In the heart of the central west coast of the Southlands, nestled amidst ancient, verdant forests and rising from rugged, rolling terrains, lies the Kingdom of Vanier. It is a land of captivating contrasts, where the untamed wilderness, echoing with the calls of unseen creatures and the whisper of forgotten deities, meets the bustling energy of coastal cities like the sprawling port of Vela and the strategically vital Port Daegal. Vanier’s strength is forged not only in the splendor of its natural beauty but in the resilience of its people, its pragmatic governance, and its proven military prowess. A centralized monarchy, supported by a council of local lords and influential military leaders, strives to balance the cherished Vanierian ideals of individual freedom with the necessities of collective safety, particularly in the face of the ever-present threat from the northern Vishodan Empire.
The climate, with its mild, rain-kissed summers and cold, often snow-laden winters, nurtures the dense woodlands—oak, birch, and the mighty ironwood—ensuring they remain an ever-present testament to the kingdom’s enduring natural wealth. Here, ancient traditions and vibrant festivals pulse through the veins of the community, celebrating everything from the bounty of the annual harvest to the unwavering valor of its warriors. The dominant faith, that of the Servants of Light, instills values of compassion and quiet service, with their Houses of the Light offering solace and healing throughout the land. Alongside this, particularly in the deep woods and remote villages, the “old ways” of revering nature spirits and ancestors continue to be practiced with quiet dignity. The lyrical cadence of the Common Tongue unites the urban centers, while a distinct Rustic Dialect echoes through the rural communities. Vanierian cuisine, rich in wild game, foraged forest herbs, and the bounty of the western sea, tells the story of the land’s generosity. Its architecture, a harmonious blend of robust timber and enduring stone, speaks of a people deeply attuned to their environment.
Despite its often serene landscapes, Vanier has weathered its share of conflicts, emerging stronger and more resolute, guided by figures like the late King Edlyn and now his son, King Lorian. In Vanier, the ancient forests whisper tales of forgotten empires and primal spirits, while its cities buzz with life—a realm where natural splendor, cultural richness, and unwavering strength converge.
II. Geography
Vanier’s geography is a tapestry of deep forests, rugged uplands, and a dynamic coastline, all of which have profoundly shaped its people, its defenses, and its role in the Southlands.
Location & Borders
Vanier is a significant kingdom located on the central west coast of the Southlands. To its north lies the Kingdom of Hanan, and beyond that, the ever-looming threat of the Vishodan Empire, separated by the formidable Akash Mountains and strategic chokepoints like the Ruhan Pass. Its western border is the vast expanse of the ocean, making it a key maritime player. To its east, the terrain becomes increasingly rugged, eventually giving way to other Southland territories, while its southern borders are less clearly defined by direct hostile threats but involve moorlands and interactions with other local fiefdoms.
Topography
- Dense Forests: Vanier is renowned for its vast, expansive woodlands, primarily composed of ancient oak, birch, resilient pine, and the exceptionally strong ironwood. These forests are rich in game animals, valuable timber, diverse flora including medicinal herbs and edible fungi, and numerous hidden groves considered sacred by followers of the “old ways.” They form the backbone of Vanier’s natural resources and its primary defensive terrain.
- Rugged Terrains: Interspersed with and often rising from the forests are areas of rugged terrain, marked by rolling hills, steep-sided valleys, hidden meadows, and rocky outcrops. This landscape makes travel challenging for those unfamiliar with it but provides Vanierians with numerous natural defenses and ambush points.
- Coastal Areas: The western edge of Vanier is a significant coastal region, home to its major port cities, Vela and Port Daegal, as well as numerous smaller fishing villages like Brackton. The coastline features natural deep-water harbors, sandy beaches in places, and rocky cliffs in others. The southern coast transitions into windswept moorlands.
- Farmlands: East of Vela, in particular, lies a stretch of wonderfully fruitful farmland, crucial for supplementing the kingdom’s sustenance drawn from forest and sea. The Thornvale Valley is another noted fertile region.
