The Lore of Ergus

Merkadia

In the fertile lands to the north of the Acrey Lake reside the Merkadian people.Putting great value on the clan and family, Merkadians live by a strong personal code of honor. Merkadians may work hard, but it doesn’t stop them from spending time with family and their clan, telling stories, challenging each other in the fighting ring, and creating beautiful carvings and works of art. 

With beautiful plains occupying much of the lands, the lush rivers and forests make an ideal place for the Merkadians to farm and hunt. For several generations the children of Merkadia have grown up knowing a life of peace, very different from their ancestors they are taught to respect.   

Life in Merkadia isn’t all quiet though. To the west lies the Gloomwood, also known as the “Forest that Never Sleeps”. While most avoid the Gloomwood, those that happen to find themselves within its vicinity can hear the constant growls and snarls of the beasts within.

Merkadia 
May the ancestors guide us
May the clan unite us
And may our honor bring us strength.

Cities and Landmarks

The Pools of Serenity – Located on the northeastern side of Merkadia and considered the most beautiful part of the Plains sits the home of the Great Moot. Its name comes from the beautiful hot springs in the area. It is said war has never touched these lands. 

Bakuro’s Barrows – While not the only barrow in Merkadia, this is the largest and grandest of them. These sacred hills are covered with stone reliefs and carvings telling the story of the individuals who have passed into the afterlife.

The Silken Glade – Located between the Torinelle and Orinoco Rivers the Silken Glade is home to many interesting creatures, including the fist-sized burrowing Gamip. 

The Gloomwood – Located to the west of the Orinoco River, this dense forest is said to be cursed. Children are told of the dangerous creatures that claim the Gloomwood as their home, and their parents forbid them from entering the area.

Natural Resources

Most of the Merkadians are self-sustaining, farming primarily root vegetables in the rich earth and maintaining small flocks of livestock. Others are renowned for their gathering, mostly collecting herbs and other medicinal supplies. Hunting of wildlife is both a necessity and a bonding activity for the young adults of Merkadia. 

Their biggest trade resources come from the Silken Glade. The silk, gathered from the burrowing Gamip, is valued and traded internationally, as well as used in the Merkadians’ everyday wardrobe. The hard wood from the Iron Oak trees is used to make tools and weapons that reportedly rival metal. The hides from the Halathar creature that climbs the trees of the glades make fantastic armor.

People and Lifestyle

Merkadians put great importance on the clan and family. The individual strives to reach their greatest potential in their various skill sets in order to elevate the Clan. The Merkadians are hardworking people by day, but enjoy the evenings with games, stories, and participation in the fighting ring. 

Hunting, farming and gathering are common professions, and everyone is encouraged to both learn to fight and to create the great statues and carvings that are prevalent in the lands. Individuals are allowed to find a profession suitable to their personality and preferences, and any profession that helps build the clan is seen as honorable. 

Elders watch the youngest of the children so the adults can work, but as the children get older it is not uncommon for them to train under several adults within the clan until they find a “calling”.

Appearance and Fashion

Merkadians value a wardrobe that is sturdy, suitable, and personal. Day to day garments include loose fitting clothing, often in the form of short jackets, loose pants, and long vests in wool or silk. Bright colors and bold patterns are not uncommon and in fact are often valued by those working in more domestic roles. While out hunting or in a fighting ring, armor made from leather or plated brig is often worn. 

Warriors of the past wore knotted cord, often hung off their belt or around their necks, representing their role and victories. The cords would be decorated with beads or trinkets and every warrior could and would regale you with the story that the item represents. Sometimes these trinkets would be taken from the fallen or granted to the victor in a combat. This tradition is still carried on today with those that participate in the fighting ring, with each contestant putting forth a token for the victor. Hunters also often keep a tooth or claw of a great beast when hunted in combat.  

Architecture and Art

As much value that is put into combat, honor, and the clan, it is rivaled by the value put into the decorations and homes of the Merkadians. Homes and villages are built from strong woods and timbers and stand the test of time. The homes are large and open with inviting hearths. The hearths are often carved, with each family member adding a personal touch to worn stone.

The Merkadians use carvings, usually from wood and stone and occasionally bone, to tell stories. These carvings often feature ancestors’ likenesses or depict strong warriors and protectors. Also carvings and statues of great beasts and creatures are commonly placed outside the home to bring blessings or protections to those within. Small carved statues are often used as toys for children and carved beads are gifted during courtship.

Food and Diet

Merkadians maintain small farms where they grow hearty root type veggies and tend herds of goats and sheep for milk and hides. Hunting for meat is both a sport and a necessity. 

