Clead

#1
Overview

The Ecrede are a very business oriented people. The clans make their wealth through different types of trade and deals formed with other allied clans. They own quarries, supply the materials and build the roads, making a monopoly of different resources. The Ecrede are cheeky, sly, witty, fun-loving, and adventurous, traits reflected in their homes, villages and city. Hidden doors are to be expected and can be found at every corner, built and designed by the tricksters themselves, famed for hiding things in plain sight. Every day brings something new, such is the vibe in the City of Clead.

History

Born of the Age of Defiance when the first group of Ecrede landed on these shores and named it Clead. As avid storytellers, history tells that the Ecrede sailed to these shores from the wastelands of the west where they had been stationed high in the north. Those who are not Ecrede, but have a memory just as long, say Clead never existed as a landmass, and rose from the sea with the seafaring people, when a certain tribe of Merfolk chose to grow legs and walk on land.

“There was a rumble similar to that of Mount Karamea whenever she angers. The sea bubbled and from its depths, the white domes of Clead first appeared. Water gushed from the hearts of each concrete building, falling between the giant columns back to the sea. In time, this fertile land was covered with a thick coat of tropical trees, some found nowhere else in the world.” Kien Torow - The First Historian

Whatever the case, Clead has developed into a thriving metropolis known for trade, culture, celebration and knowledge. Theirs are a proud and protective people, keen on upholding the core values and beliefs of their culture. The influence of outsiders has had little sway on the way things are run here and any threats are usually dealt with swiftly. Politics and corruption are just as dangerous in Clead as they are in the larger cities found in the north and east of Noar.

Timeline

D16 - The founding clans of Clead settle on the east coast, laying down the foundations and designing what will later be the streets of their city.
D22 - The House of Minds was established, a political building that remains the biggest in the city today.
D44 - Construction on the harbour is completed, establishing Clead early on as one of the first trade port nations, second only to Nejem.
D104 - Work on Lochren’s Temple begins.
D111 - A carpenter named Bi’led Sa’rum designs and perfects the famed red tiles used to build the majority of rooftops in Clead throughout its history.
D114 - Construction on Lochren’s Temple is complete.
D147 - The Laws of Clead are formed, with each clan choosing a leader to represent them in the House of Minds, which becomes the official political government building of Clead. The first official senate is thus born.
D201 - A violent storm destroys the docks and the seaside Temple of Lochren. Work begins on new and improved structures.
D222 - The docks are restored to their former glory; raised, strengthened, expanded, and improved.
D241 - Construction on Lochren’s Temple is complete.
D301 - Clead is attacked by one of the clans (Crix’us), determined to overthrow the body of power within the city. The clan, led by Ded’dro Crix is cast out of Clead, banished from ever walking their shores again. Ded’dro himself is hung and left to rot above the steps leading to the House of Minds.
D303 - Crixus is formed by the weathered survivors of Ded’dro’s clan.
D331 - Crixus brings war to Clead.
D333 - The last of the Crixus Warriors are slain. The wounded are sent home in what history calls ‘Coffin Ships.’
D409 - Lochren is said to have visited the people of Clead. Members of the Aly’mena clan claim their Su’ka-na birthed a daughter of Lochren, though their Ka’sul deemed her declarations lies and the child proof of her betrayal and adultery against their marriage. She is hung and her daughter drowned in the sea. Heavy rains envelope Clead for the next four years, rumored to be Lochren’s divine punishment for the Ecrede who stole the life of his daughter from him.
D414 - The rain stops. Clead is a muddy mess, most buildings are ruined, clans are devastated by the rain, crops failed, forcing the Ecrede to exist on a strict diet of fish.
D415 - Lochren’s Temple is flooded and swallowed by the sea.
D479 - Much of Clead is rebuilt. Structures are upgraded and reinforced to weather torrential rains and tropical storms.
D505 - Clead forms a peace alliance with Crixus.
D677 - The construction of a new Temple dedicated to Lochren is built further inland and becomes the healing hub for the city.
M287 - Humans attack Clead. The Ecrede wipe out every last one of them.
M291 - Clead forms a peace alliance with Nejem.
M303 - Clead and Nejem attack the village of Welles, which falls under the protection of the Human City of Aramane.
M305 - More Human ships come.
M309 - Clead and Aramane form a trade agreement.
M651 - Lochren is rumoured to have visited the shores of Clean again.
M718 - The Ecrede build their first tavern, inspired by Human design, named The Spyglass.
M1199 - Nine pirates are hung after they were caught stealing from Lochren’s Temple.
M1203 - Permanent gallows are erected on the docks, warning all who travel to Clead that it is a lawful nation who will not tolerate piracy.
M1574 - A vote for city parliament sees change that allows only the leader’s from twelve of the top clans to claim a seat in the House of Minds. This causes a shift in clan alliances.
M1576 - A foreign representative from each country is permitted to enter the House of Minds, elected by their own countrymen. With this move, Clead is the first to initiate a step closer towards world peace.
M1780 - All main roads in the city are converted to cobblestone.

