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Enverres

Enverres is the largest country in the west and arguably the most powerful. They are a peaceful country and have orchestrated the peace and trading between the races to the north and the Ter'ays to the south. They are often the focal point in political matters and unite the other four nations in times of trial.

A few terms to clarify:
Enverres:
The country of Enverres.
Fudorians: The people of Enverres. The people who lived in the 6 provinces that eventually became unified as a single country were called Fudoris. The country took its name from the biggest of the 6 provinces that united them under the rule of one king, and the provinces names were later modified, but the original name of the people stuck.
Common:
The English translation of the name of the language of the Fudorians. The Fudorians all spoke a common dialect between them, even before the provinces were united, hence when they were unified, they officially began calling the language Nevordis, meaning 'common'.   
Bimear Sasharr ~ A Fudorian
The Country

Before the country of Enverres was united, and before the six provinces were formed, the Fudorian people were nomadic, and roamed the forests, valleys and meadows of their lush country. Naturally, admist these roaming clans, there rose those who were more prominant, more skilled or more revered by their fellows. These clans became known as the Bid'hair, and even when the rest of the Fudorians began to cling to the land and settle down, the Bid'hair gypsies continued to roam free. Even in modern terms, the Bid'hair royalty are still considered equivalent to the Dukes in social hierarchies. The distinction is said to be that while the rest of the Fudorian race took ownership of areas of land, the Bid'hair owned the gateways to the Realms and the elements of the lands owned by the Fudorians. Because these things might touch upon the same land, but are not the same locations, co-ownership of some places was not considered a contradiciton, but rather a partnership of responsibility. Thus, the bid'hair are free to travel in their circles, and because of this have become powerful merchants and messengers between Dukes and Kings, Knights and Nobles.

Geography:
The country of Enverres stretches coast to coast, forming a complete barrier between the Ter'ays to the hot southern lands, and Teridi Koholo and Briandyna to the frigid north. Enverres is perhaps the most wealthy in natural resources of the western nations, and because of this their people have become peaceable and generous to their neighbours. Originally, when the Fudorians first began laying claim to the land, their earliest ancestors were said to have found the land to be inhabited by a 25 foot Demon sleeping across the valleys. In the night, they gathered all of their men and attacked the beast, binding him to the earth and lacerating him with all their tiny weapons untilt he old Demon died. It was said that it was the aftermath of his death, in which the fudorians claimed the land "freed from his tyranny" for themselves that the Southern Giants and Northern Ancients decided to run the gambit of creating their immortality to protect themselves from such assaults. On a note of interest, the Demon slain was none other than the father of Sarmin, the Demon of Death, and it was because of their crima against him that he always attacked the mortals so mercilessly, thus gaining his Domain.
After the land was free to them, the Fudorians did not remain united, and instead broke off into their separate fealty or family groups and took to the curious exploration of their new lands. They fanned out from the Craggy Mountains of the northeast to the lush meadows of the central Lake Lands, to the wild Coastal Forests of the far west. In time the Fudorians developed preferences for certain areas and began to settle down, building first storehouses to which they would return, and then the storehouses became castles and settlements, and the settlements grew, and alternate cities were constructed. Then the question of borders between the lands began to arise. The first skirmishes of these sorts began in 127PT when the leader of the settlements of the Lake Lands, Dennoum, named himself King of Pahlohs. In reaction, Arnalt named himself King of the Sea-Kissed Coast, and called his country Enverres. King Dennoum and King Arnalt fought for three years, finally establishing borders between them. However, in 129PT - 1 year before the borders of Pahlohs and Enverres were agreed upon - a new King was established in the Forests north of Pahlohs, one Smaltez who began threatening Dennoum from the northwestern reaches of his lands. King Dennoum responded swiftly, and though he lost some of his lands in the ensuing fighting, in only two years borders were decided upon, and Arannes was formed. There was relative peace and prosperity for the next few years until 144PT when two prospering communities named their leading lord kings: Esberym of the Valley Lands and Kerus of the Coastal Forests. These two fought amongst themselves on and off gaining and losing lands for nearly two years, before they made peace so that they could concentrate on their outer borders, uniting forces long enough to push back the aging King Dennoum. King Smaltez came to his aid - partially because his own forest lands were being encroached upon - and by 148PT peace was made between them, forming the official borders of Kerus' land of Udlaonone and Esberym's Lathamere. These nations prospered and developed further, their kings aged and passed on their thrones to their sons, and a young lord of Arannes moved out into the Craggy Mountains and settled there. This young lord swiftly tapped into the ores of the mountains, the wealth of the forests, the raw magics in the untamed earth and swelled in power and support of his people until finally in 160PT he assaulted the borders of Arannes, Enverres and Pahlohs. With his might of well-trained, well-equipped soldiers he fought until they conceded him a kingship and borders to his lands of Farlene. Thus the six provinces of the Fudorian people were established. 
All throughout these developing years, the Kings would often consult with each other in matters of news and commerce, trading both goods and daughters between them for bonds of trade and loyalty. More than once, two or more of the Enverres kings would combine their forces and efforts to defend against the tumult of the developing nations of Ter'ays or Teridi Koholo which had remained nomadic longer than they had and were only beginning to sort out their own borders and cities. Over the years 160-165PT their outer boundaries were agreed upon with the neighbouring Briandynians, Koholeans and finally the Ter'ays. The Ter'ays proved the most ornery, and the most likely to go back on their peace agreements, and so it was in the War of 163PT when the Ter'ays combined their efforts to attack the southern reaches of the Fudorian nations that the then king of Enverres, Jeddah, convinced the other Fudorian monarchs to combine their lands into one country of strength. "As we are one people," King Jeddah was quoted as saying, "so we should show one force! Together we hold more power, more wealth and more knowledge of these lands than any other mortal creature. Why should we let some foreign race take our hard-won treasures from us when we have the key to defeat them in our grasp! Let us set aside pride and grievance to arise victorious as one potent force that our enemies will shy from challenging ever after!" Not only did King jeddah lead the Fudorian people to a glorious victory, but he also convinced the other kings to give up their crowns for circlets. King Jeddah insituted the new caste of Shar, or Dukes and Duchesses that ranked equal with the Queen, with only the King paramount to them. Thus, in 165PT, Enverres became the name of the whole country, its provincial name changing to Rie'sone, as the other borderlands were left unchanged and simply became the provinces of the united nation. Arranes became aran'sone, Udlaonone became Udlao'sone, Farlene became Far'sone, Pahlohs became Pah'sone and Lathamere became Lath'sone. These borders and balances of power remain unchanged to this day.    

Monarchy:
The Monarchy as it currently exists consists of the reigning King, his Queen, his Princes and Princesses. The King, while he maintains veto power and holds King's Court for matters of state and culture, makes no decision regarding the country's wellfare, politics or future without consulting his Council, which contains the 6 Dukes of Enverres or their Viscount representatives, the Knights of the Imperial Cities and if in the area or affected by discussions, the Bid'hair Kings or their Nak'hair'aya representatives. The King can reign so long as he is hale, his throne being passed down to his declared heir (almost always his eldest son) on his deathbed. Occassionally the King will abdicate his throne earlier due to prowess shown by his son, frailty of health on his own part, or occassionally because the King wishes freedom from rule as did King Sorus Clearsight (1339-1379PT). On these occassions, the prince will be coronated in a different ceremony before ascending to the throne, which sometimes is combined with his marriage to his future queen if he is not already betrothed or married. 
Though the initially was a hereditary blood line of the Kings of Enverres, it was broken several times throughout the years due to disease, sterility, lack of heirs (in homosexual Kings, though they are not admitted in the records as this being the cause), murder and usurping the throne or warfare. At one time it was infact the Bid'hair kings who sat on the Lieh'neh throne, but since then the land-holders have regained reign. In the case of an oldest son being infirm or otherwise unable to rule, a younger son may be proclaimed Crowned Prince, and will take the throne at the appointed time. When there is no male heir, the King may either choose to marry his eldest daughter off to a high-ranking nobleman he approves of or he may name as heir a nephew or cousin. As there is some leeway here dependant n the choices available or due to the King's personal preference, there have been some feuds over the years over the "rightful" heir to the throne.
The other thing to take into account is the existence of bastard sons, who occassionally have inherited the throne, either lawfully or through foul play that could not be directly proven to be connected to the bastard heir.
The King holds daily King's Court in the morning at which any briefings, news, announcements, awards and supplicants may be addressed. In the evening is King's Feast, at which visiting Knights, noblemen and other dignitaries may attend to feast and enjoy the king's hospitality, exchange gossip, play games or enjoy entertainment. 
The Dukes of Enverres also hold court daily, called Duke's Court. These "feeder courts" deal with local matters, smaller issues and dispence justice within their provinces that need not bother the King directly. Within their province, the Duke's word is law. When there is contention over a sentance or if the issue happens on the border lands between provinces, the issue may be resubmitted at the King's court, but these are rarely admitted unless the issue is grave enough to warrant attention (such as injustice on the part of the Duke, in-fighting between Dukes, or matters of prophecy). The dukes do not hold nightly Feasts, but do throw Duke's Feasts to welcome important guests, including the King's entourage, an Imperial Knight or other celebrities of the day.
The Bid'hair Kings can trace their lineage back to the times before the provinces were formed, when Zanu King of Arduors (said to be the first "king"), Nagali Black Mouth, Feos Sky Breaker and Emla Swift Twirler were the legends of the hearts of men and the talk of folktale and song. Since then they have kept close ties on family relations, and are generally a very tight-knit group, eager and ready to die for their loved-ones and kin. They tend to be a bit more hot-blooded than their land-holding conspecifics, and have been known to terrorize and obliterate whole families of men or women who injured one of their bretheren. They follow their hereditary lines through the mothers of their children, rather than by the father (who in the looser terms of marriage practised by the bid'hair can become questionable) and thus have kept a very distinct line of lineage through the ages. These lnies of  lineage are a huge part of their social and musical culture, and are passed down the generations in both oral and written traditions.        


