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Red Hamada

  • The Red Hamada

    The Red Hamada is an island off the continent’s easternmost coast. "Red" may refer to not only the reddish clay escarpments, but the red hair characteristic of many of its people, or to the bloodshed the island has seen. The island contains lush forests, harsh mountain ranges, and stone plateaus; and has been the site of numerous bloody battles. It is an island of an ancient violent people with even more ancient and violent gods. Warring clans have engaged in centuries-old blood-feuds and redrawn boundaries countless times. Cattle-lords and herders rule the fields and fiords, while those not in line to inherit either become highway outlaws or take to sea for plunder and the discovery of wondrous new lands.

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    Red Hamada is broken down into Enclaves, or city-states.

    ❖ -- Adiene, or Ah-Dén, lit. "high fort" is located at the northernmost tip of Red Hamada, frequently storm-beaten. Its inhabitants live in brochs and stone forts. They are fishermen and whale-hunters, tattooed in runes. Ruled by the Ríg, a chieftain. Known for their wonder-voyages, or immrama to strange lands. They worship the sea and its monsters.

    ❖ -- Dva is the most civilized city of Red Hamada. Located inland of its western coast, in the fiord of the Esk, Dva is ruled by the Eorl and has a proper army of footmen and horsemen. Dva has the only mint on the island, and much trade is done with currency struck here. Dva's lands sprawl inland and are divided up and managed by vassals of the Eorl, rich cattle-lords. The able-bodied lords and their sons make up the Eorl's fyrd (army). The horse and the hawk are greatly revered by the Dvans.

    ❖ -- Chi'tadre is located at the southernmost tip of the island. Peaceful lagoons, crannogs, and sacred shrines mark its serene coastline, while a moorland of heather and standing stones dominate inland. An isolated community of hunters populate this barren region, ruled by the Galdraoí class: rune-spellers, priests, shamans, and conjurers. These Crom-worshippers make human sacrifices to the Crooked One of the Bog at the four sacred festivals of the year. Female Galdraoí are called Spaewives.

    ❖ -- Tre, lit. "homestead", is a port and market-village at the mouth of the Imbar, with an inn, a smithy, and a variety of merchants offering jewels, textiles, furs, and leathers. Loosely governed by a Reeve, but otherwise lawless, the Tre traders and seafarers do not recognize the authority of the Eorl. Frequently, they have skirmishes with Dva cattle-lords and hill people of the Karnes. The men and women of Tre generally come from other parts of the island, usually second- or third-borns not entitled to inherit who have no desire to work for their older brothers. As such, they turn to vik-ing, trade, and prostitution.

    ❖ -- Karnes Castle, or Kar-Ness, lit. "upland stronghold", also called The Fells is a chain of snowy mountains running like a backbone down the length of the island. The Thurses, a violent race of giant men, inhabit these Fells and keep a fortress between the springs of the Esk and the Imbar.

    ❖ -- Hamadan, or Hame-Adâna, lit. "Adâna's home" is treacherous woodland along the eastern edge of the island. A rich source of wood for longships, the sylvan East is where the Áelfar make their homes. These Faer Folk long ago organized itinerant men into wood-clans, the most prominent being Fer Îw, Hy Aldar, and the half-Faer Twath Adâna, who rule from their fortress of Old Duir, or simply Hamadan.

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  • Government

    The Government of Red Hamadais a decentralized, tribal confederation with a mix of theocratic, feudal, and independent elements. Each enclave or region operates semi-autonomously, with power shared between local chieftains, warrior lords, and religious leaders. Some regions are more feudal and organized, such as Dva, while others, like Tre, are independent and commerce-driven. Occasional gatherings, either ritualistic or practical, enable dialogue and temporary alliances among the clans, but overall, the government remains highly localized and dependent on personal loyalty, spiritual reverence, and military strength rather than centralized authority.
  • 1. Localized Clan-Based Governance

    Chieftain and Ríg Leadership:
    Each enclave or region is ruled by a local chieftain or Ríg (chief) who leads based on their status, wealth (mainly through cattle or land), and personal warrior prowess. These leaders hold considerable power within their own territories, enforcing local laws and maintaining order among their people. For example, Adiene is ruled by a Ríg, who combines warrior leadership with religious reverence for the sea, while Dva has a more established hierarchy under the Eorl, who commands a small, organized army.

    Council of Elders and Clans:
    Smaller enclaves or communities might be governed by a council of clan elders, particularly in areas like Chi'tadre, where the Galdraoí (mystics and shamans) hold sway. In more mystical or isolated areas, the government would lean heavily on the wisdom and decisions of these councils, often guided by spiritual leaders rather than purely secular chiefs.
  • 2. Theocratic Influence in Certain Regions

    The Galdraoí:
    In Chi'tadre, governance is influenced by a theocratic structure, where the Galdraoí (priests and shamans) lead, conducting religious rituals, sacrificial ceremonies, and maintaining sacred sites.

    The Galdraoí, especially the Spaewives, hold significant authority, guiding local decision-making, and serving as intermediaries with the gods, especially during festivals or times of crisis. Their control might be more spiritual than direct, but their influence affects social and judicial matters.
  • 3. Military Hierarchies and Feudal Elements

    Eorl and Vassals: In the more organized city of Dva, the government structure resembles an early feudal system, with an Eorl at the top and loyal vassals below. This hierarchy includes cattle-lords who control land and contribute to the Eorl’s army (fyrd), creating a rudimentary feudal structure that centers around military allegiance and land ownership.