Legend & Folktales

The Heart Stone

Legend has it that Lochren has long been a fan of the Ecrede people, said to favour them above all else. There is a story the elders of the temple tell, one of Clead’s very beginning which tends to differ from the rest. They say that long ago, before the Age of Man, the Ecrede were the first to take to water, a people born of a small island nation under threat from rising sea levels. Forced to abandon their original home in the south, they sailed the open sea in longships, using the stars and the position of the suns and moons to guide them across the ocean.

The journey took its toll and when the Ecrede believed they had not the will to go on, they turned to their god and begged for his guidance and grace. Lochren told the Ecrede people to follow the sun to where it sets in the west. “There,” he said, “you will find your new home.” Having sailed north for many moons only to find nothing, the first people heeded their God’s advice, choosing to go west. When finally they set sight on the sandy shores of what would later become Clead, Lochren came to them again. “Here I give you my heart,” he gestured to the lands, “plucked from my own chest, take care of it as it will take care of you.”

The Tale of Eled and Cwyna

Once, there was an Ecrede family who stood on the shores of Clead every dawn to pray to Lochren for the blessing of children. After so many moons had passed with no luck, one morning came that the family visited the beach, only to find a large, magnificent stingray stuck in the sands. Carefully, they helped it back into the waters, but instead of leaving, the massive beast birthed two smaller stingray and offered them up to the couple. When the Ecrede took up the creatures did the babes change into small infants within their arms and happily, the family named them Eled and Cwyna, living for many years tending to the children given to them by Lochren.

A day soon arrived when the children ventured to play away from home, seeking thrills only the forests could provide. After returning home, their parents scolded them, forbidding their adventures from ever taking them into the forests again. The next day saw the children to the cliffs, jumping from heights into the river below that would see them killed with one wrong move. Their fun was boisterous and encouraged others to play, a noise that attracted not only the villagers, but their parents as well. Again, they were forbade from such practices for fear that Rhath would visit to steal the children away, but even as they were confronted with their parents’ anger, the children yearned for the freedom of adventure. Many nights later, the children snuck from their beds and escaped into the blackened world around them, wanting to dance and play with the wood sprites that awake at the midnight hour. They were drawn away from their home, past the cliffs where they played, and into the forests where the thick brush and consuming darkness prevented them from ever returning to the lives they knew.

When morning came, their parents looked for them but found nothing. The cliffs were empty of presences and the forests, eerily quiet. Desperately, they looked to the shores, but what they found there was not their children. Stood before them was a giant of a man, who without a word, drew his hand up and transformed them into stingrays. They had squandered his gifts to them and as punishment, the couple would be forced to wander the seas forever.

The Capital

Paleah

Known as the Capital of Clead, Paleah is a vibrant city bustling with commerce, politics, and education. It stands as a symbol of unity within the World of Noar and a hub of commercial activity for most races. To outsiders, it appears as a beautiful city with towering pillars, magnificent, stone structures, and embellished monuments depicting their epic history. However, Paleah is home to power plays and political struggles between the clans that reside within the city, making life for some living there dangerous.

Paleah is governed by a senate of Ecrede Chieftains, known as Ka’sul’s, who’ve claimed one of twelves seats of power through strength, reputation, and war. They serve as the political body that enforces national protections, regulations, and punishments upon the people who enter Clead, be them citizens or visitors. While they serve as the final voice in all matters, senate members prioritize Paleah and its protection over anything else. That means that Chieftains of lesser clans are expected to protect, regulate, and enforce punishment to their kin and members. Only repeated offenders and their Ka’sul’s will be brought before the Senate for a final verdict.

