Cultures of Iron Age Kur
Copyright Ellen Badgely & Peter Mork © 2016
"Most aspects of everyday life have rituals governing them, from stepping out of your house in the morning to visiting another village (ceremonially consuming a lot of fermented beverage is sometimes involved)."
Cultures of Iron Age Kur
Ambitus
The natives of Ambitus are the Ezolatl. Given the generally poor soil in the hills near Saltmarsh, the Ezolatl practiced a version of slash-and-burn agriculture. Every year they would pack their belongings onto llamas, move to a new valley, burn away the existing plant growth, and plant a new crop (of potatoes and plantains).
Meanwhile the desert Death tribes expanded the scope of their raids. This pushed the Te’klu from Noctis to Ambitus (across the Lance Steppes). The superior technology of the invaders (including bronze, Impulse magic, roads, and worship) allowed them to subjugate the natives.
These days, Ambitus is a widely-varied area held together under an overall ruler and his/her regional commanders through a combination of peaceful assimilation, conquest, tribute and trade. The dominant culture is the Te’klu
Because Ambitus is so broken up into microregions and microclimates, each village is pretty well-delineated in terms of what they do agriculturally: one place grows potatoes, the next grows rye, the next grows a different kind of potatoes, and so on and so forth. They accordingly define their borders pretty strictly -- lots and lots and lots of really ornate boundary stones.
Because of the specialization in activities/crops and the fact that no one place is truly self-sustaining, there is the need for a lot of trade and interaction between the different areas, which was mediated by elders for most of the Stone+Bronze Ages. In recent years they've had a more official hierarchy - how they got there (conquest vs. "join us, we're awesome!") is up to you.
Culturally, there are some pretty wide variations of how people do things from place to place, but they still generally have the same categories of rituals and activities (everybody has a series of coming-of-age ceremonies for different life transitions, for example). This helps to hold everyone together: even though your neighbors over the mountain might be supremely weird (they wear white ponchos with blue stripes instead of blue ponchos with black stripes!) you can find something in common with them. Most aspects of everyday life have rituals governing them, from stepping out of your house in the morning to visiting another village (ceremonially consuming a lot of fermented beverage is sometimes involved). Travelers from elsewhere will be given a pass at first, but seriously side-eyed if they refuse to acknowledge the importance of ritual at all. There are certain culturally-sanctioned exceptions such as a "Feast of Fools" day and so on, where things get overturned on a temporary basis. I also like the idea that there are people who have "official" sanction (from the king or similar) to go around and stir things up: like the "King's Wit" in the Stormlight Archive books by Brandon Sanderson.
The Te’klu are fond of sports and war games. Their warriors fight for glory. The Te’klu also control the tin mines (it’s illegal for a non-Te’klu to possess tin).
In small towns and border areas, the Te’klu have no need for the backwards Ezolatl. However, in large cities and expansive plantations, the Ezolatl have been enslaved to serve as soldiers (who fight for territory) and farmers. They practice a bastarized version of their original culture in which bonfires take the place of slash-and-burn.
The Ezolatl have lighter skin (in general) than the Te’klu. However, because skin color is unreliable, a slave’s ears are pierced at birth to recognize them as such immediately.
How, one might ask, are the Te’klu able to farm so widely on meager soil. The answer is guano. The Te’klu import huge quantities of quano from the Ivazazhit, the boat people of Saltmarsh. These strangers are generally welcomed throughout Ambitus.
The Ivazazhit bring quano and other goods that require boats to move quickly. Moreover, they engage in a fair amount of smuggling. In Te’klu feudal society, a superior can search anyone of lower station with impunity. However, the Ivazazhit have very strong property rights, that must be respected even by the kings. Thus, the travelers are loved, and feared.
