Aramane

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Overview

The country of Aramane is made up of five regions named after the five families that led the original ships that landed on the broken shore and, the capital city, Aramane itself. The five regions are overseen by Dukes who are in charge of chairing a council held in their region every thirty days, with local Sheriffs and a representative of any Lord who holds title in the region. The council settles disputes, conducts marriages, grants divorce. Dukes are responsible for ensuring peace and protection of the kingdom. They are expected to work closely with the military commanders that are posted to their regions. Dukes, or a nominated representative are expected to attend the Kings Court which is held once per season.

Within the Kingdom of Aramane, everyone pays taxes to the king to ensure that their region is well cared for with sentries, scouts, and navy patrols, supplies via trade, roads, and land which the people are able to farm. The people of Aramane are very proud and keen to invent new technology. Within the last few hundred years the first printing press was created which allowed books to be made in greater quantities. It also led the a nationwide obsession with recording events and documenting family history. Over the last generation, the presses have dramatically improved.

History

The first men to land on Aramane came from across the sea. Hungry, war torn and exhausted they climbed off their ships and waded through the water, seeking refuge. Their eyes were shadows, haunted by their losses and the terrors that they had fled. They found in Aramane fertile lands and space to build their homes. Once settled in the country, the humans were keen to expand which has caused tension with their neighbors the Ontari and with races across the oceans. However, the people of Aramane have entered a more peaceful time forming treaties with most races.

Timeline

M0001 - The oldest records date back to Blaze this year. Fragments describe how six ships crossed the ocean during Frost. One was lost at sea before the final five landed on the broken shore.
M0046 Blaze - The first King’s Court is convened within the settlement. Turnsten Hywyn is named First King and changes his surname to Aramane. The six noble houses are named; Aramane, Hywyn, Tolben, Welles, Oakley and Rhode.
M0062 Bloom - Leonark Tolben departs the city and sets out for the mountains. The settlement of Tolben is founded in Blaze.
M0093 - Welles is founded.
M0095 - Rhode is founded.
M0101 - Oakley is founded.
M0116 - Ships gather before setting off to explore unknown regions of Noar. Three ships return in M0118 having taken many Tabai as captives.
M0141 - Given the success of their previous explorations, ships led by Enno Tolben return to Crixus, although few of the hundreds of sailors who set out on the journey return.
M0154 - After two generations of uneasy truce between the Ontari and the settlers of Oakley. A large army pushes back the nomads and make further settlements to expand the borders of Aramane.
M0287 - Returning to the sea in order to explore, humans land on the shores of Clead. No survivors return.
M0303 - Welles is attacked by the Clead and Nejem and the number of casualties is devastating.
M0305 - Ships are sent to Clead in retaliation, there is a vicious battle with no clear victor.
M0309 - Clead and Aramane form a trade agreement
M0475 Frost - Fire tears through the wooden structures of Aramane devastating much of the ancient infrastructure.
M0476 Bloom - After a difficult winter, residents start to rebuild their city of Aramane. This time using a grey stone brought down from the mountains of Tolben.
M0584 - Svend Hald, a commoner from Oakley manages to climb the militia ranks and become a general. He is gifted a portion of land along the border of Oakley for his valiant service to the crown.
M0602 - Olav Hald, son of Svend is successful in trying for his shield. The name Hald is recorded as a noble name. Svend is granted the title of Lord.
M0896 - The University of Aramane is founded; as are the academies in each region. Richard and Linette Albius were given the title Lord and Lady.
M1288 - Renmere is discovered.
M1706 - The University of Renmere is constructed. An exchange programme between Aramane and Renmere begins.
M1754 - The printing press is invented.

Legend

The first ships fled from great evil beyond the water, and certain destruction of the Human race. The Humans of Aramane are hardier, more adaptable race than the races they came to know in the world of Noar. The people of Aramane are strong and were delivered to safe shores, not by any god, but by their own determination and the intelligence of their leaders. Man does not put his faith in the so-called gods of their neighbours but in their own abilities and strength.

There is no way back to the world of men, but who would choose to leave such abundant and fertile lands behind? Aramane is the perfect place to raise a family, seek prosperity and expand the knowledge of mankind.

The Capital

Aramane
The capital city of Aramane the country, is also called Aramane. A city that was rebuilt in stone after a disastrous fire in M0475. A series of walls mark different eras of the city as it expanded beyond its original limits. The areas contained within the city are: the Palace, the Parade, the Stones, the Reaches, and the Scrub.

The Palace
The capital is home to the Palace in the centre of the city. Rebuilt on the template of a castle it boasts six round towers connected by a curtain wall and impressive, heavily guarded gatehouse. Within the palace are rooms held for the King's Court, ballrooms, the throne room, expensive kitchens and servants rooms along with living quarters for the Royal family. A suite of rooms is set aside for each Duchal family to use during their attendance in court, along with smaller suites for families of lesser nobility, and diplomatic guests for the royal family. The palace also boasts its own library, gardens and stables. Beyond the curtain wall the ground falls away in an ancient moat, flooded with water that has been directed down from a stream finding its way to the sea; and so the defence rises and falls with the tide.

The Parade
Beyond the palace walls is the oldest part of the city. Houses made of stone stretch towards the sky. Homes of the rich and old families that arrived in Aramane at the beginning. Interspersed between ancient buildings is the occasional timber-framed building that was hastily built to fill a gap centuries ago and has managed to stand the test of time. Beyond the shops and stone buildings is a thick stone wall, a defence for the original town that was, centuries ago, a wooden palisade. This wall is patrolled at night by Sentries who ensure it remains well lit.

Beyond the first wall are large market places at the centre of the city. The best taverns, hostels, brothels and merchant stores can be found beyond the stone wall along with more modest homes of the middle classes. This sprawling selection of homes, old and new, don’t seem to follow any predetermined town planning, although obvious efforts have been made to widen roads and straighten them throughout the centuries.

The Stones
There is then a second wall, of a thinner stone which forms part of the boundary of the University and the grounds gifted to the Lord and Lady Albius. A beautiful stretch of green runs alongside the University buildings and the main river that flows through the city, forming a second border for the University of Aramane. Inside the University grounds there is an ancient stone circle, to mirror that which lies upon the broken shore. The Lord Albius is charged for protecting this monument from harm. Within this section of the city, the houses and marketplaces are more humble. However, still made from stone, many are still more than four centuries old. This is a comfortable and affordable place in the city for many to live. It also holds the large barracks, training grounds and stables for the Aramanian army.

