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The Red Isles Culture

Feb 19, 2016
The Red Isles Culture
  • The Red Isles Culture

    Part of The Red Isles.

    What is now a fully-fledged culture began as a group of priests and their followers who left the Republic centuries ago. They saw the leaders becoming too worldly, lustful and magic-obsessed and it troubled them greatly.

    Their exodus was triggered by the “divine visions” of Livia – a gifted, young initiate of the Mother, turned prophetess. She revealed to the people of Denastra that humans had strayed too far from the teachings of the Magister and the gods; that the only way to achieve grace in the next world was by living virtuously in this mortal life. She also claimed that one of her visions came directly from the Mother; telling her of a promised land beyond the seas in the West: where the very lifeblood of the world would provide in abundance, to true believers.

    Ridiculed by many, the impassioned Livia and her priestly collaborators eventually stirred a great throng of devotees to follow her in a great journey to the Western shores. There were many trials and hardships along the way, including attacks by the unbelieving elves known as Feralian. At last, they reached the great port of Almitra and set out with only their faith, and the visions of Livia to guide their great ships.

    Once landed, Livia and her followers set about establishing their Utopia: a Mother-centric society of the Faithful, administered by elected, elders; free (as possible) from the corrupt abuses of class, greed, lust and sorcery.

    You can read more of this in the Story of Livia in the Tales of the Alliance.

    In the years after the founding of the nation, the Liviate denomination and its zealous adherents went on to colonise and “cleanse” the other islands in the archipelago of savage natives and fell lizards, pressing ever forward with the vision of a moral and obedient society. Eventually, the region was united under one Faith, with no heretics, elves or spellcasters to stop rational progress.

    After the upheaval of the Great Cataclysm, the chosen Elders, known and feared as “The Widowed Assembly”, watch over The Red Isles from The Mother’s Keep at Deliverance; keeping stern eyes upon an ever-advancing population. For with new technologies, come new rivalries and threats.


    Daily Life in The Red Isles(top)


    Whilst the ports and cities of The Red Isles are bustling, advanced settlements, most Islanders live in small towns and villages. Each place has their own festivals, brews and customs, but the majority are centred around the local temple(s) and gathering hall where the local council of Elders meet and hear disputes. Different towns and villages may have their own style of dress, but this is usually conservative, neat and not too revealing, so as to allow the goodly folk to go about their lives and worship without too much distraction or risk of overfriendliness. With moral matters, The Priesthood are usually upheld as role models of decency, guiding their congregations to better living.

    Farming(top)


    The hot climate and monsoon season in The Red Isles is conducive to the farming of livestock. Large, well-groomed dogs guard these herds from the black jackal, or the predations of sea lizards on the coasts. Some say that these hounds were originally bred from wolves, due to their large, pointed appearance – but no one can deny their loyalty or effectiveness.

    Mining(top)


    The large island of Sylvana is best known for mining operations; the Iron Hills are home to whole towns of prospectors and engineers, who fuel the efforts and development of the University halls of New Denestra. Other places where mining is prolific include Skrael Island, the gold seams of Lizard Island, and the hazardous Scatter, where few dare sail.

    Fishing(top)


    It may be smelly, wet and lack the image of the dignified farmer or technical miner, but there are good opportunities for fishermen in The Red Isles. Visitors to the Isles can find a bounteous haul from the deeps, including tuna, crab, seal and mussels. Some would question them for their over-adherence to the lesser marine cults of Sina & Cosinon, minor deities of The Divine Assembly. Nevertheless, the prow-shrines do little to upset the balance of life on land – so the Mother’s Keep leave them to their strange, harmless decorations.

    Rationality(top)


    For everything that is not the preserve of the temples, there is Rationality. This logical approach to daily life eschews superstition and emotion in the face of sensible, thought-out reason to overcome challenges. A common maxim in the workshops of New Denestra is “no problem cannot be overcome by rational study”. Such a philosophy has served the folk of The Red Isles well. Where other nations have accepted the old methods as tradition, the Islanders have developed new mechanics and equipment to further their godly cause. Visitors to The Red Isles will usually marvel at how clean the streets are, and how well-organised their agricultural and industrial practices are – all thanks to the utilitarian, rational way of life that is upheld as an example to all.

