Lett-Mora

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Summary[edit]

Established by a group of Ashwalkers and their entourage in the early 1000s, Lett-Mora has grown in recent years to become a large village with an unusual cultural makeup. The population is primarily composed of Ashwalkers and followers of Amada, the Spirit of Light, whose church in Sarea was re-established by the Empyrean Drahcir Aurelius some time in the mid 1010s. The focus of these two cultures tends towards the worship of the spirits and the care of pilgrims, with the settlement's main focus being growth and self-reliance. The one thing that unites all of its people is a desire not to be ruled by large empires, and not to be cowed by dark forces.

With the Caldera's riches at their disposal the settlement has a brisk trade in rare metals and gemstones. However, another large source of income is from the rich farmlands allowed by the nourishing volcanic ashfall. With peculiar farming techniques that can best take advantage of aquifers to grow food in the parched landscape, the lowlands of the Caldera are a source of fine vegetables that are made into food and beverages by the inhabitants. These amenities are often sampled by travelers, as the Law of Hospitality gives rest to pilgrims, hunters, and miners traveling to and from the Caldera.

Lett-Mora can be reached by traveling south and then east from the central settlement, east and then south from Providence, or directly northeast from Fort Urosil. It lies on the far eastern edge of the Caldera region, along the main road found there.

History[edit]

Lett-Mora was established in 1000 AC by Ashwalker expedition-leader Relyn Vys and his Seers, Lumiel and Uladeshk. After quickly occupying a flat area beneath the Caldera volcano on Sarea's eastern shore, the group set about consolidating their resources and reaching out to the spirits. In the early days the settlement was ruled by council, with Relyn, Lumiel, and Uladeshk on equal terms in voting for direction. To Lumiel went the duty of engaging with the Spirits of the Wild, and diplomacy with foreign nations. This she excelled at, earning many friends in Arlandria as well as the victor's prize in Velin's footrace in the year 1003AC. Relyn and Uladeshk cultivated their connections with the local spirits, with Uladeshk befriending local mountain-guardian Bag'naros, a servant of Sinis. Together they would uncover the troubles that would occupy the village for the next seven years.

The Beginnings of Change that began in that same year saw Lett-Mora as a focal point in the war against Arcadia and its fallen king Nexus Averrant. With their settlement situated atop some of the very ruins of Arcadia itself, the people of Lett-Mora were at war with the creatures of the Void that boiled up from beneath their very feet. Velin and Bag'naros were in frequent communication with the Seers of Lett-Mora, and its Vanguard fighters When, Fleurosa, and Lenient as well as the leaders themselves engaged in excursions into the depths to combat the Void. On one of these occasions, they were able to successfully free one of the Mountain Wardens from its Felfire corruption, giving power to the spirit Sinis to resist her captor.

In the final assault on Nexus's stronghold in 1008AC, Relyn, When, and Lenient were part of the party that pushed through the forces guarding Nexus. Relyn and Lenient remained behind to guard the party within, while When was part of the group that confronted the King directly with the group that eventually struck him down. In the desperate defense of their attacking party, Lenient faced and defeated a masked member of an extraplanar organization, the Black Court, known as Sarama.

Left in peace following the Long Year, Lett-Mora is growing slowly but surely. Recent developments have seen the city strengthen its protection against the Void by the construction of a special type of defense: a weapon known as the Breath of Illuviel which devours Void magic and thus consumes the life-force of undead and demonic creatures.

With their defenses heightened, Lett-Mora has isolated itself from the wars of the world and pursued a campaign of improvement, unifying their once-small village with the Church of Amada to form a community dedicated to the peaceful pursuit of spiritual and personal growth. Of particular importance to the Ashwalker residents is the continuation and modernization of their culture for a new age. With a homeland, the once-nomadic people are now settled in their so-called "Promised Land." This has meant great political and lifestyle changes, with leather and canvas tents being exchanged for stone walls and wooden shingles, and conversations around the viability of a clan-focused polity rearing their head.

