Lifestyles

Settlements


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There are currently 9 major human Outsider settlements spread throughout the continent. They've been strategically planned and built so that each settlement has access to unique resources, allowing all settlements to have a trade network. Though there are occasional disputes, this works well for the most part. Almost everyone has access to whatever resources they need via the trade networks, though each settlement has a natural abundance of certain ones.

The settlements, called towns or cities, are all fairly similar in structure. They have a central "green" in the middle, usually 2-15 acres in size. The green is used for markets, recreation, ceremonies, gardening, and occasionally grazing of light livestock. It is considered public domain and all are welcome there. Around the green is the "village", with shops and production located on the streets directly next to the green. Beyond those are rows of village houses, where tradesmen (see below) and other villagers live. Set a short distance away, at one end of green, is the "Manor", a large acreage of rolling hills (or flat prairie) where Riders and mystical equines live. At the other end, nestled directly on the edge of the green, is the "congregational house" - the building where people go for worship and religious ceremonies. Finally, beyond the village proper, are farms - divided by a metes-and-bounds system into plots to be worked by farmers. Anyone can purchase land, with approval from the Lord of the settlement, so the agricultural lands tend to grow over time.

Social Class Structure

There are several distinct classes of people within the human Outsider population, though it should be noted that none of them are repressed or deeply suffering. Each person has a way of life that they are born into, but through hard work and determination they can aspire to whatever they feel suits them.

The highest class within the towns are the Crown, who are the leading equines/Riders of the town. They earn this title by merit, dueling with randomly drawn opponents and impressing the judges. Below them are several other classes of Riders, all of which titled ranks are considered superior (generally) to all non-Riders. In many ways, they are equals, though each controls slightly different things and they frequently work together. (More info on duels and these ranks in the Equines and Dueling sections.)

Next in line are the Tradesmen (and women) who essentially either create products or provide services. There are many trade guilds, including doctors, teachers, blacksmiths, weavers, bakers, masons, and more (see list here). If there is a product that can be made, there is someone who makes it! If there is a resource that can be extracted (timber, quarries, mines, etc.), there are people who make sure that resource is made available. They live in the village houses or sometimes commute from family farms (if others in family are farmers). Women are less commonly tradesmen because many who marry do not need to work - though there are women who work to support themselves with or without a husband.

Beyond the village lie the farms, and with those the Farmers. These are people who are either born into a farming family or choose to leave the village to start (or take over) a farm. They may be involved in crop production (whatever is best suited to their region) or livestock production. Farms can vary in size, and those that are larger may be ran by an entire family (father and multiple sons/nephews/grandsons), while smaller ones may be ran by one individual. Again, farmers are more likely to be male and tend to pass their land to their male relatives, but it's not uncommon to find women working farms or even owning them.

Last, but not necessarily least, are the Domestics. These people work within the stables to provide services to the Riders. Though they do work some others might not consider classy, they are generally treated well and are paid in addition to having free food and housing. Those who have families are often given small cottages on the stable lands, while those who are single have quarters inside a boarding house. Divisions within this group include cooks, maids, stable hands, groomers, and gardeners, as well as any other duty that may be needed. Because of the wide range of jobs in this class, it is almost equally suited to men and women.

Outside of formal towns exist the Peddlers, which are traveling groups of people who conduct trade. Their cultures and customs can vary widely from group to group, largely based on their ancestry, where they live, and what type of trade they practice. Some travel from town to town while others engage in trade with Drifter populations. Yet others live more like the Drifters, practicing a type of hunting and gathering (or migrant grazing) lifestyle in small groups.

Riders are not considered a social class, mainly because most of them still dabble in their former jobs from time to time. Depending on the herd they are placed in, most of a Rider's time will be spent doing Rider duties, however, on the weekend or in the evenings (or other days off) they are free to do a little work in their former jobs. Guardian Riders are the only herd of Riders that can be considered a class/trade in and of itself. Guardians are the busiest and most heavily-involved of all herds. If you're aspiring to this, plan on leaving your other trade behind entirely.

Culture & Values

As it was in the "old world", religion and spirituality are still very important to the majority of these people. Most of the origial "fallen" and even those who fell later came from times and places where Christianity was dominant. They practice a non-denominational form of relaxed Protestantism. In a nutshell, they believe in a monotheistic God and believe that living a good life will secure their eternity in a heaven beyond the tangible world.

