by Etienne Suarven Lorneau, in Dark Ages
Many Aislings have written about the races which inhabit Temuair. Works
can be found about the Mukul, the Goblins, the Dubhaimid. Descriptions of the
intricacies of their society, religion, habits are common. But just as Aislings
study them, they must also study Aislings. I found no parchment in the swamps,
heard no lecture in the woods, came across no odd book in Loures Library, concerning
our own society as a single unity. There are descriptions of our deities, our
history, our social hierarchy, the mechanisms of our governments, but nothing
which embodies all the aspects in a concise way.
I put myself as an outsider, then, to write these lines. If a bird could
describe our society, what would it say? This is the point of view I try to
put in this work. And I do not ask for the help of Luathas; a bird would not.
Introduction
Finding a settlement of these creatures is not a difficult task. They make
no attempt to hide themselves: their lairs are easily noticeable for their forms
and material. They change what nature provides them to best fit their needs
- needs which they create themselves. I speak of the beings referred by the
Goblins as "hoo-mans". I shall refer to them as "humans", as some of them call
themselves.
The humans are a race much like the Goblins or Kobolds in form: they walk on
two legs, are able to use their hands to make and use tools, wear clothes to
protect themselves from the elements and as symbol of status. They worship higher
beings, their deities and gods, which have a hierarchy of their own. And although
many traces are constant, the differences between the cultures of humans from
one region to another are easily noticed.
It is said that humans appeared some time after the Great Light arrived in
this land. The Great Light is "Danaan" for them, and the land is "Temuair",
which means "Earth-Sea" in one of their ancient languages. Where they came from
is a mystery, but their domination over the land was not difficult to notice.
They tamed nature, controlling its many elements, and spread their kind throughout
the plains of "their" Temuair - they indeed consider it theirs, despite knowing
they were not the first to inhabit it. Humans of today...
No human looks, acts or thinks like any other human. However, there are some
traces common to particular groups, resulting in many divisions, sub-divisions,
classes, sub-classes. The most notable division in the humans of today is "Aislinghood".
There are the "Mundanes", and the "Aislings". Some characteristics, though,
are seen in most or all humans.
They tend to group in families, tied by blood laces - a family is often formed
by a couple and their children. The human male ("man") and female ("woman"),
upon reaching a certain age, leave their parents to join one of the opposite
gender and start a new family. This is too simplistic an explanation, but it
is a common fact. It must be noted, though, that not all humans mate for life,
and some do not mate at all. This happens because there is more to mating in
human society than reproduction - there are feelings, but I dare not trying
to explain them. As a consequence of this, though, there are couples of the
same gender who live happier lives than those considered "normal" by the standards
of other races. The many mechanisms used by men and women to approach someone
will not be dealt with here, for the complexity of the subject: to explain it
I would need to write two more works: one on emotions and feelings, which I
already decided to skip, and another specifically on the mechanisms. I have
no intention of examining humans to that depth. On with it.
Death is seen as the saddest possible thing which can happen, not only to the
one parting, but also to those who remain. The one parting may be sent to Chadul's
Realm (explained later), and not even Danaan knows what happens to this poor
soul then; those who loved the parting one and remain feel for the loss of this
loved one. There are many different views of death - final glory a warrior can
achieve, end of a natural cycle, the completion of one's fate or voyage through
this world - but no matter what colors are given to it, the effects are
the same nearly everywhere. There are ceremonies associated to the dead body,
which vary according to the region and beliefs, so they will not be described
here; after them, if any, the body is either buried, cremated, or thrown to
the sea, again depending on region and culture.
The place of residence of each family is a house - the constructions mentioned
earlier. A house can be built of wood or stone. There are "patterns" which are
followed according to the region the house is built and the wealth of the family.
All the houses of the seaside city - "city" being the name of a group of many
houses - called Abel are made of stone, while those in the nearby village -
a smaller form of city - of Mileth are made of wood, with the exception of one,
which is called "church", and has religious purposes. A city can, in a way,
be considered a tribe; in comparison to tribes of other races, however, this
definition is failed. Inhabitants of a same city do not have the mentality of
"living for the group's well being" - the idea of collective is weak, probably
because today's humans live in a constant struggle for power, be it political
or economical. The political aspects will be discussed later; a brief explanation
of the economical ones follows.