Government:
The Government is composed of the Nobles of Office caste and are all selected and appointed civil servants. The highest levels of government are the Kinghts of the Orders, namely the Knights of the Imperial Cities, of which there are 16, who are charged with keeping the peace and communicating important happenings. Each of these Knights reports directly to the reigning King and are often close friends and trusted advisors of the King. The Knights have a body of loyal men beneath them, both fighters they have Knighted to help keep the peace and laypeople who run the cities, farms and trade routes.
Beneath the Knights are appointed Magnates who act as representatives for the major cities around the country. Each Magnate is recognized by both Duke's and King's Court as the official representative of the city and the common people who live there. While normal Common Castes are not allowed to appear directly at King's Court unless they have a noble sponsor, the Magnates speak for those Commoners with an issue that deserves attention. The Magnates are selected by the Duke or King or Imperial Knight for merit, service and skill. 
Magistrates are similar to Magnates and sometimes work together in larger cities. In smaller towns or hamlets where there is no appointed Magnate, there is always a Magistrate, who - like a mayor - organizes local law response, settles disputes, dispenses local justice, upkeeps schoolhouses on their annual budget, oversees preparations for holidays and tends to overall care of the town/city/hamlet etc. If a Magistrate is faced with an issue he cannot deal with, is in need of money for his township, is under attack or becomes privy to important information that should be passed forward, he imparts this information to the nearest Magnate who then approaches Duke or King. 
Monasteries and Convents should be mentioned in this section. While they do not have say or interest in the governing of the country or its current affairs, these ecclesiastic institutions are the ones who run the hospitals, charities, disaster response to things like flood, fire and earthquake, and also take care of training and tutoring both apprentices and laypeople.  

Military:
The military is two fold in Enverres: the soldiery and the Orders of Knights. The soldiery is only conscripted in times of impending war or alert, and is made up of the able-bodied males of the Commoner Castes between the ages of 17 and 59. Usually these are famers, tradesmen, students, woodsmen, gypsies, apprentices and lesser merchants. They are trained as footsoldiers in the use of a sword, pike or other polearm, bow or seige machine. They are generally embarrassingly undertrained compared to the basic footsoldiers of Ter'ays or Teridi Koholo, but are not generally put to much use. 
There are many kinds of Knights, though a standard Knight is a soldier trained to fight cavalry style from the back of an arduor with any weapon he chooses. Knights of this kind are the lowest level of Knight in the social heirarchy, but as still professional fighters, making their money from doing public service, policing, bodyguarding, patrolling or other civil duties. They are trainined rigourously every day and generally live in and around the city of the Knight who knighted them. 
There are also the Orders of Knights, including the Imperial Knights, the Nak'hair'aya and the sixteen Orders of Knights. 
The Imperial Knights are the 16 men personally knighted by the King to govern the 16 Imperial Cities. While each King has the right to select a different Knight to take over the Imperial Cities, usually Imperial Knights hold their position for life, though they have no claim to the title that can be inherited. These 16 Knights are considered of the highest Order of Knights and can all knight other knights. Over the years each of the Imperial Knights has founded a suborder of knights that are tied to the founding Imperial city, rather than to the man who was in power at the time. It has become a part of that Imperial Knight's duties to train and oversee these other Orders.
The Order of the Sun (Rotalis – Rie’sone) Like the Order of Lace, the Order of the Sun is also the personal guard of the royal family, but these are the King’s men, hand-picked fighters to live in Lieh’neh and to be on patrol and duty to defend the monarchy at the slightest notice. They are selected for their devotion, honesty, obedience, fidelity and hard-working nature.
The Order of the Sword (Kandu – Rie’sone) The Order of the Sword is the more offensive version of the Order of the Shield. Said to be the crème de la crème of the fighters in the ranks of Knights, those of the Order of the Sword are adventure seekers, fighting monsters, beasts, injustice and other sources for honour and fame. 
The Order of the Shield (Orsis – Rie’sone) The Order of the Shield is one of the oldest orders in Enverres, originally banded to defend Enverres from the assaults of the Ter’ays to the south. Since the threat of Ter’ays invasion has declined over the years, the Order of the Shield has widened their scope and now directs their efforts at protecting the country on a more political level. The Order of the Shield is sent in as ambassadors, negotiators, to defend honour of the righteous in their hour of need. They are an extremely well-trained group of fighters, versatile in many weapons and on many types of terrain.
The Order of Lace (Syndan – Rie’sone) This Order of Knights is devoted to defending the honour of ladies and maidens from the abuse and deflowering of men. They are one of the most chivalrous of all the orders and relish tales of prowess in which they rescued or defended some damsel in distress. Amusingly enough, the Knights of this Order are the most adored by the damsels they defend, and have a habit of selecting attractive, younger knights for their ranks. Etiquette and rank are important to the Order of Lace. The Order of Lace also is responsible for defending the Queen and Princesses on Enverres as their personal guards.
The Scarlet Order (Altik – Far’sone) The Scarlet Order is the national guard for the cities of Enverres, and every major city has at least one resident Scarlet Knight to defend them. There is an unspoken rule that as a Knight grows older he will be reposted to smaller and smaller hamlets where he is less and less likely to be confronted with a need to defend his citizens. Knights of the Scarlet Order are generally more sedentary than other groups, willing to settle down in one area. They also are less likely to marry than many other Knights and are required to have good leadership, public affairs and peace-keeping skills, as well as a strong sword-arm.
The Order of the Leaf (Fudom – Far’sone) The Order of the Leaf defends the forests and games lands of Enverres from poachers, bandits and vagabonds. While they occasionally clash with the Bid’hair, this Order is typically a peace-keeping group. Order of the Leaf travel in groups or Patrols of 6 to 20 knights and generally each have their own area to maintain, including any road ways, monasteries, mills or other features of the land they defend. The Order of the Leaf is the scourge of highwaymen. Though they originated in the north, there are now groups of Order of the Leaf stationed all over Enverres.

The Order of the Cowl (Obelle – Far’sone) For all matters covert or secretive, Order of the Cowl members are called in. Members of this Order are often – but not always – witches, prophets or possess unique skills. They are sworn to a life of celibacy and solitude, and cannot marry. Order of the Cowl members are mysterious, but highly intelligent, and their origins are usually wiped from the records when they join the Order of the Cowl. They serve the monarchy, though there is rumour that they have another master hidden away somewhere, though who this master is, is debatable. Some like to claim it is the old King Nestelhan who did not actually die but preserved himself using the spell of immortality created by the Northern Ancients. The origins of the Order itself are equally unknown, and no one is quite sure when they originated. Regardless, when a member of the Order of the Cowl shows up, other Knights defer to them.
The Order of the Tower (Plaush – Aran’sone) The Knights of the Tower are trained in battle magics and other casting magics. They are those who combine fighting prowess with magical aptitude. They are generally selected from upper class castes, but they are willing to take anyone who shows promise. They begin training their squires as ages as young as 7 to become full-fledged Knights when they grow old enough. The secret training practices of the Knights of the Tower are highly guarded. They are especially fond of elemental magic, spells, charms, enchantments, alchemy and Illusions.
The White Order (Feurnap – Aran’sone) Like the Grey Order, the White Order have also pledged themselves to a purpose, but for them it is to serve the gods and keep them on good terms with the Fudorian people. They are paladins of a sort, and also somewhat like clerics. They have different branches devoted to each of the 13 Gods, each with their own distinctive talismans. They are stationed in and around the monasteries, temples, churches and convents throughout Enverres and are all ecclesiastically sourced. Those who have entered into the life of monk or priest and prove to have too much “fight” in them to be a good man of the cloth is generally trained to become a Knight of the White Order.
The Order of the Troubadour (Beffair – Lath’sone) This Order of Knights have dedicated themselves to communication and spend their entire lives of service travelling around the countryside picking up information and music, culture and history and composing. In order to be accepted into the Order of the Troubadour you have to be a skilled fighter, genteel in mannerisms, charismatic, musically talented and possess a love of travel. Unlike many of the other Orders that work together as a platoon or other such group, the Knights of the Troubadour travel on their own with whatever servant or man-at-arms they wish and spend their nights wherever fate takes them. They return to Beffair or the Court of either a Duke or the King once a year. 
The Order of the Lake (Iilset – Lath’sone) The Order of the Lake, like the Order of Tears and the Order of the Cowl is secretive and mysterious in their goals. They train their members out on the island sanctuaries in the central lakes of Enverres in fighting techniques and channeling prowess. It is said that an accomplished Knight of the Lake is capable of deflecting incoming blows without lifting their weapons, of stopping an opponent in his tracks with a mere glance and are incredibly hard to kill. The Order of the Lake is the smallest Order of Knights and arguably the hardest requirements to meet. They are also sworn to celibacy, chivalry and a life of service to their King to the extent that their oath includes a line that goes “Death to my mother should she step between me and my King”. This is said to be taken from the life of Sahmoah, the Imperial Knight who initiated the Order of the Lake in 1000PT after he was forced to kill his own mother in the Battle of Heroes.
The Ochre Order (Ensha – Pah’sone) This Order is devoted to defending the Nobility and merchants of Enverres. They guard the major roads, trade routes and will hire themselves out to caravans, trade groups, banks or holding houses. The Ochre Order is a bit mercantile in nature, and their knights generally have personal interest in the goods of wealthy patrons they defend. They are sometimes accused of abusing their station to seduce young women or gamble, and there are some whose prowess in defense depends on how much they are paid. Still, Knights of the Ochre Order are only selected if they have proven themselves in battle, gladiator tournaments, or other feats of arms.
The Jet Order (Liamak – Pah’sone) Like the White Order, the Jet Order has also dedicated itself to a group of deities, but whereas the White Order serve the gods, the Jet Order placates the Demons. They practice sacrifice, casting magics, enchantments, divinations or skrying and warding, and generally like to have Prophets among their ranks. The Jet Order and White Order are bitter enemies and there have been cases where members of one or the other Order have declined appearing at a Court Summons because of the presence of the other.

