Well, currently I'm just disgorging data on this posting, so I'll continue (its cathartic!
This is the write up for the main culture I'm starting with, though it still needs a lot of work -
ASTORIAN CULTURE: At the edge of a renaissance, old traditions still cling and fight against the growing changes. The growing social and technological forces are inevitable but slow in coming. Astorian culture is best related to a European culture with a strong French flavor. They are of the opinion that they are the best, both racially and socially, and the envy of others. Tradition is important, no matter the cost or delay. Honor is a tangible trait that elevates or destroys – each must carefully maintain one’s honor. Little bribes and gratuities grease the wheels that move the society, and elaborate steps are taken to avoid impinging on another’s honor.
RULERSHIP: Astoria is ruled by hereditary title, although new people can be added to the royal rolls. Rule is divided between the King & or Queen, the High Court, and the Low Court. In addition, there is the Court of Law, and the peerage provides “guidance” as the Royal Houses. The King and Queen’s royal family is extended, having over 20 members.
THE HIGH COURT: a 30-member parliament its membership is determined by birth or appointment, and all positions taken by Astoria in how it relates to other countries, as well as its preparedness for issues of such relevance. One of the 30 members is determined by the King & Queen, called the Whip, and he votes the King & Queens pleasure, the vote counting as 5. A ¾ majority is required to push most major issues across, although this is based on a quorum, not the total # of members. Votes for war are made in this court, and base taxation is the province of the High Court (as it is the base for the funding for their other decisions). Members of the High Court are almost exclusively nobles and members may not currently hold an office in the Low Court. The laws that pertain to the entire country of Astoria are made and altered by the High Court, and interpreted by the Court of Law. Membership is by blood right, and only a ¾ vote can rescind membership of a member (or even more rarely) a bloodline. The King & Queen assign open positions but are unable to directly rescind these appointments.
THE LOW COURT: also called the commons, has 104 seats determined by district and filled by vote every 4-6 years (determined by district). The Low Court rarely holds a member of nobility, and never an active member of the High Court. The Low Court determines civil maintenance and local issues, although a Court of Law decision can be challenged here – forcing a new Court of Law session. The High Court can negate the findings of the Low Court in its reviews of the Court of Law. The bulk of the monies spent by the Low Courts projects are obtained from a % of the High Courts taxation, called “commons gift”, although the Low Court can also impose its own tax, “The Small King’s Burden”, used for special projects. As members of the Low Court must run for re-election every 4-6 years, these taxes are rarely long-term. Low Laws are created by this court, the laws only pertaining to the district of that Low Court– and are judged by their chosen panel as well (rather then the Court of Law).
ROYAL HOUSES: hold position as the committees and representatives for specific areas of the kingdoms interests. Interest positions include – royal naval charter, house of lights, harbor maintenance, tariffs, mercantile representatives, the Calvary, etc. They report their findings to the High Court. While without the ability to alter laws or levy taxes, they have a strong effect on the High Court’s findings.
COURT OF LAW: has 17-seats determined by vote by lawyers who serve the High Court members, with elections every 7 years. They are charged with interpreting the laws passed down from the High Court, and review of the Low Laws as well. Each district is responsible for enforcing the laws and interpretations of the Court of Law, with questionable judgements brought to the capital. They also occasionally send their agents to verify that the judgements made by the district courts are in accordance to the laws.
LAWS: Each district has its own laws as determined by its governor. Punishments are usually fines, although branding is not too uncommon. Local justice is accomplished by pillory and hanging cages. The local courts determine who is guilty by skill, witness, and trail by ordeal. Use of magic or psionics in court is allowable with the judge’s permission, but there is no guarantee that the results will be used. The only magic that can not be refuted by the judge is priestly (The Golden Circle). Even this can only be called on with the judge’s permission. People can be jailed for debt, and food in jail costs money. Inmates are occasionally used for labor, and have a “guild rate” to buy their freedom.
ORDEALS AMONG THE COMMON FOLK
TRIAL BY FIRE: walking barefoot on heated plough shears is a popular test for among the farming communities. The blister formation that forms in the next 24 hours is “read”, the formation determining guilt or innocence
TRIAL BY BLOOD: a chicken is decapitated and then its body runs wild over flour covered ground. If the chicken runs to the person charged, they are deemed innocent, else the blood trail in the blood is divined to determine guilt.
ORDEALS AMONG THE CITY FOLK
TRIAL BY COMBAT: as a dual, except that the crime determines the weapon and the challenger is either the person charging the “criminal”, or a court-determined champion. The judge, who can order the combat to end at any time, determines Battle to the death or wounding.
TRIAL BY FLOWER: its name is deceptive, since the trial actually uses no flowers, but rather the sticking of a hand into a hive of honeybees. The judge determines the speed the hand is placed into the hive and for how long. It is believed that innocents are not stung.
MONETARY: Money among the masses is almost exclusively in coinage, with some paper monies among the middle classes, and international merchants using silver and gold bars. Foreign coin is not legal tender, and so must be exchanged, generally at a 2-10% rate (depending on location and one’s social rank).
PEASANTRY: The peasants earn the equivalent of 1-4 CP each day, Averaging 91 SP each year – although very little coin actually ends up in their hands. To survive, peasants do much of the work they need for themselves, trade and barter rather then pay cash, and depend on multiple family members and possessions passed down for generations. 1 CP buys 1 LB of gruel, 1-oz cheese, ½ loaf of bread, or ½ -oz of goat meat. It costs 10 CP to replace a peasant’s complete outfit. Taxes due yearly ranges from 1-5 SP a year (depending on district).
