe that upon the death of any life that its life essence or soul will return to the Valley Unifax to be forever with the Brothers, while the physical matter that had formed its body shall be sent back into the flow of Eae't to be reborn as something new. In tandem with this belief and their belief in the creation story, they also hold the promises of the Brothers Harmony, that they will return someday, and Harmony will reign supreme. The symbol of the Harmonists is usually one of dualities, or a natural icon. The religion is the most popular religion in The Grovelands. In the face of oppressive religious or political regimes, Harmonism may suffer the role of victim or scapegoat and have felt persecution in religious communities. [center][u]The Cult of Iac[/u][/center] Incoming... [/hider] Economy [hider] The economy of the Grovelands is vibrant and unregulated, with a lot of trade passing through the port cities and border villages. Taxes are levied in select cities by their mayoral electives, but are noticeably absent in most tribal territories, hamlets, and some even towns. One of the most sought after product produced in the Grovelands (besides their harvest) is tobacco and whale oil. [/hider] Territory [hider]A local map will go here, with provided information on cities, terrain features, and information on local states will go here. The bare bones minimum for this section will require general information on local territory.[/hider] Terrain [hider][center][b]Geography[/b][/center] Unsurprisingly, the Grovelands is renown for its thick twisted forests of oak, pine, beech, birch and maple as well as many open groves. It is rather hilly, however, and when digging deep the soil is considered rocky. Because of this, apple orchards and other hardy plants are grown in the suboptimal soils, giving Grovelanders their nickname “Applekin.”The hilly forests and groves aside, the Grovelands is also home to many fens and swamps, often at the base of a wooded hill or shady grove. In the west, a gentle shore hugs the Grovelands, making sea travel into and out of the Grovelands easy. The further East one goes in the Grovelands, the thicker the forests gets, until they in turn reach the borders of Beyonder itself. This proximity gives the Groveland forests a certain mystical and mysterious shade that bejewels Grovelander folk stories with strange happenings, unheard of beasts and magics, as well as other imaginative fables. The Grovelands itself is in a northern temperate zone, and as such experiences a short but warm summer, a long and beautiful autumn, a snowy winter, and soggy spring. The colors in the autumn are so famous that their oranges and blazing reds that contrast twisted black trunks are often painted by explorers and are easily sold in markets elsewhere. [center]----------------------------[/center] [center][b]Notable Locations[/b][/center] [center][u]Souton[/u][/center] Salty waves and cobblestone streets describes the squat city of Souton. Run by an elected mayor, Souton is one of the favored ports in the Grovelands and is renowned around Western Yzaille as the safest port to resupply in while on a passage north as well as one of the best places to get Grovelander goods. Its road system is considered a nightmare by most, with the buildings having been built rashly close to one another in non uniform patterns and styles. Souton is a melting pot of seafaring cultures that dominate the western coasts of Yzaille and as such it resembles the many groups of people that call it home -- giving it a mosaic look. Considered the largest municipality in the Grovelands, it is also famed for its cuisine -- having blended a mixture of local favorites with the signature dishes of nations far beyond the groves. While large, squished, and a pattern of many, crime is relatively low. The locals are considered tough, sensibly rowdy, and able to defend themselves easily, and that coupled with a dedicated street and port watch makes most criminals think twice before starting trouble. Due to the possibility of sea raids past, present and future -- Souton is also one of the few places in the Grovelands that boasts an actual standing military. The small yet expert force is paid for by the locals, and serves as a further deterrent against deviant behavior from near and afar. [center][u]Bedford[/u][/center] Similar to Souton and positioned more to the south (and away from raids), Bedford is on par if not ahead of Souton as the Grovelands largest fishing community. Being so embedded in its fishing culture, scrimshaw can be seen on almost every window among the cobblestone streets and squished buildings. Tales of sea beasts, vindictive whalers, and other salty yarns spill through the drinking shacks and parlors. A favored dish of the Bedford residents, and one that has spread far and wide (although contended where it began) is a healthy