vaelora/Setting/Realms/Mentralin/Annwyn/Annwyn.md
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[[Queen Aeryn of House Caerwyn]][[The Oathknights of Annwyn|Oathknights]][[Spirits]][[Spirits]][[Spirits]][[Spirits]][[Spirits]][[Spirits]][[The Old Song]][[Mentralin]][[Spirits]][[Spirits]][[The Old Song]][[Spirits]][[Spirits]][[Skills]][[Spirits]][[The Oathknights of Annwyn|Oathknights]][[Spirits]][[Spirits]][[Spirits]][[Spirits]][[Spirits]][[The Old Song]][[Spirits]][[The Old Song]][[Spirits]][[The Old Song]][[The Old Song]][[Spirits]][[The Old Song]][[Spirits]]![[300a8090-94e8-4f12-88e8-5904917aa17e.png|center]]
```leaflet
id: <region-id>
image: <detailed-map-image.png>
defaultZoom: <zoom-level>
```
> [!infobox|right]
> # <Realm Name>
> ![Coat of Arms](<coat-of-arms-url>)
> **Coat of Arms**: A silver stag rampant beneath a crown of five branches, set on a field of green mist.
> <table>
> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">General Information</th></tr>
> <tr><td>Leader</td><td>Queen Aeryn of House Calwain</td></tr>
> <tr><td>Demonym</td><td>Annwyner</td></tr>
> <tr><td>Population</td><td>~6 million</td></tr>
> <tr><td>Demography</td><td>Generally Tul people (70% Mentralians, 20% Anderonian)</td></tr>
> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Government</th></tr>
> <tr><td>Type</td><td>Constitutional Monarchy with a tripartite advisory council (Nobility, Ovates, Commons)</td></tr>
> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Notable People</th></tr>
> <tr><td>Notable Figures</td><td>
> - **[[Queen Aeryn of House Caerwyn|Queen Aeryn]] Calwain**: Young monarch seeking to prove her worth to the Green Man and her people.
> - **Myrddhin (in host Lira)**: Legendary spirit advisor, currently housed in a shy, brilliant teenage girl deeply in love with the queen.
> - **Duke Rowen of Caerwynd**: Military-minded noble and war hero, protective of the queen.
> - **Lady Eira of Glynmoor**: Head of the Community of Ovates, wise and sharp-tongued.
> - **Sir Caedmon of the Stagblade**: Commander of the Spiritbound Knights and bearer of the Cauldron-Shard Shield.
> - **Thane Gorric Blackwell**: Commoner-elected council member from the city of Dunwain, a populist voice.
> </td></tr>
> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Military</th></tr>
> <tr><td>Land Forces</td><td>A professional core of soldiers drawn from duchies, supported by spirit-champions and militia levies during war.</td></tr>
> <tr><td>Naval Forces</td><td>A formidable high-seas fleet based in Caerlanas, known for its sleek, spirit-carved hulls and veteran crews. Often patrols the Golden Sea and northern routes.</td></tr>
> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Important Locations</th></tr>
> <tr><td>Seat of Power</td><td>Caerlanas - a harbor city of mists, white towers, and song-filled plazas.</td></tr>
> <tr><td>Key Locations</td><td>
> - **Caerwynd**: Fortress city of the eastern marches.
> - **Glynmoor**: Highland city of scholars and ovates.
> - **Dunwain**: Industrial hub and center of commoner power.
> - **Brynmoor Keep**: Seat of House Calwain and ancestral fortress of [[Queen Aeryn of House Caerwyn|Queen Aeryn]].
> - **Avalmere**: A lakeside city where [[Spirits]] are said to walk openly.
> </td></tr>
> <tr><td>Wondrous Places</td><td>
> - **The Grove of the Green Man**: Sacred woodland where the ancient pact was forged.
> - **The Cauldron Depths**: A natural sinkhole said to be the mouth of Annwyn's spirit-veil.
> - **The Mistpatch**: Fog-shrouded strait between Annwyn and [[Mentralin]].
> </td></tr>
> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Infrastructure & Trade</th></tr>
> <tr><td>Infrastructure</td><td>Paved spirit roads connect major cities; mist ferries traverse lakes; communal watch-halls serve towns and villages.</td></tr>
> <tr><td>Trade Goods</td><td>Exports: rare herbs, spirit-forged silver, ship lumber, sea silk; Imports: spices, enchanted glass, exotic ores.</td></tr>
> </table>
## Overview
Annwyn is a mist-wrapped island kingdom of ancient songs, restless [[Spirits]], and proud hearts. Once divided among five feuding crowns - **[[Caer Rhionneth]]**, **[[Myrceann]]**, **[[Thornhallow]]**, **[[Glawmere]]**, and **[[Zoroveld]]** - it was reunited three generations ago under the guidance of the spirit **Myrddhin**, who granted a pact and sacred relics to a chosen high king from Caer Rhionneth.
Now ruled by his granddaughter, **[[Queen Aeryn of House Caerwyn|Queen Aeryn]] ferch Rhionneth**, the realm stands as a bastion of mysticism, maritime strength, and cultural memory. The queen is young, charismatic, and carries the weight of ancestral expectations. At her side, though unknown to many, walks **Aelwen**, a gifted girl and current host of [[Myrddhin]] - torn between her love for Aeryn and the heavy burden of prophecy.
As foreign powers circle and old rivalries simmer - especially from the cold and defiant north of **Zoroveld** - [[Queen Aeryn of House Caerwyn]] must still earn the blessing of the **Green Man**, guardian spirit of the land, and prove herself worthy to wield the crown that binds five proud duchies into one.
