For articles that talk about Adylheim as a whole.

Fauna of Adylheim

fauna

The majority of normal animals according to biotype can be found in Adylheim. Large predators are kept down through hunting, though wolves and other similar animals are known to attack humans. Animals are hunted to add meat to the diet, but the main diet of the fiefdoms is based around wheat.

The Moonspiders

Moonspiders are delicate, silvery white creatures that come out and sing whenever the moon appears. They are given to lulling people into sleep with their song before covering them with their webs and dragging them down to their lair.

Caladrius

The Caladrius is a rare species of white birds. Their plumage, when it is burned and the resulting smoke inhaled, can cure any disease.

Social Classes of Adylheim

social class

Adylheim has no equality principle, there is nothing saying that all are born equal or that everyone has equal rights. Rights are handed out on a basis of status in society; a noble killing a freeman will be dealt with differently than a freeman killing a noble. The women of Adylheim are usually treated as equal to, but different from the men. While most options are theoretically open to them, women are rarely found in jobs which require brawn such as blacksmithing. Though there are all female military corps, they are usually the exception, not the rule. Women still enjoy a great deal of freedom and are not so much restrained from entering these roles as one might expect.

Classes in Society

The Rulers: Rulers are those people placed at the top of society. Their might and their rights depend on the exact fiefdom.

The Aristocracy: The aristocracy are often divided into two groups; the sword nobles and the sceptre nobles. The sword nobles became nobles mainly through military service and fighting and are often found serving in armies and groups of similar function. Sceptre nobles are descendants of functionaries and rich noblemen who have bought their nobility either through lengthy servitude as officials or simply with money in times of need.

Languages of Adylheim

languages

High Aramic

The most spoken language in the Mainlands is Aramic. The language is usually divided into two dialects, Vulgar or Low Aramic and High Aramic. Both are mutually understandable but High Aramic uses a more intricate system of clauses and genders than Low Aramic. High Aramic is usually spoken by nobles and is the primary written language of the courts of the Mainlands.

Low Aramic

Low Aramic is the most common dialect and it has a number of different names. Some call it Vulgar Aramic, others Low Aramic, and some even call it Tradespeak, or simply Trade. It is spoken by most inhabitants of the Mainlands and is frequently used as a language for traders. Almost all business taking place in the Mainlands uses Low Aramic. Speaking the language in certain circles may be frowned upon due to its common nature.

Calendar of Adylheim

calendar

The calendar of Adylheim consists of 12 months to every year. Each month takes up a total of 35 days. There are 5 weeks to every month and thus 7 days to the week. There are also four seasons; winter, spring, summer and autumn. Finally, timekeeping in Adylheim is also split into eras. Eras are a much more subtle concept than a year or a season and are not determined by anything as simple as the passing of time. Eras are often guided by the hands of prophecy, with each era taking on one of the five elements. Eras have no specific length but end when the spirit which gives it power has been exhausted.

The Days

Spirit’s Day - Spirit’s Day is generally a good day to do anything involving emotions and proposals. Feuds and all manner of similar endeavours should be started on this day.

Earth’s Day - Earth’s Day is a good day to harvest and gather things which grow in the earth. Building and constructing should also be started on this day.

Armies of Adylheim

armies

Until the inevitable decline following their Pyrrhic victory against the Cosmarchy of the Naga, the armies of the Arameian Empire were both famed and feared for their discipline and ruthlessness in their service to their Emperor. The reforms of a half-dozen emperors during the birth pangs of the Empire crafted the disparate populace of Aram and the conquered territories into a single, well-organized and well-drilled fighting force. Against the scattered tribes and barbarians, the disciplined ranks of spear, sword, and shield could crush and grind their enemies to pulp even if their leaders failed to gain supremacy by maneuver and clever feints. Ultimately, however, the cost of maintaining an immense central army (and without the additional conquest to secure plunder) was the downfall of the Arameian Empire. Discipline and maneuvers faded; the soldiers becoming little more than ill-paid shadows of the warriors who’d cut an empire from the chaos of the outlands. When the Empire began splintering into the seven kingdoms, the soldiers either threw in their lot with the local nobles or marched with the increasingly weak minded Emperors on vain attempts to reunite the empire.

Most noblemen nowadays maintain a collection of men-at-arms and knights to guard their fortresses and lands during times of peace. During times of war, they are compelled to raise armies from their serfs to support their lieges in battle. The quality of these soldiers varies greatly from one fief to the next and even more over the seven kingdoms. The northern kingdoms, for example, are known to consider war merely another tool of politics and constantly skirmish with their neighbors. No firstborn worth his armor receives his own fief without proving himself brave, cunning, and lucky on the field of battle. His house guards are frequently veteran retainers who’ve fought with their families for generation after generation. The southern fiefs, in contrast, are far more rich and peaceful owing to plentiful land for agriculture. They alone maintain a standing kingdom-wide army in the tradition of the old Empire, the troops usually drawn from amongst their most loyal supporters.

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