In economy, humans live in a system they call "Capitalism". The currency -
represented by round pieces of polished metal: copper, silver and gold - simplifies
the trading, as it makes the goods for goods basis optional: goods can be traded
for money (general name given to the currency), which can buy virtually any
other good. Obviously each product or service has a value in currency assigned
to it. This system also has the "salary relations of work": the owner of a business
(called employer) has people working in this business (employees) who receive
a certain amount of money in regular intervals, and/or according to their production.
As mentioned earlier, this has a consequent impact on the idea of union: having
money becomes a necessity; "easier" ways to "earn" it result in crimes; accumulation
of money by some families create social differences - and problems - based solely
on wealth. This is felt more by Mundanes than Aislings, as the latter are able
to accumulate wealth with much greater ease.
Due to the nature of humans, where not all produce or collect their own food,
some must produce for them all. Thus there are agriculture and cattle breeding.
Agriculture consists in the cultivation of one kind of edible plant in great
quantity, while cattle breeding is the controlled raising of a race of animals
- often cows or sheep - for the production of milk and meat. This large production
of food by some humans allows others to concentrate on other tasks; this was
one of the main reasons humans reached the position they now occupy.
The differences between Aislings and Mundanes are more apparent (or less blurred)
as the focus shifts from the economical to the social aspect. In a metaphorical
generalization, Mundanes are those who build, and Aislings are those who fight.
But this description is far from true. Some Aislings have many Mundane habits,
as all Aislings were Mundanes at first. Perhaps the difference which stands
out the most is that Aislings can choose to go on working as Mundanes if they
wish, but can also concentrate on fighting or increasing their wisdom; Mundanes,
on the other hand, are not given this option - very fortunate is the Mundane
who can live solely from hunts or the search for knowledge. As most Aislings
choose to fight, however, they must acquire their needed goods and services
from Mundanes. At the same time, Mundanes need Aislings for protection. This
results in a relation of co-dependency between the two groups, but a good observer
will notice Aislings are more dependent on Mundanes than vice versa. ...and of the past
Before going any further, however, I must make the reader aware of some things
I have been and will go on mentioning, but am yet to explain. For example, why
do Aislings exist at all? The explanation is not simple, and goes back thousands
of years to the first humans to inhabit this land. Here I attempt to write a
severely simplified version of one of humans' legends - which mixes with real
history at some points, and is extremely metaphorical in others, thus making
the frontier between fact and fiction nearly void.
The first humans - the Aosda - lived in peace, until they found out about the
Earth-Sea gods and the gods of Kadath. Kadath is said to be a region of "Darkness",
therefore the gods from Kadath were not among the best of deities. Worshipping
of both lineages of gods began, but the entreaty of the dark gods brought the
Aosda to its end in what is called "The Madness". The remaining humans struggled
for thousands of years before reaching any goal. Until the Aosdic civilization
was rediscovered and glory flourished among humans again, little progress was
made in any field.
And so came Danaan, the Goddess of Light, bringing her children, today's faeries.
Humans faced the apex of their civilization in Hy-Brasyl. But as the saying
goes, "Ascension, Apex, Fall"; humans fell - Aosda was lost, peace was lost.
Natural elements tamed, greed was brought forth, power gained a meaning. Hy-Brasyl
was divided into warring kingdoms, the gods previously mentioned were again
worshipped. The elements were used in war, and Hy-Brasyl ceased to exist completely.
Centuries of more wars followed.
Let there be Darkness - the Fifth Element was discovered and used recklessly.
The Dubhaimid, beings of pure Darkness, were born, and from them, Chadul, a
creature which can be called "God of Darkness", despite not having known form
or title. Between one attack from the Dubhaimid and another, wise men saw the
problem they were in, and decided to worship Danaan again. A great battle between
the Goddess and Chadul followed, devastating Temuair. The Dark God gained the
best share, as the souls of mortals were sent to him upon death.
Humans regained their consciousness! A society was organized: a civilization,
of sorts. A puppet of Chadul - Tenes - rose to power over most of Temuair. He
unified the warring kingdoms... under Darkness and his throne. The Lords of
this union formed the League of Darkness, signing the Pact of Anaman with a
dark being. Temuair was divided among these Lords, but Despotism was fought:
Ainmeal, one aided by Danaan, faced Tenes, and conquered his capital, Loures.