Skills
The people of Ambitus have access to the following skills.
| Skill Category | Skill | Note |
|---|---|---|
| Armor • Heavy | Banded | |
| Armor • Heavy | Plate | |
| Armor • Light | Soft Leather | |
| Armor • Light | Textile | |
| Armor • Medium | Scale | |
| Artistic • Active | Acting | |
| Artistic • Active | Mimery | |
| Artistic • Active | Mimicry | |
| Artistic • Active | Play Instrument: Brass | |
| Artistic • Active | Play Instrument: Percussion | |
| Artistic • Active | Ventriloquism | |
| Artistic • Passive | Drawing | |
| Artistic • Passive | Music | |
| Artistic • Passive | Painting | |
| Artistic • Passive | Poetry | |
| Artistic • Passive | Sculpting | |
| Athletic • Brawn | Athletic Games (Brawn) | |
| Athletic • Endurance | Athletic Games (Endurance) | |
| Athletic • Endurance | Rowing | |
| Athletic • Gymnastics | Athletic Games (Gymnastic) | |
| Athletic • Gymnastics | Contortions | |
| Athletic • Gymnastics | Pole-vaulting | |
| Athletic • Gymnastics | Rappelling | |
| Athletic • Gymnastics | Tightrope-walking | |
| Awareness • Searching | Poison Perception | |
| Awareness • Searching | Reading Tracks | |
| Awareness • Searching | Tracking | |
| Combat Maneuvers | Mounted Combat | |
| Combat Maneuvers | Restricted Area Combat | |
| Combat Maneuvers | Seaborne Combat | |
| Combat Maneuvers | Subdual | |
| Crafts | Animal-crafts | |
| Crafts | Earth-crafts | |
| Crafts | Food-crafts | |
| Crafts | Metal-crafts | |
| Crafts | Paper-crafts | |
| Crafts | Rope-crafts | |
| Crafts | Stone-crafts | |
| Crafts | Textile-crafts | |
| Influence | Teaching | |
| Lore • General | Religion | |
| Lore • Magical | Divination Lore | |
| Lore • Magical | Symbol Lore | |
| Lore • Obscure | Elemental Lore | |
| Lore • Obscure | Faerie Lore | |
| Lore • Obscure | Undead Lore | |
| Lore • Technical | Herb Lore | |
| Lore • Technical | Metal Lore | |
| Lore • Technical | Poison Lore | |
| Lore • Technical | Stone Lore | |
| Outdoor • Animal | Animal Handling | Specific skills include Aerial, Aquatic, Arthropods, Carnivorous, Dangerous Herbivores, Draft, Flying Monster, Hybrid Elemental, Land Monster, Passive Herbivores, Reptile/Amphibian, Unearthly, Water Monster (see Creatures & Monsters and Fire & Ice) |
| Outdoor • Animal | Animal Healing | Specific skills include Aerial, Aquatic, Arthropods, Carnivorous, Dangerous Herbivores, Draft, Flying Monster, Hybrid Elemental, Land Monster, Passive Herbivores, Reptile/Amphibian, Unearthly, Water Monster (see Creatures & Monsters and Fire & Ice) |
| Outdoor • Animal | Herding | |
| Outdoor • Animal | Riding | Specific skills include Aerial, Aquatic, Arthropods, Artificial Being, Carnivorous, Construct, Dangerous Herbivores, Draft, Elemental, Flying Monster, Great Drake, Hybrid Elemental, Land Monster, Lesser Drake, Minor Drake, Passive Herbivores, Reptile/Amphibian, Unearthly, Water Monster (see Creatures & Monsters and Fire & Ice) |
| Power Awareness | Read Runes | |
| Power Manipulation | Channeling | |
| Power Manipulation | Spell Mastery | Specific skills for each spell list. |
| Power Manipulation | Targeting | |
