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The Ardanti Republics

For Familiy, For Guild, For the Republics!

Creating a character from the Republics

When making a character from the Republics you do not have to make a character that fits into the Ardanti mold, but do consider the place from which you originate from, consider the value placed upon family and the sly and at times scrupulous nature, you were after born and raised to believe in values which promote a more utilitarian approach in which you judge whether the value you can bring your family from an evil/exploitive action would be justified in their happiness. Consider the strong ties to the ocean which your people have and maybe give the culture and view of races a look for a guide to how your people behave. If you want to make a spellcaster or a cleric/paladin check out how these classes are viewed in your society.

Origen

The Ardanti are a people of survivors, hailing from Old Tibran the land of ruins to the east, where a mighty empire stretched from shoreline to shoreline. In the closing years of Old Tibran did some see the signs, and they left for its seaboard colonies where their families would not be swallowed by the coming chaos, these Islands where named Ardanti from the old explorer who first settled them in the searches of trade and riches. Here did the scattered refuge of Tibran settled many wealthy men and women who saw a second chance and with their ships came those who shared their dream, the dream for the day of plenty. But it would be many years before this dream could come true, the Ardanti worked and toiled they sailed and with pen or sword did bring home gold to their families and to the republic. For many years the islands of the Ardanti were disorganized and fragile constantly under attack by more established forces until the 5 greatest merchant families settled under the Concord of gold, where they united to form the First Guild, and soon the merchant families began banding together forming great guilds, who eventually organized themselves further and further to protect their resources and employees. Now The Ardanti islands Call themselves the Ardanti Republics, formed from the many small merchant republics that make up the nation. Though the Ardanti's position has changed greatly in recent years, the guilds prerogative has not, bring back wealth, by either trade or by the sword it matters not, what matters has been and will always be, the Families and the Guilds, everything else is second priority.  

Ardanti Societal devide

Though the Ardanti encourages growth and mobility in status, with its banks funding many different voyages, and though traditional class does not divide the people of Ardanti, there is however a familial divide, those who belong to the right guilds and families often stand better chances of employment on ships, and general employment in the guilds is the only true access to social climbing in its society with many families rising and falling to prominence with new ventures at sea. This however excludes the farmer, who is generally looked down upon as the antithesis of an ideal Ardanti, often denied access to guild work to the stigma that they a lazy, unimaginative, and unwilling to take the necessary risk in the pursuit of glory.  

Races of the Republic

Though the Republics have no strict census of its citizens approximately 80% of its population are humans while the rest consists mostly of Elves and Ulhoir, rarer still are water Genasi and Trollkin, with dwarfs being almost nonexistent. There exist of course pockets are other races but they are quite rare.

View and life upon the races/peoples within the Republic

  • Human:
  • Most Humans are treated well in the Republics for they are but a face in sea others and rarely treated any differently, they have found much common ground and comrade with the northern Korvali settlers, are welcomed into the republics with little turmoil, though they do think them to be somewhat stiff in demeanor and rigid in their faith. And those who dwell in Kathlam are often seen with mistrust for their reliance and near worship of magic, as it brings a bitter taste to those who fled the fall of Tibran still to this day. While The Kuanka is treated as a lesser people, they are after all barely human, they have no grandstanding civilization and live in huddles they seem closer to the savage orc than the noble human, though they are not openly ostracized they will probably face some degradation, many will see them as brutes to be exploited and swindled for the good of proper civilized people.
  • Elf:
  • A rare thing among many human nations is that in the Republics, elves are not seen as insidious liars and dissenter, in fact, the republics elves are seen as incredibly useful due to their long lifespans, many guilds seek to employ them and often compete for them. Elves are often competed for by many humans for courtship, as it is quite prestigious to have one in the family and even more so to be married to one. Though most elves would seek companionship among themselves.
  • Half-Elf:
  • Half-elves are treated in much the same way as elves, and perhaps better, they are after all closer to themselves and certainly more relatable than the seemingly eternal elves. And much like their elven parents will half-elf find Ardanti a sea of opportunity. They will however find a loveless life, due to their sterility few Ardanti would seek out any meaningful love with them, as they cannot have a family with them.
  • Ulhoir:
  • Though the Republics have a long-standing feud with these sea raiders it is not open hatred, for they are recognized for their battle prowess often hired as mercenaries and bodyguards by the guilds, and sometimes they decide to settle within the republics
  • Orcs:
  • Viewed violent savages and obstacles that stubbornly hold on to their outdated ways and resist allowing Republic influence to spread for the good of all, they are looked down upon, and treated as little more than animals, with most believing orcs to barely be sentient. Others believe the Orcs simply need guidance and to have their savagery channeled towards republic efforts, for if animals can be trained so can orcs.
  • Half-Orcs:
  • Unlike orcs, half-orcs are seen as useful members of society, welcome as mercenary and soldier by any guild, and all can use the strong arm of force blood, though their inception is often frowned upon, and any mother or father that helped sire them are to some degree looked down upon.
  • Water Genasi :
  • Considered a good omen and a blessing from Gynia: when a Water Genasi is given birth to, for they the greatest expression of the union between their people of Ardanti and the Ocean, their incredible uses for the guild makes them sought after by all, and almost worshiped by the Scripture as holy beings, though due to the otherworldly nature of some Genasi some human parents may decide to hand over the "blessed" child to The Drowned Scripture
  • Trollkin :
  • Recently encountered in the their ventures within the Dozango Islands Trollkin are viewed as disgusting half-breeds by most within the Republics, and often openly ridiculed and ostracized, but others within the Republics see them as an incredibly useful opportunity and a welcome addition to the republics forces, something which slowly gaining waves, for they are incredibly resilient to most disease within the Dozango Islands and especially on Marazma are they a somewhat respected group of society due to how essential they are to operations there. Though the Opinion of the Musara Trollkin is mostly unanimous and viewed in the same vein as orcs as bloodthirsty savages attempt to stop the Republics efforts.
  • Tiefling:
  • Tieflings are mistrusted and feared in republics they view them as creatures that would topple all they hold sacred, such children are usually drowned in salty waters at birth to purify their souls, rarely are they spared, and those that are lead troubled lives hated and mistrusted by their communities, and families viewed as a mark of shame and a testament to families sins. Many such a Tiefling(a very tiny number) has been given anonymously to the Drowned Sacrament to be raised.
   