The Reaches
Beyond a final third wall, are the outer reaches of the city. Although still old, these houses are new in comparison to the ancient roots of the city. They are interspersed more regularly with wooden buildings painted black and white and large warehouses closest to the docks.

The Scrub
Beyond the Reaches the city becomes sprawling and stone houses rare. Stretching to the coast and a frantic docklands to the North East; along the curve of the bay where the country exports cloth, magical items and precious metals, and into the farmlands to the South, the city has burst its most recent walls. This is where the lowest class of citizens live, and crime is at its highest.

Travel & Villages

To be added

Hywyn – The Duke of Hywyn is responsible for maintaining safe routes through the landscape between Aramane and the surrounding regions. Beyond the city gates of Aramane, Hywyn is a pleasant journey away on well-travelled roads of wide, grey paving slabs. Towards the border of the region there is a town in the shape of a cross, with a gate on each branch and a large market place in the middle. Considered a central hub of trade it’s an important place for merchants to gather. Many of the houses are made from the same grey stone that is popular within Aramane and the town is bordered by a single stone wall that joins each of the four gate houses. The Keep where the nobility of Aramane live boasts a tall tower in the North-East quarter with spectacular views over the farmlands and the distant capital. In the last hundred years a rival tower built by the Sisters has risen in the South-West Quarter beside their temple.

Tolben – High in the mountains of Tolben, is a valley where life is quieter. Surrounded by smaller mining settlements, Tolben Keep is the central hub for the region. It is made from a darker, near black volcanic rock that has been hewn from the side of the mountain itself. With the mountain acting as a natural barrier on two sides and a river on the third, there is only one stretch of wall at the base of the valley. Tolben is a town with a fluctuating population, as it is unpopular during the season of Frost when the ground is covered in several feet of snow and the army has to work hard in order to keep the road in and out of the mountains clear. The people of Tolben consider themselves to be hardier than others.

Welles – The Lake District is a picturesque part of Aramane, with half a dozen major lakes between jagged mountains there a beautiful pockets of land for people to make their homes. With a dozen more smaller lakes connected by a series of streams the lower land can become quite marshy during Bloom. The Keep of Welles is within a larger town and houses made of a mixture of wooden frames and grey stone are becoming increasingly popular. On the slopes of mountains, vinters have had recent success growing grapes in order to make fine wines. The town of Welles circles the banks of Lake Loella, the largest of the Major lakes. Water is fed into the lake from the nearby mountains, but does not flow to the sea. Welles is popular with artists, musicians and writers who find inspiration in the unspoilt countryside. However, for the first few days of Blaze when the waters first drop the region is plagued by small flies that leave a nasty bite.

Oakley – The endless forest of Aramane, Oakley Keep is situated deep within the region itself. Made from wood, the town has a number of different levels with some folk choosing to build their homes in suspended platforms around the enormous trees themselves. Rope bridges and ladders connect different levels, although the majority of houses and shops remain firmly rooted to the land. The Keep is an elaborate series of buildings that seem to merge with the ancient trees themselves. A large courtyard circles an ancient oak that is rumoured to have survived from the very first landing on men on the shores of Aramane. Surrounding the town of Oakley are a number of wooden barricades and watch towers, half-hidden between the trees. Oakley is a popular place for the Ontari to raid, and so most people choose to live within the walls of the town.

Rhode – Towards the Keep of Rhode there are a number of industrial centres, prepared for the spinning and weaving of wool. Beyond the town the open grasslands make the perfect pasture for sheep and cattle. The buildings within Rhode tend to be made from the natural pale limestone that surrounds the region, along with the occasional grey stone which has been carried across the country from Tolben. A large stone circle was created in the centre of Rhode and remains a popular place for reflection and marriage celebrations.

Settlements & Titles

Lord and Lady Albius, a title given to the descendants of Richard and Linette who founded the University of Aramane. The title comes with a beautiful house in the grounds of the University and technically the grounds of the University itself. Although they are not permitted to make any changes to these, the title comes with a comfortable percentage of all fees paid to the University making it a very wealthy noble family. Insignia: The Quill.

The following noble titles were awarded to commoners whose rose through the ranks of the army to become generals. Along with the noble name of Albius, they are considered to be lesser nobility:

Lord and Lady Hald - granted land within the duchy of Oakley
Lord and Lady Sommer - granted land within the duchy of Oakley
Lord and Lady Madsen -granted land within the duchy of Oakley
Lord and Lady Cain - granted land within the duchy of Welles
Lord and Lady Aileien - granted land within the duchy of Tolben
Lord and Lady Holm- granted land within the duchy of Tolben
Lord and Lady Rundle - granted land within the duchy of Hywyn
Lord and Lady Foote - granted land within the duchy of Rhode

Members of the lesser nobility are expected to be represented on their local regional councils. They are also permitted to attend Court events.

Geography

Welles

Known as the Lake District, Welles is named after all of the small lakes, ponds and marshlands found in the region.

Hywyn

Hywyn is the most farmable land in Aramane, known for its easy rolling hills and green pastures. The soil here is rich and very fertile, making it ideal for all types of crops and raising livestock.

Tolben

Tolben is famed for its Rocky Mountains and rugged countryside. Precious metals, ores and gems are mined from the mountain range here.

Oakley

Thick woodlands make Oakley a popular destination for carpenters, boatbuilders and other members of professions that require a lot of wood. Oakley boasts some of the biggest, deepest forests in Aramane, the most famous of all being the giant oaks and redwood trees that grow here.

Rhode

Rhode is known for its hills, open grasslands, lime quarries, and deep cave systems. Near the stone walls of Rhode, there are several large warehouses where wool is spun and woven on an industrial scale ready to deport overseas.

Climate

Being apart of the mainland in the east, Aramane experiences very moderate weather all year round and, is considered by most, a very easy place to live and farm. Mild winters and tolerate summers make for the perfect conditions for a vast variety of crops, and excellent temperatures for the raising of livestock.

Surroundings

Aramane adjoins the land of Emanys, divided only by the fjorde, a body of water that takes an entire day to swim across. It is part of the mainland that makes up Aramane, Emanys and Ryon, three very separate realms ferociously protected by those who inhabit them.

Maps & Landmarks

Lake Loella

The largest major lake in Welles, Lake Loella is a long oblong in shape. It would take a day to follow the path all the way around the entire lakeside. Jagged mountains rise beyond the town of Welles circles it’s shore and the lake is as deep as the mountains are high, making it freezing cold all year round.

