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Southerlan Realm

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Sana Bay

Sana Bay

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Social:………………………………………………

Individual clan Social circumstances globally 

=a free market trades town

Clans

=mixing pot of cultures and peoples primarily that of merchants from the yellow kingdom, fisherman of the southerlans, pirates from the maraud isles,

=not a clan based society

Clans

=this region is not run by any single clan or empire

=though empires with economic interests do send soldiers to oversee their segregated parts of the town

Family feuds

=there’s some clashing between merchants that sell similar wares and out price one another

family trees 

Race wars & racism & species hate

=general racism and stereotypes does occur here

=for example some merchants might charge certain people more based on their homeland

Racial sects 

=the village is generally segregated based on homelands

Nomads 

=all are welcome to come trade, buy and spend gold here

National logos and fonts 

=market, sea, trading post

Social hierarchies 

= shop owners, militia, vending merchants, poor, pirates

=pirates are very hated here

Attitudes

=all beings have something sell, in order to buy.

=wether it’s labor or the shirt off their back

 

Traditions & Rituals:…………………………………….

Holidays

=quarterly markets festivals

Pilgrimages

=none

Celebrations & age parties

=celebrations for any announced purpose

=biggest fish contests

Funeral Customs

=generally typically pyres

Orgies & fertilities

=brothels

Rituals

=mostly sea witch, some green witch

 

Rulers: Greater Community…………………………………

Governance / law enforcement 

=anarchistic democracy

Laws and punishments 

=similar to Antarctica each segregated empire part of town is responsible for their enforcement

=if needed the township could get involved, enforcement maned by the enforcement guild

Village Imports/exports 

=exports: fish, boat, ships, fruits, GLASS

=imports: gold, metal,

==this village heavily relies on the ship industry as well as the merchant and trade industry

 

Tools: Techniques and Skills……………………………………

Weapons

= clubs, swords, daggers, bow and arrows, rare ballista

Tools

= medieval ages

Soldier training

= in town training

Work

=inn keepers, brothels, ship builders, merchant, boat hands, blacksmith, carpentry

School / education

=on the job training

Treat young, women, men, elderly, poor, rich, disabled

=young: can be paid cheap for tasks

=women: brothels, witches, cooks, glass blowers

=men: ship builders, architects, inn keepers,  uncommon blacksmiths, glass blowers

=elderly: fishermen,

=poor: boat hands, laborers

=rich: ship architects / builders, successful merchants, wholesalers

=disabled: hidden away by family

What tech exists

= medieval

Philosophies: Values…………………………………..…..

morals/beliefs/gods

=deities of natures: water, wind, stars,

Cult prophecies 

=the great flood

Sacred & respected places 

=

 

Natural world:………………………………………………

Weather patterns, seasonal climate and natural disasters 

=hot, breezy, rainy

=summer high of 110*f, winter lows of 55*f

=rare: flooding / tsunami

Creatures & animal species

=horses, birds, dark forest creatures, zenzina beasts

Styles of transportation & distant communication 

= horses, boat, ship, walking, swimming

Relationship with people, animals and plants

=the environment and animals are captivated to comfort and aid travelers to continue on their path to harvesting fish, buying boats and spend money in the village

=get payment before services

 

Entertainment: Food & Drink, The Arts…………………..………….

Dining halls / brothels / service businesses

=dining halls are a primary food and social source here

=there are brothels here based of homeland region

Guilds, clans, social clubs, secret societies, brotherhoods, 

=inn keepers association, documenting and profiling people and races

=alchemists, secretly testing potions on people

=underground female witch culture, passing along secrets coded grimoire knowledge via unknowing travelers

=rare: black market traders

=fishermen guild

=NOT pirates brotherhood

Drug / alcohol / hallucinogens / intoxicants

= common alcohol use

= common cannabis pipe use

= rare shrooms use

Art, music, theatre

= art: landscape, sea monsters & traveler portrait paintings in water color, sand sculpting, sand stone sculpting

= music: basic fable folk tavern jingles, mandolins, any instruments from all over the realm

= theater: traveling performances and in town theaters, traveler spoken word stories

Food

=typical medieval fare, no cannibalistic, except in the blackmarket taverns . veggies, bread, any meat, everything during mid spring through mid fall. From late fall through mid spring, they rely on jarred and preserved foods.

Drinks

=ale, wine, water, potions

 

History: Knowledge & Stories …

Lore / fables / myths / legends / songs 

=

Century breakdowns 

-history of legendary battles(old) to myths (older)

Languages 

=mostly English, occasional various realm languages

Pre history & beginning of recorded history

 

Health:…………………………………………………………….…

Sexual norms / reproduction / marriage

=no sexual norms, it is up to the buyer

=parts of town norms are based on homeland norms

Species based Diseases and illnesses

=blight, sun burn, scurvy, sea sickness,

Languages

=mostly English

Maraud Isles

Maraud Isles

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