![]()
About Middle End NarratorAn Introduction on the Lands of Middle End The purpose of this document is to create a background of the cultures of the world at large so that as characters and stories are written and established a consistency with the story can be found for both writers and readers. Each section is divided first by Nation. Under each Nation a reader will find various kingdoms within that have been outlined. The majority of these can be found on the following maps. The first map demonstrates the realm itself, with a key on the bottom to explore the various parts of it. The second map shows nuances as weather patterns and the key in miles for the map. Nations Known Nations and Important Places Within Nation: Aeredale
Nation: Allathas
Nation: Dark Hedge
Nation: Fennimar
Note on Weather Patterns: The center of the map can be found somewhat above the bay located near to the coast of Fennimar. Stretching both above and below this mark are two colored yellow lines. As the travelers move from the equator of the map, they will gradually reach cooler climates. The spaces between the yellow lines have their temperature below marked. Those spaces between the yellow and green are marked with the green line, and the spaces between the green and blue are marked with the blue line. Above the blue line the temperatures drop radically and are not marked. It should be noted, however, that rain and wind have not been factored in, and no matter what the “Average Weather Pattern” suggests, certain areas may differ somewhat from the averages listed below. In short; readers are encouraged to see these notes as guidelines, rather than inflexible statistics. Cultural Nuances: The lands of Middle End are very similar to that of Earth’s history. Because of this, readers should not be surprised that many of the mythological elements which are found in the text are consistent with those in various cultures and history of our own world. However, while these similarities exist for the purpose of helping to grounding both the writer and reader within the context of the story, they are not meant to be judged as specific and precise details. People who travel the harsh lands of Thalore should not be surprised to see ideas that remind them of cultures such as Transylvania, but they should also not be surprised if the people of that region differ widely from true historical Transylvanian culture, specifically in relation to mythology, but also in relation to how the people might behave, dress and act. Fantastic Beasts: The world of Middle End is populated primarily with humans. However, there are often found clusters of strange and mysterious creatures. In the wastes of Aeredale an explorer might find a wandering Giant or stumble on a pack of Dire Wolves, while in Sandaria a caravan might be assaulted by a Djinn or giant scorpion, which are typically found in stories of certain regions of Earth in general. These fantastical beasts and creatures are common enough that the people of this world would be familiar with them, but not so common that even a normal native would typically know all of the strange beasts that exist even in their own nation. Unlike other fantasy stories, there are not typically “nations” of fantasy races interacting with humans (though there might be in various regions of the world). But ultimately, meeting such “magical” creatures is not wholly unexpected, but these creatures have not all been discovered and it is likely that there are still surprises which can be found in any realm. Magic: Magic does exist, but it is very rare. Most of the “magic” that travelers might discover is largely related to herbalism, alchemy, tonics, elixirs, potions and – in some cases – enchantments. There are certain creatures which possess powers that could be considered “magic”, such as the lure of a Siren’s Song, or the mesmerism used by a Vampire to control the weak-minded. There are creatures which may employ curses against an enemy, and beings that may use power to fight these curses, often calling on strange and mysterious beings for aid that some have often treated as deities. Therefore, a traveler who possesses an enchanted item or piece of equipment is both extremely rare, and generally feared or distrusted by the common man, even if the item proves to be helpful in the cause of righteousness. Technology: The level of technology is consistent with that of the late 1880’s and early 1990’s. Victorian clothing is worn; repeating rifles are used, even as swords, spears and bows are still found in less advanced locations. However, with the mixing of magic with science, some historical technology may not be found as magic negated its advancement in certain areas, and augmented its advancement in other areas. Nation - Aeredale Name: An island which has no known civilizations or peoples upon it, Aeredale is a place of brutal cold and large, snowy wastes. This does not mean people do not live there, only that large cities and cultures have not fully developed there, due to the harsh weather conditions. Cultural Style: Similar to Inuit peoples, the few folk you’d meet in Aeredale are often swathed in fur and other warm gear to protect themselves from the bitter cold. Architecture: Some structures carved from large stones to form occasional domes or large circles of rock which would then be covered with turf and ice; they structures are ancient and likely used for shelter from certain creatures that prowl the world. However, given the scarcity of game in general, most of eh people of Aeredale are forced to migrate in an effort to hunt. This dependency on migration means many of their current residences and villages tend to be things which can be moved when the beasts they hunt move. Clothing: Heavy furs, bone/stone weapons, leather. There is not