Coastline

The first men and women of Aramane landed on the beach of what is known as the Broken Shore, where their first battle against the Ontari people was waged and won. Pillars of stone were erected in commemoration of the dead, some which still stand today over eighteen hundred years later.

The majority of the coastline of Aramane is not accessible from the sea. High cliffs make it near impossible for landing crafts to find purchase along the coast. Although there is a small bay within Welles, this is heavily guarded by ships of the Aramanian navy.

Culture

Tradition is important to the people of Aramane. They are a proud lot, believing in and abiding by the laws of their king, a noble line that has gone unbroken for hundreds of years.

Demographics

A recent census estimated that there are just over 30,000 people living in the capital city of Aramane.
Oakley - 1200
Welles - 900
Hywyn - 3300
Tolben - 1500
Rhode - 1800

Of these totals, Humans make up 60%, followed by Mix Bloods at 22%, Ecrede 14%, N’jiin 3%, and Tasavi 1%

Housing

Wood

Due to the abundance of trees in Aramane, wood cabins are a popular choice beyond the walls of the stone city. The thick logs provide both structure and insulation, which keep these homes warm during the winter, and cool in summer. Building a log cabin, however, is a lot of hard work, most of which is taken up by felling, cutting, peeling, notching and lifting the logs.

Floor plans are usually square or rectangle, as adding corners to the design of a log cabin increases the difficulty and duration of the build, this doesn’t mean all log cabins are dull and simple in shape, but the majority of the cabins owned by people beyond the walls of the city are simple and effective in design. Some of the wealthier members of the public opt for L or T shaped designs with one to two storey living.

Finding, felling, hauling, debarking, and drying the logs for the build are all part of the process, which can take up to one hundred days to complete. This is best done during the season of Blaze when rain if less frequent, annoying builders to start construction by Harvest. Pine, Cedar, Spruce, and hardwoods, such as, Walnut, Poplar or Oak come most highly recommend and are all commonly found in the different regions and territories of Aramane. As soon as the trees are felled it’s important to seal the ends with wax to prevent moisture from escaping them too quickly, causing unwanted splits and knot expansion.

The builds usually take just under a hundred logs, and half that for smaller cabins. With a drawknife and a lot of patience, decarking is a simple process. It’s important to remove the bark as it tends to hold a lot of moisture and is the perfect home for bugs. This will prevent decay for years to come. Logs are then left to dry under cover. It should be noted that it is almost important to keep them off the ground during this time.

A strong foundation of crushed rock, gravel and limestone will usually do the trick, and a suspended wood floor will keep the logs dry, allowing the cabin to breathe. Construction is relatively simple and quick, provided all the measurements are correct and the notches fit well. A team of ten could finish the build within ten days, making it an affordable method of building outside of the city. A pitched roof is most traditional, usually thatched or completed with wood shingles.

Stone

In the centre of Aramane, buildings made of stone, or with a stone ground story are popular. These are usually ancient buildings built atop the houses that were built by the first settlers that arrived on the shore. Stone buildings are rare beyond Aramane and Tolben; with the exception of military keeps that are dotted around the country and . They are cooler in summer and warmer during winter. However, they are more expensive and a stone building will cost double that of an identical wooden one.

Religion & Temples

Aramanians believe in the Balance. The understanding that they have been blessed with a land of fertile crops, good weather and wealth, balanced with the continued threat and danger from their neighbours the Ontari. The people of Aramane firmly believe that with good comes bad, and bad follows good. They strive for balance within their lives, for example, a wealthy merchant might give generous donations to the poor to ensure the balance is not tipped too far in his favour. A farmer with struggling crops might look to the gifts the gods have provided in a healthy family and loving spouse.

In recent centuries, balance has been interpreted in a more literal sense between genders. All young men are expected to serve in the National Army, and if all men are to be warriors, this is balanced by the expectation of women to be healers and mothers. Where society deals pain and death, it also expects to provide healing and new life. In light of this, it has become very unusual for young women to join the national army, and any women seeking to progress a military career would usually travel across the sea to Renmere, or will become a guardian of the Sisters of the Sisterhood.

Perhaps the most important Temple in Aramane is the Sisterhood, or the Sisters. There is a Temple dedicated to the Sisters in each major city and town. While the main Temple is open to all, there is always a large, metal door which leads to a further series of buildings where only women are permitted. Guardians of these Temples are women who have become Guardian’s of Sisters.

To become a Guardian, a woman must complete extensive and rigorous training and become an expert in numerous martial arts. During the time that a woman serves as a Guardian, she is not permitted to take a male lover. If she is discovered to have broken this rule, she will be removed from her post of office. If her actions are shown to have compromised the safety of the Sisterhood in anyway, she will face immediate execution. The Sisterhood is often used as a place of refuge for women and children. The head of each temple is known as a Mother, the overall head of the Temples is known as the Light.

Rituals & Traditions

Birth

In cities and towns there is a growing trend for women to give birth within the temple of Sisterhood. Sisters provide well equipped rooms and experienced midwives to help mothers give birth and adapt to parenthood for the first few days, there is a charge for this service. In more rural communities it is still more common that a mother will give birth at home. A local temple might be able to provide a midwife for a small fee. A noble or wealthy family which is expecting a child will employ a temple midwife to stay within their home until the child is safely delivered.

On the tenth day after their birth, babies are taken to the nearest body of freshwater and quickly bathed, especially during the winter when it's more likely that water is simply sprinkled onto their head. This is an introduction to the balance of life, an act of respect to the original settlers who landed in Aramane. Every birth is recorded with the local archive and copies sent to the library in Aramane.

Death

Death in Aramane is treated very seriously and with great respect. However, it is dealt with swiftly and it is not unusual for a body to be burnt and scattered as fertilizer to the earth within two or three days at most. The people of Aramane mourn their dead and remember them at particular holidays throughout the year. They’re a pragmatic people and once the ashes are scattered would not openly grieve. Every death is recorded with the local archive and copies sent to the library in Aramane.

Holidays

The people of Aramane celebrate many festivals to mark the passing of time during the year and to celebrate their history.

1 Bloom

The first blooms of spring are collected and hung above doors in cities and rural communities alike. The people of Aramane welcome Spring into their homes. Temples of the Sisterhood open up their doors and provide a meal for the hungry and the homeless in their regions. Strict traditionalists‍, especially in rural communities, observe the day in silence, believing that they will be rewarded with a good planting time and rich harvest.