    Customs(top)


    There are many traditions, customs and festivals that mark the life-cycle of an Islander. Here are a few of them...

    Birth(top)


    As with most human peoples, the Islanders see each new arrival into the world with joy and celebration. Assuming that the baby reaches two years of age, then it receives a first name and its mother’s family name, in a song-filled ceremony called “the Giving”. Givings are often accompanied by dances and images depicting the Father gifting the new soul to the Mother.

    Greeting The Sea(top)


    At 16, an Islander comes of age in the eyes of the Law. They are required by their local temple to journey to the nearest coast and “greet the sea”, by swimming or bathing in it – whatever the weather. This symbolises the gratitude of all Islanders to the gods for being delivered unto their homeland; for the ocean ward bounty that was shown to the Prophetess in their flight from decadence and depravity. Once the young woman or man has sworn to uphold the worship of the gods then they are welcomed by a priest or priestess as a true son or daughter of Livia.

    The Weaving (Marriage)(top)


    When two Islanders wish to settle-in with each other, the Law states that they must marry within nine moons. This allows both parties to save for the great ceremony and to (hopefully) give enough time to convince the family Elders concerned that it is a good idea. In a service that lasts for several hours, the new husband & wife, wife & wife, or husband & husband are finally deemed wed when a lock of hair has been cut from their heads and woven together in a knot, before being commended unto a fire in the name of the Father – this symbolises the union of the two souls unto death.

    In larger or coastal settlements it is not unheard of for an Islander to marry a foreigner, but only on the insistence that it be a proper, Liviate weaving ceremony.

    Passing (Death)(top)


    In the eyes of the folk of The Red Isles, dying is the final and most mysterious blessing of the gods. The soul is returned to the Father to judge its eternal fate; the body is given back to the Mother, with mortal remains. This is usually done at sea, or in family plots further inland, to let the earth reclaim its rightful reward. There is much praying, countless dirge-toasting to the different memories of the passed, and a burnt offering of food in thanks to the gods for sending another life to carry out the great works of the faithful upon The Red Isles.

    The Liviate Way(top)


    The great sigil of The Red Isles is their distinctive monoglyph, or “Sign of Faith”, supposedly designed by the visionary Livia herself. It is a simple design, made up of different symbols that represent the three principle gods, and the sea that all Islanders came from. It is found stamped on exports, in evangelical material and sometimes branded or tattooed on to the skin. Outside of the archipelago, the Sign of Faith is known and respected/feared throughout the remaining human nations as a mark of the Islanders’ proud denomination.

    TheRedIslesCulture2.jpg

    The seal is full of symbolism and every Islander is schooled in the meaning of each part of the sigil:


    The Large "M" represents the pillars of the Magister (the teachings upon which all faith was founded)

    The Small "m" symbolises the embrace of the Mother (who supports all life on her shoulders and protects us in this world)

    The Sharp "W" reminds us of the talons of the Warrior (who takes the fight to the Abyss and deals retribution to all enemies of the Gods)

    The Flame is representative of the ever-burning Fire of the Father(who secures our souls until they are ready for his judgement in Afterworld)

    The 3 Lines are the bounty of the great seas (upon which we live and through which we found Deliverance). It is also explained as meaning the three levels of personal identity on The Red Isles: Island; Community; Home.

    The monoglyph as a whole is intended to resemble an island/cliffs rising out of the sea; a literal representation.


    Tenets of the Faith(top)


    The tenets of Faith in the Liviate way are in many respects similar to those practiced by the orthodox priesthood, but with a few additional, or strongly emphasised beliefs. Some of these are:

    • ‘Kings and queens bleed the same as farmers and whores’ – All sons and daughters of Livia are equal. Class is not a rational concept: rank is earned and no man, woman or child should over-benefit from the fortune of Birth. As such, there shall be no “knights” or titles without first earning them through hard work. Wealth must be shared among one’s living group.
    • The words and teachings of the Prophetess Livia are inviolate and pure.
    • As per the teachings of the Magister, Elves are inherently untrustworthy. The Red Isles must be kept elf-free, with the aim of an elf-free world someday.
    • Magery and the schemes of sorcerers are inherently wrong. Magic that taps the soul may not be cast as spells, nor shall any woman or man be allowed to willingly allow magical taint to enter their body.
    • Trust in the Mother – for she is bounteous and ever merciful. This world is her gift: it must be farmed, fished and mined at every opportunity for the greatest industrial gain. This way, there shall be prosperity that all Faithful might share in.
    • The first worldly allegiance is to one’s community, for the good of all the gods.
    • That which is not an elf or demon-touched is capable of service and purpose in the great works of the Faith. Thus, every man, woman and their beasts can serve a greater purpose.
    • A single word of true faith is more valuable than the wealthiest temple. This means that books, scriptural decoration and prayers will always be more important than statues, pageantry and gold.
    • That which continually defies the goodness of this world must burn in the fires of the next.
    • Any member of the Faithful can be forgiven – but not always without punishment and disciplining first.