| Resistance | Divine Resistance | |
| Resistance | Impulse Resistance | |
| Science/Analytic • Basic | Basic Math | |
| Science/Analytic • Basic | Research | |
| Self Control | Healing Trance | |
| Self Control | Sleep Trance | |
| Special Attacks | Shield Bash | |
| Special Attacks | Weapon Brawling | |
| Special Attacks | Whip Grapple | |
| Spells • Divine Base Lists | Animal Mastering | |
| Spells • Divine Base Lists | Channels | |
| Spells • Divine Base Lists | Communal Ways | |
| Spells • Divine Base Lists | Herb Mastery | |
| Spells • Divine Base Lists | Life Mastery | |
| Spells • Divine Base Lists | Nature's Lore | |
| Spells • Divine Base Lists | Nature's Movement/Senses | |
| Spells • Divine Base Lists | Nature's Protection | |
| Spells • Divine Base Lists | Plant Mastery | |
| Spells • Divine Base Lists | Protections | |
| Spells • Divine Base Lists | Repulsions | |
| Spells • Divine Base Lists | Summons | |
| Spells • Divine Open Lists | Barrier Law | |
| Spells • Divine Open Lists | Concussion’s Ways | |
| Spells • Divine Open Lists | Detection Mastery | |
| Spells • Divine Open Lists | Light’s Way | |
| Spells • Divine Open Lists | Lofty Movements | |
| Spells • Divine Open Lists | Nature’s Law | |
| Spells • Divine Open Lists | Purifications | |
| Spells • Divine Open Lists | Sound’s Way | |
| Spells • Divine Open Lists | Spell Defense | |
| Spells • Divine Open Lists | Weather Ways | |
| Spells • Divine TP Lists | Metal Crafting | |
| Spells • Divine TP Lists | Stone Crafting | |
| Spells • Impulse Base Lists | Earth Law | |
| Spells • Impulse Base Lists | Fire Law | |
| Spells • Impulse Base Lists | Ice Law | |
| Spells • Impulse Base Lists | Light Law | |
| Spells • Impulse Base Lists | Water Law | |
| Spells • Impulse Base Lists | Wind Law | |
| Spells • Impulse Open Lists | Delving Ways | |
| Spells • Impulse Open Lists | Detecting Ways | |
| Spells • Impulse Open Lists | Elemental Shields | |
| Spells • Impulse Open Lists | Essence Hand | |
| Spells • Impulse Open Lists | Essence’s Perceptions | |
| Spells • Impulse Open Lists | Lesser Illusions | |
| Spells • Impulse Open Lists | Physical Enhancement | |
| Spells • Impulse Open Lists | Rune Mastery | |
| Spells • Impulse Open Lists | Spell Wall | |
| Spells • Impulse Open Lists | Unbarring Ways | |
| Spells • Impulse TP Lists | Metal Crafting | |
| Spells • Impulse TP Lists | Stone Crafting | |
| Spells • Psychic TP Lists | Metal Crafting | |
| Spells • Psychic TP Lists | Stone Crafting | |
| Subterfuge • Mechanics | Camouflage | |
| Subterfuge • Mechanics | Using/Removing Poison | |
| Technical/Trade • General | Mapping | |
| Technical/Trade • General | Rope Mastery | |
| Technical/Trade • General | Tactical Games | |
| Technical/Trade • General | Using Prepared Herbs | |
| Technical/Trade • Professional | Architecture | |
| Technical/Trade • Professional | Dowsing | |
| Technical/Trade • Professional | Law | |
| Technical/Trade • Professional | Mining | |
| Technical/Trade • Vocational | Boat Pilot | |
| Technical/Trade • Vocational | Hypnosis | |
| Technical/Trade • Vocational | Prepare Herbs | |