Much of their culture revolves around their religion, but that is not to say they spend all of their time in church. In fact, their "church" is in the form of a congregational house, a rather large but otherwise unadorned building where everyone gathers on Sunday to sing praise and enjoy uplifting words from their leaders. Both men and women can be leaders of the congregation, and multiple leaders often speak before the fellowship each week. Almsgiving, or caring for the poor, is a key value to them, and is one which has helped ensure that people of all classes are treated fairly and live healthy lives. There are Almsgiving festivals each year, during which everyone in the town gathers together on the green for a feast. People of all classes eat and socialize together, and there is usually music, dancing, and some drinking. Each settlement chooses the date for their Almsgiving, usually based on their harvest or planting seasons, and invites people from other settlements to attend the festivities if they would like.

Beyond that, the values of many people are fairly conservative. They believe in courtship before marriage, a time during which a man and woman have limited physical contact and are most often chaperoned. Only after an engagement has been announced are they allowed to officially "date" privately, during which time they should still refrain from intimacy. Drinking of alcohol is completely permissible, when done in moderation. Drunkenness (alcoholism) is considered an offense nearly as bad as adultery, theft, or battery, though few people are ever thrown in jail.

There are plenty of people who stray from these norms (and may not even practice religion), but since the religion has a strong belief in not judging others, they are generally accepted rather than scorned. It is much more common for lower 'class' citizens to stray from norms than nobility. Very severe criminal offenses (such as murder, obviously) are unforgivable and will result in a person being escorted out of the settlement and being placed under a "banishment charm" that will literally not allow them to step back in. Nothing is punishable by death in this society - even if the people wanted it, the Crown Herd would not allow it!

Childhood & Education

Children attend formal schooling beginning at the age of 6. Classes are held in the congregational house during the week (M-F) for several hours a day. They are broken up into standard classes roughly by age/grade, though it may not be exactly one age/grade per classroom due to lack of numbers.

School runs from September through the end of May. Children who are from farming families may be excused during the planting and harvesting months (or weeks) if they are needed to help on the farm. Children of tradesmen are typically not excused. Children of nobility may or may not attend the public school, but if they do they are expected to attend the entire course of the year too.

Most students will graduate sometime between the age of 13 and 16. Children who wish to work on their parent's farm or in domestic service often leave school sooner (around 13) to begin work, feeling that a further education is unnecessary. Children who are planning on taking up a trade or who are of noble families will usually attend until about 16.

Once a boy graduates, they may begin apprenticing with a local tradesman. They may also move to another town for an apprenticeship if there isn't a suitable one available in their own town. Apprenticeships can last any number of years, but once they have become proficient at the trade they may become an assistant or open up their own business. More difficult trades typically have a longer apprenticeship period (such as doctors) and many involve rotating through several different towns to get a broader perspective of the trade.

Once a girl graduates, she will typically begin considering marriage. Some women do take up trades, but more do not take up a trade and instead marry a man who will provide for her. Girls are usually not forced into arranged marriages (though nobility may do arranged marriages), but have a chance to court young men that meet their parents' approval. Any girl who is not either married or settled into a trade by 20-25 or so will usually leave her parent's house and begin work as an assistant/secretary somewhere or as a domestic in the manor-house. It is very rare for a woman to still be living at home, unemployed, and unmarried beyond the age of 25-30. (And will usually come with a social stigma.)

Rider Culture

Riders are a very special (and powerful) group of people who have become bonded to the mystical equines. When the equines hatch, a group of "Hopefuls" (people chosen to try to bond) gather around to give them plenty of options to choose as their Rider. Though the equines do not always bond, they usually do. Once they have chosen a Hopeful as their Rider, the bond is said to last a lifetime. Only death, or or a very, very severe problem between them, can break the bond.

After bonding to an equine, they go through a year of training (at the Ellenwea Academy) - during which they are usually called Riders in Training or RIT. The first 3 months the foals are called Weanlings and the following 9 months they are called Yearlings. During the Weanling months, their bonded needs a lot of special care as it is still very weak and vulnerable. It will need to be fed properly, groomed, and cared for to ensure that it grows up as strong and agile as it can be. As the equine becomes a Yearling, the Rider begins learning more about how to actually be a Rider and begins more advanced training with their bonded. During this time the equine will begin showing promise of their mystical abilities, if they have any. If they do, nurturing those (and learning how to cope with them) is one of the primary duties of the Rider. If all goes successfully during this time, the yearling will graduate to the full rank of Rider. It is possible to graduate slightly early or slightly late based on effort and development. Upon graduation, a Rider will be placed into the herd best suited to their talents, as shown through their months of training. (In other words, if you want to be placed somewhere important, you must work for it!)