The Order of the Rock (Arden – Udlao’sone) The Order of the Rock is accorded to those men who live a life of service or commit a heroic act. Unlike many other Orders that require or heavily stress high birth, the Order of the Rock is a mottled crew of ex-bandits, farmers who performed excellent military service, innocent bystanders who rose to the aid of their neighbours in times of need. The Knights of the Rock are distinguished by their altruism, courage, and defense of the weaker or less able citizens of their country. They are also known for their lack of discrimination, treating even the lowest of common prostitutes like high-born ladies of class. For this good behaviour, huge hearts, kindness and selflessness they are respected as true Knights no matter their origins. There are, however, a few of the older Orders of Knights or those that exclusively select high born members for their ranks that claim Knights of the Rock are not a “true Order”. The Order of the Rock is also the only Order that will posthumously award the title of Knight to one who might’ve deserved the rank had they lived.    
The Order of Tears (Seddsed – Udlao’sone) The Order of Tears are often considered tragic Knights, and generally fall into the ranks due to loss, tragedy, misfortune or repentance for some great crime. Many of the Order of Tears at one time had committed some crime that they are serving penance for, though this is not a requirement. All members of the Order of Tears take a voluntary vow of lifelong celibacy and a vow of silence – some even go so far as to cut out their own tongues in their oath ceremony. The Knights of Tears daily perform ablution, self-abuse or hard labour to remind themselves of their transgressions and sins. The end result is that the Knights of Tears are so removed and dead to the temptations and joys of this life that they turn their full energy and determination to any task to which they are assigned. Through their self-punishment they have come to master pain, through their penance they have come to master their emotions, and with all their ties to the world cut they have truly become fighting machines.      
 
The Grey Order (Kolsuks – Udlao’sone) This order of Knights have willingly damned themselves to embrace power enough to defend their country and people from creatures of other Realms, especially of the Realm of the Grey. In order to become a member of the Grey Order’s ranks, one must have intentionally or unintentionally slipped into another Realm. Each of the Knights of this Order are tainted or touched in someway by their experiences. They are one of the most secretive and least social of the orders of knights. Many of them have seeming physical disabilities, scarring, outlandish appearances, and all of them are said to “smell or feel wrong”. 
 
The Nak'hair'aya (Bid'hair Knights) These nomadic gypsies have been distinguished by either Bid'hair Kings or Queens are are one of the most revered and prestigious of the Bid'hair clans. Even the land-holding Fudorians recognize the rank and title of a Nak'hair'aya. It is said that to become a Nak'hair'aya, one must go into the wilderness alone for 4 cycles of the larger moon (4 months - 128 days) and during this time survive only off what falls into their path. If they come across a stream or it rains they may drink, if an animal comes across them they may catch and consume it, if fungus or plant grows up around them they may eat it. In this state of faith in the patterns of the world and semi-fasting, the Bid'hair becomes more and more in tune with the elements, nature and his or her own nature (note that this is the only order of Knights that accepts women members). During this time alone (and it varies widely on the individual), either on their second day or 120th day, they will be pulled into one of the other Realms. In this other Realm they must collect some souvineir (generally a piece of that Realm's Realm Craft) and bring it back with them to their King/Queen. To have succeeded in this task is grounds for respect alone, and the Bid'hair monarch grants them the title of Nak'hair'aya after a night of revelry welcoming the traveller back to the family. These revelries last all night into the following morning in which the new Nak'hair'aya retells their adventure, displays their new artefact, drinks, dances, sings, carouses and eventually takes any number of nubile young gypsies to bed with them.
Knights of Enverres
(Lesser Knights, Commoner Knights and Knights belonging to no Order) Any fighter who has been Knighted by another Knight (or a Duke or a King) for reasons of prowess, service or recommendation. This gives them the right and ability to fight from Arduor back in a squirmish. Note that if a non-knighted Commoner caste is attacked, legally they may either flee on arduor or dismount and fight. This also means that the Bandit Clans on Enverres (of which there are at least 6 official Clans) are also not mounted. Therefore, a Commoner Caste can rise to Knighthood, but this does not make them a Lord, they merely become the highest rank within their caste. Usually these are merely members of the standing army that can be called upon for peace keeping, law enforcement or war. But to be made a Knight requires a meeting of standards, only one of which is fighting prowess, so generally these unaligned Knights eventually are taken into one of the Orders of Knights. Occassionally, but rarely, there have been nomadic Knights who have refused to swear fealty to anyone other than their King or Duke.


Crime:
Crime in Enverres is punished by any number of methods depending on the severity of the crime and the caste to which the perpetrator belongs. Sentances are passed by the local Magistrate, highest ranking Knight, Duke or ultimately the King. There are rare occassions when a King has transgressed, and his advisor (usually his Father, most trusted Knight, cousin or ecclesiastic figure) will pronounce a sentance.
Public Castigation (Lower Nobility (in court) Commoners (in the street)) The perpetrator is publicly flogged by an authority figure (such as a spouse, parent, minister, caretaker etc.) While being beaten, their wrongs are innumerated by those harmed by their actions. This type of punishment is meant to embarass the perpetrator and make their peer groups aware of their faults so that they will be less likely to repeat their mistakes. This sort of punishment is used in response to minor thefts, perjury, slander, infidelity, or damage of property.
Whipping Paraiahs (Nobility) When the perpetrator is one of rank - generally the highest ranks of nobility or one of extremely high wealth or power - their favourite servant, mistress, lover, or favourite friend with a lower rank than themselves is whipped and/or beaten by an authority figure while the perpetrator is restrained and forced to watch. This is to show them their fault and discourage them from repeating their mistake. This is usually used as a method to straighten out unruly behaviour in those intended to fill authority positions when they mature. Rowdyness, gambling, permiscuity, public indecency and infighting with other nobles are all punished in this way.
Tekaios or Purdaios (The Box or The Pit; Commoners) The perpetrator is placed in whichever of these is available for use. The Tekaios is an iron barred cell-like box, and the Purdaios is a pit cut out of the earth that is about 8 feet deep and covered with an iron grate. The length of time left in these containers depends on the offense, in extreme cases being left to die there. While imprisoned anyone who knows of the crime can come to spit upon, urinate on, throw rotten food or manure or mud at them, and even prod them with sticks or pelt them with stones. Aside from being publicly humiliating, the perpetrated slowly starves and succumbs to illness from the elements they are exposed to and the abuse of their fellow citizens. This punishment is visited upon those who are guilty of theft, battery, murder, damage to property, neglect leading to disaster and any other number of serious crimes.
Branding (Lower Nobility and Commoners) Branding - being such a permenant punishment - is visited only on those crimes which are considered Unforgiveable. There are different letters corresponding to different crimes: K is for Kletoi or those guilty of Murder; F is for Fesdumoni or those guilty of perjury or treason leading tot he death of an innocent; S is for Serusdoi or rape resulting in death; D is for Derusvei or one Unfit to Rule and is the charge against proven cruelty or excessive abuse of power; G is for Genson or a Bandit or perpetual theif, vagabond or outlaw; N is for Nermun or a Deflowerer or Seducer in the sense of leading a maid into false hope and promising to marry them in order to seduce them and then leaving them lessened in worth. In cases where the crime is not repented the branding may be followed up with Tekaios or Purdaios. For instance, a murder we might consider mandslaughter might merely be branded and then released, whereas a coldly calculated murder would be further punished by being put into Tekaios or Purdaios.
Castration (Nobility and Commons) Castration is the punishment for discovered homosexual relationships (for women it is a cauterizing of the labia). In noble elicit relations, only the lover is castrated, whereas in Commoner relationships both partners are thus punished. There have been times and places where confidants to an elicite relationship have 'ratted' them out to officials. There is even a play that goes through phases of popularity about a pair of male lovers who were discovered and punished called "Balthieri Morahn" or the Earthquake of Hearts written by playwrite Buson Vesseri in 2678PT. Many have criticized this work as being highly symphathetic and accuse Vesseri of himself being a homosexual on the grounds that he remained unmarried. Still, this crime is one that is often happily ignored so long as it doesn't interfere with other's lives or become publicly known.
Cutting out the Tongue (Commoners) This is the punishment for chronic slander, verbal treachery or treason, perjury impeding justice, or untruthful gossiping. Note that there is an order of Monks and Nuns called The Silent Watch who have all had their tongues out. They administer penance to the condemned or dying. 
Tenumi Vaiyas (The chain of the Dog; Lower Nobility and Commoners) When one has betrayed his master to grave offence, and especially when the exact offense is not wished to be made public, the perpetrator may be dragged through the streets (or at court for higher ranking perpetrators), in a dog collar and chain to teach him/her the meaning of obedience and to humiliate them. This is often the offence for finding an underling in relations with one's wife or daughter without proclaiming that one's own wife had been unfaithful or one's daughter is now deflowered.  
Jail (Nobility, Commoners and foreigners) When a sentance or judgment has not yet or cannot (in the case of Kings, sacred ecclesiastics or foreign ambassadors)  be passed, the perpetrator is left in the jail cells until a decision is reached. The Royal Cells (a practise picked-up and mimicked by the Dukes) is 1 cell in the jailhouse in Lieh'neh always kept free and called The King's Chamber (or the Duke's Chamber) to remind the ruler of generosity, honesty, fairness and benevolence of rule. The practise started in 1714PT when the Knight's Council jailed King Leonand for grotesque abuse of power in the form of rape of several ladies of court (a few of whom were wives of gentlemen of court), unreasonable taxation, excessive banquets that drained the treasury and larders both, refusal to hear any matter brought to him by Knights or Magnates and physical heavy-handedness with all his men and servants.  