    Fyrd and Cattle Lords: Each region or enclave is expected to muster its warriors (or fyrd) in times of conflict, especially against external threats or in internal feuds. The Eorl’s personal fyrd, made up of able-bodied lords and their sons, is akin to a feudal levy system, but loyalty is clan-based rather than centralized under a singular monarch.
  • 4. Independence and Anarchy in Port Regions

    Autonomous Market Village in Tre:
    Tre represents a semi-anarchic, trade-driven society, where governance is minimal, and authority largely falls to a Reeve who oversees the market. Tre’s residents generally disregard the Eorl of Dva’s authority, reflecting the Norse concept of independent “things” (community assemblies), where the town operates by its own loosely governed rules, with frequent skirmishes against neighboring clans. This area values freedom, commerce, and personal reputation over allegiance to a particular ruler, making it a hub for outlaws, traders, and seafarers.
  • 5. Seasonal Councils or Assemblies

    Gatherings and Moots:
    An annual council or “moot” exist, where the major clan leaders and religious figures meet to discuss island-wide issues, mediate feuds, or resolve pressing matters like food shortages, external threats, or disputes. These gatherings, possibly taking place during sacred festivals led by the Galdraoí, would be semi-ritualistic but also practical, facilitating dialogue and temporary cooperation among the independent enclaves.
  • 6. Element of Mythic Fealty with the Áelfar

    Faer Folk and Clans:
    In Hamadan, the Faer Folk or Áelfar hold a legendary status, where itinerant wood-clans pledge fealty to them or the mystical Twath Adâna. This structure is unique to Hamadan, where the Áelfar serve as quasi-divine rulers who are not involved in day-to-day governance but command respect and loyalty due to their mythical heritage and semi-mystical leadership.
  • Adienne

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    Adienne, oddly pronounced properly as "Ard-Dén", literally means "high fort" and is located at the northernmost tip of Red Hamada. Its inhabitants live in brochs and stone forts, oft frequently storm-beaten. Besides effective warriors, they are fishermen and whale-hunters, and often found tattooed in runes. Ruled by the Ríg, a chieftain. They are also well-known for their wonder-voyages, or immrama to strange far-ff lands. They worship the sea and its monsters.
  • Tre'

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    Tre, lit. "homestead" is the autonomous market Port ~ at the mouth of the Imbar, with an inn, a smithy, and a variety of merchants offering jewels, textiles, furs, and leathers. Loosely governed by a Reeve, but otherwise lawless, the Tre traders and seafarers do not recognize the authority of the Eorl. Frequently, they have skirmishes with Dva cattle-lords and hill people of the Karnes. The men and women of Tre generally come from other parts of the island, usually second- or third-borns not entitled to inherit who have no desire to work for their older brothers. As such, they turn to viking, trade, and prostitution.

    Tre represents a semi-anarchic, trade-driven society, where governance is minimal, and authority largely falls to a Reeve who oversees the market. Tre’s residents generally disregard the Eorl of Dva’s authority, reflecting the Norse concept of independent “things” (community assemblies), where the town operates by its own loosely governed rules, with frequent skirmishes against neighboring clans. This area values freedom, commerce, and personal reputation over allegiance to a particular ruler, making it a hub for outlaws, traders, and seafarers.
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  • Hamadan

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    Hamadan, or Hame-Adâna, lit. "Adâna's home" is a city-state within treacherous woodland along the eastern edge of the island. A rich source of wood for longships, the sylvan East is where the Áelfar make their homes.

    These Faer Folk long ago organized itinerant men into wood-clans, the most prominent being Fer Îw, Hy Aldar, and the half-Faer Twath Adâna, who rule from their fortress of Old Duir, or simply Hamadan.
  • Dva

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    Dva is the most civilized city of Red Hamada. Located inland of its western coast, in the fiord of the Esk, Dva is ruled by the Eorl and has a proper army of footmen and horsemen. Dva has the only mint on the island, and much trade is done with currency struck here. Dva's lands sprawl inland and are divided up and managed by vassals of the Eorl, rich cattle-lords. The able-bodied lords and their sons make up the Eorl's fyrd (army). The horse and the hawk are greatly revered by the Dvans.
  • Chi'tadre

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    Chi'tadre is located on the southernmost tip of the island. Peaceful lagoons, crannogs, and sacred shrines mark its serene coastline, while a moorland of heather and standing stones dominate inland. An isolated community of hunters populate this barren region, ruled by the Galdraoí class: rune-spellers, priests, shamans, and conjurers. These Crom-worshippers make human sacrifices to the Crooked One of the Bog at the four sacred festivals of the year. Female Galdraoí are called Spaewives./center]
  • Karnes

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    Karnes, or Kar-Ness, lit. "upland stronghold", also called The Fells is a chain of snowy mountains running like a backbone down the length of the island.

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    The Thurses, a violent race of giant men, inhabit these Fells and keep a fortress between the springs of the Esk and the Imbar.

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