Textext

imageBases:
  - path: _admin/Assets/Mappi-Ferwethi_placeholder_roads.png
markers: _admin/Assets/Mappi-Ferwethi_placeholder_roads.json
markerLayers:
  - Default
minZoom: 0.25
maxZoom: 8
wrap: false
responsive: false
width: 698px
height: 478px
resizable: false
resizeHandle: native
render: dom
id: map-mkbn6pba

Ferweth

Ferweth is a large but sparsely populated region to the north of Canath and Galae, today considered part of Iduria, mostly consisting of various unfriendly terrains and climates like mountains, thick forests and barely traversable marshes. It is famously a gloomy region that has since time immemorial been haunted by various monsters and myths. An important founding story of Ferweth is how the Saint of Silver Jonathan drove off the ferocious Wolf named Wolf that roamed and ruled the lands before. The region was also said to be layered in an even worse darkness before it was illuminated by Saint Ima.

For more in Ferweth, see ferweth

Culture

Ferwethi culture is enveloped in its status as the “region ruled by monsters and myth.” The Fog of Ferweth, both connected and conflated with the World Fleece, is also central to Ferwethi life. The phenomenon of Incursions is feared.

While Ferweth adopted Titan Worship from Canathi influence, like most regions it melded with older traditions and put its own twist on things. In Ferweth, the importance of Saints are elevated. These are holy men and warriors, whom usually serve a deity in a way befitting of their ideals and goals, as great inspirations to the rest of the populace. Some few saints are independent of any specific Titans. Most uniquely however, in Ferweth Saints are commonly canonised as Saints long before their deaths, and are as such worshipped in their lifetimes, which is extremely rare and considered uncouth in most other regions. This is done because the Saints are often the chief warriors keeping dangerous monsters at bay from the vulnerable populace, whom trust they gain the both physical and divine protection and blessing of the Saint and their Titan in return for the worship.

Saints, while a form of demi-deity, are still mortal and eventually pass away. Upon their deaths or disappearances, it is customary to construct a Tomb Shrine to a Saint somewhere befitting of their origin and history. These tomb shrines are not just a place to potentially story the body and its relics, but also to seal their most important secrets. These secrets are meant only to be known to the most worthy and loyal of the Saint and Titan’s followers, and guarded against outsiders.

Here’s a list of Titans known to be worshipped in Ferweth, their Saints, and places they have followers (if applicable):

Some have taken to doing the opposite however, seeing the Saints as too distant and the monsters as too strong, instead giving worship and offerings to the monsters themselves. Shrines dedicated to bribing monsters from attacking one’s home, or even one’s village, can be found in semi-hidden spots around Ferweth.

The possibility of reaching living Sainthood “merely” for defeating some monsters has lured many an overconfident adventurer to the lands of Ferweth - usually leading to their swift and horrific defeat at the hands of monsters on their home turf. The heads, gear and banners of such adventurers are often placed on pikes or other visible spots as warnings.

RarityAncestries
CommonHuman, Shoony, Gnome
UncommonBeastkin
RareVanara

The Shoony people are uniquely tied to Ferweth, and are said to “come out of the fog.” Gnomes, in some oral and written traditions considered tied to stories, are more prevalent in Ferweth than any other region. Beastkin too in their many forms can be found across Ferweth, many potentially the results of the various monsters of Ferweth leaving their mark on the ‘civilised’ population. A couple of Vanara settlements cultivating their Qi and art can also be found, whom favour Ferweth for the plentiful possibilities to settle in isolated places. Most of these are closed-off communities as is their tradition, though some few have left and taken to living amongst the other ancestries.

Ferwethi merchants and travellers, as well as some village elders dependent on trade, speak the Idurian language. The capital of Longdawn, and its immediate neighbours’ courts, largely speaks the Languages language, which is considered a much finer version of the related common folk Whetish language used across much of the rest of Ferweth. Some claim the Ylfi language is related to or influenced by the Shoony Language, which is also prevalent due to their presence. Gnomish and Vanara languages also exist.

Longdawn, a cathedral-city full of clergymen, also has a relatively large presence of speakers of Empyrean, the language used in the upper hierarchy of Titan churches, as well as some speaking the Requian language used to speak to undead souls in the River of Death. In addition, a smattering of necromancers and undead-hunters also “speak” (or at least understand) Necril.