Trade:
Enverres is a rich trade partner, and has almost exclusive supplies of wood which are prised and utilized by all nations of the west. They also have a fair crop of grains, root vegetalbes, leafy vegetables, fruit orchards and game meat (land and fowl). Their fishing is ample in the seasons of spring and summer, but mostly in freshwater river and lake breeds, rather than the salty deep sea fishes. Their wools and cottons are of good quality, though this trade is really only between them and the Koholeans as the Ter'ays find them too hot to wear. They have a limited amount of stone and ore, but primarily import these from Val Nyes, Teridi Koholo and Briandyna. They also do a fair trade in breeding livestock and steeds. 
Where Enverres really makes its mark in trade is in policy and organization. The Merchant's Road, which starts in Ter'ays and runs through western Enverres to Teridi Koholo. The maintenance of this road is organized by the Fudorians, and while the funds for repairs in Koholean and Ter'ays portions of the road are paid for by their Merchant's guilds, the organization of the labour forces is done by the Fudorians. The Fudorians also police the Road with their Knights to ensure the safety of the merchants transporting goods, and therefore it has become a popular road for lone travellers as they are less likely to be molested by bandits, rapists and other outlaws.   

International Relations:
Enverres is the unofficial leader of the Western nations. Culturally they are the most influential to all the other nations, and due to their prosperity and central location they maintain peace and co-operation among the other nations of the West. When the East made official contact, the Fudorians received them, and negotionated teaties with the ambassadors of the East. Since that time, the Fudorians have communciated with the other Western nations and represented their interests to the Blue Ship ambassadors every year since. As the Fudorians have dealth with them honestly, and kept the needs and demands of the other nations clear, there has never been much opposition to them filling this role.  
Fudorians ~ Briandynians: The Briandynians have always held a fascination for the Fudorians, partly because they are so much shorter lived than Briandynians, but also because of the other Western Races they are the most similar to Briandynians. Briandynians often seduce Fudorians and hold them as temporary lovers, and occassionally Agrimon come of these pairings, though if it is a Fudorian mother adn Briandynian father, the chance of maternal mortality is about 40%. In politics they deal with the Fudorians with polite dismissal; in person, Briandynians tend to treat the Fudorians as simpler, lesser or inferior. They regard them as one would a favoured pet, rather than as an equal.  
Fudorians ~ Ter'ays: The Ter'ays consider the Fudorian males their equals, but treat their women as harshly as they treat their own females. In trade, policy, military and academic grounds they confer with the Fudorians frequently. They also have learned to come to the Fudorians when they have an issue with one of the other nations to avoid outright warfare with the Koholeans or Briandynians. They have no qualms about enslaving Fudorians in their own lands, and often try to convert Fudorians to their faith. Agrimon of Ter'ays and Fudorian parentage are common enough, but are still shunned in Ter'ays. While they are accepted as commoners or servants in Enverres, they are no better than slaves in Ter'ays.
Fudorians ~ Koholeans: The Koholeans and the Fudorians have a similar relationship as do the Ter'ays and the Fudorians. The Koholeans consider the Fudorians equals, and exalt their women who often don't know quite how to take their preferences. Occassionally Agrimon arise between these two races, but they are shunned in both cultures as they do not have the strengths of either race, but possess weaknesses from both. The Koholeans rarely confer with the Fudorians on policy of military means, but often refer to them for scholastic, educational or cultural influences.  
Fudorians ~ Val Nyes: The Val Nyes are more likely to deal with the Fudorians in an optimistic and friendly manner if the Val Nyes are the visitor. They tend to be a bit resentful of any of the Big People coming into their tunnels and clogging up the flow of traffic with their bulk. Still, in goods and trade, the Val Nyes and the Fudorians see eye to eye. The Fudorian are the normal means of introduction for the distant Val Nyes with the markets of the world, and the Val Nyes deal fairly with them in policy to maintain this good trade relationship. They think the Fudorians are gangly and funny looking, but in a kind and patronizing way. There are almost never Agrimon between these two races, and when they do arise, they are considered freaks.


Economy:

The Fudorians use a monetary system of coinage. There are three groupings of coins: Teh'lon, Oh'lon and Ma'lon.

History:

The Fudorians

The Fudorians are perhaps the easiest race on Ul-Zaorith to identify with as a human. The Fudorians physically function and appear the most similar to us, and despite the fact that they did not evolve from apes, are the least strange. Fudorians technically developed from a series of crossbreeding between Suoro and Speritanians with a lot of Tirivahni thrown in. As it is known in modern times that any Agrimon (or crossbreed) is sterile and cannot breed, it is believed that interaction and interference from the Northern Ancients enabled the fertility for species mingling to happen. That said, there are other schools of thought that believe that in the ancient past the species were younger and more able to crossbreed and that such possibilities faded from the species as they became more distanced from their ancestors in time. There has been no conclusive proof that shows either of these hypotheses to be more correct. 
Fudorians live similar age ranges as humans, hitting puberty between 12-15 years of age, and dying at 50-60 years of age for women or 60-70 years for men.   


Appearance:
Fudorians are very similar in shape to a human being, with the same rounded ears, straight teeth, proportions and physical differences between males and females of the species. Their hair can be any human shade of blond, brown, black, or orange. Their eyes can be any human shade of hazel, brown, grey or blue. Their skin is generally fair - but more olive-hued than pink-hued - like the mediterranean tone of human complexion. They can have freckles or birthmarks, though these are usually considered flaws rather than beautiful. The men grow to be between 5'11" to 6'3", and the women to 5'6" to 5'8". The women are generally physically weaker than their male counterparts, but part of this is due to lack of training and effort in physical efforts than due to racial incapacity. While a range of ectomorph, mesomorph, endomorph is natural in Fudorian people, they often need to guard against obesity as they grow older or wealthier and begin eating fattier, richer foods. 
In terms of body hair, there is quite a range, from the smooth hairless dandies to the nearly woollen rugged manly types. Hairlessness of body is prized in females, but such efforts of shaving are not done, as any attention to bared skin is considered the lot of a prostitute. For dark-haired ladies with an unfortunate amount of body hair, they sometimes will bleech the arm or facial hair with citrus juices to try to lighten the appearance of the hair. For men, fashion has rotated between the appeal of a nicely trimmed full beard, to shaped facial hair like sideburns and goatees, to the cleanly shaved jaw throughout the ages. While women typically leave their hair long, only trimming it to keep it healthy, men have ranged between hair to the shoulders, long but bound, or cropped shorter in various styles as fashions have changed. Typically letting one's hair grow too long is considered womanly in any age of fashion, however.   

Fashion:
There are a few articles of clothing that have transcended through the ages that can be called uniquely Fudorian, though their form and function has changed somewhat. For men the Broonay is probably the mark of change in fashion, as it has taken many forms throughout the ages. It is a padded vest-like garment that usually is cut to not meet over the chest but to he held in place by belt, clasps, cloak pins etc. Usually the length of a broonay reaches mid-thigh or longer, though whether they are fitted or square-cut, patterened or rough fabrics, plated with metal or padded with down and quilted has been a contension of tailors and designers. For women the Kalan is equally inseperable from a lady's wardrobe. The Kalan is an oval-shaped head-covering. It curves over the head from the top of one ear to the top of the other ear, with the front peak and back peak generally stiffened and sticking out from the head. Through the ages, Kalans have been pinned on over loose hair, pinned into elaborate braids or buns of tightly upswept hair, folded down at the back or decorated with trains, trails of ribbons, fresh or cloth flowers, pearls and gems, embroidery, feathers, appliques and cuttings, laces and knotwork. There was even a brief period of fashion where the Kalan was pinned over a length of veil-like organza so that the lady was shrouded in a mysterious layer of fabric that shielded her details from onlookers. These made functioning rather difficult and their popularity was short lived.
Aside from these key articles, there are certain standards. Men generally wear pants and boots, a jerkin or chemise of some sort, a cloak/cape/mantle depending on caste, a belt with pouch and dagger and any other tools he might need. Women wear dresses or skirts and blouses depending on caste, usually with a combination of under- and oversleeves, a waistband or corset, bloomers, leggings, shoes or boots, capelets or overskirts. For women gloves and mantles are only worn for travel. Usually embroidery, decoration, cardweave trims, finer woven fabrics (like imported Ter'ays worm silk and painted organza/linen and muslims or Briandynian pearl silk, metallic brocades, taffeta jaquards and double-dyed organza or Koholean loomweave wools, felted trims, woven cord and tassels, beaded cottons and furs) are reserved fort he higher castes of society, with certain fashions being illegal for use by any other than the elite of society.     
 

