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Citizen of the Jeweled Cities

Ask any citizen of the Jeweled Cities to define their culture and they would be offended by the idea that a man from Opal could ever be considered the same as a man from Beryl. Located on or off the fertile Gold Coast, not far from Scarmouth, the Jeweled Cities are in the perfect place to profit as the center of trade. Built in the ruins of the Old Iron Empire's cities in the region, the Jeweled Cities are the easiest gateway to the faraway Southlands, the lush garden between the dry savannah and the dark jungles of Kar'ack. Though there are many small settlements that are built in their shadows, there are only seven true cities in the Gold Coast, and any native can list them off in order of their foundation: Opal, Ruby, Jade, Beryl, Pearl, Garnet, and Moonstone. Fierce rivals, the only thing that can unite the princes and people of the Jeweled Cities is the threat of foreign powers taking from them that treasured independence.

Naming Traditions

Other names

Citizens of the Jeweled Cities often have names based on Italian naming conventions or other Latinate and Mediterranean names.

Culture

Major language groups and dialects

The language of the Jeweled Cities is Gemspeak, which is in the same family as Ironspeak. Many citizens of the Jeweled Cities also are fluent in Ironspeak. Each city has its own dialect of Gemspeak, which can make it somewhat confusing when speaking to one another as often there are unique differences to each city's variation.

Culture and cultural heritage

The culture of the Jeweled Cities has its origins in the old Iron Empire (Before the Empress' reign) but it has also been influenced heavily by both the cities' positions between the Jungles of Kar'ack and the Ivory Savannah. Overtime, it has deviated sharply from (and some say in reaction to) the Iron Empire. Many a recruiter for the Broken Crown has found success in recruiting numbers from the people of the Jeweled Cities, spinning tales of fighting to free Ceralus from the Empress's grip.

Shared customary codes and values

The Jeweled Cities are 'free cities' and they boast that any could become wealthy enough to take their place at the top of their hierarchal society. This is only technically true in that one can rise above their station in life through cunning, determination, and luck, but it is a slow process. While the people of the Jeweled Cities have friends and people they care about, culturally, outside of your family, you should always be prepared for betrayal. Compel loyalty with either gifts, blackmail, or marriage, but always be ready for the knife in the back and never rely entirely on one person if you can help it.    This extends from the lowest rungs of the ladder to the Prince of a city. Everyone who wishes to claim their place in the Jeweled Cities will make enemies. This is expected. However, one does not just take a club and beat your enemy to death. There is no art in that. The cities do have laws, and courts and guard that enforce the law (When they're not paid to look the other way), but that is why you cover your tracks. It is tacitly understood that in the Jeweled Cities, one does not get ahead by playing by the rules.    While there are blood feuds that grow into city-wide affairs, these are relatively uncommon. It is usually understood that if someone betrays you, you will either get your vengeance or you will accept your defeat quietly and without bringing more shame to yourself. Blood-feuds often only come up between Merchant Families where there is no clear 'victor' in their contests. When these occur, it can sow conflict and trouble through an entire city for years.

Common Dress code

There is no specific dress code of the Jeweled Cities beyond that you must care for your appearance. It is often said that the people of the Jeweled Cities would rather go without food for a day or two if it would allow them to get a part of an outfit that would get them noticed by society.

Common Myths and Legends

The people of the Jeweled Cities believe in the Three Divine Patrons: Lady Venta, Loreto, and Arete. They do not so much believe these figures are material beings, but instead the embodiments of concepts. Lady Venta is the Lady of Winds, but she is also the patron of beauty, wisdom, and sailors. She tends to be considered the 'highest' of the three. Arete is the Breath of Inspiration, the patron of craftsmen, artists, and laborers. He is the spark that drives one to creativity, but also to strive to be excellent in all that one does. Loreto is the Protector of traders and travelers, but also the one who exemplifies charity for those unfortunate. He is often portrayed in art as an armored warrior, with a shield ready to defend.

Ideals

Beauty Ideals

The Jeweled Cities place a high emphasis on elegance and civility, believing that what a person displays to the world is an expression of their true self. One does not go out in public without at least considering what they are 'saying' to the rest of the city by their look. While eye color and hair color preference varies from city to city, the ideal throughout the Jeweled Cities is to look as though you have done little to alter your natural state. Smooth and healthy skin, well proportioned bodies on both men and women. Hair must be cared for but not TOO cared for. Your clothes should draw attention to your features but not make it look like you are doing so. Height is desirable in both men and women, on average. The people of the Jeweled Cities say they have the most beautiful people in the world in their cities. Others deride them as 'worshipping' beauty itself.  

