Five Things every denizen knows:

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Five Things every denizen knows:

Post by Gwenfloor »

I am doing the "Five Things" tradition from the Five Nations of Eberron. I apply it to the various domain dwellers and reflect their generic folklore and knowledge. It is in the first person. Not everything is true, as it is human(oid) nature to assume that you are right.

Five Things Every Barovian Knows:
1. Outsiders cannot be trusted: Even in our native villages, we are surrounded by the unknown, from Gundarakite rebels to creatures of the night. We are not paranoid; we are world-wise.
2. Leave serious matters to the boyars: The boyars and burgomasters control the settlements in exchange for protection. You are more than willing to honor your end of the deal. You have enough troubles in your peasant life already. Any boyar or burgomasters that step out of line... well, that is what Strahd is for.
3. The light of day is your friend: We know all too well that sunlight nourishes our crops and drives away the monsters, so we use that to our advantage. This is not our only oppurtunity, however; torches, lamps, and lanterns can provide illumination in the darkest depths and serves as the sun in the fall and winter.
4. Protective Folk Charms: These simple hand gestures and gobble-de-gook may not make sense to all but the most educated of scholars, but we are thankful for the protection these strange magicks give to us and our loved ones. If it drives away our foes, then we know that it is not evil.
5. Vistani are to be respected: Do not take offense if these nomads take a beet from your garden, or your bag of oats; Strahd has granted them protection, and to spill their blood is sucidie. However, the Vistani are more than willing to not bring us any major woes; any Vistani vagabond that violates this trust will be dealt with by their own; if not, then Strahd will.

Five Things Every Gundarakite Knows:
1. The Concept of Nobility is a Lie: From the Oppresive Dukes of Gundar, to the Barovian Boyars, it has been proven that the affluent are more than willing to use and abuse us, being nothing more than pawns in their eyes. The nobles foolishly believe that they are better because of their birthright and money. They buy their way through life, robbing themselves of any useful talents. Take away their money and influence, and they are nothing.
2. Promises are just words: Our people have seen the Barovians swear to destroy Gundar's oppresive regime and give our rights. Duke Gundar lied to us in order to maintain control. When one makes a promise, they should do more than just say it. They need to prove that they are worthy of your trust
3. The Gods may have abandoned the Barovians, but they have not abandoned us: The Barovians' highest power to look up to is a sadistic tyrant who does not care for their woes. The Morninglord, the sun, has inspired us with hope, to show that we are on the right side, and the Barovians' lack of faith is enough proof to see why He favors the Gundarakites over them.
4. Things can get worse than this: For too long have the Gundarakites sat back and take punishment from the Barovians. The real reason they stopped is because we fought back. Never think that you are at rock bottom; if you think that, you will stagnate, assuming that if you do not take action, that things will stay the same. This exposes weakness and allows others to take advantage of you.
5 Barovian towns are more dire than the wilderness: We can hide from the militia and the tax collectors in the safety of the mountains and forests, but walking into towns and villages invites unneccessary risks. You can only carry a dagger for protection, and the locals will side against you if you fight a Barovian, even in self-defense. At least in the wilderness, the animals know better than to mess with humans armed with bows and swords.
Last edited by Gwenfloor on Sun Dec 03, 2006 6:22 pm, edited 2 times in total.
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Post by Gwenfloor »

Five Things Every Borcan Knows:
1. How to Read and Write: Verbal agreements can be misinterpreted and devolve into "He said, she said." Written agreements show proof of treaties and deals for all to see, and thus literacy is vital if you do not want to be conned.
2. You are your wallet's worth: Everyone, from the lowliest peasant, to the wealthies noble, has a price on their life. Money can buy innocence, and a noble can pay 35 gold pieces to murder the serf of their choice. Such nobles do not want to be villified in public, so it is only done in order to pay the victim's families.
3. Aim for the back: The craftiest noble, the strongest knight, can be killed by the weakest man if hit in the right place. Killing quickly and efficiently can save time and safety, for the longer the battle takes, the more risk you put to yourself, as every move and attack wears away at your endurance, slowly but surely tiring you.
4. Halflings are nuisances at best, thieves at worst: There is a reason why the little people are segregated from society; all too often, even today, has the local shopkeeper find his goods missing, to the bride's wedding ring mysteriously vanishing. Halflings have an uncontrollable urge to put their hands on everything that is not theirs. For the sake of society, they must be kept away from all decent folk, in their residential prisons that are the ghettos.
5. Do not consume unattended food and drink: Poisoning of foodstuffs has been the bane of Borcans in all stretches of society. When at a public dinner, do not take your eyes off your plate, unless you plan on finishing your meal unexpectedly early.