Climate
Vanier experiences a temperate maritime climate, heavily influenced by its coastal position and extensive forest cover.
- Summers are generally mild and pleasant, with regular rainfall ensuring the forests remain lush and vibrant. Days can be warm, but oppressive heat is rare.
- Winters are cold, often bringing significant snowfall, especially in the higher elevations of the rugged terrains and deeper into the forests. Cold blasts also descend from the distant Akash Mountains to the north, making winter a challenging season requiring considerable preparation.
- Rainfall is consistent throughout the year, contributing to the verdancy of the landscape and the health of its many rivers and streams.
Flora and Fauna
Vanier’s ecosystems are rich and diverse:
- Flora: The dominant flora includes vast forests of oak (Ironoak, Silverleaf Oak varieties), birch (White Birch, River Birch), pine (King’s Pine, Needlefast Pine), fir, and the prized Ironwood tree (known for its incredible strength and used in shipbuilding and fortifications). The forest undergrowth is rich with ferns (maidenhair, bracken), mosses (velvetmoss, shademoss), wildflowers (Forest Hearts, King’s Cups, Moonpetals), various berries (elderberries, bilberries, sunberries), and a wide array of mushrooms and fungi (King Morels, shadowcaps, golden chanterelles). Medicinal herbs like elderflower, comfrey, kingsfoil, and willow bark are commonly foraged, often used in the healing practices of both local healers and the Servants of Light.
- Fauna: The forests teem with game animals such as Vanierian Stags (prized for their antlers and meat), Wild Boars (often called Tuskers), Forest Hares, Greyfurs (large squirrels), and various game birds like Forest Grouse and River Pheasants. Predators include Timber Wolves, Shadow Cats (a local lynx or bobcat variant), and the occasional Brown Bear in deeper wilderness. Rivers and lakes are home to freshwater fish like River Trout and Silver Pike. The coastal waters boast abundant marine life, including Coast Cod, Silver Herring, Storm Mackerel, Rock Crabs, Blue Mussels, and Sand Oysters. Meadowlarks and forest songbirds like the Finch Whistlers are common, and birds of prey like the Ironwood Eagle and Grey Kestrels patrol the skies.
III. Culture
Vanierian culture is a robust blend of pragmatism, martial pride, strong community bonds, and a deep-seated spirituality, with the teachings of the Servants of Light providing a widespread moral compass alongside the enduring “old ways” connected to the land.
Language & Literature
The primary language spoken in Vanier’s cities and by its nobility is the Common Tongue, a widely understood derivative of the ancient Elder Tongue. The Elder Tongue itself, with its complex grammar and resonant tones, is still used in ancient rituals of the “old ways,” specific prayers within the Houses of Light, inscribed on monuments, and is studied by scholars and clergy of the Servants of Light. In the more rural, forested regions, a distinct Rustic Dialect is prevalent. This vernacular also evolved from the Elder Tongue but took on its own unique character, vocabulary (rich in terms for forest life, hunting, and nature spirits), and cadence shaped by generations of life in the deep woods. While mutually intelligible with the Common Tongue for basic matters, its idiomatic expressions and specific terminology can sometimes present a barrier to precise communication. Literature consists of oral sagas and epic poems celebrating heroic ancestors, legendary hunts, and pivotal battles, often recited by bards. Chronicles of the kingdom’s history are kept by royal scribes and within the archives of major Houses of Light. Devotional texts of the Servants of Light, and practical treatises on forestry, herbology, and military strategy are also valued.
Traditions & Festivals
Vanierian life is marked by traditions and festivals that honor the cycles of nature, the valor of its people, and the spiritual beliefs of the kingdom:
- Seasonal Celebrations & Harvest Festivals: Annual festivals celebrate the harvest (the Harvest Bounty in late autumn), the spring thaw (Spring’s Awakening rites), and Midsummer’s Revel (a joyous celebration of light and life with bonfires). These often blend communal gratitude with observances led by the Servants of Light for Akasha’s bounty.