60 Bloom

Small treats of raisins, nuts and scraps of meat are left out overnight for passing animals and wildlife. In the cities and towns it’s more likely to leave seeds and nuts on window ledges to attract birds rather than rats.

6 Blaze

Those who can afford to, choose this day to make donations to the local temples and the poor of their regions. It’s common place to have a clear out of any clothes that are past their best and to donate these to people who would appreciate them better come winter. For those who cannot afford such luxury, people wish others happiness and prosperity. It is common for couples to give each other a small gift or token of their devotion.

60 Blaze

Midsummer. This is the perfect time to take advantage of mild weather and long summer nights. Friends and family gathering to spend the night watching the stars and sharing stories and folk tales. Couples who are hoping to have a child, will leap over the embers of a bonfire holding hands. With music playing until the new dawn throughout the cities, it is unlikely that anyone gets much sleep during this celebration.

1 Frost

Many Aramanian ships are gathered back to shore for this holiday. People of Aramane line the coast to welcome back the Sailors and offer wines and spirits in the form of a cup emptied into the ocean; this is done in memory of the sixth ship that never made its way safely ashore when the land was first settled. When darkness claims Aramane, people gather together as family and friends, exchanging stories of the gods and of the year which is quickly passing. This is an excellent time to pass news throughout the country and catch up on family gossip.

60 Frost

Midwinter. Citizens light bonfires to celebrate the longest night and keep them burning until dawn. It is a popular custom to write either hopes and wishes for the coming year, or messages for those who have passed onto slips of coloured parchment and throw them into a fire. It is said that a wish or hope is more likely to come true if the message is sealed with a kiss. And for the messages it’s find the dead if they are marked with the tears or blood of the living.

80 to 85 Frost

Festival music and storytelling. Travelling players and musicians flock to Aramane to perform in the streets and book venues within the city to display their talents and shows. The city hums with life and music, candles are left to burn down to nothing and small gifts are exchanged on the last day of the festival.

Marriage & Divorce

Marriage is taken very seriously by the people of Aramane. However, divorce is permitted within balance, although it is not encouraged and, in noble circles it is incredibly rare. A courting couple must notify the nobility within their region of their intention to wed, no less than a season before their intended day of marriage. The ceremony can be undertaken by a Sister, any member of the Army who has reached the rank of Sheriff or equivalent, or a member of nobility who is above the age of thirty. Due to the availability of Sheriffs who hold a council every thirty days within their regions, it is common that marriages take place as part of council proceedings, as a Sheriff is always available at such events.

The Ceremony

The couple stand, hand in hand before one another and make a simple pledge of fidelity, love, compassion and understanding until fate deems that they part. The officiant will wrap their hands with three cloths, one green, one blue and one black to symbolise old values. They will then offer a prayer to the couple before releasing them from the cloth and wishing them a happy journey together. The marriage certificates are then signed and copies sent to the regional archive and the great library held in Aramane. After the ceremony, the happy couple might celebrate with friends and family, hosting a feast in their home. A house to share is considered a necessity before an Aramanian would consider marriage.

Noble Marriages

Nobility often spend a great deal of money on the weddings of their children. Although the ceremony takes place in exactly the same way, it often occurs in the residence of the Bride's family. Great feasts are held with music, drinking and dancing. Often the majority of the region is invited to partake in wishing the couple health and happiness for the future.

Act of Sanctity

Although young people are not exactly expected to remain chaste before marriage, for a young woman of rank, either the daughter of a merchant or nobility, there will always be concern that she might bear a child of a man who is not her husband. To prevent this, once a marriage has been agreed between families, as noble marriages are often arranged, the woman will undertake the act of Sanctity. Although this is technically voluntary, it would cause a social scandal if it were not undertaken by a noble woman, or a woman marrying into the nobility. For this reason, it is therefore also very popular for the upper classes of society who can afford for their daughters to undertake it.

The Act is simply the withdrawal of the woman to a Temple of Sisterhood where she will live among the sisters for 120 days. The cost of the Act is simply the upfront cost of keeping a woman in food, clothing and shelter for 120 days. For some families, this also provides an opportunity for their daughter to reconsider her choice of husband. For example, in the case of a whirlwind romance, women have the time to consider what is best for themselves and their family.

The couple are allowed to meet for a morning on three strictly chaperoned occasions, after the first ten days, after the first thirty days and after the first sixty. The woman has no interaction with any other men during this time. At the end of the 120 days it would be clear if the woman was carrying a child or not. At this point, the marriage would go ahead upon her return home, or the arrangement dissolved.

Divorce

Divorce is permitted within Aramane. Both parties must agree to a divorce and submit a petition to their regional council, detailing the fair divide of their assets. After their petition is submitted they must undergo a period of 120 days separation before a final judgment is made. At this time they will be summoned to state their case before the council and the divorce is finalised. Paperwork will be completed and archived within the local region and in the library at Aramane.

Food

Due to the fertile nature of their land and strong trade routes, the people of Aramane enjoy a rich and varied diet. Wheat, barley and corn crops grow well allowing for breads, porridge and hard cakes to form a solid staple of their diet. There is a strong industry of farming cattle and sheep. Milk is turned into a rich creamy cheese or cream and transported throughout the country. Within most regions (except the city) people are able to hunt rabbits, deer and elk to add to their table. Foraging for nuts and herbs is also a popular past time and many people grow vegetables in their own small holdings. To go with their home-grown diets, Aramane imports spices and exotic fruits and salted fish that can survive the journey across the ocean.

Music

The people of Aramane are lovers of music and particularly enjoy the sound of woodwind instruments, especially a simple flute. Often children learn an instrument as part of their schooling. Other popular instruments include a recently invented windbox, a hurdy-gurdy which is proving popular with crowds due to its ability to carry over the most boisterous crowd.

Language

The people of Aramane speak common, which is popular among the human race across Noar. The common tongue of Renmere is near identical, although Aramanians claim that the people of Renmere have a terrible accent and have corrupted elements of a once pure language. Rahni, a language spoken by the N’jiin people has become a popular language among scholars and traders.

Traditional, old fashioned Aramanian names are hereditary and tend to be passed down through generations. Family names often have their origin in the livelihood of the family, for example Farmer, Baker, Clerk. However, over time these names have evolved and been added to, for example, Clerk for one strand of the family line became Clarke. Original family names may have their origin in description also, like Grey or Little. Family names that are based on a location within Aramane, are the names of noble houses.