## Geography
Annwyn rises from the grey northern seas like a half-remembered song - haunting, proud, and shrouded in mist. The islands coasts are a jagged crown of black cliffs and storm-wracked shores, where waves crash like war-drums against the bones of forgotten forts. Inland, the land breathes with old [[Magic]]: moors roll beneath endless skies, forests whisper with ancestral voices, and ancient barrows slumber beneath gorse and stone.
Though a single crown now holds sway, the soul of Annwyn still beats in fivefold rhythm, each realm older than the memory of the realm itself.
At the islands heart lies **[[Caer Rhionneth]]**, green and grave, where the land is closest to the [[Spirits]]. It is a country of sacred groves, standing stones, and silver mist, where the songs of druids and the wisdom of old kings linger still. From its high hillforts and walled sanctuaries came the Calwain line, crowned by pact and prophecy. Here, [[Queen Aeryn]] rules from the star-shaped keep of [[Gwynneth Tor]], born of both blood and blessing.
To the south sprawls **[[Myrceann]]**, golden and windswept, its fields quilted with barley and heather. The folk here are rooted deep - sturdy, slow to anger, slower still to forget. Among their wattle villages and barrowed hills, old loyalties endure, and many still trace their descent to kings who once wore the crown alone.
Westward rises **[[Thornhallow]]**, a land of sharp stone and sharper pride. Here, the hills are lean and hard, scattered with watchtowers, mountain sheep, and memories of rebellion. Its people are as flint as their land - grudging in fealty, fierce in war, and bound by clan above crown.
To the misty coasts of the west stretches **[[Glawmere]]**, where rivers braid through marsh and fen before meeting the restless sea. The salt air tastes of kelp and old iron. The Glawmere folk are boat-born, their blood tied to tide and brine, ever watchful of sails on the horizon - be they trade or threat.
And in the north lies grim **[[Zoroveld]]**, where the sun lingers low and the snows fall early and thick. Mountains loom like sleeping beasts, and dark pine forests stretch endlessly, broken only by stone fortresses and the chiming of wind-bells hung to keep [[Spirits]] at bay. The Zorovari speak seldom, but listen always, their eyes dark with memory and mountain shadow. They were the last to kneel before the Crown of Annwyn - and some say the first who will rise again, should it falter.
Though bound beneath one banner, the five realms of Annwyn remain as different as frost and fire, joined more by dream and duty than by stone or steel. Between them run narrow roads and older paths still - trod by [[Spirits]], pilgrims, and the wary few who walk between worlds.
## History
Annwyn was once just a remote outpost of the [[Tul-Dar]] Empire. After [[The Shattering|the Shattering]], when that empire collapsed, the survivors left behind formed the first kingdom on the island. Its first ruler declared himself king, and from there, more settlements and realms followed - some founded by refugees fleeing conflicts on the mainland, including one group escaping the chaos in [[Anderon]].
Early on, the people of Annwyn began forming bonds with local [[Spirits]]. These pacts - sealed through ritual oaths - granted power in exchange for duties or personal sacrifice. Over time, this tradition gave rise to spirit-champions: individuals who made lasting commitments to these beings and were changed by them, bound by geasa to fulfill their promises.
One such spirit, the **[[Myrddhin]]**, began manifesting during the darkest years after the Shattering. Ever since, it has chosen a new mortal host each generation to serve as advisor to the rulers of Annwyn. Though its advice often led to peace or stability, the island was anything but unified.
Space was limited, and as more people settled, tensions grew. Wars between the kingdoms became common. No side could fully dominate, and grudges lingered between generations. The **[[Ovates]]**, a spiritual community tied to [[The Old Song]], tried to mediate, but lasting peace remained out of reach. In the first of these wars, the ruling king was killed, and his crown shattered into five pieces - each taken by a rival kingdom.
For centuries, these kingdoms ruled in uneasy balance. At the same time, foreign threats loomed. The **[[Temerian Empire]]** attempted several campaigns to conquer Annwyn over the last 300 years, but none succeeded - thanks in part to the island's terrain, its spirit-champions, and its growing naval power.
The turning point came three generations ago. During a brutal Temerian campaign, one of the island kings - **Caelan of House Mavren** - was guided by Myrddhin to seek out the **[[Green Man]]**, an ancient spirit tied to the heart of the island. Caelan passed the spirits trials and made a pact. In return, he received two artifacts: a cauldron and a spirit-bound sword. With their aid, he reclaimed the scattered crown fragments and reunited the island. The other kings accepted vassal status as dukes, and the five crowns became one again.
Caelans reign brought reconstruction and reform. He rebuilt the central government and created the **Council of Dukes**, alongside representatives of the Ovates and the common folk. He also restructured the spirit-champions into an official order sworn to defend the land.
His son, **Alar**, continued his work. When Alar died without a male heir, his daughter **[[Queen Aeryn|Aeryn]]** was crowned queen at seventeen. Now twenty-two, she rules a peaceful but fragile realm. While her reign has seen continued trade growth - especially across the [[Golden Sea]] and with even the harsh, ice-choked ports of [[Anderon]] - threats remain. Temerian forces still test Annwyns defenses, and pirate raids from [[Anderon]] are an ongoing concern. Internally, old rivalries persist, and not all trust Aeryns leadership or the spirit influence around her.
Annwyns unity wasnt fate - it was built through effort, sacrifice, and uneasy alliances. And while the crown has been reforged, the true test for [[Queen Aeryn]] lies ahead. She must prove herself not only as ruler, but as one worthy in the eyes of the [[Green Man]], to maintain the fragile balance between the world of mortals and [[Spirits]].
## Social Structure
Annwyns governance is a delicate weave of noble bloodlines, spiritual authority, and civic voice, mirroring the islands deep intertwining of the mundane and the mystical. At its apex stands **[[Queen Aeryn of House Caerwyn]]**, a young yet steadfast monarch descended from the royal line that unified the warring realms three generations ago. But no sovereign rules alone in Annwyn - for power here flows through three great tributaries: the noble, the spiritual, and the common folk.