Under the rule of Ainmeal and those who followed him, Temuair was supposed
to come together and fight the Dubhaimid. But some Emperors of Loures insisted
in carrying out the conquest of other kingdoms, and the battle against Darkness
was never the only one fought. Until the Shadows War came, and there was no
other choice. The advantage of Darkness was outstanding, even after Deoch, minion
of Chadul, fell in love with Danaan and betrayed his origins to fight on her
side. Humans only reached a balance in power after the Sixth Element, Light,
was discovered. Years later, the Shadows War was over, but Darkness remained.
Danaan, then, sacrificed herself to bring Chadul down - for unknown time - and
give the Light side the advantage.
Deoch, then, carried out Danaan's work of keeping the Dubhaimid - and Darkness
- at bay. And finally, for this task, Aislings were created. Deoch does not
have Light as Danaan had, but he can give Mundanes the ability to find it. And
it was so. This explanation given, I can move back to the differences between Mundanes
and Aislings. It is not easy to say where the two classes diverge, but there
are points where they are not equal. Although the task of listing them is far
from simple, attempting is not a waste of time, and - I hope - of effort.
Mundanes
The Mundanes consider themselves - and are considered by Aislings - as a lower
class. They basically live for no purpose other than their work. There are those
who forge tools, those who dwell in the trading business, those who sew clothes,
those who watch over all others. Although it is clear that there is very little
social difference between the majority of the Mundanes, when the accumulation
of wealth is discounted, there are some who seem to be above the rest. The classification,
however, is not based on strength; the titles are often passed from generation
to generation, or earned by a Mundane due to his or her qualities (or popularity,
or ability to maneuver the social mechanisms in their benefit). A clear example
of title gained by heritage is the "King", who rules most of the land from one
of the largest human built constructions of Temuair, Loures Castle. Bruce is
his name, and his power extends to at least half of the land; he is only in
his position, though, because his father was there before him, and his grandfather
before his father. On the other hand, the Council which aids King Bruce is an
example of title earned by quality; Bruce chose those who would serve him by
what they could provide him with. Jean, the Councilor, is a wise scholar, thus
fit for the position second in power only to the King's; the Jester can make
people laugh with two or three words, therefore he has the job; the War Minister
is a general known for his combat strategies and techniques, so he controls
the armies of Loures. And so on.
In this division of Mundanes one aspect is very clear: there are little or
no women in the higher hierarchy, although they occupy many important places
in the lower ranks of the Mundane society. There are examples of women who attained
the highest ranks - the Shaman Empresses who ruled as Queens in the past being
the most notable ones - but today their function is being wives or keeping shops,
taverns and inns.
Speaking of shops, taverns and inns... Shops are houses where Mundanes trades
specific goods for other goods or money. Usually one Mundane owns the shop and
the goods - which are often manufactured by him or herself - in it, and all
trade is done with this Mundane. There are cases, however, where shops also
serve as a "gathering point" for those who wish to trade something; in this
case, the shop owner provides the space for the trading to take place.
A tavern is not a common shop. The goods it sells are mostly inebriating beverages,
usually produced by the fermentation of other beverages. Humans (mostly men)
drink these beverages in greater or lesser degrees, depending on what they seek.
The socialization and the search for fun require little drinking; groups of
men gather in the taverns to drink and chat, away from the problems presented
by their families or work. Those there are, though, who use the temporary state
of lack of contact with reality ("being drunk", as they say) caused by the ingestion
of too much beverage to flee from their problems. This, however, puts the human
consciousness to doubt: once the effect is gone, the problems are back, time
has been lost, and it is probable that the person in question will try "escaping"
again the same way: a cycle few have broken, and which only gets worse with
time.
The inn is the simplest of shops. It is a large construction divided in many
rooms, all prepared for one person or more to spend a night with some basic
comfort. The patron pays a set price and has the right to use one of the rooms
until the next morning. When traveling to cities other than the one of their
residence, humans often find themselves resorting to inns for safety and rest.