Culture:
Fudorian culture should be prefaced by a distinction of social castes. Fudorian society is separated into the Nobility Castes and the Commoner Castes as follows:
Nobility Castes~
         Royalty Caste: Including the King, followed by the Queen, Dukes and Bid'hair Kings; followed by the Princes, Duchesses, Bid'hair Queens and Princesses; followed by the Princesses, the Duke's children, the Bid'hair princes.
         Council Caste: Including the Viscounts (those under the Dukes, either by martial effort or relation), Knights of one of the Orders, Nak'hair'aya (Bid'hair who have been distinguished by the Bid'hair Kings); followed by the Viscountesses, Knights, and children of the Nak'hair'aya.
         Noble Society Caste: The Caste that separates the elite nobility from the commoners, including the Aristocrats, the Appointed Nobility and the Noble Office.
         Aristocrat Caste: Including the Counts (either under the Dukes or the King), the Earls (those who have been granted land through martial prowess), the Bid'hair Lords (relatives of the Bid'hair nobility, such as cousins and siblings. Family is very important to them); followed by the Countesses and their children, and the Bid'hair Ladies and their children. There is no female equivalent of Earls, nor is their title hereditary.
         Appointed Nobility Caste: These Castes can be awarded and passed down hereditarily and includes Barons (land holders appointed some responsiblity by Dukes or Kings), Lords (the relatives or decendents of relatives of nobility or royalty), Bid'hair Nabobs; followed by Baronesses, the Ladies of court and Bid'hair Sages. 
         Noble Office Caste: These Castes can be awarded by not passed down hereditarily, and are purely a matter of personal merit and not birth or nepotism. They include Magnates and Magistrates of cities and guilds, Squires and royal pages of the nobility, and Bid'hair Heralds who are considered the official messengers between the other castes as well as between Fudorian Nobility and Bid'hair nobility.
Commoner Castes~
         The Prosperous Commons: Includes those who have become either from hard work or from hereditary reasons as wealthy as nobility, but are not high of birth. Occassionally a daughter of a Prosperous commons Caste might be selected to marry into a Noblilty family. Most of the Ecclesiastic world is considered Prosperous Commons, as well as merchants, priests, learned men of any field of science, medicine, history, theory etc, doctors, magic users including alchemists, sages, prophets, mages etc.  
         The Labouring Commons: Includes those who are a contributing member of society - recognized as required, but not special or privileged as individuals. This makes up the majority of the population, such as craftspeople, tradesmen, teachers, students, the middle class, independant farmers, fishers, hunters, scientists and healers. Occassionally and extremely skilled and admired tradesmen might be "purchased" by a noble to become his personal workingman. While socially this lifts his status, it also puts him in the hands of the fortune and fate of his lord like those of the Serfdom Caste.
         The Serfdom Commons: Includes anyone who lives and works on a landowner's territory or resources. These are men and women who have no individual skills, and can do nothing but bend their backs for their bread. They are taken on as the serfs of their lord's lands, and perform whatever tasks and services are required, including maintenance of grounds, farming, raising and culling game, serving in castles and manor houses, as mistresses or prositutes for a noble's men etc. The majority of the men of the Serfdom Caste are trained as soldiers and make up the bulk of a noble's footsoldiers which can be lent out or sent into battle when required. The Serfdom Commons are usually used as scapegoats and whipping boys, and have the fewest personal rights of all of Fudorian society, but they are cared for and fed, and given a safe place to live and raise their families. While they cannot speak out against their master, it is generally not thought well of to treat ones own serfs poorly, and if it is observed by another Noble of equal or greater rank, comment can be made in social courts and reprimand can be made by a noble's knight, duke or king.   

Sexuality:

In Fudorian culture men are expected to find women attractive, and to care for those that mother their children. Women's attraction to their mates is not required, but is considered a "sweetness of life". The percentage of heterosexual relationships is about 84-88%. Homosexuality, though it does occassionally occur is generally not spoken of or acknowledged. The concept is considered a Briandynian condition, and in more ignorant or prejudiced circles those who show homosexual inclinatinos are considered to have some Briandynian in their ancestry somewhere - though this is completely untrue. When homosexual relations do occur, they are kept largely secret, and there is often an element of danger involved that if revealed can lead to puplic beatings, castration or seizure of their property or business. While not common, the only time homosexuality is fully ignored and covered up is when it arises in the royal family. Generally a King is forgiven his transgression so long as he breeds with a consort-wife.

Marriage:
Marriage is considered an alliegance between families as well as an effort to produce heirs. The male courts the lady he's interested in, and gains permission from her father. While there are no actual dowries, if the maiden is of a wealthy family, whatever allowence she enjoys will continue with her when she marries under her father's approval. If she tries to marry without his approval, this allowence will be cut off. So, indirectly, a man can marry into a wealthy family, and enjoy his wife's riches, though the chances of a father approving of a mate for his daughter poorer than her or lower in Caste is almost unheard of. Daughters can be one of the only stepping stones to lift one's social status. For ladies of status - that is anyone in a Nobility Caste - the mother of an eligible daughter is charged with scouting out information about prospective matches or suitors to determine the best match. 
When a suitable match has been decided upon, the marriage ceremony is performed. Family and friends are invited to bear witness and bring well wishes on the special day, and the father of the bride and the father of the groom come together to form alliegance. The bride and groom join hands and the parents wind their clasped hand together with braided cord/ribbon, turning the couple from east to south to west to north. The father of the groom embraces his son, and then his new daughter-in-law. The father of the bride embraces his daughter and then his new son-in-law, and then the two fathers embrace. The new couple then procedes to walk through an archway hung with fresh flowers of the season, and once through they are considered married. Usually gifts of food or hand-made gifts are presented to the new couple, and from father to father. There are some superstitions about marriages, such as that if the ribbon binding the couple snags on something during the ceremony, they are in for a tumultuous marriage, or that if the ribbon between them some how unknots or falls off during the ceremony, they will be separated in an untimely fashion by death. A flower falling from the arch before the couple passes through is said to signify that they will have a male child first, and after they pass means a female child first. There are a number more that could a fill a book on their own, such as in the women's handbook "The Considerations of Marriage" written by Tenoum Berath in 203PT.  

Family Units:
Family units in Enverres consist of a father, mother, and children under the age of 21. The fate of the elderly depends on the Caste to which they belong. In Nobility Castes, the elderly are cared for by their faithful servants unto death, in less financially priviledged families, they will be cared for by family, either siblings, unmarried children or Ecclesiastic institutions like convents or monasteries. While in poorer families, the elderly can't afford servants to care for them when they are no longer working, or in the rare cares where they outlive their children, the elderly are sometimes taken in by other families as servants or as tenants if they have any usable skills like mending, gardening or cooking. Generally Fudorians don't live long enough to become completely infirm. If terminally ill, doctors will often euthanize so as to save some face and lessen the burden on the remaining family.
Once a child hits 21 he or she is expected to leave the home. For men by this time they are expected to have a career of their own and move out into their master's house or live in their shop until they have the money or need for space (such as due to a family) to require a separate house. For women if they have not been betrothed or selected for marriage by the age of 21, they will generally work as a servant or assistant or live in a convent until they marry. If their parents become ill and they are unmarried, they will sometimes return home to care for them. 
Children are usually born solitary, but twins and triplets are not too uncommon. As children can be conceived at any time of year, and the gestation period takes 10 months (or one year), it is possible for a woman of childbearing age to have a great number of children in her lifetime. While in the Serfdom Commons the number of children is high due to high mortality rates, in the Labouring Commons and Prosperous Commons the number of children is generally dictated by how much help is required around the business or home or how many one family can afford to feed and clothe. In the Nobility, these numbers are further dictated by whether or not a noble requires a male heir, or how large an allowance they wish to allot to their offspring.
 In recent history, since the trades of the Blue Ship, Suoro contraceptives have made it more conceivable for a Fudorian family to choose the size of their family and to protect against bastard children or unwanted children. There is some caution tot he use of such chemicals. As they were initially crafted by Suoro for Suoro, and althrough there are some craftspeople who specifically craft them for Fudorian physiology, there is still a danger that one may be purchasing or utilizing a contraceptive not specific for their race which can result in birth defects, permanent sterility, painful miscarriges and illness or infection.  
  
Coming of Age:
The growth of Fudorians is broken up into four stages, similar to human standards: child, adolescent, adult and elder. A male is considered a child from age 0 to 16, from 17 to 21 he is considered an adolescent during which he is meant to select and train an apprenticeship. From 21 to 59 he is termed an adult and is meant to have learned some trade by which he can begin to support himself. From 60 onward, a male is considered an elder, and is no longer expected to work, and will sometimes be care for by his remaining family or community. A female is considered a child from age 0 to 13 as this is usually when a girl's menstruation begins, from 14 to 21 she is considered to be becoming a woman. During this time, she learns social arts of dance, conversation, housecrafts, mothering, and takes suitors for possible marriage. From 21 - 49 she is considered an adult, as this is usually the upper range of her fertility. Everything after that is considered an elder as she no longer serves a perpose for her own accord, and any time she has left is to be devoted to those around her, whether via a convent, in service, or in helping educate girls in their adolescent stage.
  