Five things every Borcan Halfling knows:
1. Size does matter: The tall folk are clumsy and stupid, jealous of our people's talents that they so often uphold in their own society. They assume that their height makes them better, but deep down inside, they respect us for our stealth and cleverness, traits that even they look up to.
2. Tall folk view you as nuisances: And that it just the way you like it; underestimating their opponents exposes their flaws, and they turn the table against themselves.
3. What do we do when we get caught: Simple. You do not get caught. The halfling who blows her cover merely eliminates her flaws from the breeding pool. The elimination of the weak improve the rest of the group.
4. Appearances are skin deep: While foreigners may pity us, from being crammed into ghettos to being denied positions of power, our true influence lies in our finesse and ways around the countryside. We receive enough coin from being merchants and guides, so the tall folk try to make themselves feel more important by trying to make us look poor and wretched. It is all an illusion, to prevent themselves from going mad from despair over where they failed in where we succeed.
5. The way around the warrens: being denied access to the rest of towns and cities, we improve our own abodes, knowing the layout of our district better than anyone else. The government owns our neighborhood in name only, for we are the owners of these ghettos, and the tall folk are too cowardly to annex our land.
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Post by cure »

Five Things Every Barovian Knows:

1. No one enters Castle Ravenloft uninvited and lives to tell the tale.
2. The night belongs to the Devil Strahd.
3. A barred door is better than a nailed box.
4. The Vistani to their last are spies of the count.
5. The fool who cuts down a Vistana is wise to turn the blade upon himself.
Last edited by cure on Mon Dec 04, 2006 5:02 am, edited 2 times in total.
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Post by Gwenfloor »

Those are some very good threads, Cure! Thank you!
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Re: Five Things every denizen knows:

Post by Luke Fleeman »

Gwenfloor wrote: 5. Vistani are to be respected: Do not take offense if these nomads take a beet from your garden, or your bag of oats; Strahd has granted them protection, and to spill their blood is sucidie. However, the Vistani are more than willing to not bring us any major woes; any Vistani vagabond that violates this trust will be dealt with by their own; if not, then Strahd will.
I like this thread; but I do not know if "respect" is the right word. It seems like "avoided," "feared," or "just don;t touch them."
He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you - Friedrich Nietzsche
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Post by Gwenfloor »

Too many people, even in the real world, cannot tell the difference between respect and fear. I assume Strahd and the Vistani would not like to demonize themselves in one of the few realms in which they are truly safe.
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Post by Gwenfloor »

Five things every Ezran knows:
1. The core tenets of their faith: Their mission is to prevent suffering and exploitation in the land of Mists by following in Ezra's foot-steps. Every faction has a different philosophy, but this part is central to all of them.
2. That they are the true followers of the faith: Whether they be in Nevuchar Springs, Dementlieu, Mordent, or Borca, every Ezran believes that their sect is the one true way of Ezra, and the others are on the right path, but took a different cross-road. Ezrans range in pity to contempt for the other sects, depending on their views and beliefs.
3. We are guardians of the faithful: Ezrans know that the land around them has a thick veil, a veil that is hidden from the public, but only the priests and priestesses of the Lady of the Mists, plus some talented and gifted individuals, can see. Ezrans view themselves as a second pair of eyes and ears, alert on a more metaphysical and spiritual level than most. Ezrans see this as both a burden that they must shoulder and a necessary risk to act as guardians of the people.
4. The Mists: Ezrans from many different regions have varied explanations for this supernatural anomaly, but the most common name is the Mists, an element that is as natural to the world as the plants and animals. Every Ezran has been taught to notice when the Mists are at work, from supernaturally impenetrable fog to an invisible barrier invincible to all and possessed of a strangely sentient intellect.
My creative juices are blocked, and I cannot think of a fith. Maybe you can help!
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Post by Nathan of the FoS »

I like that a lot, Gwenfloor. Mind if I expand on it a bit?

Five things every Erudite (Dementlieuse sect) knows:

1) Knowledge is power--the eye of Ezra is the eye that pierces the Mists and brings hidden things to light. Nothing is more important than the search for understanding, and to be instructed in the secret ways of Ezra the best good.

2) The world stands in balance--No matter how much we strive, our actions bring to pass the Great Scheme. "Good" and "evil", and even "law" and "chaos", are two sides of the same coin. Consideration and contemplation are therefore better than rash action.

3) Banites--They are chained to an inflexible and punitive dogmatism which blinds them to understanding. The struggle against them must be carried forward on an intellectual plane, exposing the weaknesses and hypocrisies of their beliefs; physical struggle plays into their hands, as it gives implicit sanction to their belief in the physical and hierarchal rather than the spiritual and personal.

4) Halans--It is virtually certain that Hala is a manifestation of Ezra; therefore, there should be every effort made to educate these people as to Ezra's true nature and bring them into a fuller communion with the body of the Ezra church.