The **Council of Dukes** forms the most visible pillar of governance, made up of the hereditary lords of Annwyns five great duchies:
- **Duchess Maelia of Caermor**, Warden of the West and mistress of the harbors and hills - known for her pragmatic leadership and close ties to shipwrights and fishmongers.
- **Duke Branoc of Tharnwyck**, Warden of the North, whose domain guards the [[Mistpatch]] and the frozen highlands - stern, traditional, and deeply mistrustful of outsiders.
- **Duchess Elira of Bryncairn**, Warden of the South, known for her patronage of the arts and quiet rivalry with the royal line.
- **Duke Cadern of Dynnvael**, Warden of the East, a reclusive scholar-warrior whose lands border the Old Woods and whispering ruins.
- **Duke Halwyn of Bellenryd**, Warden of the Heartlands and cousin to the Queen - often acting as intermediary between crown and peerage.
Yet above the squabbles of dukes rises another force: the **Community of Ovates**, a sacred order of seers, lorekeepers, and spirit-singers devoted to the **Old Song**. They maintain the memory of the island, commune with [[Spirits]], and speak on behalf of Annwyns deeper truths. Though they hold no titles and rule no land, few dare ignore their word. The most revered among them is the **Arch-Ovate Gwynareth**, said to have walked beyond the Veil and returned with eyes of silver and a voice that echoes the forest.
A third voice speaks for the people - the **Commons Assembly**, drawn from elected representatives of town councils, rural circles, and trade guilds. While lacking the ancestral weight of the nobility or the mystique of the Ovates, this body ensures the practical needs and grievances of the populace are not lost in ceremony and vision. The current Speaker of the Assembly is **Thomlin Redbranch**, a weavers son from Bryndale known for his wit and sharp negotiation.
Notably, Annwyn recognizes a sacred martial tradition in the form of the **[[The Oathknights of Annwyn|Oathknights]]** - spirit-bound warriors who have sworn binding oaths to serve specific [[Spirits]] of the land, forest, sky, or sea. This order descends from the ancient **Spirit-Champions**, mystics and warriors chosen by vision or dream to act as protectors of the realm in times of need. In recent centuries, the role has formalized: aspirants undergo trials of spirit and steel, and upon being accepted, swear their oath in a rite led by the Ovates. While they hold no lands, the [[The Oathknights of Annwyn|Oathknights]] are revered throughout Annwyn, their authority stemming from the [[Spirits]] they serve and the deeds they perform. The current **Circle of Oaths** - the most active and respected knights - serve as the Queens champions, advisors, and, when needed, her executioners. Among them are names sung in ballad and feared in battle: **Ser Caelwyn the Flamebound**, sworn to a fire-spirit of the old mountains; **Dame Nia of the Glade**, companion to a spirit of wind and birds; and **Ser Morran Hollowstep**, whose oath is whispered to be with something far older and darker, yet still loyal to Annwyn.
Behind all this, however, lies a **secret truth** known only to the highest Ovates and select spirit-bound souls: that the spirit of knowledge, **Myrddhin**, who guides the Queen through his current host **Aelwen**, is but one half of the islands deeper soul. The other is the **Green Man**, the primal spirit of the land itself - silent, unseen, and potent. His influence flows through the wilds, the roots, and the silence between songs. Some believe his will is made known through sudden blooms, strange omens, or the unexplainable acts of fate. Only a few Ovates dare speak his name, and fewer still claim to understand his will.
Together, this intricate tapestry forms the soul of Annwyn: a realm where crowns are worn lightly, songs carry law, and even the commoner may rise if the [[Spirits]] will it.
## People and Culture
The heart of Annwyn beats in its stories. Annwyners are born storytellers, weaving the fabric of their lives through words, songs, and traditions. The **Old Song**, an ever-evolving oral tapestry of history, legend, and spirit-lore, is the foundation of their culture. Every Annwyner knows their place within this vast, living story, contributing their verse to an endless chorus of generations.
Rural folk live in intimate connection with the land, often revering the [[Spirits]] that dwell in nature. They tend to small homesteads or villages, where daily life is shaped by rituals honoring the [[Spirits]] of the forest, the sea, and the earth. Their lives are filled with the rhythm of seasons, from planting to harvest, and they possess a deep, unspoken understanding of the lands pulse. Many rural folk are also skilled in the **Old Crafts**, such as woodcarving, herbalism, and brewing, each practice connected to the ancient teachings of the Ovates.
In contrast, city-dwellers thrive on **trade**, **invention**, and **performance**, often gathering in bustling markets, grand halls, and theatres. The city is a mosaic of cultures, with towering stone spires and bustling thoroughfares. It is here that **guilds** flourish, and the forces of innovation and artistic expression coalesce. Artists, poets, and musicians are highly respected, and performance is seen as a form of living history, where each play or song tells a chapter in the story of Annwyn.
### Habits and Customs
Annwyners have several unique customs and habits that shape their daily life and social interactions.
At the heart of every Annwyner home, a hearth fire burns throughout the year. Family members gather nightly to share stories, recite songs, or exchange news. It is considered a vital tradition to contribute a new verse to the **Old Song**, ensuring that the tales of the past live on. Young children are encouraged to memorize stories and learn songs from their elders, ensuring the continuity of the culture.
Before any major task or journey, people often make offerings to the [[Spirits]] that dwell within the land. This can include leaving food, flowers, or personal items near ancient trees, caves, or springs. These offerings are seen as acts of respect, ensuring that the [[Spirits]] remain pleased and continue to guide their lives.
Once a year, the people of Annwyn celebrate the **Festival of Light**, a day when the entire island is adorned with lanterns and glowing plants. The festival marks the end of the dark season and celebrates the return of the sun. It's a joyous occasion, filled with music, feasts, and dances around the bonfire, symbolizing the harmony between light, land, and [[Spirits]].