Mundanes "produce" little "culture". They lack in imagination, so it is difficult
for a Mundane to write a novel or a treatise on something, as well as painting
a picture or composing a song. Some Mundanes, however, have abilities which
surpass the commonness. The Wizards are some of these uncommon Mundanes: they
are able to tap into the elemental powers of nature, in a degree lower than
that reached by Aislings, but much higher than the vast majority of Mundanes
reach. There are also the Apostles, who can to communicate directly with the
higher beings the humans worship. Healers, as Wizards, can use natural powers,
but their goal is curing. Some Mundanes can train themselves to become master
Warriors or Rogues, too, but their abilities are again easily surpassed by most
Aislings. Aislings
Aisling is a Mundane who received the "Spark of Deoch", which gives creativity
to the recipient. Deoch is one of the eight deities humans worship. Why some
Mundanes are granted the Spark and some are not is a mystery. The exact changes
which happen to a Mundane when he or she receives the Spark are unknown, but
it is clear that they become stronger, wiser, and can improve their abilities
beyond that of the best trained Mundanes. Most Aislings have the creativity
to write novels, treatises, paint pictures. All of them are much more powerful
than the average Mundane, even when only a simple Peasant.
Peasant... Like many beings evolve and change their forms throughout their
lives, Aislings, too, have steps to take. Once they receive the Spark, they
are Peasants. Experience in hunting or learning from other Aislings or Mundanes
grants them more knowledge, more strength. The first step Aislings must take
is a decision which will affect the course of their entire lives: they must
choose a "Path". Once a decision is made, the Aisling must find one already
following the path of his or her choice to be initiated into it - this person
will be the Aisling's Guide. Aislings can be of five major "Paths", in no particular
order: Warriors, Wizards, Rogues, Priests and Monks. Warriors
A Warrior is one who uses mostly brute force, relying very little on any skill
other than the swing of a sword. They are easily recognizable for their metal
armors, which provide the protection they need when facing their enemies. Wizards
Wizards are those who control one or more of the four basic elements of nature,
which humans divided in Earth, Water, Air and Fire. Their power is in their
minds, not their muscles - in fact, most tend to be very weak physically. Their
clothes represent solely their status, their power; as they do not go into close
combat, protection is not a necessity. Rogues
Skillful Aislings, swift, dexterous, quick. Rogues are those who rely the most
on their imaginations and ability to put their ideas to practice. Their hands
are the only ones capable of polishing a gem or giving a new look to the hair
of other Aislings. Their hunting techniques are very odd: they provoke a creature,
usually by throwing some sort of knife at it, and run, setting traps along the
way; the creature walks over these traps and is hurt. The simple setting of
a trap requires much skill, and Rogues do this with enemies running after them,
in any terrain, and always hiding the trap so no one can see it. Priests
Priests dwell in the "Sixth Element", Light. They are healers, basically, but
can also use light to cause damage or put enemies to sleep, among other things.
Their purpose is not mainly fighting, although they seem to be invaluable in
battles. Priests hold most of the religious tasks of humans. More on religion
will follow. Monks
A Monk can be said to be a sort of Warrior, but this definition is wrong. Monks
are very strong and dexterous, but do not use weapons. They rely on nature for
most of their needs, and are able to prepare potions against most ailments.
Monks also know some natural magic, but nothing comparable to the elemental
or light spells of Wizards and Priests. As the reader can see from these brief descriptions, Aislings as a whole are
basically meant to fight, even if some classes focus on other things. Being
this so, rare are the Aislings who rely on Mundane tasks, such as agriculture
or trade, for their maintenance. As mentioned earlier, though, not all Aislings
fight. Some prefer to use their Spark to increase their wisdom, or to make better
equipment and tools for other Aislings, or even dedicate themselves completely
to a deity. One way or another they will progress in Aislinghood; if not by
learning more battle techniques, then by creating works which will enlighten
the lives of Mundanes, who will in their turn reward the Aisling for it with
prestige and money. Other than these rewards given by Mundanes, Aislings can
collect many things from the places where they fight, and also produce many
other things themselves, which they can then sell for money to the Mundanes.
Although Aislings do not work like Mundanes do, all make use of the services
provided by Mundanes. Aislings have their equipment repaired by Mundanes, sleep
in inns owned by Mundanes, buy food from Mundanes, drink in taverns ran by Mundanes.