5) Creatures of the Night--No-one can doubt that such creatures exist, or that they intend to destroy the Grand Scheme. No-one should doubt that these efforts are futile; the scheme cannot be frustrated by the actions of mere mortals. The subtlest action reverberates the farthest; it is most efficient, and most effective, to work behind the scenes to bring the Legions of Night into conflict with each other and let them destroy themselves.
[b]FEAR JUSTICE.[/b] :elena:
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Post by Nathan of the FoS »

Zealots (Darkonese branch)

1) The earth must be purified!—Ezra demands a heart and soul dedicated to Her cause above all other things. Those who oppose the Grand Scheme will be swept down and destroyed, and it is Her dedicated servants to whom she will entrust this vital task.

2) The end is nigh—The day of wrath will not be long in coming. Everyone must prepare, spiritually and physically, for the End Times. Make stores of provisions; learn how to handle a sword; and hearken to the words of Ezra’s servants. The time will soon come when only those who have had the foresight to prepare and the means to defend themselves will be able to resist the Legions of Night.

3) Banites—Slaves to a dark and tyrannous god. Those who convert make ideal believers—dedicated to the cause and accustomed to sacrifice; therefore, at present every effort should be made to reveal to them the error of their ways. When the time comes to march, however, their destruction, root and branch, must become a chief priority; the Legions of Night will otherwise use them against the faithful.

4) Halans—Heterodox, secretive, and therefore almost certainly treacherous. Their magic is deeply suspect and their motives even more so. At present they must be kept at arm’s length, but the time will come when they, too, must join with Ezra or burn.

5) The Legions of the Night—They are everywhere, and their influence will only grow greater. Only the greatest devotion to Ezra and Her teachings will allow Her elect to remain undeceived. If any of the Legion are discovered, they must be destroyed immediately.Su

Rectors (Mordentish branch)

1) We struggle on behalf of the meek of the earth—Ezra demands, first and foremost, that her followers do good to their fellow-man. To care for the poor, to support orphans and widows, and to deal honest with one’s fellow-man are the basis of the true religion. Seek for and support good leaders, and stand firm against the Legion when conflict can no longer be forestalled.
2) Civil disobedience—Legal authority must generally be respected, as outright repudiation of it can lead only to anarchy and the dissolution of the social order. When the law of a ruler conflicts with the law of Ezra, however, the law of Ezra must always take precedence. Disobedience to the law is generally only justified in a matter of life and death, but when moral considerations demand it the follower of Ezra must disobey man’s laws and take the risk of punishment, no matter how high it might be.
3) Banites—Their “religion” is principally an instrument of repression; its ideology is bad and its practice intolerable. Every effort should be made to keep it from spreading, and to convince the poor of Nova Vaasa and Hazlan that no god so bent on cruel domination is worthy of worship.
4) Halans—Decent and benevolent folk, whose similarities to us outweigh their differences. Every opportunity to co-operate with them should be taken full advantage of; hopefully a good example and continual exposure to the truths of the Ezran religion will win them over by gentle persuasion.
5) The Legions of the Night—The Legions must be opposed on every hand—but not by the sword, unless no other course avails. There are many oppressed by the evil within themselves who will gladly embrace the light if given the opportunity; therefore every opportunity must be given them. To strike down a member of the Legion may weaken the Legion, but does not strengthen the church; to convert a member of the Legion does both. Surely the latter is a more effectual tactic!

Anchorites (Home Faith)

1) Ezra demands justice—Ezra demands that her followers deal justly with each other, with those not of the church, and with themselves. Uphold authority and deal honestly with every man; hold fast to the word of Ezra and take care to live by every element, down to the smallest, of its precepts, and by so doing you will perform your appointed role in the Grand Scheme.
2) Accommodate the princes of the earth in their sphere—Respect the power of temporal authority, even when its standards of justice are not those of the church. Working within the system can generate the changes necessary, without violent upheaval or disruption of the social order. To be seen as exemplary citizens of the state gets us official recognition and the opportunity to do more good works for our followers.
3) Banites—Their beliefs are unpleasant, but they can be dealt with on the basis of their temporal authority without any implication of acceptance of their morals. Our teaching are true, and therefore will prevail in the end; in the meantime there is no need to struggle for mastery.
4) Halans—Uncanny and possibly suspect. Contact with them is not encouraged; in dire emergency their support may be sought, but the church owes them no more in the way of kindness than they do every man. Admixture of their doctrines with those of the True Faith must be strongly opposed; otherwise they can largely be ignored.
5) The Legions of the Night—Every means necessary must be used against the Legion; it is laudable but by no means necessary to attempt to reclaim them. The purity of church doctrine and the security of church members must always be the first consideration; in situations where these are not imperiled the anchorite may attempt a merciful reconciliation between the cursed one and Ezra, but if even the smallest doubt exists the anchorite must not spare him. The price of mercy offered to the undeserving is too high for any other course of action.
[b]FEAR JUSTICE.[/b] :elena:
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Post by Nerit »

*Necrothreads*

Does anyone have any idea for Darkonians? Or...Falkovnians? There's a lot more to explore.
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Post by alhoon »

What are the five things every member of the FoS knows?
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