All Riders are taught basic combat skills, but depending upon the rank and species of their bonded, and the herd they end up on, Riders may have different tasks within the community. If they are low-ranked or unambitious, they will spend most of their time working for the betterment of the common good. If they are mid-ranked or more promising, they will likely have more authority over other Riders and equines and will be placed on a more important herd. The high-ranked (or very ambitious) Riders and equines will often end up as herd leaders and will often end up on herds such as Guardian, Trainers, or Scouts. They may serve on committees for community planning, justice, and other offices. (Think city council, city planners, non-profits, and general community betterment.)

All Riders also answer to the Crown, the highest ranked Riders and equines in the land. They may occasionally be called in for special tasks or meetings, and some low-ranked Riders may spend most of their time carrying messages back and forth. The High Queen and King are responsible for keeping the settlements united and also keeping peace (as much as possible) with the Drifters. They also try to make sure the trade caravans are safe and work on plans to deal with other problems and threats as they arise.

Many Riders will have enough time to continue "normal" lives and relationships. They may still work in a trade or on a farm in their free time (i.e. 10-20 hours a week). They often marry and have families of their own. Due to the unique nature of a Rider-equine bond, most of them choose to marry other Riders. It can be very difficult for a non-Rider to understand what they are going through, and there may be secrets they are not allowed to share outside the Rider community. Though marrying a non-Rider can be very straining on both parties involved, it is still allowed and may depend on what age a person became a Rider and what their rank is as a Rider.

Is it possible for a Rider to have more than one bonded equine? Yes! However, this is generally rare. A bond is a strong mental linkage between two individuals that can be exhausting to deal with. Not only is it mentally and emotionally challenging, but caring for an equine can be physically demanding as well. Only the fittest and mentally strongest people can handle having more than one bond without suffering consequences. Lucky for you, Woolyfurs have an ability to detect whether or not a person is strong enough to handle multiple bonds. This can prevent distaster since only those approved by a Woolyfur with (high level) Phrenic Sight will be allowed to become a Hopeful for a second bond. Having more than two bonded equines is virtually unheard of, though not impossible. Double bonds are something that can be purchased in the shop, though some characters may be randomly selected for it from time to time. Don't beg for it - that will get you nowhere.

Peddler Culture

For information on the current leaders of each group, please see the Character Census.

Rumney
The Rumney group sticks closely to traditional Earth “Romani” and “gypsy” culture. This group holds onto its traditions with an iron fist, maintaining their independence. While they accept and tolerate the rest of recognized “Peddler” culture and caravans and have accepted various 'stray' Outsiders in, they are also a group that frowns on non-traditional behavior and activities. While they follow what is set down as laws in the broader society, they also strive to hold onto their roots a bit harder than other groups, such as Kala. The Rumney have a conservative culture (in both dress and morals) with interests in music, fortune-telling, and wandering. They travel in the general regions surrounding the towns, making use of horses to pull their wagons. ((OOC note: If you want to be from this caravan, you are expected to have a basic understanding of Earth Romani traditions and should try to develop your character as fittingly as possible.))

Kala
The Kala are a group with moderate gypsy influence, which started out as heavily traditional when they first fell through. Over the generations the group has expanded and loosened its hold on tradition, accepting more and more non-gypsy people into the fold and as such is transforming. They still cling to some traditions, but for the most part, while they honor their ancestry and the ways of their heritage, the caravan is more accepting to non-traditional behaviors. They are far less conservative than the Rumney, especially when it comes to dress, though they are still modest. The Kala are known most for being fine crafters and traders of fabric and furs, though they have other interests as well. They tend to travel more in the northern regions, though they can still be found in other areas of the continent.

Siuil
The Siuil are a group of merchants and tradesmen with very little gypsy influence. This caravan has very few members that recognize as anything traditionally “gypsy”. They are hunters, trappers, merchants, and crafters that are here to trade. They travel from town to town, acting as one of the primary connections and economic drivers between the various towns of Tir Dearthair. As the most diverse of the larger recognized Peddler caravans, their main goal is to make money and thrive in this world. They are known for being river-travellers, in that they often travel up and down the rivers in the Pairceanna and Highlands region. They have excellent skills in boat craftsmanship and, though sometimes horses pull some rafts, they do not have as strong of a need for horses.

Smaller Groups
While there are various smaller Peddler groups and encampments out there, the majority of Peddler culture is condensed in the three larger groups and caravans. ((On an OOC note, having a character from one of these smaller groups is extremely limited, and they better have a very, very good story about how it works out. It’s a dangerous world out there!))