They also require the assistance of the "lower class" when dealing with bureaucratic
issues such as politics, but the greatest sign of dependency is that all the
Aislings techniques and spells are taught by Mundanes - and without a spell
or fighting technique, an Aisling is not much.
Something which must be noted about Aislings is that, beyond the initial Guide,
the Aisling chooses a Mentor, who does not have to be of the same Path, and
can be the same one who guided him or her into the Path. While a Guide's job
is teaching the Aisling about the Path, a Mentor's job is teaching the Aisling
about the human culture of Temuair. Mentorship is a strong bond between the
Mentor and Mentee, and lasts for a lifetime. I assume the reader is familiar enough with humans by now. I will move on
to those above them. Religion: Beyond humans
In my shameless exposition of humans' history, I mentioned the worship of gods.
Here they are explained, up to an extent. The Temuairan pantheon consists of
Danaan, Chadul, and other eight deities, called either Temuairan (Earth-Sea)
Gods or Aosdic Gods, as it is said they were part of the original Aosda civilization.
The majority of humans worship Danaan, Goddess of Light - it can be said "for
safety", as Danaan represents Light, therefore can save humans from Darkness.
A few worship Chadul, for one reason or another. Under these two come the other
eight, each representing a concept. They are disposed on an octogram, and there
are many relations between them - allies, enemies, opposites, trinities. Discussing
these intricacies is beyond the purpose of this work, so here is a very basic
explanation of each of them, in no particular order. Deoch - God of Debauchery and Creativity. As said earlier, the
creator of all Aislings is a minion of Chadul who fell in love with Danaan,
forsaking his nature and master. He is inconstant, fast paced, mutable.
Ceannlaidir - God of War, lives for the beauty and honor of the
battle, even if his followers think in other ways. The patron of Warriors seduced
Glioca, and from this "love" Cail was born.
Glioca - Goddess of Love, daughter of Danaan. The only woman
among the eight deities represents love in all its forms: passion, compassion,
pure love. Glioca watches over all Priests, regardless of their affiliation.
Cail - God of Nature, son of Glioca and Ceannlaidir. His father
forbade him from using weapons, fearing the son would be stronger than the God
of War. Cail lives in as close contact with the wilderness as possible - as
an example, his feet are always bare, so he can always be in touch with earth.
Monks, who follow the ways of Cail, do exactly the same.
Fiosachd - God of Wealth and Chance. The most human like of the
eight, Fiosachd, patron of Rogues, puts material possession above all else,
and will do whatever it takes to increase his, "as long as his honor is kept",
some say, but others counter with "as long as he is not caught". He learns the
rules so he can find ways to use or break them for his gain. It is said he was
cast out of the Aosda and wandered the world for many years before being accepted
back.
Gramail - God of Law and Justice. The least prestigious of gods
dwells in the justice of humans, although some say he represents the natural
laws as well. Strict and solid as a rock, Gramail watches over Loures... and
that is all.
Luathas - God of Gnosis, represents both divine and human knowledge
and wisdom. Luathas is the one above all Wizards.
Sgrios - God of Decay and Destruction, and personification of
the former. Sgrios is the gatekeeper of Chadul's Realm, and feeds on the souls
of dead beings. Some say he is an evolved form of Dubhaim, but no human is certain
about the origins of this creature - only of the fear it causes on them. With the exception of the Apostles, who can communicate with the deities, no
Mundane seems to worship any god other than Danaan. On the other hand, the Church
of Danaan is ran by a Mundane Priest, and is not officially followed by any
Aisling. This church is somewhat dogmatic, as there is no concrete proof of
its contact with the Goddess of Light. Some believe that, in order to worship
Danaan, one does not need a church or priest, but only one's faith and devotion
to Light. This probably only works in the case of Danaan, as her church provides
no palpable rewards for its followers. For the other eight deities, there is
no way to gain their favor other than being a member of their fellowships, so
the idea of faith needing no channel is quickly made void.
As said, the fellowships of the eight deities are ran by Aisling Priests, in
a simple hierarchy: a High Priest above all, then two or three degrees below
is the Priest who just joined the sect. The hierarchy varies from sect to sect,
but generally it is presented this way. There may be councils and divisions
inside the fellowships. Other Aislings are always in the first step a Priest
takes, but cannot go further.