plate of breaded white fish and roasted potatoes, sometimes served with lemons traded in from the southern kingdoms and duchies or pickled cucumbers minced in a mayonnaise. [center][u]Worcester[/u][/center] Worchester is the largest inland municipality in the Grovelands. It’s central position in the grovelands make it an excellent stop for anyone passing through or for local farmers looking to sell their goods. Unlike most settlements in the Grovelands, Worchester boasts a wall and is divided in half by the Millville river. The Millville is slow moving at the surface but quickens as you go deeper, making it perfect for powering mills for grain and other threshing needs. The Millville river was named after the small upriver hamlet where legendary figure John Dover was supposedly born. The folkhero Dover is accredited with creating the river when he had beat his opponent in a rock skipping match for the hand of his bride. He was said to have been so incredibly strong that he had skipped a boulder that ripped through the land and turned the lake into the contemporary river. The legend goes on to suggest that Dover in his old age founded the western half of Worchester and his old opponent founded the eastern half.. The two halves eventually coming together as one Worchester. A small, sibling rivalry still remains between the two halves, but it is relatively harmless and more of a sense of pride. [center][u]Attleborough[/u][/center] While it doesn’t boast the melting pot style of Souton, or the markets of Worchester -- the smaller town of Attleboro is important in that it is one of the southernmost settlements. Deeply set in the swampy south and pushed between bogs full of cranberries, sunny pumpkin patches, and hilly apple groves, Attleborough is a quiet and simple place -- serving almost as the tiny gate to the rest of the Grovelands. The only true reasons anyone goes to Attleborough is for family, or to try their famous cranberry breads and pastries. Being set in the eastern corner of the south, Attleborough also boasts an eerie cemetery land -- said to be haunted by the forces of Beyonder. Most notably is a tiny stone hut that has sat on its ancient foundations longer than anyone can remember. [center][u]The Cacoree Territory[/u][/center] Situated east of Worchester and north of Attleboro, the Cacoree territory is the claimed lands of the Cacoree goblin tribe. Being one of the largest tribes in the Grovelands, it also has the largest claimed territory of operation. The forest here is incredibly thick and dark, with sparse underbrush and towering trees with everclosing canopies and understory. This sort of environment favors the Cacoree style of ambush hunting as well as pushing skittish prey such as deer into ambush zones through controlled herding. This open grounded forest also provides plenty of space for the yurt complexes the goblins are known for, even using larger trees as central pillars for multiple story yurt complexes known as Cacoree towers. The Cacoree themselves are known for being one of the most involved tribes, commonly trading with humans and being foremost present in interracial politics between the two races. They are also considered very aggressive towards policies, mayors, and outsiders who would favor pathways that lead to the Grovelands losing its distinct level of freedom -- often being the first to answer pledges, first to raise arms against invasions, and the first to attack traitors to the Grovelander way of life -- not eager to relive the persecution faced during the years of the ____ Empire. [center][u]Ashton[/u][/center] Souton isn’t the only settlement full of different peoples, and Ashton is a monument to this. Settled by seafaring [Sigmoo bug peeps] peoples, Ashton is a small home away from home for the [blank] culture -- now mixed with the pleasantries of Grovelander tradition. It is located west of Worchester but inland of the western coast. [details wip] [center][u]The Northern Shores[/u][/center] North of Souton, along the coast, the shores of the Grovelands turn rockier, with splatterings of outlets and islands pocking the ocean waves. This gentle break up of the ocean is home to various fishing towns and villages. Here life is a lot slower than in the other regions of the Grovelands, even reflecting in the slower accent and “a-yup” way of talking. While these northerners hold the Groveland way of life dear to themselves, this sub community is considered a lot more relaxed. Seafood is the staple diet of the northerners, being famous for their lobsters and crab. [center][u]The Northern Mountains[/u][/center] East inland of the Northern shores is where the hills turn to towering mountains. It is here that a lot of minerals are harvested and livestock becomes staple over crops. Cows and pigs are often seen, with cheese being a major product of these lands. It gets colder here