In both urban and rural settings, it is not uncommon for disputes or rivalries to be resolved through **spirited duels** - symbolic contests of strength, wit, or artistic skill. These duels, while competitive, are viewed as a form of spiritual exchange and are often accompanied by ritual chants. Losing a duel does not carry dishonor, as it is considered a necessary part of [[The Old Song]] for individuals to test their abilities and learn humility.
In rural villages, there are specific **rites of passage** that mark the transition from childhood to adulthood. These ceremonies often involve pilgrimages to sacred sites, where young men and women seek guidance from the [[Spirits]]. In the cities, it may involve performing in front of a gathered audience or completing a challenging task to prove one's mettle. This rite signifies an individuals readiness to contribute to [[The Old Song]] and assume their role in society.
Food plays a central role in culture. **Communal feasts** are common, especially during seasonal harvests or important civic occasions. During these feasts, it is customary for everyone to contribute something - whether it be food, drink, or song. It's also an occasion for **sharing knowledge** and fostering relationships, as stories are exchanged along with the feast itself.
In addition, ancestry holds great significance on the island, and the practice of **ancestral veneration** is widespread. People often keep small shrines to their ancestors, where they leave offerings and light candles to honor their forebears. The passing of an elder is marked by a day of remembrance, where their life stories are recounted and passed down as part of [[The Old Song]].
Finally, courtship is a deeply spiritual matter, intertwined with both individual desire and the approval of the [[Spirits]]. Rituals often involve offerings of flowers or food, and the sharing of personal stories and songs. In some regions, the courtship process may culminate in a **duel of words**, where the suitor must prove their worth through poetry or song before the family and community.
### Foreigners
Foreigners who come to Annwyn are viewed with cautious curiosity. The islands people have a wary respect for outsiders, seeing them as potential bearers of change - whether good or ill. **Hospitality** is a sacred law: visitors are welcome to partake in the islands bounty, but they must also respect the sacredness of the land, its [[Spirits]], and the rules of Annwyn society. Betrayal, however, is one of the gravest sins one can commit in Annwyn. Those who break trust, or desecrate the land, are met with swift and harsh judgment, often from the [[The Oathknights of Annwyn|Oathknights]] themselves. A betrayal cuts deep, like a broken string in [[The Old Song]].
Despite their traditions, the Annwyners are not stuck in the past. They are a dynamic people, ever adapting to new influences while staying firmly rooted in their spiritual and cultural heritage. Annwyns youth, led by [[Queen Aeryn of House Caerwyn]] and the Commons Assembly, seek to balance the wisdom of the past with the needs of the future.
### Fashion
>[!aside|show-title right] Common Symbols in Cynnwed (Skin-Painting)
>Though cynnwed varies between regions and clans, several traditional symbols recur across the island, each rich with meaning:
>
>*Stag Antlers:* A mark of nobility, vitality, and the spirit of guardianship. Often painted on warriors or leaders who have made protective oaths.
>*Spiral Knots:* Represent ancestral memory and the eternal return. Common among Ovates and those who have survived a great loss or trial.
>*Waves and Tides:* A symbol of change, fate, and the seas pull. Favored by seafarers, dreamers, and those whose geasa tie them to the Mistpatch.
>*Raven Feathers:* Signify prophecy, endings, and unseen watchers. Often worn by singers, seers, or those whove had a brush with death.
>*Thorn-Vine Patterns:* Represent resilience, sacrifice, or penance. Used in mourning or to mark the bearing of a long hardship.
>*Lunar Marks (Half and Full Moons):* Indicate spiritual liminality or connection to the Veil. Found most often on those who walk between worlds: spirit-bound, Ovates, or haunted souls.
>
>These marks are not merely decorative - they are declarations, warnings, and prayers worn on skin.
The people of Annwyn dress in ways that mirror their land - practical, weather-worn, and deeply symbolic. Wool and leather are the most common materials, spun and treated in village looms or guild halls, then dyed in subdued hues drawn from the moors and coast: mossy greens, sea-washed blues, earthen browns, and stormcloud greys. While fashion varies slightly between duchies - lighter tunics and sea-silk robes are more common in the warmer southern lowlands, whereas thick woolen cloaks lined with fur dominate the frigid north - the underlying style emphasizes layered function over finery.
Yet beneath this austerity lies a rich tradition of body adornment. Most iconic is the practice of **cynnwed** - skin-painting with mineral pigments and soot, a holdover from the islands oldest tribal rites. These painted patterns, brushed or daubed onto face, arms, or torso, serve not only as ornamentation but as living declarations of identity. A woman might bear spirals marking the bloodline of her village; a warrior, the curved horns of a stag as a symbol of oath or spirit patronage; a bard, silver-blue waves that echo both heritage and calling. Some wear their markings only during festivals or rites of passage, while others - especially Ovates and those bound by geasa - carry them year-round, refreshed with each new season.
Unlike the ephemeral cynnwed, tattoos are rare and sacred, marking only the most profound of life passages. These permanent inks are etched with bone-needles and made from ash and burnt herbs - ritual scars that honor survival, loss, or spiritual rebirth. Jewelry, when worn, tends toward modesty: bone charms, carved wood, and sea-polished stones strung on leather or thread. Silver is rare and typically reserved for ceremonial leaders or those believed to have been touched by the [[Spirits]].
Dress in Annwyn is not merely a matter of protection against the elements - it is a quiet, constant conversation with ones ancestors, ones land, and the stories that bind them both.