| Technical/Trade • Vocational | Prepare Poisons | |
| Technical/Trade • Vocational | Siege Engineering | |
| Technical/Trade • Vocational | Signaling | |
| Weapon • Artillery, Direct | Ballista | |
| Weapon • Artillery, Indirect | Catapult | |
| Weapon • Chains | Whip | |
| Weapon • Chopping | Axe | |
| Weapon • Chopping | Hammer | |
| Weapon • Chopping | Machete | |
| Weapon • Crushing | Mace | |
| Weapon • Slashing | Long Straight Sword | |
| Weapon • Slashing | Short Blade | |
| Weapon • Slashing | Edged Fencing Blade |
Starting Skills
| Category or Skill | Ezolatl | Ivazazhit | Te’klu |
|---|---|---|---|
| Armor • Light | 1 | 2 | |
| Soft Leather | 2 | ||
| Textile | 1 | ||
| Armor • Medium | 2 | ||
| Scale | 2 | ||
| Athletic • Brawn | 1 | 1 | 1 |
| Athletic • Endurance | 1 | 3 | 1 |
| Rowing | 1 | ||
| Swimming | 1 | 3 | 1 |
| Athletic • Gymnastics | 1 | 3 | 1 |
| Climbing | 1 | 3 | 1 |
| Awareness • Perceptions | 0 | 0 | 0 |
| Alertness | 2 | 2 | 2 |
| Awareness • Searching | 1 | 1 | 1 |
| Observation | 1 | 1 | 1 |
| Body Development | 0 | 0 | 0 |
| Concussion Hits | 3 | 1 | 2 |
| Exhaustion Points | 2 | ||
| Communications: Kish | 3 | 1 | 3 |
| Ezolatl (S) | 5 | 1 | |
| Kish (W) | 1 | 1 | |
| Te'klu (S) | 3 | 3 | 5 |
| Communications: Ubon | 3 | ||
| Ivazazhit (S) | 5 | ||
| Ubon (W) | 1 | ||
| Crafts | 0 | 0 | |
| Animal-crafts | 2 | ||
| Earth-crafts | 1 | 1 | |
| Food-crafts | 2 | ||
| Stone-crafts | 1 | ||
| Lore • General | 3 | 3 | 3 |
| Culture Lore: Own | 3 | 3 | 3 |
| Fauna Lore | 2 | 1 | |
| Flora Lore | 2 | 2 | |
| Region Lore: Own | 3 | 3 | 3 |
| Religion | 2 | ||
| Martial Arts • Striking | 2 | ||
| Boxing | 2 | ||
| Martial Arts • Sweeps | 2 | ||
| Wrestling | 2 | ||
| Outdoor • Environmental | 2 | 3 | |
| Fishing | 1 | 1 | |
| Foraging | 2 | 3 | |
| Hunting | 1 | ||
| Survival: Marsh/Swamp (M) | 3 | ||
| Survival: Saltwater shore (S) | 2 | ||
| Resistance | 0 | 0 | 0 |
| Disease Resistance | 1 | 1 | 1 |
| Divine Resistance | 1 | 1 | 1 |
| Fear Resistance | 1 | 1 | 1 |
| Impulse Resistance | 1 | 1 | 1 |
| Poison Resistance | 1 | 1 | 1 |
| Spells • Impulse Base Lists | 0 | ||
| Fire Law | 1 | ||
| Subterfuge • Stealth | 2 | 1 | |
| Hiding | 2 | 1 | |
| Stalking | 2 | 1 | |
| Technical/Trade • General | 1 | 1 | 1 |
| Operating Equipment | 1 | ||
| Rope Mastery | 1 | ||
| Technical/Trade • Vocational | 0 | ||
| Boat Pilot | 2 | ||
| Weapon • Chopping | 1 | 2 | |
| Axe | 1 | ||
| Machete | 2 | ||
| Weapon • Crushing | 1 | ||
| Mace | 1 | ||
| Weapon • Pole Arms | 1 | 2 | |
| Spear | 1 | 2 | |
| Weapon • Slashing | 1 | ||
| Short Blade | 1 | ||
| Weapon • Thrown | 1 | 2 | |
| Direct Thrown | 1 | ||
| Sling | 2 | ||
| Hobbies | 4 | 4 | 4 |
| Everyman Skills | Fire Law, Spell Mastery: Fire Law |
Trading | — |
| Cost [1] | 34 | 33 | 0 |
[1] To determine a character’s background options, add up the racial cost (46 for Human, Kish) and the culture cost (0–34). Convert that total into talent points or background options using Talent Law. Many of the Kish/Ambitus combinations fall in the 76-100 point range, resulting in 50 talent points or 5 background options.