and the snow of winter stays longer the higher you go. The people here reflect a mix of the culture of the rest of the Grovelands as well as the Northern Shores people, but with reliance more on animal products than seafood. They often consider themselves Mountain people, and refer to the other Grovelanders as Flatlanders. The farms here are famous for their cheddar, milk, and maple products. [/hider] Factions & People & Characters [hider] Gerald Thatcher: A now aged folk hero of yore. He became famous when he slew a dragon that was terrorizing the Cacoree territories almost thirty years ago. He is now an old crippled man. Joseph Thatcher: The son of the fabled Gerald Thatcher. Living in his father's shadow and in the dust of poverty, Joseph Thatcher quickly grew a reputation for being a nobody -- resorting to the bottle and the easy way out at all times. He is no stranger to trouble, and while he has the best intentions in his heart, he is not an innocent soul, not anymore. Eustace Harper: Joseph Thatcher's best friend and a native of Souton. Being a lazy slob of a man, he found no stain with associating with Joseph and still doesn't. Some say it is his reckless actions that get Joseph tangled in the most trouble, but he is always saying "He doesn't have to fuckin' be here if he doesn't want to!" Elizabeth: A woman with a muddled past, she finds herself saving herself from her own mind by running a boat for rent out of Souton. She is deeply religious and holds superstition close to her chest. Whatever she had done in her youth, she sails away from it in her middle age. Yerdiax: A once notorious killer and murderer. His youth was stabbed with plight and mental illness that eventually lead him to a life of blood, anger and money. In recent years the shame had finally caught up with him, and now he quests for redemption -- be it in the form of a guardian angel to those who would suffer a similar fate in his childhood, or otherwise. Ruth Brimfield: Estranged ex-lover of Joseph Thatcher. They had met when he had moved with Harper to the south and had several run ins. It was only in the past year that Ruth had grown tired of Joseph's drunken behavior and fearing it could grow violent had separated with him, but not entirely. Patrick Brimfield: Ruth and Joseph's infant child, he is in the care of Ruth and is the object of Joseph's guilt and the only tie that keeps Ruth in contact with him -- if but barely. [/hider] Notables [hider][center][u]Cloudlings[/u][/center] Cloudlings are strange cotton ball sized and shaped animals. They are made entirely of a cloud-like material and are known to be extremely gregarious, even imprinting themselves on Grovelanders -- especially the more adventurous and fun. Their ecological role is one of a pollinator, as they saturate their tiny bodies in sugars at every available opportunity -- pollinating flowers in the process. With the introduction of civilization, however, cloudlings are a renown pest as well as pet -- often getting into liquor stores and wine cellars, where they saturate themselves to the point of asexual reproduction in a form similar to mitosis. Many cloudling swarms have been made from a carelessly left open basement door giving a thirsty cloudling clearance to high spirits. The cloudlings communicate through tiny “zzt”s, pops and crackles, being able to discharge tiny bits of static electricity. They often bumble into each other in the wild, creating tiny droplets of rain or harmless discharges of static. They don’t have much in the ways of defense, as they have no natural predators and are very hard to destroy. Their true lifespan is unknown, in no short part due to their similar appearances among themselves and random spurts of clone-like reproduction. Personality wise, these social pollinators tend to be not only gregarious but suffer from animalistic gluttony, bold ego, and often aggressive defense of those they are imprinted upon with little regard for their own safety. More than once there have been stories of tiny cloudlings saving a favored child from a stray dog or coyote by giving the attacker a shocking zap up the nose. Cloudlings prefer colonizing inland areas with plenty of vegetation and that aren't too dry, barren, or hot. [center][u]Daffotales[/u][/center] Daffotales are an extraordinarily rare and unique species of daffodils -- if they are even related. These flowers usually grow alone deep in the forests, rooted where shafts of bright light spear through the canopy. They wiggle when approached, as if dancing -- and then proceed to either retell a story they were told/overheard, or fancifully tell the story of something they had witnessed. Some daffotales are extremely gregarious and will spill every story they can think of without regard for privacy, while others demand a story in return for their own -- a way to expand their repertoire. How they