### Cuisine
Annwyns food is as grounded and enduring as its people - earthy, unpretentious, and deeply rooted in the rhythms of the seasons. Meals are shaped by what the land offers and what the sea allows, with each duchy developing subtle variations shaped by its geography and customs. In the south, the fields yield barley and greens; in the west, marshes and inlets provide fish, kelp, and shellfish; in the cold north, villagers rely on salted meats, foraged roots, and long-kept preserves.
At the heart of Annwyns culinary life is the **cauldron** - not just a cooking vessel, but a symbol of hospitality, memory, and shared survival. Nearly every household keeps at least one, and they are passed down through generations like heirlooms. Meals are almost always prepared in them: thick stews of barley, root vegetables, and smoked game or fish, simmered slowly over hearth fires, absorbing flavors and stories alike. Even in daily meals, small individual cauldrons are sometimes used as serving bowls, their blackened sides worn smooth by generations of use.
Communal feasting is most often marked by the rising steam of vast festival cauldrons. During solstices or harvest rites, entire villages gather around great iron pots suspended over firepits, each person bringing a humble offering - some meat, herbs, grain, or wild vegetables - to contribute to the **kaldraw**, a sacred stew that binds community through shared nourishment. To eat from the kaldraw is to reaffirm belonging, to partake in a meal older than memory and steeped in quiet reverence.
In some remote villages, there exists the old and cherished tradition of the **everstew** - a communal cauldron kept simmering day and night, perpetually enriched with new ingredients. It is both sustenance and shrine, tended with care and pride. Travelers, widows, and those fallen on hard times are invited to eat from it without question. Its flavor deepens over time, bearing traces of hundreds of meals and countless hands, a living broth that carries the taste of the village itself.
Drink, like food, is central to both daily life and ceremony. **Thistle-ale** is the islands most ubiquitous beverage - a cloudy, bitter drink brewed from wild thistle flower and rain-caught water, and peat-smoked barley. With hops hard to cultivate and grapes all but unknown, thistle-ale became a necessity, and over time, a beloved constant. It is poured at every table, from the humblest cottage to the Queens own court, and often carries subtle regional differences in spice or strength. For many, the scent of thistle-ale evokes [[Home]] more strongly than fire or bread.
Other drinks are more seasonal or ceremonial. **Heather mead**, rich and golden, is favored at weddings and harvest feasts, while **bogwine**, made from fermented cranberries and marsh herbs, is more common in the fens. The strongest drink, however, is **spiritfire** - a brambleberry-and-bark liquor so potent it is consumed in thimble-sized doses. It is said to chase off grief, warm the dying, and enlighten one to commune with the [[Spirits]].
Meals often begin with a brief offering: a ladle of stew left for the [[Spirits]], a crust of bread set by the threshold, or a single drop of ale flicked into the hearth. To cook in Annwyn is not only to feed the body, but to nourish the soul of a people - to stir memory, kinship, and sacred duty into every bubbling pot.
## Religion
The dominant faith on Annwyn is the **[[The Old Song|Old Song]]**, an animistic and fluid tradition that emphasizes communion with the [[Spirits]] of the land. The [[The Old Song|Old Song]] is not a rigid doctrine but rather a living, evolving body of stories, rituals, and practices that bind the people to the world around them. It teaches that everything - nature, animals, the sea, and even the winds - has its own spirit, and all [[Spirits]] are interconnected. Worship in Annwyn is thus not confined to formal structures or buildings; instead, it takes place in the open, in places where nature and the divine meet.
**Temples** are often groves, sacred groves of trees, or natural shrines that have been revered for generations. These places are maintained by the **Ovate** priests and priestesses, spiritual guides who act as mediators between the physical world and the realm of the [[Spirits]]. They are also the keepers of the **Old Song**, which they teach to the people and use to communicate with the [[Spirits]]. Ovates hold immense respect, yet rarely do they hold political power, as their role is spiritual and advisory.
A central aspect of [[The Old Song]] is the **Geasa** - binding oaths made to [[Spirits]]. Geasa can be vows of devotion, pledges to protect sacred places, or even promises to carry out certain actions for the [[Spirits]] in exchange for power, protection, or knowledge. These oaths are seen as sacred and are not made lightly. A Geasa is not just a promise; it is a pact that shapes the individual's life and often leads to profound personal transformation. However, it is also a dangerous path. The [[Spirits]] of the land are fickle, and breaking a Geasa can bring terrible consequences. Stories abound of those who have violated these pacts, and the retribution is not only visited upon the individual but often extends to their family, village, and even future generations. These tales are woven into the fabric of the **Old Song**, serving as both cautionary tales and as a reminder of the [[Spirits]] unwavering presence and power.
Worship on Annwyn is decentralized, with a variety of regional cults and local [[Spirits]] receiving veneration. Some of the most well-known entities include:
- **The [[Green Man]]**, the embodiment of the island itself, representing the living, breathing nature of Annwyn. The Green Man is revered as both a protector and a source of great strength, often linked to fertility, renewal, and the changing of the seasons.
- **The Lady of the Hollow**, a mysterious spirit who dwells in ancient trees and forgotten groves. She is a spirit of transformation and the unseen world, offering guidance to those who seek to understand the mysteries of the earth and the afterlife.
- **The Mistmother**, an elusive and enigmatic spirit who rules over the fog that envelops the island's hills and coasts. She is associated with dreams, the unknown, and the spaces between worlds, guiding the lost and the seekers of hidden truths.
While worship is open and accessible to all, the land is also [[Home]] to **secretive** and **esoteric** practices. Some [[Spirits]], such as the Green Man or Mistmother, are widely venerated, while others are more obscure, worshiped by smaller communities or hidden sects who guard their knowledge closely.
### Rebirth
Death is seen as a transition, not an end. The belief in **rebirth** is central to their spiritual worldview, with every being woven into the eternal **Old Song**. Souls are not lost but reincarnated within the Song, as seen in the example of **[[Myrddhin]]**, who returns in new forms, embodying the cycle of life and death.