Magic and Miracles In the Republic

Miracles

and the gifts granted from heaven have always been vied upon with favor and respect in the republics, it is after all by the grace of Gynia that they may sail the seas and live. If you practice the work of God in Ardanti your words may fall upon deaf ears, but the work of the Drowned Scripture is never done, and no guild would not burn a ship to gain your services. To play a cleric or paladin you will find yourself welcomed as a savior and a prestigious member of society.

Magic

on the other hand, it is a feared thing, it harkens back to the fall of Tibran the old stories speak of cruel mages taking power from the pure families that would eventually have to flee. These old stories have stuck with him its people, they fear its corrupting influences and power, but they respect its potential, mages will be treated with mysticism and fear, but will never lack work in the republic, they may however find their actions under intense scrutiny by rival guilds. To play a wizard is to play here is to be mistrusted yet sought after by all, real connections to other people are rare, as most keep a distance from mages.

Pact Magic

Any magic connected to the infernal realms is viewed as a blight to be exorcised and drowned before its corruption can spread. To play a warlock here you would need to keep your powers hidden or risk being hunted, not that the average citizen can tell magic and pact magic apart mind you, but caution will be your shield.  

Government

   

Religion

 

The Drowned Scripture

 

Antia: The Drowned One

 

Gynia: The Ever Raging Current

Naming Traditions

Feminine names

Anastasia, Bella, Leandra, Portia, Benetta, Leonarda, Pollonia, Madalena, Marcella, Clara, Cecilia, Cornelia, Vendramina, Veniera.

Masculine names

Aloysius, Bernardo, Girolamo, Gabriele, Gasparo, Rugir, Raffaele, Rocco,Vivian, Salvator, Jacomo,Marco, Marcantonio, Zorzi, Zacharia

Family names

Family names hold great importance Ardanti, it is the first and last bastion anyone has, and family honor is placed in the name as such it is to treasured lived up to.
Family names may derive from an ancient ancestor, place of founding or and attribute held by the family in current time or past. If based upon an ancestor attach the sufix -i, if based upon attritube/object add sufix -o if based upon a place add sufix -on

Culture

Major language groups and dialects

The Ardanti speak an altered Dialect of Tibransk, but still refer to it as such.

Shared customary codes and values

Due to the hardships the initial settles of the republic faced, they developed a cutthroat attitude towards many paths in life, for in these strange waters surrounded by foreigners and lesser folk, they found that certain amount of savvy in all things were required if they were to survive in their new strange lands. Though it has been many years since then, they have retained there shrewd manners in their dealings with outsiders: The Ardanti do not hold the idea that a promise is golden, and no vow is forever, and honor is a formality(outside of the family), and all that matters is to bring home what the familiy and yourself require. Because in the end Family is all that matters.  