Trends

Feminine names ending with a vowel sound or combination of two, such as Anna, Linette and Lola. If a mother is unmarried, her daughter will have the suffix of in or jin as part of their family name. For example, the daughter of unmarried Lola Rees would be called Loella Reesin.

Masculine names ending with specific consonants such as, N, T, R, K. For example, Benjamin, Peter and Timmit. It is also popular to name a son after their father or grandfather. The son of Timmit Grey might be called Timson Grey.

The son of an unmarried woman will take his mother's name as family name, with the addition of the suffix sa. For example, the son of unmarried Lola Rees would be called Liam Reesa. The only exception to this, would be if the boy's father makes a legal claim of paternity and documents the child as his own. This is a simple act of submitting a letter to the court with the mother's signature alongside his own. However, it does have a cost (200 Crowns) which some poorer members of society find preventative. An unmarried man is not able to claim fatherhood over a daughter, nor give her his name.

Male Names
Thorsten Wulf
Enno Bray
Luca Clarke
Raik Hansen

Female Names
Linette Black
Aubria Rees
Josilyn Little
Loella Swan

Folktales

When the world was new to the first ships, Durrin Hywyn ventured out from the small stockade and the colony of men who had landed on the Broken Shore. It had been a long Frost and Bloom still felt a long way off. The people within the colony were hungry though they were too proud to admit it. Durrin took with him the best warriors and hunters and the troop travelled south in the hope of finding food in the mighty, untamed forestlands. They travelled without rest for days and nights, before finally taking shelter beneath the trees themselves.

Durrin, feeling sorry for his men, told them to rest and promised to keep watch. A faithful man, he sat down and watched the crackling fire and listened to the endless rain that fell upon the trees. When everyone else was sleeping, he heard the snap of a branch and turned. Stood just a hair behind him was the largest black bear that he had ever seen. Durrin jumped to his feet, axe in hand, but he could not find the voice to rouse his sleeping companions. They snored on and the bear rose onto its hind feet. It roared, and still his companions did not wake.

Durrin stood, facing the bear and knew that this was a battle he could not win. He dropped his axe and faced the bear as a man, and a man alone. The bear dropped back down to his paws and still stood nose to nose with the King’s brother. It sniffed his face, his hair and gave a grunt. Finally, the bear turned and moved silently through the trees. Durrin collected his axe and followed the wild creature, silent and cunning as only a man can be.

The bear, who had spared him, lead Durrin back to a cave that was hidden nearby in the rocks. There, it had a handful of cubs just starting to emerge from their den. Durrin wasted no time. He killed the bear and two of the three cubs. He dragged their bodies back to the camp and woke his men. They rejoiced, for food had been found, enough to return to their home in Aramane. The King would be pleased with their offering no doubt and their names would be legend.

Durrin kept the last cub for himself, raising the bear as a mighty and loyal companion. He was henceforth known as Durrin, the Bear.

Society

Day to day life in Aramane is generally uneventful. Strict laws and a lot of law enforcement make any sort of crime very difficult to pull off. The people of Aramane and the surrounding regions are relaxed, safe and happy to go about their lives. Everything seems to work like clockwork and citizens have very little to gripe about.

Noble Houses

The regions are overseen by Dukes who are in charge of chairing a council held in their region every thirty days, with local Sheriffs and a representative of any Lord who holds title in the region. The council settles disputes, conducts marriages, grants divorce. Dukes are responsible for ensuring peace and protection of the kingdom. They are expected to work closely with the military commanders that are posted to their regions. Dukes or a nominated representative are expected to attend the King’s Court, which is held once per season.

Originally there were five noble houses in Aramane: Welles, Rhode, Tolben, Oakley and Hywyn. These houses were descended from the captains of the five ships which found safety on the Broken Shore. Commander Turnsten Hywyn directed the first settlement in a heavily forested region bordered by the Broken Shore. Hywyn was crowned the first king and changed his surname to Aramane after naming the nation, creating a sixth noble house that would oversee the city whilst his brother Durrin Hywyn would oversee the forests of Hywyn.

Five regions aside from Aramane were decided and the Captains, and Durrin named Dukes, their wives Duchesses. As the population grew the settlement expanded into a fortified town and large areas of the forest were cleared to make way for crop fields. After a disagreement with Hywyn, Leonark Tolben left the fledgling city behind with a group of hardy adventurers. They found that the mountains to the north of the forest were rich with minerals and created their own settlement in prime location for mining.

After a few generations, the descendants of Oakley, Welles and Rhode branched out with the blessing of the king at that time and founded their own settlements. Originally, a small settlement that boarded the edge of Hywyn, Oakley was quickly expanded down to the edge of the fjorde, overtaking land that the Ontari considered to be their own. Deep anger and rivalry still exists between the Ontari and the Aramanians who live in Oakley.

There are five duchies that form the country of Aramane along with the capital city that shares its name with the nation.

The Royal House (The Griffin)

Descendent from Turnsten Aramane, the line of kings has been unbroken since the first king. Something that the people of Aramane are very proud of. The royal sigil is a griffin with wings outstretched. It is said that when standing beside a griffin, a person can only speak the truth.

The current King is Aron Aramane married to Cecilia Aramane, nee Albius.
Their children are Rune (born 1783), Oskar (born 1785) and Emilia (born 1787)

The King and Queen should always be addressed as: your majesty.
The children of the King and Queen are Princes and Princesses and should be addressed as: your royal highness.

Higher Nobility

Dukes and Duchesses of Aramane, Hywyn, Oakley, Welles, Tolben and Rhode should always be addressed as: your grace. The children of a Duke or Duchess should be addressed as: my lord or my lady. The oldest child will become Duke or Duchess once both parents have passed, or they chose to abdicate their title in favour of their children.

Noble house of Hywyn (The Bear) - Descendent from Durrin Hywyn.
Noble house of Tolben (The Hammer)
Noble house of Oakley (The Oak Leaf)
Noble house of Welles (The Major Lakes)
Noble house of Rhode (The Swallow)

Lesser Nobility

Since the original settlement, further houses have been granted the title of nobility, although they only hold small areas of land within a Duchy or Region. Members of the lesser nobility are expected to be represented on their local regional councils. They are also permitted to attend Court events.