However, for a soul to return peacefully, it must be properly honored. If the dead are not given the proper rites or their songs not sung, they risk becoming **corrupted [[Spirits]]**, like **Wailing Ladies** or **Will-o-the-Wisps**, malevolent entities that torment the living. These [[Spirits]] are the result of neglected souls, unable to reconnect with the Song and wandering in anger.
Thus, the people of Annwyn believe that **proper burial** and the singing of the deads songs are essential to maintaining the balance between the living and the [[Spirits]]. Without this, the souls of the dead may return twisted and lost, forever disrupting the harmony of the island.
### The Dead and Burial
The treatment of the dead is an important and sacred aspect of Annwyns religious practices. When an Annwyner dies, they are either buried in **grave hills** - mounds of earth that serve as communal burial sites for families or villages - or their body is sent out to sea. The latter is often the case for those who wish to return to the spirits in the waves, as the sea is believed to be a gateway to the afterlife.
In either case, the deceaseds life is honored through song. These songs are composed by the community, adding the individuals story to the **Old Song**. The life of the deceased becomes a new verse that will live on through the generations. If the deceased were known for great deeds, wisdom, or spiritual insight, their song may be sung widely, becoming a well-known piece of the Old Song that is passed down by singers and Ovates. If they lived a quieter life, their song will still live on within their family or village, continuing the tapestry of their shared culture.
The dead are not mourned in sorrow but celebrated in song, as their spirits are believed to join the greater flow of the Old Song, continuing to shape the lives of those who remain. These death rituals are a reminder that every life, no matter how small, contributes to the ongoing story of Annwyn.
## Education
In Annwyn, education is deeply tied to both the **[[The Old Song|Old Song]]** and the island's spiritual traditions, blending practical knowledge with mysticism. **Literacy** is high in cities, where **community halls** are the center for teaching history through song and lore, preserving the essence of Annwyns culture for future generations.
At the heart of Annwyns spiritual and educational landscape is **Glynmoor**, home to the revered **[[Tree of Remembrance]]**. Here, **Ovates** - keepers of the Old Song and spiritual guides - are trained. They learn not only the sacred songs of the island but also the ways to commune with spirits, interpreting their will and preserving their teachings. The **Tree of Remembrance** is where the islands most dedicated spiritual scholars come to hone their craft, ensuring the Old Song is never forgotten and that their bond with the spirits remains strong.
One of the most respected groups in Annwyn is the **[[Eldsinger]]s**. These individuals are specially trained to collect, remember, and recite the stanzas of the Old Song with precision and power. They have a unique ability to sway the spirits by invoking the right melody or stanza, commanding great respect among both mortals and spirits alike. [[Eldsinger]]s can work with the spirits to accomplish feats of immense power, from binding a spirit to an oath to lending its strength to mortals for a limited time. Their training is rigorous and often involves working directly with spirits, learning the nuances of each stanza and its spiritual resonance. They are regarded as masterful musicians, poets, and spiritual intermediaries, revered for their ability to negotiate with the unseen world and invoke the favor of the spirits.
For the **Spirit-Champions**, a tradition of **apprenticeship** continues, with young aspirants learning the ways of combat and spiritual discipline under the guidance of experienced **Oathknights** or former champions. These apprentices not only train in martial arts but also in the sacred oaths that bind them to their spirits, growing in power and connection to the islands spiritual forces.
Meanwhile, **[[Caerlanas]]**, home to Annwyn's naval academies, prepares officers and shipwrights. The teachings here emphasize both practical skills and spiritual reverence for the **sea spirits**, ensuring that the navy remains aligned with the waters that sustain Annwyn. Naval officers learn to honor and commune with the spirits of the sea, ensuring the safety of their ships and the success of their journeys.
## Law and Jurisdiction
In Annwyn, **Duchies** maintain their own regional courts, each bound by local customs and traditions, but all courts are ultimately subject to the **Queens Peace**, which holds the highest authority across the island. This overarching peace ensures that no one, regardless of rank, can act with impunity, and it establishes a uniform standard for justice that transcends regional differences.
**Spirit-related crimes**, which often involve violations of oaths or disturbances in the balance between the mortal and spirit worlds, are judged by a **[[Circle of Ovates]]**. The Ovates are spiritual leaders, experts in the Old Song and the ways of the spirits, and they alone have the authority to resolve these delicate matters. In cases of great consequence, a **knight of the Green Table**, typically a **Spirit-Champion** sworn to the service of both mortal and spirit realms, serves as a mediator between the spirit world and the law. The Green Table is an ancient institution that embodies the islands connection to both the living and the unseen forces, and its knights are held in the highest esteem.
Justice in Annwyn is not purely a matter of punishment, but one of **restoration** and balance. **Poetic justice** is often the guiding principle. For minor transgressions, the offender may be required to perform ritual cleansings or reparative acts that restore harmony between the spirit world and the community. More severe offenses might involve **ritual challenges** - where the accused must prove their innocence or restore their honor through combat, a test of spiritual endurance, or a sacred task. These challenges are seen as an opportunity for personal growth and the redemption of one's spirit.
In all cases, **reconciliation** is prioritized over retribution. Punishments are rarely harsh and are often tailored to fit the specific nature of the crime, aiming to restore balance rather than simply punish. **Feasts**, **songs**, and **public ceremonies** may be used to mark the resolution of a conflict, reaffirming the shared spiritual bonds between the individual, the spirits, and the community.
## Trade & Transport
Annwyns economy centers around the trade of **herbs**, **naval goods**, and **tools**, with each duchy contributing unique resources rooted in their terrain and traditions. **Mistships** - sleek coastal vessels designed to navigate the veil-thickened shores - connect ports and islands across the region. Overland, **caravans** ply ancient stone roads, linking inland communities to markets and festivals.