Family

To the Ardanti Family is all, for when they first settled these faraway lands there was one to take care of you other than family,, such families would marry together growing larger and larger and there by increasing their powers, though these families would become the great merchant guilds there importance has not faded. To the Ardanti Family is all, but to the Ardanti family is many things; the crew of ship(Amati) are family, those you live with(Amarsi) are family, your comrades(Camasi) are family. To the Ardanti family is broad thing, and it entails diffrent levels of trust and love, but one thing is constant, it is anathema to betray family.   Pragmatism and talent for improvisation are considered keys to success. Protocol, rules and organization are often ignored. Relationships must be profitable and mutually beneficial to gain total cooperation. Ardanti Guilds are fast to identify and exploit a niche without doing an in-depth study. Strategic plans are rarely written and are never long term.

Average technological level

The Ardanti through trade with the Korval League, have recently begun making their own muskets and cannons. But is still largly a pre-industrial society of artisans and craftmen.

Common Etiquette rules

Presenting Yourself

A polite distance is expected when meeting with strangers, that is to say until you have given proper greeting; When being introduced during a business or social meeting, shake hands with everyone present -- men, women and children. Shake hands again when leaving. Women are expected to extend theirs hands first. Among closer associates and family a kiss on each cheek is also a sign of warm welcome, given to the visitor. When talking it is expected that you maintain eye contact, to do otherwise is a sign of distrust and an insult. Generally, business discussions begin after a few minutes of small talk. Negotiations usually take time and patience. Don’t rush them. Ardanti may misinterpret this as a weakness. Meeting style is unstructured and informal. Formal presentations are not common.

Common Dress code

The Fashion Ardanti, is often chaning with whatever exotic wares arrive at the harbor, but usually some motives stay similar, clothes are to show the figure of the wearer to some extent, heavy robes and clothes that would obscure a persons natural form and charms are considered unsightly and a sign of embarrassment. Skirts/dresses are not very common, and both men and woman usually wear relatively similar clothing. Typical fashion would be form fitting pants a relatively loose shirt with a low cut. Formal clothing is considered maritime uniforms, mimicing that of admiralty. Or coats which which are open.   Jewelry is considered a show status, and is usally considered distasteful if one wears to much, unless in higher echelons of society.

Art & Architecture

Due to the confined space the Ardanti often settle and live on, there Architecture often reflects a need for space, making great and tall buildings to utilize the limited island space available to them.

Common Customs, traditions and rituals

Business decisions are often made and agreed to privately before meetings. The purpose of a meeting is often to evaluate the mood, sense support and test water -- not to make decisions. Meetings may be staged to exhibit eloquence, personality and status.  

Faith

In the republics faith is a personal thing, and they care little for what gods you worship, nor do they preach their doctrines to foreigners. That is not to say they they don't take faith seriously or all that relaxed about it, they have quite strict rules and regulations which stem from deeply rooted religious beliefs, most of which stem from their temperamental relation with the godess of sea Gynia whom they seek to placate through various religious ceremonies. They do however expect strangers in their ports to respect their doctrines and adhere to them while they remain their.   The Ardanti Follow the path of The Drowned Scripture , though almost all adhere by their rules it is not all that truly dedicate themselves to the faith, to most it is quid pro quo, and their relation to the divine is more a thing of awe than any sort of love. Though many do sing the praises of Saint Antia

Birth & Baptismal Rites

In honour of the sea, all children af given their first bath in its salty waters, this is done to let Gynia know that the child is one of her own.

Coming of Age Rites

A true Ardanti is not considered a real man or woman until they have sailed the seas in some form or another, a common rite of passage is to take a rowing boat during a storm and make it back, though this often for the more daring.

Funerary and Memorial customs

The Ardanti do not bury their dead, they sail out unto the sea, and bind their feet with rocks or other heavy things and drop them into the sea to go be with Antia in the afterlife, people of great status may be given to the eye of a great storm as a sign of great respect, for the crew must risk their life to get their.

Common Taboos

It is considered a taboo to actively seek to impede and impair your Family members goals. To leave port without prayers to Gynia or Antia if not both. familicide is anathema to the people of Ardanti and will surly see one exiled no matter the cause.