Along with the Senate, Paleah remains the meeting grounds for international congregation, of which happens once every year. Currently, three ambassadors travel to the city to meet with the Ka’sul’s; one from Aramane, Nejem, and Renmere. The purpose of these meetings often ranges from celebrations to political conflicts and normally last for a week at most before the ambassadors take leave back to their countries. While they are invited to remain in the Ecrede homelands, most tend to ache for their own culture well after months of travel.

Travel & Villages

Savat

Like Paleah, Savat acts as a town for political gatherings to a lesser degree. While the Senate may trump the Chieftains of lesser clans, these Ka’sul’s still hold ultimate authority within their own territories. These territories do not claim or border Savat, but reside near the town so Ka’sul’s may gather peacefully to discuss politics with other neighboring territories.

Clans of even lesser renown, who hold no claim to any territory, call the small town of Savat home. There remains a few shops for them to take up work in and a small market to sell and purchase wares. Savat is a simple town that displays much of the same architecture as Paleah, though the hustle and bustle of city life is quite lacking.

Savat sits within a mountainous region as well, settled next to the Tavan River, where forests envelope the town and surrounding areas.

Harte

Harte is a small village of Ecrede used to guard the mouth of the Tavan River from piracy or outsiders with ill intentions. As with Savat, Harte is used for surrounding Chieftains to meet and discuss politics should the need arise. Unlike Paleah and Savat, Harte is built with enough fortifications to weather storms that batter the land, most of which center around the docks as that is where Ecrede battle ships reside. Everywhere else, the houses are simply made and few shops stand in the village. Most citizens of Harte have to journey out to Paleah or Savat for trade.

Settlements & Titles

There are no player settlements or titles to date. To have one added, submit an application to the Help Desk.

Geography

Clead is made up of flat, white sandy beaches, tropical forests rich with palms and exotic wildlife, leading up into high rolling hills and jagged mountain ranges. A river cuts the heart-shaped land in two, twisting and winding between the mountains of Clead. There are many lakes, though only a few of note, most of them are small and insignificant, serving only wildlife.

Climate

The climate in Clead is very tropical and sunny all year round and, unlike Nejem, the nights do not get as cold. Of course, tropical weather can be unpredictable, lending itself perfectly to different types of storms when hot weather of Clead clashes with the cold winds that roll off the easten sea.

Bloom

Mild and pleasant weather is the theme in Bloom, with the heat slightly higher than it is in areas to the north like Renmere and Aramane to the east. For this reason, spring crops grow very quickly in Bloom, usually having already germinated before the season hits. Though the Ecrede are not known for farming the land, some clans make it their business to do so in an attempt to corner the food produce market.

Blaze

Blaze remains the hottest of the four seasons, as it is for most other places around Noar. However, it is also the season where Clead’s tropical storms are at their worst, bringing all kinds of weather from high winds that tear trees down, to heavy rain that pours for days on end, leaving the city unbearably hot and muggy.

Harvest

The season of Harvest is warm and relaxing, with long days of fine sunshine and very few rain showers. The wind too is at its calmest during Harvest, making it a most enjoyable season for all. Sailing around Clead is nice at this time of year when the waters are calm, making fishing an abundant pastime also. Towards the end of Harvest, winter crops such as broccoli and radishes can also be planted to start harvesting by early Frost.

Frost

If any time of year can be considered cold in Clead, it is Frost. This is simply due to the few short hours of sunlight the world sees each day (six in total) until the season passes. Although it is considered cold by the Ecrede people, many foreigners who travel to Clead during the season of Frost find the weather to be very mild compared to their homelands, all expect Nejem perhaps. Once upon a time it was rumoured that snow fell in Clead, but for the last hundred years or so, only the peaks of Mount Saram have been dusted with snow.

Surroundings

Clead is a small, thriving landmass located to the west of Noar. It has no surrounding land developed by other races and is known to be very self sufficient. The closest landmass to that of Clead is the unexplored territories to the west, of which Clead is located to the south-east. Clead is considered the centre of trade, as it is equal distances from Aramane, Crixus and Renmere, putting it in the middle of the map, though is is still considered by most sailers to be considered a western country.