Trade beyond Annwyn flows through deep-sea ships, built in **[[Caerlanas]]** and often **blessed for safe passage**, especially when crossing the [[Mistpatch]] or sailing toward Mentralin. These vessels carry prized exports such as **preserved herbs**, **fine timber**, **wool**, and rare **artifacts recovered from the ground**.
Commerce is governed by the **Queens Ledger**, a standardized system of tolls, measures, and tariffs that ensures fairness across duchy lines. Local tolls and port fees fund infrastructure upkeep and harbor safety, particularly in mist-prone waters.
### Infrastructure
Much of Annwyns infrastructure rests upon the bones of the old **[[Tul-Dar]] Empire**. **Stone highways**, weatherworn yet enduring, still span the countryside - many leading to crumbled ruins or re-founded cities that grew atop imperial husks. Duchies maintain these roads and bridges cooperatively, with some stretches rebuilt using salvaged Tul-Dar masonry.
**Market squares**, **public granaries**, and **wayhouses** dot key routes between major towns, offering rest and trade opportunities for travelers. **Rural ferries** operate across major rivers, typically maintained by local guilds or toll families who have run them for generations.
Along the mist-heavy coast, **signal beacons** - part of a revitalized Tul-Dar warning system - are lit in times of fog, war, or storm. These towers are manned jointly by duchy patrols and serve both military and merchant fleets.
While some minor towns boast modern improvements, most of Annwyns civil works blend **practical upkeep** with **historic remnants**, giving the land a layered, timeworn character deeply tied to its past.
## Military
Annwyns defense rests on the strength of its **duchies**, each sworn to contribute trained warriors to the **Queens Banner**, a standing army mustered in times of threat or unrest. These regional levies vary in arms and tactics, reflecting the diverse terrain and traditions of their homelands - from the forest rangers of Darragh to the shield-walls of Carwynn.
At the heart of the realms martial pride stand the **Knights of the Green Table** - the most experienced **[[The Oathknights of Annwyn|Oathknights]]** bound by sacred **Geasa** to defend the Queen, the realm, and the spirit-pacts upon which Annwyn stands. Though few in number, they are feared and revered, often wielding **spirit-gifted arms** or performing feats shaped by the unseen world.
The **Royal Navy**, headquartered in **Caerlanas**, is a force of swift, storm-hardened vessels. Its captains are trained to read mist and tide like scripture, and many ships are **blessed by Ovates** before setting sail. These fleets protect trade routes, deter piracy, and serve as swift-response forces along the coast and rivers.
Most duchies also maintain **local militias**, often composed of huntsmen, fisherfolk, or mounted scouts. These militias defend their own lands and answer duchy calls, especially in border conflicts or when spirit-disturbances threaten isolated villages.
## Notable Factions or Organizations
- **[[Knights of the Green Table]]**: Oathbound spirit-champions who uphold peace, mediate pacts, and act as emissaries of the Queens will.
- **The Community of Ovates**: Keepers of the Old Song - sages, singers, and spirit-guides who serve as both loremasters and ritual mediators.
- **The League of Caerlanas**: A powerful coalition of merchant guilds advocating for expanded seafaring trade, naval power, and looser duchy tariffs.
- **The Hollow Hand**: A reclusive circle of druids dedicated to preserving and guarding the remnants of ancient magics lost in the Shattering. Some say they commune with spirits long vanished from memory.
## Fauna and Flora
Despite Annwyns often gloomy skies and mist-laden coasts, its landscapes support a surprising variety of hardy flora and fauna well-adapted to its damp climate and rugged terrain.
The islands interior is dominated by ancient deciduous forests, primarily oak, ash, yew, and elder. Many of these trees are centuries old, their roots tangled with moss-covered stones and their trunks draped in lichen. In the hollows and shaded glades, shade-tolerant undergrowth such as ferns, foxglove, and wood sorrel thrive. Low-lying bogs and moorlands give rise to hardy heathers, peat moss, and ghost-colored fungi, some of which are mildly toxic or hallucinogenic if consumed.
Culturally, certain plants are steeped in local superstition. The **red baneberry**, for example, is believed to mark the graves of those who died unblessed by the spirits, and is avoided by most rural folk. **Witch-hazel** is used in poultices and charms to ward off unquiet presences, especially in the western glens.
Animal life is characterized by wary, often nocturnal creatures. **Red deer** roam the deeper woods, along with **black-furred foxes**, **pine martens**, and the elusive **glade cats** - long-limbed, semi-feral felines whose eyes shine silver in the dark. Along the misty cliffs and stormy coasts, **sea crows**, **razorbill gulls**, and **grey seals** are common, feeding off the regions rich fisheries.
The **raven** holds particular cultural significance. Long associated with death and prophecy, flocks often gather in graveyards and ruins, and the term “ravens whisper” is used to describe ill omens or eerie coincidences. Rural traditions claim that a raven perched on a windowsill foretells either a birth or a death, depending on which way it faces.
Predators include **moor wolves** - thin, rangy creatures more often heard than seen - and **night badgers**, a larger and more aggressive strain of badger native to the northern hills. While dangerous when cornered, such animals rarely attack humans unless provoked.
The dense woodlands and bogs are also home to thick clouds of biting gnats, especially in summer. In some seasons, **glow-midges** - small insects with faint bioluminescence - appear in sheltered valleys, giving rise to tales of will-o-the-wisps, though most believe these are merely natural phenomena.
## Language
The tongue spoken across Annwyn is known simply as **Annwyner**, a lyrical, consonant-rich language that echoes the cadence of wind over moors and waves upon stone. Isolated by sea and storm for generations, the language developed along lines distinct from the High Tul dialects spoken across most of the continent. Instead, Annwyner carries strong phonetic and structural influence from **Anderonian**, the language of settlers and exiles who came tp the island from the northern content during the fall of the Tul-Dar Empire.