Merkadian diets are also supplemented by foraging berries and mushrooms and other edibles from the lands. Meals are a time of bonding and are generally shared freely to visitors. Meals are generally loud, exciting events with stories being shared, jokes being told, and songs being sung.

Holidays

Day of Remembrance – This early spring day is a celebration of the ancestors. Stories of the ancestors are told and visits to burrows, lighting of candles, and introductions of new children born over the winter make the day a grand festival. 

The Great Raid Festival – In late fall after the needed food for the winter has been stored, a great feast is held with the excess. Before the meal the fighting rings are in full force, with the victor gaining the right to host within their home, while everyone helps provide food and drinks. Afterwards drinking, arm wrestling and storytelling competitions run late into the night. 

The Great Moot – During the heat of the summer the clans gather for discussions, politics, and meetings. Clan leaders, as well as chosen members, travel to the Pools of Serenity for this month-long gathering. The old traditions hold that safe passage is granted to those making the journey. Often the travelers will stay at various clans’ homes along the way, thus the politics begin before even reaching the destination.

Government

Each clan is self governed by a clan leader elected by its members. The campaigning for the leaders involves trials of combat, speeches, and other activities. Once elected the clan leader holds the position until making the choice to step down, or the elders of the clan can vote to force an election.

Within an individual clan the punishments and retributions are set forth by the clan leadership. Smaller crimes and wrongdoings are met with correcting the act. Larger ones might be met with a trial of combat, term of servitude to the aggrieved, or a Quest of Correction (a quest given to the individual in order to bring honor back to the individual and greatness to the clan.)

The clans, united in their history, have not been at war with each other for several generations. Most of the issues between clans deal with small land squabbles and minor disagreements, generally settled at the Great Moot with no direct policy to manage these interactions. Generally the same punishments are selected when there is wrongdoing between members of separate clans.

However if the wrongdoing is so egregious no solution can be found, the guilty may be granted the Call of the Wolf. Those that are granted this calling lose ties to their current clan and must immediately head to the territory of the Wolf.

Laws of Honor

The individual rules governing the Merkadians are essentially non-existent, relying more on the policies of each clan.

The Ancient Laws of Honor dictated how the clans and individuals acted in battle. This included things like not killing the young and elderly of another clan, the percentage of land that could be destroyed by a victor, and the rules of treatment of those that surrender.

While the idea of the Laws of Honor are still held as deeply important by practically every Merkadian, the direct specifics of these ideas have become more personal. Every Merkadian is raised under their clan’s or family’s idea of honor, but as they reach adulthood it is not uncommon to set one’s own personal Laws of Honor. One might find fighting a weaker opponent as dishonorable, while the other sees any that put themselves in the fight ring as an honorable opponent. One may value direct truth, while the other values clever words.

Organizations and Orders

The number of clans in Merkadia are uncountable with smaller clans being formed and clans merging on a regular basis. However, there are a few that are considered the largest and strongest (and often the oldest), and are called The Great Clans of Merkadia. These clans take turns leading the Moot and will often be sought out by smaller clans to aid with problems that arise. 

Hawk Clan – With a territory stretching along the Acrey Lake the Hawk Clan is seen as the “Protectors of Merkadia”. Those in the Hawk Clan spend an extraordinary amount of time training for a great battle they believe will come from the lake. The Hawk Clan is also responsible for the limited amount of trade Merkadia has with those from the south. 

Fox Clan – Fox Clan’s territory is located on the northern edge of Merkadia, although often even knowing that does not help one find the Fox Clan. The homes and structures blend into the rocky forests of the area. Known for their unique Code of Honor the Fox Clan tends to rely upon their quick wits and trickery to achieve their goals. This has created a unique style of hunting that involves using tricks and traps to catch their prey, often frowned upon by other clans. 

Beaver Clan – Residing within the Silken Glade the Beaver Clan is recognized as home of some of the greatest crafters in Merkadia. The beautiful silks, fine weapons, and quality armor from Beaver Clan is sought by all from Merkadia, although those that seek such goods should be prepared to pay the high prices required by Beaver Clan. 

Elk Clan – Holding the largest territory, including the plains closest to the The Pools of Serenity, the Elk Clan is the oldest clan of Merkadia. The Elk Clan is heavily devoted to keeping the old ways of the people alive. Evenings with the Elk Clan are full of stories from times forgotten.