The Lord or Lady of lesser nobility should always be addressed as: my lord. Their children are not granted official titles until both parents have passed or they chose to abdicate their title in favour of their children. However, the children of a Lord or Lady are always to be shown the same respect as the child of a Duke or Duchess and afforded the same rights and privileges.

Lesser Nobility

Hald - Oakley
Sommer - Oakley
Madsen - Oakley
Albius - Aramane
Cain - Welles
Landen - Welles
Aileien - Tolben
Holm- Tolben
Rundle - Hywyn
Faylea - Hywyn
Foote - Rhode
Carcern - Rhode

Education

Education is compulsory for all children between the ages of six and twelve. For this reason, the majority of the population is literate to a certain degree. Children are taught to read, write and undergo lessons in basic mathematics and science. They are also taught the history and geography of Aramane and the wider world of Noar. This is very helpful given the desire of Aramanians to document and formulate important events within their lives. Schools can be found in the cities, towns and even dotted in rural communities where a teacher might spend half a season with one village and the next with another. For this reason, education in rural communities tends to be inconsistent.

Education 12-18 Years:

While all children are entitled to and expected to attend a local school until the age of twelve, after this age education will be dependent on the wealth of their family. There are five Academy’s which teach children more advanced lessons until the age of eighteen. Attendance is influenced by the families proximity to the academy. For example, if a child lives close enough to the academy in Hywyn, it would be considerably cheaper for them to attend, than a child who is from Oakley and needs to live in the provided accommodation.

Noble families often employ a tutor for their children, especially if there are a number of children around the same age. Every year the academies each offer five children a scholarship which would cover their expenses, but only if they have proven to be exceptionally bright. The hope is that this will allow gifted children to continue their education no matter the wealth of their family. However, for the very poorest and most rural families, even with a scholarship, it is difficult for them to lose an income as a child of twelve can help farm.

University

The University of Aramane was founded in M0896 and is the oldest academic institution in Noar. The archive of Aramane is an enormous building housed within the university. Along with large teaching theatres, smaller classrooms, an extensive library and accommodations for a limited number of students and professors.

Fees

It costs 500 crowns a season to attend the university. The university closes during the season of Frost, when all teachers and students go on holiday, most taking up winter jobs to earn their tuition fees for the following year. Each year of university begins on the first day of Bloom and ends on the last day of Harvest. Fees include one class. Any extra classes cost an additional 100 crowns per season, though it is advised that students focus on one field of learning.

Scholarships

Every year ten scholarships are offered to promising students who graduate from further education from regional academies.

Classes

History

Covering a wide range of topics, including language, social-studies and the wider world of Noar. The first year of study focuses on issues and current affairs closer to home. The third and final year involves an overseas exchange programme for the season of Bloom, followed by a two season long assignment to write and publish a manuscript detailing the individuals preferred realm of history.

Science

Focusing on the first year on local flora and fauna, weather patterns, chemical sciences, and nature studies. Students then spend two seasons in Nejem, Renmere or Clead, focusing on research in groups on their chosen area of choice, learning all these is to know about these exotic places. The third season is spent preparing a paper as individuals to present in class on the last day of Harvest. In their third and final year, students are set up with an apprenticeship, learning their preferred trades under the guidance of experts which more often than not lands them a job in that field of work.

Mathematics

The first year is taken up with the study of advanced mathematics, theory and stargazing. The second year all of this theory is applied, with students able to spend the majority of the school year working on their own projects which are then presented to the class in Harvest. In the third year, students have the option of studying at other universities located in Noar, such as Renmere, Clead and Nejem. They also have the option of going into teaching or project work. Some prefer to be assigned to tax collecting and city banks, securing themselves well paid jobs for the rest of their lives.

Engineering

Creative individuals with a background of mathematics and science usually gravitate towards the study of engineering. The first year of study is all theory, assignments and written essays, with a handful of field-trips to local areas to discuss and study different bridges, roads and buildings. The second year is more applied, though still close to home, tasking students with the opportunity to work on local projects with qualified engineers, maintaining major bridges, roads and buildings. In the third year, students are able to arrange placements in other major cities within Noar where they must work and complete a year long assignment detailing their contributions to a major project abroad.

Medicine

Classes for traditional medicine are popular. Students spend their first year studying and growing different plants and herbs that aid in the healing process. They learn about the different types of venom and how to cure a wide range of bites. Mixing, drying, storing, and creating balms is also an area of focus. In their second year, students are assigned placements closer to home, usually in the temples where most people go for healing or city infirmaries. Some even travel with scouts and sentries, working in the field to heal any injured men and women. Placements outside of Aramane take place in the third year, usually in highly populated cities, such as Nejem and Renmere.

Applied magic

Applied Magic Students are encouraged to learn more about magical abilities during their first year of this course. Topics cover a range of abilities in the hope of encouraging talent to emerge and be controlled. During the second year, focus turns to the practical applications of magic to everyday life and business. For example, the application of healing when in a medical emergency or adding an enchantment spell to linen to make it water-repellent. Many students take part in an exchange programme to learn new skills and apply their knowledge. Students of Applied Magic tend to take an exchange in Nejem.

Economy & Employment

Aramane is a thriving metropolis, known as one of the biggest and most well established cities in the known world. Rules by Humans, who are famed for their ability to build and sculpt better than most, makes what the capital has to offer, very valuable to the rest of Noar. Jobs are plentiful, businesses thrive and city law and the high presence of the kingdom’s National Army keeps everyone safe.

Royal and Historical Epithets

Turnsten Aramane – The First King
Aron Aramane – The Justice
Cecilia Aramane – The Beauty

Noble and Historical Epithets

Durrin Hywyn – The Bear
Leonark Tolben – The Bold
Lucan Rhode – The Drunken Duke
Josilyn Oakley – The Constant
Thorsten Welles – The Brave
Enno Tolben – The Unfortunate
Areal Hywyn - The Ambitious
Svend Hald – Long Legs
Harrold Sommer – The Red
Erik Madsen – The Drummer
Martyn Cain – The Bald
Eurion Landen – The Builder
Beinon Foote – The Flower
Arian Carcern – The Child
Gwyn Holm – The Rose’s Thorn
Olwen Aileien – The Desired
Cieran Rundle – The Diplomat
Aiden Faylea – The Widower
Linette Albius – The Learned
Richard Albius – The Pious

Government & Politics

Each region holds court every thirty days in their central hub. Sitting on this council are representatives of the local Duke, Lords who hold land in the region, a member of the Sisterhood and at least one Sherriff. The council makes judgements on disputes, conducts marriages, divorces, records any birth’s from the region in the last thirty days and makes judgements on anyone accused of committing a crime. Council hearings are recorded by a clerk and copied transcripts sent directly to the King's Court for review. If anyone is unhappy with the decision made by their local court, they can appeal directly to the King’s Court.