- The Festival of the Hunt: Held deep in autumn, this is a major cultural event involving organized great hunts, followed by days of feasting, storytelling, games of skill, and expressions of gratitude for the forest’s bounty.
- Military Commemoration Days: Victories and fallen heroes are honored through solemn ceremonies and public acknowledgments. Names of the fallen are carved into the Stone of the Fallen in Elmsworth.
- Festival of the Ancestors: This significant cultural practice, held in early winter, involves families and communities honoring their forebears. While traditionally part of the “old ways,” the Servants of Light often participate, framing remembrance within the context of lives lived in service and the enduring spark of Veyra. Gatherings occur at ancient sites like the Sanctuary of the Ancients or within local Houses of the Light.
- Servants of Light Observances: Specific days are dedicated to quiet reflection, communal service, and celebrating Akasha’s light, often marked by gatherings at the Houses of the Light. These include festivals of illumination or days of healing where the Brothers and Sisters offer their services widely.
- Forest Rites (Old Ways): In rural areas particularly, smaller, localized rituals continue, performed to show respect to the myriad forest deities and nature spirits (such as the revered Ironwood Sentinels or capricious Brook Sprites) believed to inhabit the ancient woods.
Diet & Cuisine
Vanierian cuisine is hearty, wholesome, and directly reflects the land’s bounty, favoring simple preparation that highlights natural flavors:
- Game: Dishes based on venison (Vanierian Stag), wild boar (Tusker), Forest Hare, and various game birds are staples, often roasted, stewed, or made into rich pies. Smoked and cured meats are vital for winter stores.
- Forest Provender: Wild mushrooms (King Morels, Shadowcaps, Golden Chanterelles), forest herbs (Wild Thyme, Forest Sage, Rootnettle), berries (Sunberries, Frostberries, Bilberries), and nuts (Ironwood Nuts, Stone-Acorns) feature prominently.
- Seafood: In coastal regions, seafood is crucial. Coast Cod, Silver Herring, Storm Mackerel, Rock Crabs, Blue Mussels, and Sand Oysters are common, prepared grilled, smoked, salted, pickled, or in hearty stews.
- Agriculture & Foraging: Produce from areas like Thornvale Valley (rye, oats, turnips, parsnips, sturdy potatoes) supplements their diet. Foraged greens and wild fruits are also important.
- Drink: Robust ales (like “Ironwood Stout” or “Forester’s Amber”), sharp ciders (from “Wildwood Apples”), and potent mead (often called “Forest Gold”) flavored with local honey and sometimes herbs are popular. Herbal infusions are common.
Art & Architecture
Vanierian art and architecture are characterized by practicality, use of natural materials, and a design ethos that harmonizes with the environment, with Houses of the Light often being notable structures:
- Woodwork: Skilled woodwork is a hallmark of Vanierian craft, with carvings of forest animals, leaf motifs, or knotwork.
- Structures: Buildings are made with robust local stone and heavy timber. Houses of the Light are often built with a simple, enduring elegance, utilizing local stone and fine timber, typically marked by a prominent sun symbol (representing Akasha’s light) above their entrances or on their gables. They are designed as places of quiet reflection and communal gathering.
- Fortifications: Military architecture is pragmatic and strong.
- Shrines: Small, personal shrines for the “old ways” (ancestors, nature spirits) are still found, especially in rural homes and forest clearings.
Social Norms & Etiquette
Vanierians value honor, valor, individual freedom, and community responsibility. The teachings of the Servants of Light emphasize kindness, restraint, and service to others, influencing social interactions.
- Warrior Ethos: Deep societal respect for warriors and hunters remains. Oaths are taken very seriously.