Death:
 
Death is something considered as tragic when it arrives in any stage of life other than Elder. The death of a child is especially jarring, and whole families will go into mourning over the "loss of a young spirit". It is not uncommon for women to die in childbirth, though the frequency of this has been allayed by magic and medicine in the Castes who can afford it in recent history. 
In the event of a death of a loved one or an important member of society, women will wear veils and men will wear hoods/hats/cowls for the appropriate period of mourning after the body has been interred in the earth. This period of time varies depending on the station of the deceased, the manner of death, the relation to the deceased the mourner holds and even the time of year in which they died. These stipulations are all measured by a member of the ecclesiastic community and the actual period of mourning is prescribed, with longer sentances of mourning being applied to those who died young, or tragically, or who were very close to the mourner - such as a spouse or child. Historically the longest recorded period of mourning was in 1388PT when the King Antair (afterwards known as King Antair the accursed) and his entire family - Queen Lemene, Prince Mester, Princess Namene and Prince Sorus II all died in a terrible fire that ravaged the royal palace in Lieh'neh. The priests decreed that the entire nation should mourn for 19 months, and the throne sat empty for all this time until King Bendout was selected to succeed King Antair.
   

Education:
Public schoolhouses are offered throughout the country in any city that has a large enough population to warrant one. The teachers are appointed from the Labouring Commons or Ecclesiastic community of the Prosperous Commons. Both boys and girls are allowed to attend school with their parent's permission. While a few cannot attend because they are too badly needed by their small families at home, the schoolhouses are paid for by the Magnate of their province by untaxable allottment from the King. At school, children are taught of history, their neighbouring countries, arithmetic, simple botany, anatomy and biology, to read and write, first aid etc. In some places where schoolhouses are large enough to contain multiple classes, sometimes additional studies are taught so that boys can learn skills more specific to their future careers, or girls may learn housecrafts or etiquette for marriage. A student is allowed to attend school from the age of 6 to the age of 17, but need not attend for the entirity of this span. Schoolhouses also only run in the 2nd and 3rd season, leaving those who help with crops or crafts time to devote to their families, and prevent those who have longer to travel to reach the schoolhouse the necessity of travelling in the harsher months of the year. Past the age of 17 school can be attended for Continuing Studies, where the youth is specifically studying a topic that will directly pertain to their chosen adult career. These students study with a particular sage or master, and is an acceptable alternative to an apprenticeship for tradesmen. 
Curiously enough, unmarried women are allowed to teach, assuming they have taken Continuing Studies or trained in a monastery or convent.


Language:
As briefly mentioned in the introductory notes, the language of the Fudorian people is called Common, (translated: Nevordis) as it was the commonly spoken dialect between the Bid'hair gypsies and the provincial kings prior to the Fudorian Unification. Currently there are slang dialects specific to the Serfdom Commons, the Labouring Commons, the Prosperous Commons, and the Nobility Castes respectively. There is also an "accented Common" spoken exclusively by the Bid'hair which is harder to understand by the common Fudorian. But while there are these dialects, they differ msotly in formality and grammatical structure, rather than in word content, though there are certainly prophanities and slang terms that would not be acceptable in higher society. 
Common utilizes a similar alphabet system to English as follows:
A - 'aa' sound like 'apple', not 'ah' like 'father'. When combined with other vowels makes an 'ay' like 'hay'.
B - 'b' like 'ball'.
D - 'd' like 'dad'.
E - 'eh' like 'set'. When combined with A makes an 'ay' like hay, when combined with I makes 'eye'.
F - 'f' like 'fish'.
G - 'g' like 'game'. Never 'gem'.
H - 'h' like 'house'. When placed after a vowel, shifts the emphasis of sound to that syllable.
I - 'ih' like 'lick'. When with E or A makes 'eye'. With O or U remains separate in sound, as in 'oh-ee' or 'oo-ee'.
J - 'j' like 'jam'.
K - 'k' like 'kick'.
L - 'l' like 'lamb'.
M - 'm' lime 'mama'.
N - 'n' like 'noun'.
O - 'oh' like 'open'. Not 'often'.
P - 'p' like 'pat'.
R - 'r' like 'round', never trilled like in Italian or Scottish.
S - 's' like 'sample'. Not 'thesbian'.
T - 't' like 'triangle'.
U - 'uh' like 'up', only 'oo' when combined with another vowel.
V - 'v' like 'virgin'.
W - 'w' like 'won'.
Y - 'yuh' like 'yes' when preceding a vowel, 'eeyuh' when acting as a vowel.
Z - 'z' like 'zebra'.

While not letters in and of themselves, the following sound combinations should be covered:
SH - 'sh' like 'shame'.
TH - 'th' like 'thought', never 'than'.
CH - 'ch' like 'chalk'.
PH - 'pf' like Japanese 'taifun'
KH - a rough 'k' like found in Yiddish or Scottish, as in the Scottish exclamation of "ach!" 

Common is not a difficult language to learn in pronunciation, but it has many contradictory rules that it developed from its hybridization of Suoro, Speritanian and Tirivahni dielcts, with more than a little Ancient thrown in. Similarily to how Englsih can be extremely difficult to learn as a second language, Common holds similar problems. 

Naming is done in two parts, the Family name, which precedes, and is inherited from the father's lineage, and the given name which follows. Generally given names are two to three syllables, with the first syllable holding the force of the name. In Royalty it is acceptable to name a royal Prince or Princess after an ancestor, in which case their name is modified with an identifying number, such as King Jeddah III etc. Also, certains names go through phases of popularity, where many will name their child with a certain famous name. Examples of famous or popular names are for Boys: Sasharr, Tashkelt, Tiernon, Tabastus, Jeddah, Syrya, Sashen, Esbard. For girls: Amila, Phehn, Andara, Baessel, Myrna, Merris, Hammiah, Moslyn, Riga.     

Cuisine:
Fudorian cuisine has a lot of influence from traditional Speritanian, Tirivahni and Suoro cuisines, combining the light and delicate pastries of Suoro deserts with the rich, creamy, heavy sauces of the Speritanian entreés, with the baked and stuffed breads and roasted meats of Tirivahni cooking.
The focus for Fudorian food is that it be hot and hearty, centering around a hearty main dish, and smaller, simpler dishes on the side that compliment it, usually with a beverage and chased with a sweet desert. They usually prefer pepper and salt with flavour from onion, leeks or shallots or naturally occuring frrom the ingredients themselves rather than adding too much external seasoning. When they do, it is local garden herbs as rather than imported spices. The flavour is generally salty, with a bit of tang of citrus or bitterness of certain root vegetables or peppery spice, but not usually overly strong in any particular flavour. Their deserts do tend to be very buttery, rich and sweet. 
Roasted meat, including fowl, game meat or fish (in certain areas) ususally makes up the bulk of the meal, whether prepared stuffed in bread, or done as a hunk of meat that is served with supporting root vegetables, baked in pies, served in casseroles or with sauces. Vegetables are usually pan roasted with the meat, or mashed into sauces or thick stews. 
One of the few things unique to Fudorian culture is their drinking of fedrin herb in a drink called Dohra. A combination of powdered grain, raw eggs, bitter fedrin leaf and luke warm water equals this muddy officious drink that is used by the Labouring and Serfdom Commons in the morning to start the day. Usually consumed instead of breakfast, the grain and egg protein starts them off and the acrid digestive tonic and cleansing properties of fedrin start them off to a good day and stimulates awakeness similar to caffeine. While some profess to enjoy the drink, most of the higher castes instead drink imported teas instead as a more "civilized" alternative.  

Comparative Statistics:
Intelligence: 9/16.
 Fudorian intelligence is comaprable to human intelligence in how they learn, how quickly they can pick up new information and how well they can reason. Fudorians tend to be marginally more versatile and retain more information than humans do, with less repetition and less effort. Because of this, Fudorians have been remarkable in that they are extremely well-rounded. Any Fudorian, if given the chance and the exposure to information or instruction can learn anything. Their whole principle of the Coming of age, during which a young man learns a trade is generally encouraged to be something that the town lacks or is in need of, and whole groups of families may band together to help send the lad off to the nearest master to study such things so that he can return home and offer his new skills to the town. In other senses, with their combination of middle-line skills, and their social popularity and peacefulness, Fudorians are given ample opportunity as a race to explore, create, study, learn, communicate and express themselves. Their emphasis on law, justice, balance and harmony are markers of their intelligent nature. While they are not as proficient in any one area as any other race, they are one of the most well-balanced and have no exploitative weaknesses.
Wisdom: 13/16. In Fudorians their wisdom is something that is easy to underestimate, because like all species, they have their dimmer members who make poor choices when left tot heir own devices. As a group however, Fudorians show a remarkable ability to set aside differences to make peace, letting go of greivances for the greater good, listening to good advice and taking it when it is suitable to do so. Because of this they have maintained dominance in the west, not through conflict of arms but through diplomacy and good trade treaties. In emotions, Fudorians have the same range of emotion and similar reactions to them as humans, though because of their heightened awareness of their own emotional selves they tend to show more compassion or empathy to their fellow creatures - both other races and other animals. They tend to like to keep domestic pets and grow very attached to them, considering them members of the family, and mourning them deeply when they pass.
Agility: 8/16. Fudorians are completely on par with Humans, including in their reaction-time, dexterity, multitasking and raw speed. Fudorians have an almost identicle muscular structure as a human being, and share the same range of flexibility, snap, focus and control. Obviously, if they train up their agility, a Fudorian can be as competant as a professional athlete of the human world or as bendy as a circus contortionist. On the other hand, they are equally prone to stiffening up and slowing down in their Elder years.
Strength: 9/16. Only marginally stronger than humans, likely from their Speritanian heritage, Fudorians are a tad more resistant to self injury when heavy lifting than humans, though their bearable weights and carryable weights are similar to a humans, though on average a little stronger. While their musculature isn't much different, their bone structure is slightly different in the support of their joints, and can diffuse concentrated weight better.
Resistance: 12/16. Fudorians are rather more resistant than humans from physical trauma. While their resistance against toxins, disease, poison and parasites is not that much better than a human's at innate levels, the fudorians are very able to build up resistances and tolerances to many substances if they train for it or are given non-life threatening exposure sporadically while growing up. In the sense of physical trauma - breaking bones, bruising and injury to structure or musculature - Fudorians prove more resistant to actually developing these sorts of trauma. Partly due to thicker-walled capillaries leading to less bruising, it also means that blood vessels remain intact in times of danger or injury to better supply the affected area with needed minerals and nutrients for healing. Their bones, as stated earlier, are a bit different than human bones and are less prone to breaking or fracturing. Under great sources of strain, damage to sharp, piercing or bladed implements, they have no higher resistance, and are still suceptible to many diseases, especially if innoculation or antidotes are not administered in a timely fashion.
Recovery: 8/16. Fudorians are exactly on par with human beings, so that if young and injured or sick they bounce back quite well and heal fully. As they grow older however, their body systems do not work as efficiently or as completely, and they become more and more prone to scarring, improperly set bones or knitted flesh, and can suffer from the after effects of illness or injury quite painfully, especially if subjected to or attempting to challenge magic. Many also claim to feel the weather changes in old wounds.  
NMP: 4/6. Fudorians are perhaps not as innately talented int he arts of weaving magic, and often would never know how to if they did not receive instruction or begin at a young age. Generally, if a Fudorian begins instruction in magics as a child he or she can become quite prodigial for their species. The longer a fudorian waits to begin learning magic, the harder it can be for them to grasp the concepts or really excell at it. However, whatever they learn they tend to cast with great skill, and their abilities to Channel or counter magic are very good. They often learn non-casting cost magics with the greatest of ease, such as Metaphysics or Fortune Telling. They can weild and bear enchanted weapons and artefacts with no ill affects typically longer than your average race.