Geography

The largest and safest settlements of Ferweth all find themselves on its northern edge. The capital, Longdawn, sits safely in a corner far away from any potential rivals and as such as long served as the sovereign of the Ferwethi polities. The Ferwethi heartland around Longdawn is traditionally reached with the northern road, roughly following a bit inlands of the northern coast. Starting in the Galaen Borderlands, it connects to a couple of smaller settlements like the coastal Piketown and forested Cocatun. More importantly however, it passes through the Rabarb and its iconic bridge, necessary to cross the turbulent river.

Starting at the eastern edge of the coastal road and going west, Ferweth can be divided into:

  • Blissmarch, containing the borderlands with Galae.
  • Rabarbmarch, starting at the river with Rabarb.
  • Blightmarch and Shademarch, one towards the coast and one further inland.
  • Dawnmarch, the ‘heartland’ centred on Longdawn occupying the northwestern edge of Ferweth.

The north of Ferweth is often considered the safest, but that doesn’t mean the coastal waters themselves are. The ocean of Ferweth is actually largely avoided due to a mix of actually difficult navigation, the ebb and flow of the Fog, and the prevalence of myths and monsters living under the surface or in coastal caves. Very few dare to sail to Longdawn unless it absolutely has to be done, and even then it is only done by those well-funded, well-paid and well-equipped. Most normal sailing stops at Piketown, which connects to the Northern Road through Cocatun, though a few risk-willing merchants dare to venture to Rabarb.

A number of isolated and secretive settlements exist in Ferweth, including some Crusader Sects. These include Northpoint, and formerly, Veridica.

The nomadic settlement of Vanderkact geographically exists more in Galae, wandering the northern edge of the Red Desert, though are culturally of Ferweth. Their small size and distance from Longdawn means they’re essentially self-governing, however.

This Galae-facing part of Ferweth is also known to be subject to both Blood Storms and Blood Rain.

An alternate route is the Long Road, which may have a longer history than the more efficient northern road (for uncertain reasons). It has at times been necessary to use when the Northern Road is closed off. The Long Road can be said to begin in the Galaen Borderlands leading up the the town of Twinberry hanging over the Canathi Twinvale. From here it passes across the sparse and cold Ferwethi Mountain Plateau, including passing by Grænehul. This part of the route ends at Spireview, which is known for, on particularly fog-less days, having a gorgeous view that stretches across Gourdvil, and some say even Longdawn down the road.

Beyond the areas of Ferweth under the cultural, linguistic and political power of Longdawn, further inland, are both a variety of monsters but also certain tribes that seemingly have accommodated to living in the harshest of lands. These lands are sometimes called “Far Ferweth,” though this is likely an exonym its inhabitants wouldn’t like. There is little friendly contact with these peoples, though they have proven more violent against Canathis visiting from their side than from the occasional encounters with Ferwethis.

The exception is the Western coast of Ferweth, in which some fighting over land has taken place - with the soldiers from Longdawn successful in claiming lands for a new settlement. Homrodeus is one such settlement. Outside of this, some consider there to be a sort of unspoken understanding of an alliance against the monsters that predate the lands between Ferwethis and Far Ferwethis - and indeed, the few positive interactions that have been recorded are events in which people from both sides had to impromptu team up against a dangerous foe.

The closed-off Vanara communities might have closer ties to these peoples, but this is unknown to outsiders.

History

Due to Ferweth’s terrain, the location of its most valuable and capital area safely far away, and it’s lacking interest or capability to create an empire stretching much further, Ferweth has largely stayed uninvolved with the other regions. While there have been conflicts with outsiders on a few occasions, these have largely consisted of marches, stand-offs and sometimes sieges, rarely engaging in much battlefield combat. The strong fortifications and creative defensive mechanisms of Ferwethi settlements, spurred by the prevalence of monsters, may have contributed to its safety against invaders.


Notes

The initial stated inspiration for Ferweth was a gloomy gothic British vibe, with the furthest inlands being more akin to the Celtic and pre-Britonic tribes. I extended the term to “Anglo” to allow for some American inspiration for Lucky’s benefit, but this should remain minimal still. Another source of inspiration I believe is good to mix in is that of Ethiopia, Abyssinia, the Aksumite Empire; which were also Christian (I know you like to draw in Christian icons and symbolism). -Ilija

Link to original