came about is heavily rumored. The goblins claim they are the souls of lost children who had disrespected the most sacred parts of the groves and put into the ground by punishing nature spirits. This explanation sometimes includes adults, while Grovelanders themselves sometimes claim that they are the souls of stillborn children that had been buried in the forest -- or sometimes even the victims of starvation. [center][u]The Seer of Yarmouth[/u][/center] Hidden in the rocky islands of the north is said to be an aging seer. The seer is said to be able to tell you how you are to die and can be identified by the layers of goats wool and rattling jewelry that they wear. Their precise location is unknown, but rumor has it that during misty low tides, you can hear the oracle herd bleating goats on near the islands of Yarmouth. Using this method of search along with the help of northern shore locals, Rachel Piper was said to have made the journey to the seer when she was a young teenager. Whatever happened at the home of the seer, if it was found or not, changed her forever -- turning her into the brave, fearless adventurer that common legends know her as. Most assume that she clearly found out how she was to die, and knowing when it wasn’t to happen -- rushed forward into danger without any regard for it. [center][u]The Gurken[/u][/center] No one is quite sure how the Gurken got their name, with it being an old word for ‘Cucumber,’ but it stuck. Despite the mundane name, the Gurken are revered not only in the Grovelands, but across Eae't as enigmatic and legendary envoys of whatever forest they are found in. They are shy and quiet, going so far as to wear a wooden mask over their faces at all times. Their bodies are short (roughly 3-4 feet high) and completely made out of soil and moss, with strong wood acting as bones. Sometimes small plants grow on their soil covered bodies, giving them the look of a floral mosaic. Many naturalistic religions harbor them as sacred, or even outright worship them as the physical representation of a nature spirit. Sometimes decades will go by between sightings of a Gurk, but spotting one is always considered good luck, especially in times of need. Despite their mythical reputation, the Gurken are also very childlike in their mannerisms, being naive or curious -- often sighting stories recall them playing with wild forest creatures and admiring plants. In legend, ancient dryads often refer to them as children of the forest, and when one goes questing -- it invokes the image of a young, child adventurer on a noble journey of great importance, an occasion rarer than a Gurk itself. In common fables, Cloudlings are rumored to be good friends of the Gurken, so many artists depicting a questing Gurk with wooden (and almost toy like) sword and shield almost always have a cloudling by their shoulder. [center][u]Justice[/u][/center] How crime and punishment is processed depends greatly on where you are in the Grovelands. Each municipality, tribe and hamlet is unique and holds absolute authority on how they wish to deal with the subject of justice. Of course as in most societies, fairness is universally sought out in each case. The process of determining guilt is as varied as the people of the Grovelands but the most common and easiest process is to prove someone’s guilt to a judicial figure -- be it a mayor, an actual judge, an elder, or religious leader. Some cities such as Souton actually use a jury of locals to determine guilt, while other places, such as Attleboro, uses a single judge elected from the town’s elders. Punishment is varied as well, with richer cities using jailhouses to hold minor convicts and drunks for a few days, or simply fining them -- but the most common punishment for major crimes is exile or banishment from the settlement and sometimes the entirety of the Grovelands. The choice is most often up to the judicial figure or municipality law and although rare, the most heinous of crimes have at times been met with fatal mob justice. [center][u]The Leviathan[/u][/center] The very mention of its name brings fear to the south shore sailors. The fortunate truth of the beast is that it is more often mentioned than ever seen, but when it is, it is said to be like the ocean itself had opened its maw to swallow entire ships whole. No one is quite sure where the Leviathan came from, or if there is more than one -- but at least one terrorizes the southern reaches of the Groveland coast and beyond. While most encounters are anecdotal, the common theme is a surprise surfacing followed by a crashing mouth fitted with countless teeth reaching in rows that ring even down the throat. It’s skin is said to be pale like the ocean on a still day, making it that much harder to comprehend when it breaks out of a mound of waves with lifeless black eyes the size of carriages. [/hider] [/hider]