The Old Gods
The Fudorians - like all the Western Races - worship the Northern Ancients, whom they call the Gods. For simplicities sake, the names of the Gods used below are their native Ancient names, and not the Common-translated names which can be found on the Ancient Lands page.
For the Fudorians, any excuse is a good excuse to have a festival or other celebration, so they have dedicated days, festivals, holidays and carnivals to celebrate all 13 gods. For them, the Gods have an order of heirarchy, as below:
 

Larix: God King and God of Law and Morality.
Malus: God of the Wilds and Animals. (For the Fudorians, a God of the Hunt)
Aspen: Goddess of the Seasons and Time.
Ramosus: God of Protection and Strength.
Hetre: Goddess of the Home and Family.
Cerato: God of Travel and Luck. (Patron God of Thieves)
Noyer: Goddess of Scribes and Propserity.
Juglans: God of War and Strategy.
Clemetite: Goddess of Healing and Medicine.
Chene: God of Oracles and Prophecy.
Vitellia: Goddess of Enchantment and Magic.
Robur: God of Love and Lust.
Olea: Goddess of Music and Dance.

In the Year:
(Winter)
Vashan: Council of Juglans (3rd-4th, Sacred to Juglans), Festival of Light (18th-19th, Sacred to Aspen).
Muutel: Scribe's Day (12th, Noyer's Sacred Day).
Anish: Day of the Oracles (1st, Chene's Sacred Day), Days of Fasting (28th-36th, Sacred to Larix).
(Spring)
Torez: Dance of the Flowers (7th-9th, Sacred to Aspen), The Magic Nights (20th-24th, Sacred to Vitellia).
Fasadahn: Hetre's Day (23rd, Sacred to Hetre).
(Summer)
Sidellian: Carnival of the Sun (1st-9th, Sacred to Aspen), The Ribbon Dances (30th-34th, Sacred to Olea).
Nuagon: The Listing Time (19th-22nd, Sacred to Cerato), Days of the Hunt (8th-9th, 26th-27th).
Dezelahn: The Nights of Robur (13th-16th, Sacred to Robur), Days of the Hunt (8th-9th, 26th-27th).
(Autumn)
Yielish: Dance of the Harvest (7th-9th, Sacred to Aspen), Feast of Ramosus (10th, Sacred to Ramosus).
Katalahn: Death of the Year (36th, Sacred to Clemetite).

Holidays:
Council of Juglans (Vashan 3rd-4th, Sacred to Juglans) ~ This holiday is not one of festivity and joy, but rather a day when political/patriarchy/hierarchical meetings are held. It being Vashan, the first month of the year and the beginning of 1st Season (winter), The Council of Juglans is a time of planning for the year to come. Initially started by King Jeddah I in order to plan tactics for the following year in a newly united Enverres with 5 new Dukes to contend with and opposing forces pressing in on the borders. Juglans, being the God of strategy and War, it was only right to invoke his guidance and patronage. It is understandable then, that the greatest pomp and religious attention is followed in times of war or adversity, where in years of calm or prosperity, many of the more supersticious customs have been over the years minimized to mere vestiges of their original intricacy. The modern Council of Juglans has grown to encompass promotions (both socially and within the military), exchanges of news or information, political marriages, writing of new treaties, evaluation of policies, and a general review of the previous year economically, environmentally and through reference to recent and current almanacs. All of these things help to shape the form of the year to come, and in these ways, the strategies of Juglans very much maintain importance. On the days of the Council of Juglans, all those in a position of power begin the day at day break with long prayers to Juglans, similar to their swearing in of office oaths, which they either perform in front of their subordinates or in unison with others of their group (such as Knights or Guild Members). These prayers mostly revolve around ensuring another auspicious year, or castigations to end a year of misfortune. The crowning ceremonies of new Kings are held on this day (whenever the situation permits it, such as in the case of abdication by the previous monarch). For the rest of the population, it is a day of contemplation, a chance to clean up the loose ends or debris of the previous year while the country sets its affairs in order. The commoners make pilgrammages to the closest Piilar of Juglans - which are statues set up with regular intervals throughout the country as meeting places for conscripted forces in times of war. At the Piilars of Juglans, the people make wishes or prayers to Juglans for the year ahead. Normal work that does not pertain to planning or government is postponed for these two days. 
 
Festival of Light (Vashan 18th-19th, Sacred to Aspen)~ The Festival of Light is possibly the oldest celebration in the world, being practised in some form in every country in the world. For Fudorians, it is a reminder of light in the darkest months of the year. Every individual lights a candle or oil wicke and sets it into a lantern, often home made. As dusk begins to fall on the 18th, the people move in a parade from their homes, through the city streets to the central square, ending at the Magnate's (or Magistrate's) house or office where a tripod bier has been set up. The bier is lit when the sun fully sets and the lanterns are placed around the bier and left burning until the conclusion of the festival on the following evening. The people sing and dance, or perform poetry, with musicians, tumblers and merchants of ale, knick-knacks, baubles, and fortune tellers set up with brightly adorned stalls all around the central square. Throughout the evening the people mingle, and give suggestions to the Magnate for their choices for King and Queen of Light. At the end of the evening, as dawn begins to break, the Magnate selects one individual to represent King of Light, and a lady for Queen of Light. They are crowned with a glittering circlet and share a dance for the people. Then, when the sun rises, they all disperse to their homes, where fires are kept burning in the hearth all night long. The following evening, when the people assemble, the King and Queen of light are set up on make-shift thrones in front of the bier and hold Court of Light, where people come forward with their supplications (often comical) for the King and Queen to solve. The solutions are usually humourous but can sometimes be heartfelt or reconciliatory. These sorts of requests and boon granting go on throughout the night, and at midnight, the King and Queen of Light set off fireworks. Afterwards, drinks and small gifts are given out to the people, and music and fortune tellers mingle throughout the revel until dawn, when all the revelers collect their lanterns and return home.

Scribe's Day (Muutel 12th, Noyer's Sacred Day) ~ Scribe's Day is a national holiday of inventory for treasuries, book keeping, inventory counts and account balancing. Everyone has the day off from work to get their books in order, pay up any debts left outstanding, evaluate the last year of business or spending, and invest whatever they can into savings or business ventures. This day is dreaded by many, especially those owing taxes, fees for memberships to Guilds or organizations or with debts outstanding. In the scummy parts of Enverres this is a big day for gambling, when people try to double or nothing their debts through games of chips, cards, racing or betting competition. Those of professions focussing on accounts keeping, banking, independant business men or treasurers for organizations of individual estates celebrate upon completeing their books with a donation of Gold to the House of Noyer in the nearest major city. In recent years these donations have gone to charity or public projects.

Day of the Oracles (Anish 1st, Chene's Sacred Day) ~ While Scribe's Day sets things in financial order and Juglans' Day sets things in political and planning order, the Day of the Oracle confers with the esteemed fortune tellers, prophets, oracles and diviners of the area to predict the qualities and fortune of the coming year - including auspicious dates, warning visions, prphetic dream imagery to be aware of and other guiding principles. While the Oracles predict, the common folk make donations or acts of kindness towards the poor, charities, hospitals, orphanages, schoolhouses or the like. While businesses are legally allowed to remain closed, they may chose to remain open at large discounts or if they offer some services for free. On this day it is customary to have one's fortune read, and depending on the type of fortune telling, the results are either ceremoniously burnt, bound to "Dream Kites" or kept by the recipient.

Days of Fasting (Anish 28th-36th, Sacred to Larix) ~ The Days of Fasting are a week long fast in dedication to Larix at the end of winter that leads into the first Ami'ah. It marks the end of th hardships of winter, and purges the body of salted, cured foods from the winter months of storage to prepare the body for the fresh greens and fruits of spring. During the Days of Fasting, only water and Dohraa may be drank and yuutka root chewed (but not swallowed). Prayer to Larix, meditation, ample rest and careful tending to any injuries mark this holiday.