    The power of prayer(top)


    Islanders belief in the power of prayer over other forms of worship. Incense, costume and theatrics may have their part to play in worship, but the impassioned exhortations to the gods come first, along with glorious song that rejoices in thanks for the goodness of faith.

    The Merciful(top)


    Although there is no central organisation of the Temples as in Theocracy lands, the regulation of the faith and moral behaviour is undertaken by a special order of priestly law-enforcers, known as The Merciful. These stern patrols are charged with apprehending and reforming particularly disobedient or wayward souls. Thieves, smugglers, adulterers and the indolent can all find themselves under the stern attention of one of these rigid disciplinarians, for in The Red Isles, laziness is literally a crime.

    Whilst being under the care of the Merciful used to involve working long hours in mills or fields, the war has provided a new use for the unruly. Condemned prisoners from The Red Isles can now expect to be “encouraged” by the Merciful to join penal units and fight in the conflict against the Great Enemy. To serve, each recusant is either given a special mission, or set a target number of “enemies of The Faith” to dispatch. Only once this quota has been met might the recusant be granted a pardon by the Widowed Assembly (dependent on the severity of their crimes, of course).

    "It’s easier to fry an egg on the back of a wave-snake than to make a ‘Widowed crack a smile...” – Lyrical evidence given to the Elder-tribunal on Jan Schulp, illegal bard of Hound’s Reach."

    The Widowed Assembly(top)


    Although not priests in their own right, they are the elected representatives of each village, or district of a larger settlement. As such, they wield enormous social and legal power, acting as the de-facto rulers of The Red Isles from the Mother’s Keep in Deliverance. The rules for eligibility are simple: they may be male or female, but must have been widowed; seen two-score seasons and be of sound mind and piety. Each one lives and works in the Mother’s Keep for nine years, unless they pass first. With no remaining spouse to tie them to a higher calling, few of the Widowed ever complain of their station. Those that question or break the rules are removed to The Forgiver, where they quickly see the error of dissenting.

    Islander views on the gods(top)


    The Mother(top)


    The primary deity of the Isles, the Mother, is the goddess of the natural world, who looks after our fortunes and protects us from worldly harm. It is she who makes the crops grow, the animals prosper and the shoals multiply. For a people who see themselves as sensible and rational folk, this is important in supporting the manifest destiny of the pious. Worship of the Mother also holds a special place in the hearts of all folk on The Red Isles, as Livia herself was dedicated to the Mother, and the first followers, gathered outside a High Temple dedicated to her glory. Fortuitous or miraculous occurrences are often ascribed to her judgement – which the temple-goers look to The Priesthood to interpret. A favourite Islander dedication to the Mother is: “Trust in what is and that which must be.”

    The Father(top)


    Although worship of the Mother is more prevalent and well-known by outsiders, there is a strong priesthood who oversee worship of the Father, specialising in officiating Givings and Passings. The Temple of the Unconquerable Sun in Skrael Island is perhaps the largest, and is built in imitation of the Eternal Flame of the Father on the mainland. Such fire temples usually have closer ties to The Theocracy, and have a more traditional outlook on the Faith. This has led to numerous run-ins with the Ebonites, who see them as too decadent, soft or old-fashioned. Visitors from other nations to The Red Isles will often lodge in a temple to the Father, as it the closest thing to home in an otherwise unfamiliar land.