Maps & Landmarks

Glyph Caves

These caves have existed since Ecrede first set foot on the shores of Clead. Near the western most side of the country lay the Glyph Caves, sprinkled about the rocky shores with narrow passages that make accessing them truly difficult. The effort to venture to such locations is worth it, as the Glyph Caves harbor etchings of an unknown history long forgotten, spelled with energy that makes it glimmer in the deepest darkness. Rumors circulate regarding the Glyph Caves, saying that the scribing and images depicted are foretellings of the future, or a personal prophecy.

Pools of El’rien

The Pools of El’rien runoff from the Tavan river in between the Saman Mountains. Rapids discourage anyone from attempting to enter the pools, but those who venture on foot are rewarded with a spectacular sight. Some of the pools are shallow while others are deep, each connected to the other by stone tunnels that allow gentle currents to pass through them. The surrounding trees are tall and luminous while enchanting moss hangs from the branches to give the area an otherworldly appearance. While the lot of Ecrede say the Pools are a great get away from society, some say it’s riddled with wicked sprites that will steal your possessions and see them cast to the rapids.

The Tree of Life

Known as Karamea’s Branch, the Tree of Life is a massive, ancient tree that towers over the rest of the surrounding flora and can be seen from a distance. Seated near the north-eastern side of Clead, the Tree of Life contains thick vines that many thrill seekers use to climb up to its branches for a chance to steal the famed Soul Web, a flower said to restore life and youth to those who consume it. The flower itself is rumored to grow on the top branches of the tree and bloom only when the energy inside the flower is at its fullest.

Beneath the tree lay the bones of many who attempted to claim the flower and fail. Among the bones are thick roots that extend deep into the ground and reach out to nearly all of Clead’s borders. These roots are mistaken for other tree roots and are named the Ghilo Roots for their memory restoring properties. While the roots will never grow once removed from the Tree of Life, their power to amplify and restore memories remains. To acquire the root, however, one must venture deep into Clead’s earth and locate it among the other roots tied there.

Obsidian Catacombs

To be added.

Baelstone Ruins

To be added.

Mount Saram

Located just south of Paleah in the northern part of Clead, Mount Saram is the tallest of the mountains within the Dazieri Ranges that cuts through the middle of the country. It stands almost twice as tall as any of the other mountains surrounding it, earning it the title of the tallest peak in Clead. Mount Saram is a two day climb (one day up and one day down), though its very peak is inaccessible on foot, usually only scaled by the bravest of the mountain goats that inhabit it.

Saram Mines

The Saram Mines stretch far beyond the reach of Mount Saram, tunneling throughout the Dazieri Ranges. This is where the people of Clead find many of their resources including marble, stone, ore and gems. The Taam’rul Clan are known as the protectors of the Saram Mines and the mountain itself, servicing most of the city and villages with their stone, marble and iron needs.

Aphin Sanctuary

To be added.

The Crystal Tide

Located on the southwest coast of Clead, north of Harte, is the Crystal Tide. Named after the shining pale sun stones early Ecrede used for navigation, this beach is littered with small, rounded stones that make the tide appear as if it is gilded with diamonds. The water looks its brightest during dawn and dusk, when the suns are at their lowest points in the sky.

Coastline

To be added.

Culture

To be added.

Demographics

A recent census of the city estimated that there are just under 15,500 people living in the city of Paleah, with an extra 2000 living in the wider area.

Of these totals, Ecrede makes up 81%, followed by Mixed Bloods at 7% N’jinn at 6%, Humans at a close 5%, and Tasavi 1%.

Housing

The main building materials used in Clead are concrete and clay. The wealthy also build with stone and marble. Though some of the clans favour different types of building materials, the theme through the city remains the same, with strong squares, rectangles and bold domes making up the majority of the buildings. The colour white is popular, as are the warm, red, earthy tones of locally sourced clay used for tiling roofs throughout the city.

Clay

Clay is locally sourced in the region of Harte and transported to the main city of Paleah via wagon. Harte was named after Lochren’s Heart, which was said to be gifted to the Ecrede people in the form of the mainland of Clead. The red clay found in Harte is thought to be Lochren’s blood, providing housing for all of his people in the form of a roof over their heads. The clay is used to make red roof tiles, clay pots, and other ornamental pieces. Red clay is highly valued in Clead.