While not one of the Great Clans these other clans are notable and well known by all of Merkadia

Wolf Clan – With their territory being closest to the Gloomwood the Wolf Clan is charged with defending the whole of Merkadia from the threats of the Gloomwood. The hunters of the Wolf Clan often tell stories of the powerful beasts that emerge from the woods. The clan, with its oddly infertile land relies on trade in unique furs, claws, and bones for its survival. Despite how an individual may find themselves in the Wolf Clan, most other clans revere the Wolf Clan and the role they serve for society.

Vulture Clan (PCs cannot begin as part of the Vulture Clan) Primarily residing on the outskirts of Bakuro’s Barrows, the Vulture Clan is composed entirely of those that speak to the long dead ancients of the Merkadians known as the Deathspeakers. They are seen as “necessary evil” by most Merkadians, often warning of great death or tragedy as well as offering cryptic advice and warnings. Vulture Clan does not produce children of their own, instead spending an extraordinary amount of time traveling Merkadia looking for children with the talent.  

Serpent Clan -frequently called the “Cursed Clan,” the Serpent Clan was once known as the “Silent Blade of Merkadia”. Founded from the remnants of clans felled during the war with the Zothar, the Serpent Clan is now composed of the outcasts of society. With no suitable land to call their own the Serpent Clan mostly resides within chasms on the western borders of Merkadia.

Major Families and People

Warlord Hikaru of the Hawk Clan – The youngest leader of the great clans, his loud personality is often seen as a distraction at the Great Moot, but his hunting skills are unmatched. 

Deathspeaker Mitsura of the Vulture ClanOften seen traveling alone, Deathspeaker Mitsura is known by most. Those that have hosted him say he is distant, seemingly seeking something. His sleep is often unsettling, keeping those around him awake. He frequently foretells of the fate of a future battle, and his advice is often less than useful. 

Yuri, the Champion of the Serpent Clan – Responsible for leading a small contingent of trade with Lodour Swamp to the west, Yuri is known for his shrewd skills in negotiation and trade. Yuri is often involved with negotiating trade agreements for other clans during the Great Moot. Those that get Yuri on their side are guaranteed the best possible outcome. 

Grandmaster Ishida of the Beaver Clan – Ishida is a renowned weaponsmith known for the most durable hunting and sport fighting weapons in Merkadia. Their weapons are sought after by all those in need. Grandmaster Ishida often has several apprentices under their tutelage, and will even take on apprentices from other clans if their demands are met.

Myth and Heroes

The tail of the wampus cat has been used to scare children into going to bed for generations. The legend states that a wampus cat feeds on the young spirits of children. It prowls the nights, and if it looks into your eyes it can feed on your spirit. Children are told the only way to avoid this is to lay in bed and close your eyes, denying the wampus cat access to your spirit. So as long as you go to bed and close your eyes at night, you will be fine. As you get older your spirit is no longer a tasty treat to the wampus. Many elders claim to hear the howls of the wampus cat coming at dark, prompting the kids to scurry into the safety of their beds with their eyes shut tight.

Blademaster Katsumi, once a member of the Bear Clan that was destroyed during an
attack by the Zothar, swore to live a solo life. They were a welcome sight on the battlefield, bringing an impressive level of skill and efficiency. Today those that are naturally skilled in combat are said to have the “Blood of the Blademaster.”

The Allfather, seen as ancestor to all Merkadians, blesses the people of Merkadia on the longest night of the year. If you welcome his blessing into your home by placing Eldergreen branches above your door and lighting candles in your windows, he will bestow a blessing of good tidings upon your family for the upcoming year. He also bestows a token gift or sweet to the children of the home. Many Merkadians throughout the year wish the Allfathers blessings to each other as a common greeting or to ward off misfortune.

The Curse of Druids – While it has been 100 years since the magics were torn from the lands, the warnings of the Druids have been passed down through the generations. Stories of Arashi, the druid that caused the great floods, forcing the Merkadians to flee their homelands. Stories of the Zothar and the horrific magics used during the war. Stories of the Strifebearer Kirin and the great famines she brought to the lands. Stories of the Reckoning and the Druids’ involvement. This has led the Merkadians to believe that the Druids are those “cursed by the Bloom” and will bring forth the destruction of the great clans.

Relations with Other Nations

Lodour Swamp – Relations with the Lodour are tense, feeling that those of Lodour are too similar to the Zothar. The border between Lodour and Merkadia is always rife with trouble. 

Onyx Isles – The people of the Isles and Merkadia were once one people. With each nation providing what the other needs and a strong feeling of familial relations the two nations have always been strong allies. 

Sarova – The people of Sarova are strange, loud, and can be overbearing. Their legal system is a nightmare to deal with. But Sarrovians love the silk fabrics traded by the Merkadians, and relations between the two cultures are strong.