Gender Ideals

The ideal woman exudes grace without arrogance, is beautiful without being vane, and is polite and well-mannered while being friendly and warm. She is dignified, kind, and elegant in everything she does. She is witty without being too pleased with herself, proud without being haughty. She will be gracious to her friends and will host regularly. Women are permitted to learn to fight, and it is said that many a sailor has learned the hard way that there is often a knife kept snug near the top of their hose. In most of the cities, women are not only encouraged, but expected to know how to defend themselves, for their men will often be away sailing across the Shimmering Sea or the rivers to the Southlands. Others will be called to serve their Prince as guard or in the mercenary companies that offer their banner to those who can command their costs. The cultural allegory for a woman in these cities is that of the Lionness of the Ivory Savannah.
  Because the men, especially for the nobles of the merchant families, are expected to be abroad or afield so often, the women are actually the ones who are expected to manage the business and represent their families to their city. It is often said that if one wishes to make a deal with a Merchant Family, one should approach the matriarch, for she is the one who makes the true decisions. This is true even for the Princes of the cities, where often their mothers or sisters hold equally important (and in some cases like in Beryl the real power) positions in the city.   The ideal man of the Jeweled City is filled with ambition and seeking opportunity. Everything is an opening to maneuver in the Jeweled Cities, either to expand your trading network, or to earn a bit more status with the Prince, or to rise to the next rank in the Merchant Families. Those of lower status are expected to be grateful for what opportunity...but to strike when there is an opening to raise their standing. Of course, a man must be prepared for it to backfire as well, if the opening was but a trap to establish further control over the man of lower standing. Noblemen are then expected to either serve in either the Prince's Guard or upon a pirate hunting ship, to get a little familiarity with the sword. For those among the peasants and dispossessed, they also have the option to attempt to enlist or join a crew (And many do), but many will remain as simply the labor to be hired and dismissed by the Merchant Families as they need. Men will openly carry swords off their belts and duels are not uncommon in the streets of the Jeweled Cities.

Courtship Ideals

A man marries into his wife's family in the Jeweled Cities. After all, she is the one who will be presenting their house and business to their peers while he is away. As such, when seeking approval to marry, one approaches the prospective mother-in-law for approval. If he wishes to marry into a Merchant Family, then it is not simply a matter of if the Mother-in-law approves, but more like establishing a business partnership. The prospective husband must present his family line, any connections he has that may be of use to the Merchant Family, what his current status is, how much money he has earned, and his plans for the future.    If the Mother-in-law sees potential in him, she will often provide him with tasks that prove his capabilities. Perhaps she wishes for him to acquire a trade opportunity from a rival family or to get support for a statue to be built for the family's patron ancestor...or perhaps he must remove something that troubles her.

Relationship Ideals

The ideal relationship in the Jeweled Cities involves four people: the husband, the wife, and then their paramours on the side. Fidelity is not an expectation in the Jeweled Cities, though that does not mean one should flaunt to the world with whom you are sleeping with. It is part of the game and gossip of the city. It is expected that a man and a wife each have their own lovers, but who that lover is may be a bit of juicy gossip. Marriages are a business arrangement and to produce heirs, regardless of what level of society you fall into. You are expected to choose your lover based on their beauty and grace. For the finest mistress is as much a symbol of your status as the clothes you wear in the Jeweled Cities.

Major organizations

Brotherhood of the Seven Facets

The Brotherhood of the Seven Facets is an order of ascetics who live in monasteries throughout the Gold Coast. They are a relatively recent order, coming about within the last seventy years. They follow the teachings of Prince Jais II of Ruby, who abdicated his position and donated nearly all of his personal wealth (that which was not tied up in his family) to Ruby, following an attack on Ruby from The Wyrdcaller, the flagship of the notorious sorcerer-pirate, Alabaster. The Wyrdcaller had, true to its name, summoned the Wyrwinds to blow incessantly over the walls of Ruby, trying to draw the Mistwalkers. Though the city of Ruby was able to fight off the Mistwalkers and capture Alabaster, it had been severely damaged in the battle. Prince Jais had made the decision to abdicate and all the wealth he donated was spent to rebuild the defenses of Ruby.   Jais spent the remaining years of his life writing books on his understanding of the Divine Patrons. In these, he encouraged others to follow his example and separate themselves from the worldly goods, as he considered that to be the next step forward on the path to achieving their level of excellence, wisdom and strength. Not many followed Jais, but enough did and now the Brotherhood can be found in every major city.