Laws and Customs of the Clans[edit]

Moral Laws[edit]

These laws are considered "Moral Laws" and are quasi-religious in nature. They represent the most codified form of law in Lett-Mora, and the brevity of the legal code is intentional.

1. Life has its appointed time. Kill only in self-defense, and do not raise the dead.
2. The Ancestors are our link to the homeland. Treat their spirits with respect, and honor their counsel.
3. Kinsmen are your strength. Honor your clan and honor our people.
4. All have value to the clan. Even the dishonorable can make up for errors as Bondsmen.
5. All things become ash. Do not weep for the land as the lava crosses, but rise with its tide.

Customs[edit]

The Law of Hospitality

The Law of Hospitality, as it's known, is a common custom among Ashwalker tribes that has carried over strongly into Lett-Mora's traditions. Among the majority of exiled clans, it's considered shameful to deny travelers a fresh meal and a place to rest, as their time in wandering has shown them the value of offering kindness and respite when it's needed. In Lett-Mora, the Law of Hospitality is extended to all those who come without ill intent and who are in good standing with the Spirits of the Land (or who are not but wish to be).

Though the kindness of the Ashwalker chieftain has caused significant trouble for Lett-Mora in the past, especially when the newcomers from Kal Azul that they had hosted began to defect to the Fae Cult, the People of the Mountain still cling tightly to their moral guidance. A warm meal and a bed at the inn are reserved for tired travelers coming down from the mountain mines, and healing and medical treatment is given to those who need help at the settlement's clinic. Friendly faces are never turned away.

Leadership[edit]

The leadership of Lett-Mora follows a traditional Ashwalker governance style, with accommodations made for the changing politics of the modern era. The Khan is still the seat of executive and ancestral power in the newly-minted nation, but the Seer Council has expanded both its scope and its political relevance as new groups have become integrated into the traditional clan. The current government holds three Seer positions: Wealdseer, Hearthseer, and the newly-created Lightseer, a role granted to the chief cleric of Amada in Lett-Mora.

Hearthseers are responsible for the Spirits of Fire and the maintenance of community forges, bonfires, and communion with the Spirit Sinis. Wealdseers are diplomats, expected to work abroad and commune with spirits of other types and forms. The Lightseer, the settlement's newest rank, reflects a devotion to Amada and a commitment to the needs of the Amadan contingent, both in their spiritual and their political representation. This new leadership position also reflects the relative independence of the Amadans, who hold a special self-governance not given to any others. The Church is allowed to self-regulate and its members are only expected to pledge themselves to the Clan through their commitment to the Church's tenets.

There is no significant stratification in Lett-Mora's hierarchy beyond the Seers and Khan, whose experience and command is valued in the role which they are dedicated towards. While a higher official rank for citizens exists, in the form of the title Vanguard, it is one that confers respect rather than command. Vanguards are those who have been given honors by one or more of the leaders due to outstanding contributions to the settlement. These tend to be military, often being given for acts of great bravery or sacrifice, but they can also be given for contributions of skill and care. One of the first Vanguards, Fleurosa, received her title for extensive cultivation of the Caldera lowlands, solving a food crisis that threatened the nascent village.

Active Leaders[edit]

Former Leaders[edit]

Ashkhan - Sylas Vys

Hearthseer - Fia Lycia

Wealdseer - Celandine Rive

Lightseer - Drahcir Aurelius

Wealdseer - Lumiel Ornus, When Pavlova

Vanguards[edit]

The purpose of Vanguards is to encourage self-motivated groups to form to coalesce the settlement's interests around particular types of content. Vanguards are the settlement's officer rank, and they're promoted based on the presentation of an idea for interesting RP that people are willing to help them to achieve. Anyone can become a Vanguard if they present a project, mission, or event chain to the leadership with the intention of leading others on that path, and the leadership will support them however possible to accomplish it.