The King’s Court is held once per season with the King or Queen in attendance to preside over any decisions. Ducal representatives, Generals, Admirals and any Lord or Lady holding land are invited to attend the court. Appeals from regional courts are also heard, although these are rare. Decisions made by the King’s Court are final.

National Army

The Army of Aramane is split into two main strands of promotion. One for nobility and one for common folk. All common folk start in the army as a recruit and train together, along with all young men undertaking their national service. Once two years of training has taken place they graduate to either a Sentry or a Scout, depending on if they wish to pursue a career in the cavalry or as a foot-soldier.

A man with a noble title starts his career as a Squire, which is the equivalent rank of a Sentry, Scout or Deckhand. A nobleman must train for at least two consecutive seasons within each branch of the army. However, it takes four years as a minimum to graduate from being a Squire to earning their shield as a knight. For the first two or so years of being a squire, a young man will train with the recruits before finishing their training under a Knight Captain or higher ranking officer in the Noble profession of the Army.

Soldier of Foot

Recruit

Responsible only for self. Will follow the pattern of training laid out below. Two years of training. Answers to everyone of a higher rank. Will have a direct Man at Arms that they report to.

Sentry

Responsible only for self. Two years of training minimum to be promoted. Although not all soldiers are ever promoted beyond this rank. Answers to everyone of a higher rank. Will have a direct Man at Arms that they report to.

Man at Arms

Responsible for up to ten Sentries and Recruits. Answers to everyone of a higher rank. Will have a direct Captain that they report to.

Captain

Responsible for up to five Men at Arms and their subsequent Sentries and Recruits. Usually based in the cities and towns of Aramane to keep the peace. Answers to everyone of a higher rank. Will have a direct regional Sheriff that they report to. If their unit has a Knight-Captain, then the Knight-Captain outranks a Captain in command of Men at Arms etc. If a Knight or Squire is in their unit, they will be expected to report directly to the Captain as they would a Knight-Captain.

Sheriff

Based in a particular region and responsible for the safety of men, women and livestock in the area. Will serve on a rota to sit on the council of a different region once each year. Also will share a rosta with other local Sheriffs (if there are any) to hold a regular court within their local region. Responsible for five Captains and their subsequent command. Gifted a house and a small piece of land for their family within their local region. This may be inherited by sons who rise to the rank of Captain.

General

Responsible for safety and protection of citizens of Aramane. Will meet in a regular committee to discuss strategy with other Generals and Admirals and assign commands to local sheriffs. In the field, will take command of the troops provided by all sheriffs from a particular local region. The sons of a general, may join the army as a Squire and pursue a Knighthood.

Cavalry

Recruit

Responsible only for self. Will follow the pattern of training laid out below. Answers to everyone of a higher rank. Will have a direct Ranger that they report to.

Scout

Responsible only for self. Answers to everyone of a higher rank. Two years of training minimum to be promoted. Although not all soldiers are ever promoted beyond this rank. Will have a ranger that they report to.

Ranger

Responsible for up to ten Scouts and Recruits. Answers to everyone of a higher rank. Will have a direct Captain that they report to.

Cavalry Captain

Usually based in rural areas of Aramane they send out their Rangers to keep the peace across large stretches of land. A few units however are based in the cities and towns. Responsible for up to five Rangers and their subsequent Scouts and Recruits. Answers to everyone of a higher rank. Will have a direct regional Sheriff that they report to. If their unit has a Knight-Captain, then the Knight-Captain outranks a Captain in command of Rangers etc. If a Knight or Squire is in their unit, they will be expected to report directly to the Captain as they would a Knight-Captain.

Sheriff

Based in a particular region and responsible for the safety of men, women and livestock in the area. Will serve on a rota to sit on the council of a different region once each year. Also will share a rota with other local Sheriffs (if there are any) to hold a regular court within their local region. Responsible for five Captains and their subsequent command. Gifted a house and a small piece of land for their family within their local region. This may be inherited by sons who rise to the rank of Captain.

General

Responsible for safety and protection of citizens of Aramane. Will meet in a regular committee to discuss strategy with other Generals and Admirals and assign commands to local sheriffs. In the field, will take command of the troops provided by all sheriffs from a particular local region. The sons of a general, may join the army as a Squire and pursue a Knighthood.

Navy

Recruit

Responsible only for self. Will follow the pattern of training laid out below. Two years of training. Answers to everyone of a higher rank. Will have a direct Shipman that they report to.

Deckhand

Responsible only for self. Answers to everyone of a higher rank. Two years of training minimum to be promoted. Although not all soldiers are ever promoted beyond this rank. Will have an officer that they report to.

Shipsman

Responsible for up to ten Deckhands and Recruits. Answers to everyone of a higher rank. Will have a direct Officer that they report to. May be given command of a small vessel that requires a crew of ten or less. When commanding a ship will be referred to as Ships Captain.

Captain

Responsible for up to five Shipman and their subsequent Deckhands and Recruits. Answers to everyone of a higher rank. Will have a direct Officer that they report to. Usually Captain of a larger ship.

Officer

Will serve on a rota to sit on the council of a different region once each year. Responsible for five Captains and their subsequent command. Gifted a house and a small piece of land for their family within a local region. This may be inherited by sons who rise to the rank of Captain.

Admiral

Responsible for safety and protection of citizens of Aramane. Will meet in a regular committee to discuss strategy with other Generals and Admirals and assign commands to local sheriffs. In the field, will take command of the troops provided by all sheriffs from a particular local region. The sons of a general, may join the army as a Squire and pursue a Knighthood.

Noble Rankings

Squire

Responsible only for self. Will follow the pattern of training laid out below plus an additional minimum of two years under a Knight Captain before they are deemed fit to try for their shield and earn a knighthood. Answers to everyone of a higher rank. Will have a direct Knight Captain that they report to.

Knight

Responsible only for self. A knight has completed a minimum of four years of training. Answers to everyone of a higher rank. Knights often travel the country, assigned to different regions or set off to explore the world. Two years of service minimum to be promoted. Although not all Knights are ever promoted beyond this rank. Will report to a Knight-Captain.