Concrete

Believed to be the original creation of the Humans, the Ecrede have taken the simple recipe of crushed aggregate and lime, developing it into an improved concrete made of water, rock, sand or gravel, and a special binding agent, one they are quite secretive about. This concrete is used to form floors, walls, building platforms, steps, fences, and many other structures found in Clead. It is rare for concrete to be left bare, with most Ecrede people choosing to paint the finished product white (unless located on the ground).

Marble

Marble is found only in a few countries across Noar, Clead being one of them. It is mined from the smaller mountains surrounding Mount Saram. Marble is afforded only by the wealthy. Mined in thick slabs, it is later crafted to fit the needs of those who can afford it.

Stone

Stone is a cheaper alternative to concrete and marble and is also mined from the mountains in Clead. As wood is such a sparse resource in Clead, many people use polish stone tiles as flooring which helps keep their houses cool in the hot seasons.

Wood

Most of Clead’s wood is imported from countries like Aramane and Renmere. This is because Clead is a very tropical climate and hardwood trees don't tend to grow as well as the tropical palms and softwood trees that have existed there for hundreds of years. Clead is famed for a special type of tree known as the Goma Tree, which has only been found to grow in Clead. The tree is sacred to the Recrede people, who use it for building special lightweight ships that cut through the water a lot better than typical hardwood ships. It is rare to see this wood used for anything else, found perhaps only in the homes of the most wealthy clans.

Religion & Temples

Sa’high Temple

Located in the heart of Paleah, the capital city of Clead, is the Temple of Lochren. However, this is not the first temple the Ecrede built to honor their god Lochren. Another exists, submerged hundreds of years ago, said to have been claimed by the god himself, protected by a vicious tribe of Merfolk known as the Yellow Fin. These Mer have black scales and bright yellow fins that almost appear gold at dusk. Their bite is said to be poisonous while another rumors claim that they communicate telepathically with one another.

Sa’high is the healing hub of Paleah, open to young and old from near and far. No temple servants are allowed to refuse the sick or poorly, encouraged by the core values of the temple to help cure anyone in need without fear of retribution. Local law, also known as the old laws, dictates that no fighting is to take place within the temple, nor can any arrests be made. Those who raise their voices are asked to leave the temple. Once an individual has been healed and been given time to heal, they too are expected to leave.

The Sa’high Temple encourages the education and practice of Healing and Water arcana. Ecrede are naturally well versed in manipulating water, therefore one does not have to look far to find a Master of the art. However, acquiring the ability to Heal the inflicted takes a special kind of soul and education, one that is uncommon to find even within Clead.


The Sunken Temple

In the Age of Defiance (D415) The original temple the Ecrede built and rebuilt for Lochren, was flooded and swallowed by the sea. The people of Clead believe this took place for a number of reasons, but the most prominent of those, was the fact that they had angered the sea god. A creature from folklore, known for taking the bodies of the dead, is believed to inhabit the Sunken Temple, guarded by the Yellow Fin Mer.

Rituals & Traditions

Right of passage in Ecrede culture takes place on the ocean, where individuals are tasked with sailing out into deep waters off the cost of Clead, to go in search of Tuna, a sub-tropical fish that is highly valued amongst the Ecrede people.

Holidays

Bloom Festival

On the first day of Bloom, a festival is held throughout the day, celebrating Astra, Goddess of Dreams and Fables. During this time, the Ecrede people come together to share stories and future aspirations, believing that a dream shared gives it life, that all good things are set in motion by sending positive thoughts out into the universe. It is traditional to erect a statue that they then send the day decorating with vines, flowers, crafts and paints. Traditional Ecrede attire is worn, with clans showcasing the best they have to offer in the way of design and craftsmanship. During the evening, the people come together to dance what is known in Clead as the Water Dance, preformed on the beaches of Clead, Paleah, and Harte.

Blaze Festival

Sryn, God of Sun and Sky is celebrated on the first day of Blaze. Red and Gold are the colours of the Blaze festival. Craft and trade are the main themes of this festival, bringing the Ecrede people together from far and wide. This celebration is hosted by Clead, with clans travelling from Paleah and Harte to share in the festival. Trading something of high value with someone who has far less than you is considered good practice and the Ecrede believe this tradition brings luck for the year. One famous individual by the name of Ta’row De’vees was said to have traded his finest horse to a woman for a single flower. The same time the following year, that woman became his wife and gave him the family he had always wanted. In these ways, the Ecrede believe the universe and the gods tie two people together through their good deeds.