Dance of the Flowers (Torez 7th-9th, Sacred to Aspen) ~ Called by its Ancient name of Sy'wehn'ri, the Dance of the Flowers is a choreographed dance planned and practised for public performance. In this dance, the youths and children of a city are chosen to perform in the central square; they act out weaving a large flower garland with the fresh blooming flowers of the area. When the wreath is completed it is danced to the fountain of central square/magnate's door/symbolic statue/oldest tree (whichever is most prominant in a city). Then the rest of the citizens join in the dance. Minstrels play a combination of strings, woodwinds and tamborines, shops stay open all night with sales and gifts, taverns serve ale and mead to anyone who can pay - even those underage. This is also an unofficial celebration of young lovers and many engagements are settled on or before this dance.

The Magic Nights (Torez 20th-24th, Sacred to Vitellia) ~ A celebration of Vitellia, on the Magic Nights, women, men and children separate into their own groups. The women go out into the woodlans or to the nearest river or lake; the men go out into the fields, roadsides, rocks (mountains/cliffs/beaches); the children (up to the age of 17) go to the gardens, temples, fountains or churches. The activities practised in these places differ on the group, but ritual libation is practised by all. The practises used by each group are never spoken of, but taught by action from older members to younger. In some practises nude dancing or swimming, or ablution is required, in others bonfires are stoked, in each case chanting, channelling and the casting of magic is performed en masse. Will, community and co-operation is ammassed - sometimes to awe-inspiring effects.

Hetre's Day (Fasadahn 23rd, Sacred to Hetre) ~ Also known as Family's Day, Hetre's Day celebrates children, families, mothers and midwives. Celebrations and performances are put on in central squares, town halls, local theatres and serenades in the streets for the benefit of the "innocents" of society. Usually performances are an "Augir" or moral story. Puppetry, masked acting, operettas and character dance are popular choices for performances. All actors or performers in these celebrations are put on by the men. The children and women most enjoy seeing the men in roles of women, especially in comedies of comedy or errors.

Carnival of the Sun (Sidellian 1st-9th, Sacred to Aspen) ~ The Summer Carnival is one of games, pursuits, betting, carousing and goofing around. Costumes, perfumes and masks are worn to disguise the participants, with the culmination of the festival ending in a mutual unmasking of the revelry partners one made throughout the event. It is a joyous celebration, one of making new friends, doing anonymous good deeds, mending fueds and experiencing the joy of life. Fireworks are used by the larger cities or wealthier magnates at the beginning and end of the festivites. Generally carousing starts at noon and goes until dawn, and the people sleep in through the morning to get up at noon and continue their fun. While many make their own costumes, there are some tailors or artists who prepare a batch of various costumes, masks and other decorations for the occassion. The city is generally decked out with flowers, cloth drapes, flags and banners. At night candles, magical lights and lamps are used to keep the city light with colour and light. Travelling palanquins move about the city to take revelers from one place to another, or to allow them a place to sleep - but keep in mind, during the nights of the Carnival of the Sun, you cannot request a direction for your palanquin to go!

The Ribbon Dances (Sidellian 30th-34th, Sacred to Olea) ~ Possibly inspired by or evolved from the Tirivahni Sun Dance, this series of feast courts is a spectacle of the nobles that has been taken up by the prosperous commons. Celebrating Olea officially (whereas the Spring and Autumn dances are the commoner's offering to Olea), the Ribbon Dances are a bit of a competition of beauty, skill, grace and charm of the eligible maids of court (or the prosperous commons). All those desirables ready for marriage perform a piece of art - either song, poetry, dance or acting performance to display one's talent, beauty (and beautiful dresses). The most eligible bachelors have cut ribbons with some token attached representing their household. They then fasten their ribbon to the token representing the competing maid that most pleased them. This enables fathers and mothers to make the best possible matches for their daughters while maintaining honour for both the maids and the luckless seeking lords. During the competition the hosting nobles invite many guests to their household. By custom the host cannot have a daughter competing that year to ensure fairness of judging.

The Listing Time (Nuagon 19th-22nd, Sacred to Cerato) ~ The Listing Time is when people can vote for a prisoner to be absolved of their crime. While there are petitions, advertisements and begging pleads by the families of some committed, the end decision is selected by the local Duke/King/Magistrate/Magnate. Usually absolvements are granted towards those sentanced to death. While this is the most formal part of the Listing Time, it is unofficially expected that people will overlook fueds and prejudices - having dinner with their enemies, forgiving adulterers, giving trysters privacy, not reporting lesser crimes like slander and minor theft (such as by urchins) etc. The Listing Time is also the unofficial holiday of the Bandit Lords, when they generally come to town en masse (albeit peacefully) to carouse, drink and sup with the common people without fear of arrest. Debts are overlooked on this day and purchases are tax-exempt.  

Days of the Hunt (Nuagon and Dezelahn 8th-9th & 26th-27th) ~ Rather than a holiday or festival, these are the days of the summer months when hunting is auspicious under the guide and watch of Malus. Groups will go out on these days to hunt the bounty of game, fowl and fish. While normally only registered hunters and nobility are allowed to hunt on owned land and in public parks, on the Days of the Hunt any man (or even woman) may lawfully take mark. Beacause of this, there are often tournaments of skill for archery, dog hunting, falconing and arduor-back hunting done on these days. Usually there are prizes put up by the owners of the hunting grounds. Of course, the lands on which the best prizes are caught is generally considered the bountiful of the lands for the season.

The Nights of Robur (Dezelahn 13th-16th, Sacred to Robur) ~ The Nights of Robur have been prohibited in certain areas during certain time periods, and is thought to be one of the oldest (and therefore most hethen) of Fudorian customs, likely dating to the Bid'hair legend Swift-Twirler. The Nights of Robur are all about seduction, pleasure, love, lust and passion. While the brothels have their fair share of business on this holiday, it is more prominantly a time for illegal love to be hidden under the Veil of the Love God. Infidelities otherwise unable to be consummated, socially unacceptable loves (such as between castes), homosexual or fetishist loves are allowed and unspoken of. Like a form of confession, any activity enjoyed or pursued on these nights is untouchable by law and cannot be used to reprimand one for a crime. It is said to get all impossible passions out of one's system so that best behaviour can be expected the rest of the year. Likewise any illegitimate children conceived on the Nights of Robur are legally considered those of the husband (or parents if unmarried) of the mother and cannot be disowned on the grounds of illegitimacy.

Dance of the Harvest (Yielish 7th-9th, Sacred to Aspen) ~ A mirror image of the dance of the flowers, this festival celebrates the harvest of crops and storage preparations for the coming winter. Preserves, pies, salted fishes and meats, fermented vegetables, beer/ale/mead and wine are all being made and consumed. Many villages have eating competitions for quantity or quality of best dishes. Offerings and libations are given to the Gods more at this time of year than any other, with donations of food given also to orphanages, hospitals, widows/widowers and the elderly who can no longer produce their own. The dances performed in the Dance of the Flowers is mimicked, but garlands are made instead of coloured leaves, berries, briar branches and vines. These are crowned on anything living - steeds, trees, garden arboughs, even family members in blessing. Unlike the Dance of the Flowers which initiates the festival, the Dance of the Harvest culminates the festivites by chosing from among the crown the Autumn King and Autumn Queen, who are the winners of the best crafted food and beverages.

Feast of Ramosus (Yielish 10th, Sacred to Ramosus) ~ The Feast of Ramosus is one of the msot superstitious of Fudorian customs, and involves 14 individuals selected from the populous to don the ceremonial costumes representing each of the 13 Demons (or sins) and Ramosus, the God of Protection. The Demons represent: Revenge, Cruelty, Deceit, Weakness, Self-Pity, Anarchy, Fear, Corruption, Murder, Brudges, Arrogance, Madness and Listlessness. Each of these 'Demons' casts illusions at the one representing 'Ramosus', who cunningly dispells them one after another for the people watching. All the while, as Ramosus pushes the Demons back and defends the feast table. Each time a Demon is defeated, Ramosus unmasks him or her to reveal the mortal now freed from his or her sins and seats them at his table. When all of the 'Demons' have been vanquished, the 'God' sits down at the head of the table to sup, and the entire city feasts together. In larger towns or serfdoms even the lowest of the low is ivited to eat and protected from harm under the protection of Ramosus.

Death of the Year (Katalahn 36th, Sacred to Clemetite) ~
The ceremony of Clemetite, this ceremony has origins in ancient funeral practises, but it took on a new meaning during the plagues. Clemetite, Goddess of Healing and Medicine, is said to be a frugal Goddess, and not all merit her care - thereby explaining why some die despite mortal care. More than just a festival of health and sickness, it has come to symbolize the death of an era, the end of the year, the passing of life etc. During the holiday, which is new year's eve, no alcohol or drug is to be consumed and food is restricted to bread and water. No music is to be played and no children are to play outdoors. All people are to stay inside and all animals stabled. Then all unmarried/widowed women of the town dress in long white mourning shrouds and walk the streets, sweeping away the old year and all its sadness and misfortune. By midnight, the 'crones' have all gathered at the centre fountain/square where they pray with dirges sacred to Clemetite. The citizens leave coins (i for each member of their family) on their doorsteps before the end of the dirge, and the 'crones' collect them as they retrace their steps disappearing before dawn. The number of crones depends on the size of the city, and those cities with multiple districts may have one team of crones for each district as the crones need to be able to make their entire journey in the span of nighttime.

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Do not use or replicate without express written permission.