Knight Captain

Responsible for up to ten Knights or Squires in the second part of their training. A Knight Captain can only take on two Squires at any time. However, they may have a number of Knights that report to them directly (up to five). This is more a case of them checking in or sending a report once a season or so about their activities, all in addition to the same rank and responsibilities held by a Captain within the Standard Army. Will have a direct regional Knight Commander that they work with.

Knight Commander

Assigned to a particular region and responsible for the safety of men, women and livestock in the area. Will serve on a rota to sit on the council of a different region once each year. Also will share a rota with local Sheriffs to hold a regular court within their assigned region. This is in addition to the same rank and responsibilities held by a Sheriff within the Standard Army.

The overall commander of the Army is the Seneschal Knight Commander who directly oversees the Generals, Admirals and Knight Commanders.

King’s Guard

At any point a member of the Army or the Nobility can be chosen to serve as part of the King’s Guard, only the very best are selected, from promising raw recruits to seasoned veterans who have performed outstanding service. It is considered to be a great honour. The leader of the King's Guard is known as King’s Champion and is of equal rank to the Seneschal Knight Commander.

National Service

All men are required to serve in the national army for at least two years between the ages of sixteen and twenty. As long as they complete their two years of service before their twenty-first birthday they will not face a penalty. Failure to serve within the national army results in one year of imprisonment and forced labour within the mines of Tolben, unless his family are able to pay a substantial fee to compensate for his lack of service (10,000 Crowns). It is rare for a young man to forgo his national service, as it is a matter of pride and duty to assist in the protection of Aramane, especially manning the borders Emanys. This is called National Service.

During National Service, basic same-sex lodgings are provided in simple accommodation, usually bunk houses. Those in service are provided with three meals a day and a uniform. Upon completion of two years national service, these young men are awarded an intricately decorated gold coin. Many choose to wear this as a badge of pride and honour.

Having completed National Service, a man is likely to have graduated from their rank as a recruit. If they ever chose to return to or advance within the Army, they will pick up their career as a Sentry, Scout or Deckhand.

Army Training

All recruits start their training on the first day of Bloom and follow the schedule as set out below for the first two years:

First Year:

Bloom - Training in Aramane and surrounding countryside with the Soldiers of Foot.
Blaze - Training with the Navy.
Harvest - Training with the Navy.
Frost - Training with Cavalry in Hywyn.

Second Year:

Bloom - Training in Welles with the Soldiers of Foot.
Blaze - Training in Oakley with Cavalry.
Harvest - Training in Aramane and surrounding countryside with the Soldiers of Foot.
Frost - Service Posting to the Region of Aramane.

Women in the Army

During the last century, it became very unpopular for young women to join the army. Strong prejudice has meant that there has not been a Lady Knight within living memory of any Aramian. Women who wish to continue training, or develop serious skills with weapons often make the journey across the ocean to Renmere to continue their careers. It is rumoured that the last Lady Knights left Aramane and helped found and settle Renmere in M1288, which is why the new country is considered to be progressive. Her name was Lady Cyrene Venora.

International Army

As a defensive nation, Aramane often concentrates its efforts in protecting its own borders. Although history shows that it has often attempted to expand those borders; causing continued tension with the Ontari. The International Army follows the same ranks as the National Army. Recruits must finish their training in Aramane before they’re able to join. International Troops are often stationed within regions and are only distinguished if the international Army is called to arms, at which point they will leave behind their current units and reform where their orders dictate.

Law & Order

I No Murder
II No Theft
III No Damaging Persons or Property. A slave is considered to be property. However, under a revision of this law, slaves are not to be damaged by their owners.
IV No Sexual Assault.
V No Vagrancy. No one is to live homeless in the city, its limits or surrounding villages.
VI No Uncontrolled Use of Magic. This pertains to the city and villages outside of controlled environments.

All slaves are considered to be property, rather than persons. However they cannot be injured or damaged by any person including their owners. Following an act in 1458, forwarded by the Sisterhood; pleasure slaves are not permitted.

Crime & Punishment

The Soldiers of Foot and Calvary are responsible for maintaining Law & Order within each region of Aramane. If suspected of a crime, a person will be arrested and held in a regional gaol until the next regional court is held. This may be for up to a maximum of thirty days between courts. Except in the case of murder. Anyone under the age of sixteen will not be arrested, however they will find themselves summoned to the next court to stand trial.

No murder – if found guilty in court, a convicted murderer will be executed by beheading.

No theft – if found guilty in court, a person convicted of theft will first be marked with a cross tattoo on their left hand and ordered to compensate their victim for their loss. An additional fine of up to 100 gold may also be added to this compensation. If convicted of theft for a second time, a person will be marked on their right hand with a second cross. If convicted a third time, they will be sent to work in the mines of Tolben.

No damaging the person or property of another – if found guilty of assault, a person will face punishment as deemed fit by the court. The people of Aramane are pragmatic and great believes that an eye should equal an eye.

No sexual assault of any kind– if found guilty of assault, a person will face punishment as deemed fit by the court. The Sisterhood also take a great interest in anyone charged with such an offence, and are able to impose their own, somewhat brutal punishments.

No vagrancy within city or town limits – a person will be held overnight in gaol and issued with a charge for the cost of their stay. If they’re unable to pay, they may find themselves working off their debt in the mines.

Factions

The Sisterhood
NAPP - National Aramane Printed Press

Foreign Relations

Positive
Clead
Renmere

Neutral
Crixus
Nejem
Vayne

Negative
Blackbrine
Emanys
Rathos
Ryon

Magic

Though the use of magic is permitted in Aramane, there are some laws surrounding the application of magic within the city. Magic is to be used in controlled environments, away from anyone or anything it might cause harm to. Special training buildings are dotted about the city, warded with anti-magic runes to prevent damage to the integrity and structure of the buildings. See Law and order for more detail.

Slavery

Slaves are permitted in Aramane although they are not common. All slaves are branded upon arrival on Amarane with an upside down ∀ on the side of their chests under their left forearm. The Sisterhood in the last one hundred years have managed to introduce a number of acts to protect slaves. Slaves, although considered property cannot be damaged by any person; including by their owners. Slaves may not be used as pleasure slaves. Slaves must be provided with adequate food, water, clothing and a place to sleep.

Shared Author Credit: Elyna & Rune
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