    The Warrior(top)


    Worship of the Warrior, who fights against demons and the enemies of the Faith, has always been popular in The Red Isles. From the first settlers, who battled heathen savages and great beasts to tame the promised homeland of the new communities, to the new fight against the Orc menace, there is always an opponent of the Widowed Assembly who must be defeated. As strange happenings and tales of demonic possession and elvish black magic sweep the mainland, many worried folk gather in Deliverance to hear the impassioned and combative orations of preachers dedicated to the Warrior. This god is particularly popular with the naval and military forces of The Red Isles, who enjoy the doctrines of such a confrontational deity. There are also notable sects of Warrior-centric worshippers, particularly in the central island of Starhaven. These include the sorcerer hunters of the Congregation of The Frozen Stars, and the Gryphon’s Talons Sisterhood, who specialise in researching new forms of herbalism to fight disease and blight.

    Differences of belief(top)


    On the mainland, The Grand Circle of Faith acknowledge and permit the Liviate denomination and its interpretation of religion – if for nothing else, than the fact that it makes their own practices look more friendly and relaxed. Some Liviate temples are permitted in Theocracy lands and the Kingdom of Elland, but the general policy from Sarqand is to let the followers of the Prophetess keep to themselves. Up until the Great Cataclysm this worked very well, but in recent years The Theocracy have been in need of allies, both religious and military. The Widowed Assembly are no fools, and realise that there are concessions to be had on both sides of the negotiating table. There have been numerous disagreements, particularly over allegations from The Theocracy that The Red Isles are attempting to colonise the settlement of Vâlannar in the South, by sending over boatloads of “pilgrims” to the Lunar Towers...who never actually leave.

    Islander Militias and Navy(top)


    With the exception of their proselytising and strictly commercial activities, the communities of Red Isles are culturally quite isolationist. For generations, the wealth of their homeland has provided a stable existence, with little need to look back to the mainland they came from. The arrival of the Orcs and the Liches in the wake of the Cataclysm has changed this outlook somewhat, with many of the more radical Liviates calling for a holy campaign against all enemies of the Faith.

    Nevertheless, the archipelago is well-defended, both on land and at sea. After all, in a civilised, logical society, war and conflict must be prepared for, but never sought. As such, most Islanders are taught how to use the bow, crossbow or a variety of melee weapons from a young age, in case they are ever called upon by their Elders to defend what is right and rational. Some folk have more of an aptitude for such military concerns, and often end up joining their local gunners, or the navy.

    Gunners(top)


    Those born with an affinity to one of the great magicks are said to bear “The Curse”. There is no love for the wizarding arts in The Red Isles; it is forbidden to use magic in the form of cast spells. Whereas in previous generations, such unfortunates either repressed their ability or were removed from society, the invention of the mana-bullet firearm has made such “cursed folk” valuable to the Widowed Assembly. Consequently, The Red Isles have been able to revolutionise their approach in warfare, and it is rare that other lands would dare threaten them. Although there is no unified standing army, larger settlements and regions field their own regiments, who are easily distinguished by their uniform. From the distinctive, wide-brimmed hats and tall boots of the Deliverance Company, to the long, blue coats of the Guardians of Silver Sigil, each has their own style. There are often intense rivalries and shooting contests between the soldiers, which has led to sustained, disciplinary campaign against them by the Merciful. As the war rages on the mainland, squads of these elite, ranged troops are in high demand by Deliverance-approved expedition leaders, who will compensate local Elders handsomely for the services of a gunner or sniper.

    Navy(top)


    The Islander Navy enjoy a well-earned reputation as mavericks and glory-chasers, with little regard for their own safety. When dealing with particularly wayward youths, The Merciful often make a “strong suggestion” to join the Navy, although conscription is not a formal recruiting method. The chance to see new places and do battle with enemies of Deliverance are usually enough to keep the crews full, following a new plague or attack by a terror of the deep. Those who prove particularly adept on anti-piracy patrols are trained to use some of the more exotic creations of New Denestra, such as the whaling ballista, or the sea-burner pump.

    Inspiration(top)


    A fusion between the ancient Rationalism and the Persian dualism of The Theocracy; 17th Century Puritan colonists and levellers; Low-steampunk craft workshops; The Hanseatic League; Penal Battalions; Musketeers; Line-infantry.

    Inventors and academics of New Denestra: Goggles, prototypes and notebooks. For herbalists and prospectors, a catalogue of samples.

    The Merciful & Gunners: Breastplates/Long Gorgets with sashes and collars.

    Films such as Cromwell or Witchfinder-General.
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