Harvest Festival

On the first day of Harvest a festival for Hythe, God of Music and Song, takes place. Ecreded pride themselves on their skill with string instruments, especially the Lyre. The Ecrede fast the day before, not eating anything until this day of feats, where a great, shared meal is had, involving all of the clans who wish to take place in the festival. Each is famed for their own special dishes, which they are able to showcase during the feast, a practice which encourages a lot of sharing, teaching and storytelling. Music is played very late into the night, with drinking and games taking place on the beaches and in the village and city centres.

Frost Festival

Nyne, Goddess of Moons and Stars is worshiped on the first day of Frost. The dress theme is blue and white, with gildings of silver and pearl. For the Ecrede, in Frost, it is traditional to fast during the daytime and eat only at night, a practice that lasts through the length of this season. The Moons and Stars are said to aid the Ecrede people in navigating at sea, which is why they are so widely celebrated during the season of Frost, when the world of Noar only experiences six hours of light each day. Frost is the best time for travel for this season, or so the Ecrede have come to believe. The majority of Noar’s races, still use the sun to navigate, making this a strange ritual in their eyes.

Marriage & Divorce

Marriage within the Ecrede culture is often arranged. One usually grows up already betrothed to another and after their coming of age ceremony, they are then wedded. Ecrede who have no arranged marriage are either runaways or children of parents who have forsaken the traditions of the culture to pursue freedom over status and security. It is very rare that a highly recognizable clan would decline marrying their children off to secure alliances, as these prompt both gold and protection.

A marriage ceremony is sacred and large as both clans and their Ka’sul’s are required to be in attendance, as well as a political representative to witness and officiate the marriage certificate. Days before the marriage, both clans gather within the bride’s home residence (usually she still remains with her father and mother) and celebrate by participating in several competitions. One tradition is catching food from the sea to be prepared for the wedding, while another is a boat race. On the night of the wedding the bride and groom are prepared in baths of saltwater and washed with scented soaps before dressing to depart towards the temples in garments of blue and white. Their path will often be marked by clansmen with white sand and lotus flower petals, a symbol of purity and longevity. Before the temple stairs, the bride and groom will carry gifts offered to them by their clansmen to the shrine of their deity and give prayer and meditate.

Before the ceremony, the bride and groom are dressed in formal white and blue robes and adorned with jewelry from head to toe. They are then escorted from their homes to either a temple or the beach to await the joining of all parties, both the bride, the groom, their Ka’sul’s, and their clansmen. Once vows and torcs are exchanged, their robes are to be removed to ceremonial undergarments and they are to be bound at the waist and made to wash their bodies and hearts within the sea, joined as one.

After the ceremony, celebrations resume for the day before the newly weds are sent away to their own private dwelling to consummate their marriage.

Ka’sul’s normally gift their newly wedded kin homes to begin their families in. The Chieftain that bargains marriage for an alliance is normally the one who must pay for the wedding and house of the bride and groom.

Divorce is allowed among the Ecrede, though frowned upon. Should a separation take place, the wife must leave the clan she was married into and beseech her previous one to take her in or be labeled as a N’chæl and lose all rank and status among the people. Su’kas who divorce from Ka’suls must follow the same process and once finalized, the O’ma will replace the previous Su’ka in rank and responsibilities.

Food

Ecrede live on a fish based diet. On Clead, they are known to grow their own food, from animals to vegetables, however, this isn’t the case abroad. Ecrede don’t tend to stay in any one place long enough to grow crops or raise animals, choosing instead to trade with the local cultures to break up the monotony of eating a sole fish based diet. They like to spice their foods, usually making mild to hot ranging meals that other races find difficult to consume. Fish is eaten raw, marinated in citrus, such as lemon and lime.If cooked, it is done so quickly on a grill, or smoked until it is falling apart. Fish is also cured and dried to store for travel and trade.

Music

The Ecrede have long mastered string instruments, but it is their love of the Lyre that sets them apart. The Ecrede have been known to hypnotise people with Lyre music, said to help with healing and relieving stress. It is common to hear the soft, melodic notes of the instrument playing in taverns and other public places around the city. Captains of ships usually hire Lyre players to keep their crew in good spirits over long journeys. Harps are kept in the homes of the wealthy, used as a symbol of significance in Ecrede culture. Mastering either of these instruments makes individuals very popular in Clead.