much in the way of iron working in this climate, though it is said that there are rumors of dwarves who live in the dark places beneath the snow, but these are not like the dwarves of Allathas, instead, they are darker and crueler and often create trouble for surface dwelling folk as a way to amuse themselves. Gear/Technology: Stone and bone weapons; almost no metal, though some of the people who live there may find and trade metal tools with the few people who visit the lands. Mythological Creatures/Types: Dark Dwarves (more akin to goblinoid types); Giants, Ice Drakes, Trolls and Dire Bears, Dire Wolves and “Snow Spirits” (creatures that travel the wastes and are often mistaken for ghosts or some version of the undead). Nation - Allathas Kingdom within Allathas - Name: Thalore Cultural Style: Akin to Germanic, Scandinavian and Transylvanian peoples. They have created massive farming communities to the south of Allathas and two large rivers run from the hills northward to the capital city of Thalore. Thalore itself was built near mountains and is filled with large castles designed to protect their peoples from monstrous creatures which live in the mountains. The mountains are filled with large deposits of gold and jewels and this led to the foundation of the capital city, with exports of heavy foodstuffs from the south. Architecture: The architecture of Thalore is similar to that found in 19th century Transylvania and Germany. The people wear similar clothing and gear; cavalry and heavily armored knights with crossbows and longswords are often seen; hand-held firearms are not as common for things such as hunting, and are generally only seen used by the military, the common people still relying on crossbow, spears and axes for hunting and home defense. Clothing: Clothing similar to 19th century Germans and Scandinavian peoples, also akin to that of Transylvania. Gear/Technology: The technology of the people of Allathas should be far more advanced given its easy access to iron ore; yet this is the very complication which seems to keep the culture from advancing with the same speed. Heavy armor, heavy melee weapons – these have been in use for so long that the transition to lighter gear and firearms has not yet come about fully, though some of the common folk do carry muskets and flintlocks, from time to time, but generally these are not used nearly as much as the crossbow is. Mythological Creatures/Types: Giants, Trolls, Wer-Beasts, Vampire, Undead, Dwarves, Goblins, Witches. Nation - Fennimar Kingdom within Fennimar - Name: Arvandor Cultural Style: Located near colder forests, the kingdom of Arvandor hearkens to the days of Celtic and Norse people in how their culture developed. However, their proximity to the coast has encouraged them to begin to explore and advance beyond the realms of their realm. Their gear is similar to that of the people of Pelagir, due largely to trade. Architecture: Strong, sturdy houses are often built in “row house” style, similar to modern day “town houses”. The homes of the people create natural barriers to any invading threat or danger, and allow for the maximization of space in locations which are hemmed in by wilderness. Clothing: The temperature is colder at these latitudes. Because of this, citizens often dress warmer. Fur and wool are used, but wealthier citizens have begun to import linens and in rare cases silks. Wealthier citizens have expanded their wardrobe considerably and have moved to use multiple outfits; no longer do they keep one set of clothes for working, now they keep multiple lavish outfits simply for the purpose of demonstrating their wealth and status. Gear/Technology: The people of Arvandor are more and more comfortable with modern technology, mixing it with their more ancient styles and patterns. Cannon on board ships are common; citizens using firearms for not only the military, but the purpose of self-defense and even matters of honor are also common. Further, citizens enjoy riding, not only for sport or work, but also for pleasure. Mythological Creatures/Types: The majority of the mythological creatures of Arvandor existed in the forests as “Fey Creatures”, yet many of these beings may have been banished or pushed aside by modern science and technology. However, people are still concerned with creatures such as spirits or ghosts; some of these beings seen as benign, or even friendly, while others are seen as terrifying. Further, a growing concern is the use of science mixed with humanity, and concern regarding strange “abominations” when people are merged with alchemical concoctions is a growing fear as well. Kingdom within Fennimar - Name: Ellienwar Cultural Style: The lands of Ellienwar are composed of wild, sprawling plains, modest forests and farmlands. The people who live in these lands are akin to those who lived in East Russia bordering on what was once Mongolia. Steppe riders and horsemen, many of them are migrant folk to follow their herds, though their principle city is proud and well-built and subsists on the bounty of their rich farmlands. Architecture: This depends on the types of people. The herdsmen use simpler building supplies that can be easily taken down and converted for movement over the plains. However, cities near farmlands certainly exist, though they mirror the style of Russia and Mongolia. Clothing: Despite the similarities to Russia, the temperature is far warmer and the people are less likely dress in heavy furs and more likely to wear leathers; though wool is also a common fabric used by many of the people as well. Gear/Technology: Armor is almost non-existent as the majority of the folk are almost natural horsemen. Skilled enough to fire and load rifles from their horses, the riders make a formidable cavalry. The trade with other nations has