From the very start of planning Bane of Souls I wanted Highford to sit at the meeting point of three countries. Whilst inside Felaria’s
border, it’s also very close to Kuhrisch and Dennish territory. This meant
that, although the story is largely confined within Highford’s walls, I could
elaborate a little upon the peoples beyond and hopefully make the world more
immersive.
The Dennish and Felarians are (magic aside) fairly typical
medieval fare, with a monarch at the top, nobility and clergy below and
peasants at the bottom. There’s more to it than that, particularly regarding
how magic is integrated into the world, but as a shorthand summary that’s
fairly accurate.
However, when writing up the background work for the two
kingdoms I decided I wanted the third to be substantially different, and so the
Kuhrisch came about. The Felarians/Dennish have a strong sense of hierarchy,
and whilst social elevation is possible the vast majority start and end life
wherever they happen to be born on the social ladder.
By contrast, the Kuhrisch have almost no hierarchy
whatsoever. Men and women are born into different clans, but none has a legal
advantage over the other. There are Godi (men who handle matters of laws, akin
to a magistrate) and elders (men who handle matters of tradition), but neither
role is a paid position. Those who are considered to abuse what power they have
as a Godi or elder tend not to last very long.
Instead of laws (of which there are few), most Kuhrisch
behaviour is dictated by tradition. Indeed, the lack of kings and nobles means
that the Kuhrland is less like a medieval kingdom and more like the Hellenistic
world of ancient Greece (albeit usually more co-operative and less prone to
internal warfare). It is not fealty to the crown that defines the Kuhrisch, but
belief in the same gods and practice of the same customs.
This means that the Kuhrisch are far freer than the Dennish
and Felarians. There are almost no taxes at all to pay (and most of those that
exist are not really taxes but donations to the God of Plenty).
Magic is reasonably widespread in the kingdoms, but in the
Kuhrland it is almost completely absent. Because of this, the Kuhrisch (whilst
being considered heathens by Denland and Felaria) see those who possess magical
gifts as afflicted with a curse. The Church of the Divine teaches that those
with magic are touched by the gods, whereas the Kuhrisch consider arcane
ability to be black magic, the work of demons. After all, if it were the work
of gods then many Kuhrisch would possess it. On the very rare occasions a
Kuhrisch does have such power it is attributed to a non-Kuhrisch parent or
ancestor, and at the minimum causes the individual to become outcast. A
Kuhrisch with magical abilities may be killed outright without it being
considered a crime, though this is not mandatory.
The personal names are typically taken from German and
Gothic history (though I might use some Icelandic ones in the future, in the
same way I bastardised the Godi for the Kuhrland). Fritigern, Athanaric, and
Winguric are all Gothic names. Place names are all German.
Incidentally, the new background for the blog is a map of part of the Kuhrland. A full size (warning: it's pretty big) version can be found here. Geldfels is more or less north of Highford.
Thaddeus
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