- Community Bonds: Strong in rural areas, fostered by communal work and faith gatherings.
- Hospitality: A common virtue, often extended through Houses of the Light which serve as refuges.
- Respect for Nature: While the Servants of Light focus on inner Veyra, a respect for Akasha’s creation means the traditional reverence for the natural world aligns with their teachings.
Role of Religion & Spirituality
The spiritual life of Vanier is predominantly shaped by the Servants of Light, an order centered on inner illumination and quiet service, though the ancient “old ways” of nature and ancestor worship continue to be practiced, especially in rural communities.
- The Servants of Light: This is the dominant faith in Vanier. Their core belief is that all life holds a spark of Akasha’s light, a divine essence they call Veyra, which is the sacred life force. The purpose of life is to nurture this inner light through acts of kindness, restraint, and service. They see Veyra as Akasha’s “gift of light,” meant primarily for healing, protection, and upholding Akasha’s quiet, enduring law. Their priests, Brothers and Sisters of the Light, are wise, unassuming mentors providing comfort, guidance, and healing. They believe magic, as the channeling of Veyra, should be a silent, unseen force used in service to life.
- Temples & Hospitals: Their temples, called Houses of the Light, are found throughout Vanier. These structures, often marked by a sun symbol, serve as places of quiet reflection, teaching, and importantly, as hospitals where the Brothers and Sisters channel Veyra for healing – “Akasha’s breath” bringing recovery.
- Influence: The faith shapes communities around compassion, quiet strength, personal responsibility, and the comforting idea that Veyra will always endure.
- The “Old Ways”: Alongside the Servants of Light, ancient practices of venerating forest and nature spirits and ancestors persist, particularly in deep forests and isolated rural communities. Small shrines, offerings, and seasonal rites continue, often seen as complementary to the dominant faith or as cherished cultural traditions.
IV. Economics
Vanier’s economy is robust, built upon its rich natural resources, skilled artisanship, and strategic coastal trade.
Trade & Commerce
- Primary Exports: Timber (Ironwood, King’s Pine), furs (wolf, bear, fox), forest herbs (Kingsfoil, Forest Sage).
- Artisanal Goods: Metalwork, leather goods, carved items from towns like Port Daegal.
- Sea Trade: Crucial, centered in Vela and Port Daegal, with connections across the Southlands and to the Varakali Archipelago.
- Trade Guilds: Blacksmiths’, Timberwrights’, Tanners’, and Traders’ Guilds are influential.
Occupations
- Rural Areas: Hunting, trapping, timber harvesting, subsistence farming, fishing, foraging.
- Urban Centers & Towns: Merchants, artisans, traders, innkeepers. Military, royal administration, and service within Houses of Light.
- Coastal Regions: Fishing, shipbuilding, maritime trade.
Currency
Vanier mints its own coins: Silver Stags, Copper Oaks, and Golden Suns (or sometimes called Ironwood Crowns). These are stamped with symbols of forests, wildlife, military insignias, or the sun symbol of Akasha.
V. Government
The Kingdom of Vanier is a centralized monarchy, where the authority of the Crown is supported by local lords, military leaders, and the respected counsel of senior Servants of Light.
Structure & Hierarchy
- The Monarchy: Ruled by King Lorian, with Queen Mora as a key advisor. The seat of power is the Palace of the Ironwood Throne in Elmsworth.
- Council of Lords: Composed of powerful local lords (Dukes, Earls, Barons, Viscounts) and key chieftains.
- Military Leadership: Figures like Earl Arth hold significant sway.
- Noble Houses: Elstryn, Thornevale, Blackwater, Ravenhill, and others (Duke Aldhelm, Duke Banan, Earl Aldhelm, Earl Algar, Earl Alwyn, Barron Ator, Barron Beorn, Viscount Drakemoor, Baron Greystone), control territories and contribute to the kingdom.