Language

Ethesion is a harsh language made up of complex but short sentences. Ethesion does not follow the same progressions as the common tongue, and often doesn’t translate well. Many words in Ethesion share the same meaning, but used in the right context, are vastly different. Ethesion is said to be known as one of the hardest languages to learn, especially if an individual's first or only language is common.

Society

The Ecrede are widely known for being a very competitive but fair race of people. While they do no indulge slavery, they still use it as a punishment for those who have done wrong, especially to their own kind. They believe in honour above all else and, while most choose to follow the law, it is the old laws, also known as local laws, that govern most Clans. The Ecrede are not secretive, however, they are very suspicious of newcomers and earning a place within any clan, even a minor one is said to be a feat in itself.

Of all of their traits, the outside world knows them to be a very honest group of people, which perhaps is why their government structure has turned out to be such a successful one, with representatives from across Noar gathering at least one a year to sit in on parliament and have their say. Day to day life is relatively relaxed but busy, especially down at the ports, considered to be the business hub of Paleah. Justice is not as swiftly served here as it is in countries like Nejem. Instead, people are afforded a trial in which their crime must be proven beyond reasonable doubt for an individual to be punished.

Education

Most Ecrede children are homeschooled as the traditional education systems of other races do not suit their way of life. The Edcrede are a hands-on race that learn best by doing, making them very practical people. Weathlier clans often employ well-travelled members of their race to teach their children about the world and ocean. Of course, outside influences have seen other methods of education set up within Clead, including a more traditional type of schooling as practiced in Renmere, where children attend daytime classes with their peers. Most Edcrede opt out of this, however, protective of their own values and beliefs.

Economy & Employment

Exports

The people of Clead are a creative folk, known for their skill in crafting. Their boats are said to be some of the best in the world, especially those made from the Goma Tree. The Goma Tree is very special to the Ecrede people and, though they are open to trade, it is rare that they will sell Goma Tree Wood, no matter the price. Raw planks as kept for local shipwrights, while finished products, including boats, are often sold aboard.

Their main exports include marble, crafts, exotic birds, coconuts, jewelry, pearl necklaces and earrings, fashionable toe-rings, and piercings. They also export unique fish-scale armor, leather sandals, glass, exotic fruits, fish, salt, and paper.

Imports

The Ecrede are relatively self sufficient and have never relied on imports from the rest of the world to survive, namely, what they bring in from other countries are thought of as creature comforts.

Imports include material, clothing, precious, fabric, livestock, rice, pepper, seeds, nuts, and books.

Historical Epithets

Ded’dro Crix - The Rebel
Ta’row De’vees - The Humble

Government & Politics

A’ma’lea

The A’ma’lea Clan own livestock ranches on the plains of Savat. The farm horses, cattle, sheep and pigs. The cattle are used for their meat and leather, the sheep for their meat and wool and pigs for their meat. Most of their horses are raised and sold as well trained mounts, with bloodlines from all around Noar.

Ha’bren

Famed fanconers, the Ha’bren Clan breed and train a range of wild and exotic birds, including eagles, hawks, ravens, pigeons, parrots, and much more.

Lo’rhet

The Lo’rhet Clan are produce farmers, a trait that is rare amongst the Ecrede people. For this reason, they have been highly successful and made a lot of money farming the land.

No’wel

The No’wel Clan are fishermen and women, named after a whale known for hunting in the waters surrounding Clead. The clan supplies most of the fish for the city, with special market stalls set up daily on the docks selling smoked and pickled fish.

Vel’hain

Vel’hain own a part share in the quarries located in Paleah, Harte and Savat. The materials they stockpile are used to build most of the main roads that are also maintained by their Clan exclusively.

Sa’pal

The Sa’pal own and run the forestry industry, planting, felling and preparing all of the Goma Trees in Clead. It is a wealthy industry and a market they have cornered, allowing no one else to share their profits, going as far as to convince the rest of their people that their descendants were the first to discover and foster the wellbeing of the Goma Tree.

Fae’dren

Having made a name for themselves in the field of blacksmithing, the iron workers of Fae’dren are famed for their craftsmanship, making everything to do with metal from the smallest nail, to the largest anchor.