TRANSPORT: City streets are tightly packed and with roads covered in cobblestones or flagstones. Between cities are packed earth, with very few rails for primitive steam engines to travel overland. Dug canals are still more common, with roads alongside so that pack animals can pull heavy loads in the water. Steamboats are coming into use, but are currently as uncommon a sight as the steam engines.
GUILDS: The most powerful guilds are the steam workers, iron mongers, and dock workers. Just as powerful but not acknowledged are the thief’s guilds. Working a trade outside of the guild leaves the member open to penalty fees (charged with theft) are paid to the guild and court. The guilds maintain their hold by bribery and violence, and are a weapon used by powerful rulers in the city against their enemies. Joining a guild requires an apprenticeship period or a “grace payment” if already capable of the guild skill. In addition, the guild taxes its members.
FOOD: Food production is limited, with areas suffering from starvation even as others have excess food rot. The ability to ship by rail and steamship does help, but the state does not provide food for free, and so most overproduction of food goes to the best price, shipping out of country. Sauces are common to cover the age and condition of the foods, with peasants often suffering from various vitamin deficiencies. Prices for food vary based on their availability, and so each district has its own special cuisine, dependent on emergency foods available.
THE PEOPLE: Honor is of paramount importance to Astorians, being a tangible trait that effects how others view you, the prices you must pay, and membership in the government and military. Dueling to defend honor is allowed, but there are rules that restrict whom, where, and why a duel can be fought. These rules have been slowly added over generations to help protect the crème of Astoria from killing itself off in a fit of pique. Astorians see themselves as a sort of master race – they are the greatest philosophers, warriors, peasants, etc. Pride in themselves shows through everywhere, and gives them a strong sense of patriotism. It also hinders their relations with other people, who do not share the self view of astorians as perfection incarnate.
RELIGION: The “state religion” is The Golden Circle, with worship of the Quadrial as the “other” state religion – not popular, but not heretic. Both religions are strenuously fighting the coming renaissance, defending the status quo and grand tradition against the encroaching renaissance. Other religions are officially tolerated, but when the auto de-fe rears its ugly head in isolated provinces and districts in cities, it deals very harshly with foreign religions, heretics, and supporters of the “new golden age”.
MILITARY: The military uses mostly crossbows and saber, although units with long or short sword, axe, and sling still exist. Armor is rarely worn, and when worn it is usually light (or even more rarely) medium. The tradition of wearing armor is mostly continued by “impure bloods”, people with a lineage that can be traced from a source other the Astoria. The land forces are the lesser ½ of the military, carrying fewer honors then the navy. Officers usually carry firearms, as do the elite troops. The navy is developing steam ships for war, but the sail and oar is still dominant.
HEREDITY AND RACE: The racial mix and appearance of Astorians varies, but as a racial group they are the dominant group.
HUMANS
Astoria (52%) Tursten (5%)
Trymemnia (26%) Whelkurst (3%)
Kelben (11%) Other (3%)
RACES
Human (67%) Nephalen (3%)
Rhodian (11%) Multyn (2%)
Kanite (9%) Ve




e (2%)
Lumen (6%) Thule (< 1%)
HUMANS
Astoria: light skin, angular face, black, brown and some blond hair. Gray and blue eyes. Long limbed / tend to look gangly.
Trymemnia, olive skin, wide face, black and some brown hair. Green and brown eyes. Birthmarks (port stain) are common, and they lean towards a pudgy build.
Kelben, light skin, moon face, blond and red hair. Brown and black sunken eyes. Tursten, Black skin, angular face, black and brown hair. Blue and brown eyes.
Whelkurst, Brown skin, long face, blond and brown hair. Brown and gray eyes. Grayhound lean bodies.
SUB CULTURES
The Trymemnia peoples were in the same chain of islands as the Astorians, and settled this island. The Astorian culture was altered over time as these cultures merged and the distance to the original chain of islands increased. The Trymemnia people tried, by military might, to become the dominant culture on this island. The failure to succeed has its consequences still visible, in the scarcity of Trymemnian nobility and loss of territory. The Trymemnia people are aggressive and active in their own subculture – it isn’t hard to guess their heritage. They still have their own language, but it is used less and less in society, and will probably cease to exist on this island in another 5 generations. Their warriors tend to wear armor, with ancestral plate armor and great sword still in evidence occasionally. The Trymemnia culture has a very precise image of what a man or woman should be, and push their children to excel towards it. The men should be strong, aggressive, patriotic to Trymemnia, worship the Quadrial, and be lustful for life – be it song, dance, women, or war. The women are to bear strong healthy children, to maintain the culture and language, to act as shieldbearer in war, and practice a craft to support the family.
The Kelben were a primitive people who were overrun by the more modern human societies when they encountered them. The Kelben became serfs, hard workers with poor education and no political power. The Kelben on this island were brought there to act as manual labor, which has partially succeeded. The Kelben harbor malcontents who wish to reshape society and some who wish to destroy the Astorian society without replacement. While the Kelben are unhappy with the society structure, most grudgingly accept the status quo. The Kelben language, music, and art forms are alive and well.
The Tursten and Whelkurst come from a mercenary people who had a position of power in the original chain of islands. The group on this island had been their as added muscle to protect the various merchant interests on this island, and when the time came to leave, decided that they had deep enough roots to stay on. Despite their small percentage of the total population, they still represent almost 20% of the military. The Tursten and Whelkurst speak the same language, but consider themselves different. The Tursten still hire out as body guards,
If your reading this, I actually have an audience!!! Wow. (Ok, just me & my mum are going to read this, and her only because she has to. I'd better test her to make sure she read this, I don't want to just be humored. Ah damn.)