allowed them to collect and use more modern technology, though they do not typically produce it. Mythological Creatures/Types: Ancient “Wild Men”, Skin Walkers, Wer-Beasts, Witches Kingdom within Fennimar - Name: Pelagir Cultural Style: Closest to Victorian England, Pelagir is built upon the coast and its chief power is from its vast navy. It boasts both impressive strength at sea, as well as extremely advanced scientific discoveries. However, as its primary asset is the navy, the majority of its citizens conform their fashion, culture and ideas to comingle with the advantages of their naval power. Architecture: The architecture of Pelagir is similar to Arvandor, but more advanced, more nuanced. The people of Arvandor have developed more technology to aid them in their designs of the city. From fixed streetlights to provide illumination in the night to decent sewer systems to funnel waste throughout a community, the design of the buildings and structures is built around maintaining that consistency with practical living. Clothing: Clothes have become more than functional but now demonstrate wealth, power and status. They are beautiful as well as warm, to the point that the clothes themselves can often be seen as somewhat restrictive in lieu of fashion. In addition to furs, leathers and wool, citizens also import cotton and linen from Sandaria as well as produce some low-grade silk. Gear/Technology: Pistols and rifles have become a staple of the day; yet swords are still part of the community, often utilized for matters of personal honor. However, the majority of the citizens employ firearms for use on ships and the navy of Pelagir is extremely advanced. Mythological Creatures/Types: Pelagir is similar to Arvandor in many ways, so the mingling with ancient creatures of bygone ages seems unlikely. However, as the ships of Pelagir advance in to the waters many sailors have reported strange and mysterious sightings on the high seas. From sea monsters to sirens to kraken and kelpie; beyond the terrors of science gone wrong often found within their community the fear of ancient creatures of darkness lurking beneath the waves is a true concern. Kingdom within Fennimar - Name: Sandaria Cultural Style: Near to desert wastes, including violent sandstorms and volcanos, Sandaria is able to prosper and thrive due to the massive income they obtain due largely on account of revenue earned from strange and exotic spices and items which are grown exclusively there. In a world filled with strange and magical creatures, Sandaria’s local gives it an almost otherworldly quality in a world already populated with strange and magical creatures. The people of Sandaria, including their gear and culture, most closely resemble the Ottoman Empire shortly before it collapsed due to foreign expansion. However, unlike the historical issues faced by the Ottoman Empire due to colonial expansionism, the wealth and power generated through trade provide a secure amount of power to protect against such encroachment, though trading embassies are permitted within their city limits. Architecture: Tall towers and large domes can be seen throughout the city limits. Further, most stonework is white as it protects from the heat, yet inside the homes are lavishly decorated with expensive mosaics and patterns that rival surrounding nations. Clothing: Wealthier citizens typically adapt the clothing style made popular in Pelagir and Arvandor. However, the common man prefers to wear loose, billowy clothing, to protect from the heat and winds of the desert. It should be noted that some citizens who travel abroad have taken to wearing masks and heavier garb to protect themselves from the ash and heated soot which can pour in to the air from the surrounding volcanoes. Gear/Technology: There is a distinct difference between classes in the lands of Sandaria. Wealthier citizens adopt the technology and dress of their neighbors, while those folk who make their living traveling the deserts as nomadic people typically resort to using tents to follow their herds and carrying whatever weapons they can find or acquire during their travels. Mythological Creatures/Types: In the wastes of the desert visitors have noticed strange creatures; some of them seem to be giants of typical beasts, from scorpions to cobra to even giant crocodile which roam near rivers – while others take on a more insidious type, such as demon-like creatures that many natives call “Djinn” or strange beasts which linger near the volcanoes of the wastes that are said to be immune to fire and are called “salamanders”, and, on occasion, roaming creatures which look like rotting corpses made from living sand.
Nation: Dark Hedge Kingdom within Dark Hedge - Name: None Cultural Style: Difficult to say what style is best represented here as there are no known human citizens. Reports from explorers have demonstrated a large amount of creatures in the dark woods that hearken to both Celtic stories of Fey, as well as strange beings more akin to ancient Greek and Roman myths, including flying horses, fauns, nymphs, and spirits of the forest in general. Architecture: Without citizens to build there is no real architecture of note, though there have been sightings of strange ruins scattered throughout the mysterious forest that some have stumbled upon from time to time. Clothing: Those few creatures that had humanoid features which were observed had either no clothing whatsoever, or the clothing they had was made of silky, billowy cloth, or leather. Gear/Technology: Those creatures which seemed suited to carrying such things had been seen carrying rudimentary bows, clubs, spears and generally weapons and tools made of wood and stone. Mythological Creatures/Types: Nearly the entire forest seems to be populated by mythological creatures. |