As a result, Annwyner names and phrases bear little resemblance to the smooth inflections of High Tul. Vowels tend to be open and elongated, while consonant clusters are common. Words often begin and end on soft, breathy tones, giving the language a rhythmic, almost sung quality when spoken fluently. The influence of Anderonian is most evident in verb structure and place names, while in the last few centuries, **Mentralian dialects** have introduced courtly phrases, formal legal terminology, and occasional borrowings in trade and scholarship.
Most common folk speak a regional variant of Annwyner specific to their duchy - Zorovelders, for instance, speak in clipped, frost-bitten tones with fewer vowel shifts, while the coastal folk of Glawmere tend to favor flowing speech punctuated by short oaths and sailors slang. Despite these variations, the written language remains largely unified, using a simple but elegant script with runic origins adapted from pre-imperial Anderonian stonework.
>[!aside|show-title right] Meaning of Names
>
> Names in Annwyn are not mere labels - they are stories, echoes of ancestry, spirit-pacts, and the land itself. Below are examples of common naming styles.
>
> **Given Names**
> Traditional names often carry meanings tied to nature, fate, or ancestral virtues.
> _Male:_ Caedmon (“battle-wise”), Rhydan (“born of the ford”), Gorric (“stone-strength”), Edern (“enduring one”), Halwyn (“salt-born”), Branoc (“little raven”), Morran (“shadowed soul”)
> _Female:_ Aeryn (“bright daughter”), Lira (“one who sings”), Eira (“winter-born”), Maelia (“gentle flame”), Elira (“oath-bound”), Aelwen (“light-born”), Brynna (“hill-child”)
> _Neutral/Common:_ Taran (“thunder”), Wyn (“fair”), Serrin (“silent water”), Celyn (“holly”), Thorne (“protector”), Aeris (“wind-gifted”)
>
> **Patronymic & Matronymic Forms**
>Used to trace lineage or establish formal introduction.
> - _ap Caerwyn_ (son of Caerwyn)
> - _ferch Rhionneth_ (daughter of Rhionneth)
> - _of Glynmoor_ (from a place, often rural or communal)
>
>**Epithets & Honor-Names**
> Often earned through deed, spirit-bond, or reputation. May replace or accompany the surname.
> _the Hollowstep_: quiet, elusive, often with spiritual implications
> _Flamebound_: bound to a fire spirit or known for fierce will
> _of the Glade_: peace-bound, tied to sacred woods
> _Stonebearer_: one who endured trial or geas
> _Mistborn_: born during fog, mysterious or fate-touched
> _Winddaughter / Windson_: traveler, free-spirited, or gifted in song
>
> These names are often sung aloud during rituals, offered as part of introductions before the spirits, or etched on cairns and grave-stones - each one a verse in the living story of Annwyn.
### Naming Conventions
Names in Annwyn carry legacy and weight. Most individuals bear a **given name**, followed by a **patronymic or matronymic** - such as “ferch Rhionneth” (daughter of Rhionneth) or “ap Calwain” (son of Calwain). Among nobility and Ovates, the house or spiritual lineage may replace the parents name in formal contexts.
Names are often constructed from meaningful roots - **Aelwen** meaning “light-born,” or **Gorric** meaning “stone-strength.” Double names are common for those with notable ancestors or titles, and epithets such as “the Hollowstep” or “of the Glade” may be earned over time and added to one's formal introduction.
In rural areas, folk may be known simply by their village and role: “Brynna of Darrans Ford” or “Old Trist the Wainwright.” These identifiers are used more often than surnames and reflect the communal nature of identity among the common folk.
### The Ovatic Tongue
Beyond the common speech lies a rarer, secret language known only to the **Community of Ovates**. This tongue - called **Lir Anneth** in ceremonial speech - is never written down and passed solely from voice to voice, generation to generation. It is said to predate even Anderonian, woven from tones remembered from the first songs the spirits ever taught.
Lir Anneth is the language of ritual and invocation. It is in this tongue that the **Old Song** is sung in its truest form, and it is through this speech that **Geasa** are bound, **oaths sworn**, and **spirits addressed**. The language is not spoken in casual conversation, even among Ovates. To use it outside of sacred context is seen as both dangerous and profoundly disrespectful - risking the attention of spirits best left undisturbed.
It is believed that each word in Lir Anneth does not merely describe a thing but calls its essence forth. When properly spoken, it is said that even the wind hushes to listen.
>[!quote|author mark] Geasa that binds Oathknight Taran the Stormsworn to a wind spirit
>Anéth varwyn calath enduril, ar dyn vel abraeneth, fyn aldar ylun. Nae varal, nae gwareth, nae deth ach lun - so gyren mae, so bendra mae.
>(_I bind my soul to the wing that breaks the storm, and to the will of the raven who sees all paths. No shield, no mercy, no death without purpose—this is my burden, this is my vow._)
## Additional Notes
Whispers speak of a **sixth kingdom** slumbering beneath the [[Mistpatch]], veiled in fog and sealed by forgotten oaths.
Some Ovates believe the **[[Green Man]]** - the primal spirit of the land - has begun to stir, sensing the fading balance between flesh and soul, pact and ambition.
At the heart of this tension lies the ancient **duality of [[Myrddhin]] and the [[Green Man]]**: the spirit of knowledge and song entwined with the will of root and stone. Myrddhin guides minds; the Green Man weighs hearts.
**Lira**, vessel of Myrddhin, dreams nightly of **fire, sea, and a fateful choice**. Her secret love for **Queen Aeryn** threatens to unravel that balance - for if the Queen cannot prove her worth to the Green Man before her **twenty-fifth summer**, the island itself may fracture, as pacts fail and old entomed powers awaken.