Common Myths and Legends

Origen of saint Antia :

Eternally drowning, always suffering, for the people he loved did he die in her embrace
— Extract from The Drowned Scripture
They say in that in the earliest days, when the settlers found the island cluster they would come to call home, they were beset at all times by great waves and storms as if the waves recoiled in disgust when their ships sailed the oceans, indeed old records show that the people held the funerals of sailors as they left the port so terrible were these times. That was until the a humble and pure-hearted sailor went to his fishing boat during a terrible storm, proclaiming that he would not see another fellow man of the sea die, it is unknown what happened out on the sea, but many swear to have seen him steer directly towards the eye of the storm, and miraculously he returned after eight days and eight nights a great celebration was held to venerate his survival, but proclaimed with somber tone, that he had spoken with the Mother of the ocean, and she had demanded of him a great sacrifice in order save them her wrath, and so he took them to the great cliffs of Andros, and bound great rocks to feet, and asked priest of the old faith to wed him, confused the priest began the writs, and Antia jumped into the roaring waves against the cliff, horrified the people looked down to see him, but found only the bubbles of his drowning screams, but just as they paniced did they see it, the waves calmed the skies cleared, the people had been saved. So it was that Antia was married to Gynia to be forever drowned in our place, to placate her endless wrath, and some say that on calm days, his gasp for air can still be seen breaking the water at the cliffs of Andros.
 

Origen of The Drowned Scripture:

The exact origens of the scripture is not certain, and few records shed any light on the subject, but common belief and at least according to the Scripture it was founded during a time of great turmoil, the storms were returning to the Ardanti, and the people grew restless, they sought out desperate ways to please Gynia but nothing worked, even as they shed the blood of their neighboors nothing would appease her, then it was that a mermaid came to a fisherman, and gave him a book covered in barnacles and chains before them man could ask or so much as blink she disappeared before him, and in the book he found passages written by Antia himself, describe the ways that he had to instruct the good people of Ardanti in, that he had been chosen for his simple heart to spread the word that would bring peace to the island once more. So goes the simple time of the unnamed Saint who brought the ways of the ocean to the lands, and eversince have the Drowned Scriptures been established on the cliffside of Andros guiding the good folk to appease the seas.

Ideals

Beauty Ideals

The Ardanti Idealize the athletic body, for they are people in motion, taut muscle and sun-kissed skin for those are the signs of those who work the ships and bring home its bounties. While it usually men are supposed to be sailors and as such carry these traits, many Ardanti would consider an athletic woman very charming.

Gender Ideals

Among the Ardanti men are suppose to be adventurous, daring and dashing sailors who traverse the world in search of riches to feed his family, while the woman stands as lord of the house while he is gone, this idea has prevailed in much of Ardanti society and it is usually women who own shops and run business while the men sail at sea. In a sence a man is suppose to provice from abroad and the woman is suppose to utilise what he brings home, that is the ideal relation.

Major organizations

Within the Ardanti Republics true political power is held by the multitude of Merchant guilds and the families backing them. One group perhabs stand out amongst these and that would be the The Drowned Scripture: the closest thing to a church the people of the republics know, the drowned men oversee the blessing of ships and the safety of its sailors with rituals to appease the mother of the seas Gynia, without them many believe that the islands would be swallowed hole by the great turbulent storms of seas.  

Guilds

 

Arkos

: Arkos is relativly young guild, but has already garnered a reputation steeped in fear and mysticism. They are a guild of mages and an unorthodox one at that, for they have no families which govern the guild under a shared board, instead it is headed by a single figure, Novus the Grand Mage of Arkos. The Guild holds a strict monopoly on all magical goods and services and enforces said monopoly with an iron fist of scare tactics and embargoes. The Guild often sells it's services to the guilds and the republics as agents of magical protection and invocation. They are often seen funding expositions to areas where they believe arcane lore may discovered and are recently rather keen on acquiring new slaves to fuel their expansion.  

Tyros Shipping

: Tyros Shipping is deeply rooted and respected guild both among the great families and the common folk, they are regarded as incredibly skilled and smooth talking captains and sailors, having secured incredible trade goods from the north and even the ever sought after new weapons of the north such as canons and rifles.  

Adalanta Shipping

: A young guild made op of Merchants and ship's captains who fund their ever expanding fleets. Quickly becoming one of the greatest guilds in the republic in terms of sheer members to crew their great fleets and colony projects into the Dozangos. The guild has gained a reputation for it's ruthless business ventures in the Dozangos as slavers and exploitative business deals.  

Constarso.

: An old guild and respected guild, Constarso was founded by retainers of nobles from the old kingdom, who would eventually go on to find themselves without employment and become privateers, as the rise of the guilds occurred, they saw a chance to regain their former glory and wealth and provide for their families.
Ardanti proverbs and common phraces:
  • Life is about risk, those who have never dared have never lived.
  • Pray to Gynia for merciful waves and wind in your sails, and if that doesn't work, pray to Antia for a painless death
  • Plans are an insult to Destiny
Naming Convention: Ardanti Names usually go in the following order: Personal name, Patronymic, Familiy Name.     The Patronymic is usually the father's name with the suffix -ello or -etto for men and -ina and -etta for women. In some cases Patronymic may be from an older figure, usually some great family figure of some sort.


Cover image: Docks Of Valura by Frank Att

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