Kai’brys

Clan Kai’brys run an enforcement agency, training men and women for hire, known for their tactical and fighting ability. They own the contract for training all of the members of the twelve clans assigned for guard duty in the city.

Taam’rul

The Taam’rul are the protectors of the Saram Mines and the mountain itself. They have made their fortune selling marble both locally and abroad.

Ya’getts’ge

As successful shipwrights, the Ya’getts’ge are celebrated for their boat building success, with most harbours in Clead dotted with ships built by the members of their clan.

Na’tel

Craftsmen and women of the Na’tel Clan are known for their fabric work, importing materials from the city of Nejem to craft into beautiful pieces of clothing. They export these fine works all around the world, but make the most profit closer to home, their wears most popular with the Ecrede people.

Ru‘nyx

The Ru’nyx are famed navigators, known for sailing the world. Each year they recruit a large number of young Ecrede to learn their trade, sailing between ports as close as Crixus and as far as Nejem. Their successful apprenticeships have made them a popular choice among the young men of Clead especially. The Ru‘nyx Clan own the largest shipping company in Clead.

National Army

The national army of Clead is made up of a collective of members represented by those in power. The twelve clans voted into parliament are expected to supply both the city and villages with a number of guards that work on a seasonal rotation to ensure the safety of every person in the city or village. Each clan is expected to put forth at least fifty trained individuals for guard duty, though this number can be as high as three hundred.

International Army

Clead has no international army, rather, all those who call themselves Ecrede are expected to protect and serve their country.

Law & Order

No Desertion
No Murder
No Necromancy
No Piracy
No Theft

Crime & Punishment

For breaking any one of the laws, there are a wide number of punishments, ranging in severity depending on whether it was an Ecrede who commited the crime or a foreigner. Due to their high values and honour, the Ecrede are a lot harder on their own people than they are outsiders, with punishment falling to the clan leader to decide.

Of course, their are known punishments for each of the laws, should they be broken. The punishment for Desertion is two years in the Saram Mines. Murder will earn a person ten years in the mines, the use of Necromancy is punished by way of lashing. Theft works on a three strike punishment, first a finger is taken, then a hand and finally one’s life. Piracy is the only crime the is afforded zero warnings. All who are found to be working as pirates, if captured, are taken to the gallows on the docks and hung for their crimes.

Factions

The Scarlet Few

The Scarlet Few are a gang of raiders and pirates known to frequent Clead during the season of Frost. They have dominated the south sea for many years, spanning a number of generations. As pirates, they are not welcome in Clead, but the city of Paleah does little to patrol the waters beyond what they can see from the mainland. The Scarlet Few are a subrace of Ecrede who have developed a genetic disability which stops them from changing their eye color at will. They are born and die with the same deep red eyes. Members of this faction have been known to paint their foreheads red with the blood of their enemies.

On land they are almost indistinguishable from other Ecrede with the exception of their solid eye colour which only ranges in shades of red. Their fleet is made up of a number of small trade ships, though they have been known to sail a galleon between Rathos, Crixus and Clead. These pirates are usually harmless to small fishing vessels and other commercial ships, tending to target larger trade vessels and military boats.

To join this faction, a ritual is performed where one must consume the blood of another member. Once the ceremony is complete, a side effect of the ingested degraded blood causes the newest member’s eye color to shift to red permanently, no matter the race.

Foreign Relations

Positive
Aramane
Nejem
Renmere

Neutral
Crixus
Ryon
Vayne

Negative
Blackbrine
Emanys
Rathos

Magic

The use of Necromancy, Shapeshifting, Summoning, and Illusion Magics are all frowned upon in Clead and come with a severe fine. Of the four, however, Necromancy is the most highly punishable, with some Mages being lashed for their use of the magic while others have been forced to work in the mines for many years. There is no free pass for foreigners, who are expected to understand the laws of Clead before entering into any of the villages or city.

Slavery

Clead were the first in the world to invite outside nations to sit in on council, able to sway the ins and outs of politics, representing the countries from which they hail. Being the first to do so, Clead went as far as to take another step, abolishing slavery in most of its forms within their country. However, an element of slavery still exists in that any prisoners taken in by Clead are expected to serve out their sentences in servitude, working wither in the mines, the city walls, international military and other odd jobs the people of Clead find less desireable.

Shared Author Credit: Rune & Spire
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