- Influence of the Servants of Light: Senior Brothers or Sisters often advise the monarch and nobility on ethics, justice, and public welfare.
- Court Intrigue: Political maneuvering and shifting alliances occur, particularly with adversaries like Lord Edrik challenging the new King.
Law & Order
Vanierian law promotes individual freedom while emphasizing collective safety. Teachings of the Servants of Light inform concepts of justice.
- Royal Edicts & Common Law: Applied with regional variations.
- Forest Laws: Protect vital forest regions and sacred groves.
- Enforcement: Royal Guard, lord’s retinues, town watches. Houses of the Light offer sanctuary or mediate minor disputes.
Foreign Relations & Diplomacy
Vanier’s foreign relations are shaped by its position and the northern threat.
- Northern Neighbors (Vishodan Empire): Persistently tense and hostile.
- Kingdom of Hanan: Border management and potential cooperation.
- Nishan Federation (Janshi, Kiran): Trade ties and potential alliances. Lady Elara of Janshi is a key link.
- Varakali Archipelago: Trade treaties are sought.
- Southlands Alliances: Crucial for countering the Vishodan threat.
- The Black Watch: Operates clandestinely to protect Vanier.
VI. Military & Defense
Vanier’s military is a cornerstone of its survival, renowned for its proficiency in forest warfare, its robust fortifications, and the resilience of its soldiers.
Force Composition & Strength
- Standing Army: 8,000-11,000 soldiers.
- Standing Navy: 2,000-4,000 personnel.
- Reserve Service & Conscription: Compulsory reserve service; conscription potential up to 50,000.
Key Military Figures
- Earl Arth: Warden of the West, Commander of The Wall.
- Noble Commanders: Lead their house retinues.
Role & Tactics
- Forest Warfare & Guerrilla Tactics: Masters of ambush, traps, and leveraging woodland terrain.
- Defensive Fortifications: Network of fortresses (Dur Tarak, Dur Bern, Fort Kaldren) and The Wall.
- Naval Defenses: Patrol coasts, defend ports, protect trade.
Fortifications & Infrastructure
- Dur Tarak: Controls Ruhan Pass. A town supports its garrison.
- Dur Bern & The Wall: Expansive northern defensive line. Its high maintenance cost is debated in Elmsworth (sometimes referred to by its old district name, Valor, in such discussions).
- Fort Kaldren: Northern edge fortress.
- Coastal Defenses: Managed by coastal nobles.
Equipment
Practical, durable armor (leather, chainmail, steel breastplates/helms) and weaponry (longswords, axes, spears, longbows), balancing protection with mobility.
Military Strengths and Weaknesses
- Strengths: Natural defenses, forest warfare mastery, robust navy, strong community bonds/militia, resources, strategic fortresses, strong warrior tradition.
- Weaknesses: Dialect barrier, over-reliance on natural defenses, tense northern relations stretching resources, potential internal disputes, sea trade dependency, risk of isolation, potential command bottlenecks.
VII. Education & Academia
Education in Vanier blends practical wilderness skills with formal learning, influenced by martial needs and the scholarly traditions of the Servants of Light.
Curriculum
- Wilderness Survival & Practical Skills: Essential training for youth in survival, hunting, tracking, navigation, basic herbalism.
- Formal Learning: Schools teach Elder Tongue, Common Tongue, Vanierian history, geography, basic sciences. Houses of the Light contribute by teaching literacy, ethics, basic healing arts, and theology.
- Apprenticeships: For craft skills.
Institutions
Schools in larger towns, tutelage within noble houses, military training. Houses of the Light serve as significant centers of learning, preserving texts and offering instruction.
VIII. History
Vanier’s history is one of resilience, adaptation, and a long struggle to maintain its identity and security.
Major Eras & Turning Points
- Era of the Empire & Vanier’s Integration: Ancient influence from a fallen empire (believed to be the Luminar Empire).
- Rise of Northern Threats & Fortification Era: Establishment of northern defenses.