Due to the reward given by the deities, it is impossible to judge an Aisling
simply by his or her fellowship. Common are those who follow a particular deity
to acquire specific favors from the god, while not believing in the god's ways
at all. If humans really acted in accordance to what they think, the fellowship
of Fiosachd would be the most numerous of Temuair. This asks for another topic. Politics: The inhuman
The government of humans is again divided between Mundanes and Aislings. They
are two completely different systems, in fact.
Mundanes live in a "static" political situation. Loures is a monarchy - a single
ruler -, and reigns over great part of Temuair. The other cities either have
no apparent government, or are governed by a Burgess - the same, for uncountable
years, such as Aricin of Abel; a monarchy in disguise, of course. There are
no written laws in the cities ruled by Mundanes: it is assumed that all know
the basic laws and that Aislings follow them as well. When some unusual directive
is put to play, such as the prohibition of weapons in the city of Undine, Mundane
Guards are assigned to make sure the order is followed by all.
Of all the human cities of Temuair, two are ran by Aislings: Mileth and Rucesion.
The system is very different from that of the Mundanes. It is not a monarchy,
neither explicit nor in disguise; it is a "democracy" of sorts. Leaders and
law upholders are chosen by the people, but not through a majority of votes
gathered by a certain number of candidates; instead, it is much like a popularity
contest: those who can gather the support of a set number of Aislings are eligible
to office for a previously defined period. Due to this highly competitive nature
of the political system of Aislings, it is common seeing it lead them to fierce
political battles, where everyone loses, the city suffering the most. It makes
one wonder if politics should not be left only to Mundanes. In a way it is,
because even the highest authority of an Aisling ran city is still under a Mundane
Burgess - and Mileth and Rucesion both have one.
Cities ran by Aislings have laws written and voted by them and enforced by
Aisling Guards. It is odd that Mundanes do not need a written code, while some
Aislings must be forced to behave and will only abide to any order after
it is made legal and the punishment is proven real.
Hierarchy. The Aisling political society is divided this way: Commoners
Citizen: Has the right to support someone seeking office and
of protection by the laws of the city. These rights are also possessed by all
above this position.
Respected Citizen: The first step into the political arena, this
resident was recognized as respectable and a model citizen. Respected Citizens
are allowed to admit new Citizens into their city of residence. Legislative
Demagogue: The first instance of law-making officials. The group
of Demagogues writes, discusses, and passes the law proposed to or by themselves.
They have the power to permanently exile anyone who does not have political
support from the city where they act.
Burgess: Above the Demagogues are the Burgesses, in much smaller
number. A Burgess accumulates all the work and power of the Demagogues, and
must coordinate the Demagoguery as well. Judiciary
Guard: Uphold the laws, make sure about the safety of Citizens,
prevent crimes, solve minor criminal issues. They have the power to temporarily
banish anyone from the city where they act.
Guard Captain: Coordinate, serve as model, mentor and helper
of Guards, carry out investigations on other officials, solve criminal issues
a Guard cannot deal with.
Judge: The top position of the Judiciary puts criminals to trial,
appoints punishments, and solves major criminal issues. Since trials were mentioned, humans carry them out this way: if someone commits
a crime which cannot be properly dealt with by Guards or Captains, is too hideous
to be punished with banishment or exile, or has details not foreseen in the
laws, the suspect is brought to trial. In a trial, there is the accusing party,
against the suspect, and the defending party, in favor of the suspect. Both
parties present their reasons why the suspect is or is not guilty, and a group
of citizens votes to determine if the suspect is indeed guilty of the accusation
or not. In case a positive answer is given by a majority, the judge issues the
sentence; otherwise, the suspect is free to go. Conclusion
Conclusion? This is just a general overview of humans. All the facts, some
theories and many opinions are exposed here. There is not much to conclude.
Humans are one of many races of this world, despite thinking of themselves as
the most important one. This work's goal is simply defining the very basic aspects
of humans and their society the ways they define other races. If I succeeded
it is yet to be discovered. May the humans and their deities forgive me for
this.
Etienne Suarven Lorneau
Grinneal 35394, 1st Moon