- Growth of Urban Centers & Vanierian Identity: Development of cities and distinct culture. The spread and establishment of the Servants of Light was a major societal turning point.
- Reign of King Edlyn: Focus on military strengthening.
- Ascension of King Lorian: Current era, facing war and political challenges.
Wars & Conflicts
- Past Skirmishes with Northern Tribes: Early conflicts.
- The Vishodan Threat (Ongoing): Dominant conflict, amplified by tales of their dark powers.
- Internal Disputes: Historical instances of noble rivalries or challenges to the Crown.
Historical Figures & Legacies
- King Edlyn (Deceased): Legacy of military preparedness.
- Earl Arth, Warden of the West: Living legend of defense.
- Founding Figures of the Servants of Light in Vanier: Revered early Brothers and Sisters.
- Legendary Warriors and Ancestors: Honored in sagas and at the Sanctuary of the Ancients.
IX. Places of Note
Vanier is a kingdom rich in diverse and significant locations, from bustling cities and formidable fortresses to sacred sites.
Cities & Towns
- Elmsworth (Capital City): Home to the Palace of the Ironwood Throne, council chambers, war rooms, and the Stone of the Fallen. A prominent Great House of the Light serves as a spiritual center and major hospital.
- Vela: Sprawling port city, major trade hub, with significant Houses of the Light.
- Port Daegal: Bustling coastal artisan town (pop. ~5,000), common starting point for adventurers. Features The Broken Anchor Tavern and the Broken Lance Tavern (the reputable one), barracks, docks, and a local House of the Light aiding travelers.
- Manan: Southern major city, renowned for its Great House of the Light, an ancient temple complex known for its healing springs and extensive libraries, built on a site long considered sacred.
- Brackton: Coastal village preparing for defense.
Fortifications
- Dur Tarak: Ancient fortress controlling the Ruhan Pass. A town supports its garrison. (“Tarak” means “protector” in Elder Tongue).
- Dur Bern & The Wall: Command center for The Wall, an immense defensive line linking eastern mountains to the western sea, with watchtowers every half-mile.
- Fort Kaldren: Stone-walled fortress on Vanier’s northern edge.
Natural & Geographic Features
- Ruhan Pass: Strategically vital northern mountain pass.
- The Jagged Reach: Treacherous, snowbound high mountain pass.
- Thornvale Valley: Fertile agricultural valley (House Thornevale).
- Western Vanier: Rugged, forested terrain (House Ravenhill).
- Moorlands: Along the southern coast (House Blackwater).
Other Locations
- Beorn’s Homestead: Secluded rural dwelling in Vanier’s wilderness.
- Sanctuary of the Ancients: A significant temple site for ancestor veneration, revered by adherents of the “old ways” and respected by the Servants of Light as a place of historical remembrance.
- Houses of the Light: Found throughout Vanier, from village chapels to major urban centers, serving as places of worship, healing, learning, and sanctuary.
- Ancient Library (Southlands Context): A legendary hidden library within the Southlands, sought for lost knowledge, including lore on the Vishodan Empire’s dark practices.
X. Notable Figures
Vanier’s political, military, and social landscape is shaped by its royal family, influential nobles, dedicated military leaders, and respected spiritual guides from the Servants of Light.
Royal Family
- King Lorian: Current monarch, grappling with new responsibilities and threats.
- Queen Mora: Lorian’s mother, a pragmatic and observant advisor.
- King Edlyn (Deceased): Former King, known for his stern focus on defense.
- Crown Prince Caden (Deceased/Formerly Heir Apparent): Lorian’s elder brother, whose fate is a matter of sorrow at court.
Nobility (by House & Title)
- Earl Arth: Warden of the West, Commander of The Wall.
- House Thornevale: Earl Dermot Thornevale, Countess Elara Thornevale.
- House Blackwater: Baron Garrick Blackwater, Baroness Elyse Blackwater.
- House Ravenhill: Viscount Corin Ravenhill, Viscountess Selene Ravenhill.
- House Elstryn: Carina of House Elstryn (a noblewoman with a difficult past).
- Other Titled Nobles: Duke Aldhelm, Duke Banan, Earl Aldhelm, Earl Algar, Earl Alwyn, Barron Ator, Barron Beorn (a seasoned warrior), Viscount Drakemoor, Baron Greystone.
Members of the Black Watch (Operating in Vanier)
- Captain Cullen: Experienced Black Watch operative.
- Lady Elara of Janshi (“The Witch Queen”): Diplomat and arcane practitioner, key ally.
- Beorn: Rugged warrior with wilderness expertise.
Servants of Light
- Brother Brendan (Representative Figure): Embodies the wisdom, unassuming nature, and healing skills of the Order, providing comfort and guidance. Senior Brothers or Sisters in major Houses of the Light are influential figures in their communities and sometimes at court.
Game Note: Vanierian Appearance
Characters from the Kingdom of Vanier typically reflect their forested, temperate coastal environment and their blend of hardy frontier spirit with a degree of established civilization. Their appearance is generally practical and resilient.
Physique and Stature: Vanierians are generally of a sturdy and capable build, adapted to lives that often involve physical activity, whether it be forestry, farming, seafaring, or military service. They are not typically hulking, but possess a practical strength and endurance. Heights are average for Southlanders, with regional variations influenced by lineage and nutrition. Those from the more rugged terrains or with strong warrior traditions often appear more robust.
Skin and Hair: Skin tones commonly range from fair (especially in areas with less sun exposure or among those of more ancient lineage) to lightly tanned or ruddy from outdoor life. Freckles are common. Hair color is diverse, encompassing various shades of brown (from light ash to deep chestnut), blonde (common, especially in youth, sometimes darkening with age), and occasionally black. Red hair, while not exceptionally rare, is less common than browns and blondes and is sometimes associated with a fiery temperament or unique lineage. Hair is often worn at practical lengths, braided, or tied back, especially when working or in martial pursuits. Beards are common for men, ranging from neatly trimmed to full and more rugged, depending on station and personal preference.
Facial Features and Eyes: Facial features among Vanierians show a fair degree of variety but often lean towards strong jawlines, defined cheekbones, and straight or slightly aquiline noses. Expressions are typically direct and can be serious or good-natured depending on the individual and situation. Eyes come in a wide range of colors, including blues, greys, greens, hazels, and various shades of brown. Their gaze is generally clear and forthright.
Clothing & Adornment: Vanierian clothing prioritizes practicality, durability, and protection against their variable climate, utilizing readily available materials.
- Materials: Wool (for tunics, cloaks, trousers), linen (for undergarments and lighter wear), and sturdy leather (for jerkins, boots, belts, armor components) are staples. Furs are used for winter linings and cloaks.
- Styles: Clothing is generally functional. Tunics, trousers or breeches, sturdy boots, and cloaks or capes are common for both men and women. Rural folk often wear more rugged, homespun garments, while city dwellers and nobles might have access to finer quality materials and more tailored cuts. Colors are often derived from natural dyes – greens, browns, greys, russets, and blues are common, though brighter colors might be seen in festivals or on noble attire. Servants of Light wear simple, unadorned robes, often in calming shades of grey or undyed linen, marked discreetly with the sun symbol of their order.
- Adornment: Jewelry is generally simple and practical – bronze or silver brooches to fasten cloaks, leather belts with sturdy buckles, perhaps simple rings or pendants carved from wood, bone, or stone, sometimes bearing protective symbols or family crests. Warriors might wear minimal adornment to avoid snagging in combat. Tattoos are not uncommon, especially among warriors or those with strong connections to nature spirits, often depicting animals, trees, knotwork, or symbols of valor.
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Last Modified: 05/13/2025