piatok 22. januára 2021

Mysliace bytosti kontinentu Aporue: Rosomľud (Guloni)

Rosomľud je jedným z hrateľných druhov mysliacich bytostí v stolnom RPG Príležitosť robí zlodeja. Hráčova postava môže byť členom rosomľudu a to isté platí aj pre nehráčové postavy.



 

 

Also referred to colloquially as the “gulomen” or “wolverinemen”. Known to be the most warrior-minded of the mustelid peoples, the wolverinemen can be very fierce in battle and can turn all rabid whenever you insult them or provoke them. While they have their own particular code of ethics, not always understandable to others, they are generally a honourable (if oft-foolhardy) bunch. Just like other human and beastfolk species, they inhabit several landmasses of the known world, but always stick to their cold, northern fringes. This to them is their ideal environment, their true paradise on earth.

The material culture of the wolverinemen, while certainly still pre-industrial, is fairly advanced and well developed. Though they still use tools, weapons and even bits of armour that utilise stone, volcanic glass, bark, antlers and bones, the ones from Aporue have a long and distinguished history of metallurgy. Bronze tools and weapons have been abandoned several centuries ago, and most of the contemporary ones are made of iron and steel. But the wolverinemen are also proficient in goldsmithing and silversmithing, which has brought them much fame. Their simple jewellery, usually made from mundane or precious metals and adorned with more mundane gems (malakhite, garnet, volcanic glasses, etc.), is a well-respected and well-selling good that provides them with a fairly solid income.

In addition to hunting, they also herd reindeer and elk, fish with harpoons and rods (sometimes utilising simple canoes and monoxyls) and trade with furs and bone or tooth trophies. Some tribes and polities of wolverinemen even establish their own fur farms and fish-raising ponds and dykes. Outside of flax growing and the occassional growing or trading of herbs and lichens as spices for their meaty diet, the wolverinemen don't really have a settled agriculture in the traditional sense. The wolverinemen of other landmasses tend to be different in customs and material culture and are often more prehistoric or archaic in this regard.

Though wolverinemen trade with humans from near and far - especially via human channels like the nomads of northern Metsämaa - there has always been a degree of tension, friction and distrust between them and humans (particularly mining prospectors from abroad). Some other species of beastpeople don't have it easy either. It doesn't help that the wolverinemen consider most of their mustelid cousins to be “wimps and weaklings, pampered by the use of modern technology”. They tend to get along best with the sablemen, being more eager to willingly consider them friends, with human acquaintances often taking quite a bit longer to earn the trust of a wolverineman or wolverinewoman.

In terms of religion, the wolverfolk are, much like most of the sablemen and many of the human natives of the far north, still following their old religions of ancestor worship, animistic respect for the spirits of nature, and many an overblown heroic poem or song about dying valiantly in battle (or at least a tussle at the local tavern). Interestingly enough, the oldest legends of the wolverfolk speak of their ancestors once worshipping several deities, but eventually turning against them, once they learned those deities had tricked them, betrayed them and planned to enslave them. As the wolverfolk put it, "our courageous ancestors slew those false gods - they were more trouble than they were worth !". Ever since then, wolverfolk spirituality and religion has revolved exclusively around ancestor veneration and rememberance of various legendary heroes and heroines (not just warriors, but also wise and brave commoners, etc.), and showing regular respect to nature. (The animist part of their practices were at least partly influenced by some of the neighbouring sablemen cultures, who share some of these spiritual customs.)

The gulomen believe that individuals who die while heroically or honourable defending their fellow tribesmen, or even complete strangers they don't even know, will reunite with their ancestors in a mead hall of warriors in the afterlife. They also like to emphasize that all warriors (or all persons fighting to defend others) have to be honourable in mind and actions, as well as modest in attire and attitude (this explains their disinterest in overly fancy decorated armours and weapons). Whenever warbands of competing gulomen nobles and chieftains meet in battle, or said nobles and chieftains agree to a duel, warfare is often highly ritualized around the concept of honour. If the dispute is minor and an opponent is fought to a standstill or defeated honourably, the other side is expected to concede, and the two sides should then immediately make peace. A genuine war between gulomen, though rare, is a tougher thing to settle, but even there, there are cultural expectations of fighting honourably. The concept of honour extends to not harming unarmed people, whether of their own kin or strangers, and not harming women, children and the elderly. The rather ritualized nature of personal duels also allows for combatants or feuding parties to duel each other with a game of riddles, a duel of throwing axes or shooting arrows at a target, and similar.

Some wolverfolk have converted to monotheism, particularly those that have moved to more urban and cosmopolitan domiciles, or were even born there. Most of the Hrímlandic wolverfolk are, in contrast to their mainland relatives, monotheists. Ironically, though the wolverfolk resisted any attempts to force monotheism on them, they were fully willing to adopt it voluntarily, many of them arguing there aren't vast differences between their traditional faith and monotheism. Indeed, some religious scholars and travelogue writers had noted already centuries ago, that the wolverfolk's traditional religion of venerating ancestors and various cunning and admirable heroes of legend is akin to "a religion with saints, but without any gods". Paradoxically, this is what contributed to the easier voluntary conversion of many wolverfolk individuals, since they opined that the One God sounds wise and caring, unlike their fallen gods, and the twelve Prophets and assorted saints remind them of their folk traditions of celebrating virtuous heroes and people of the past.

Many individual wolvermen use patronymic-style surnames, rather than true family or clan names, utilising “-narf” as a suffix for sons and “-núar” as a suffix for daughters. For example, the masculine patronymic “Harvenarf" means "son of Harve”, while “Harvenúar" is a feminine patronymic meaning "daughter of Harve”.

The native language of the wolverfolk is called Wolvertongue, or more scientifically, Gulonic.


Pieseň prisťahovalca - the exact origins of this old folk song are shrouded in mystery, but it's assumed it was created by the wolverinemen of northern Aporue. Some of the human peoples living in the same regions adopted it as well, such as the Metsämaan nomadic tribes and some of the Metsämaan settlers, as well as some of the ancestors of the Hrímlanders. Fittingly, this old folk song is known by some north Aporuean immigrants to Melza, such as Skall, a rare wolverineman shopkeeper in the city.



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Skills and stealth, combat and thieving talents

Due to being a mostly rural people who don't congregate that much in towns and cities, the wolverinemen are not known to dabble much in organised, professional thievery. Meeting males and females of the species who are members of thieving guilds or fellowships or even petty gangs is exceedingly rare. Especially in a central Aporuean city like Melza (though it is still more likely than cities of even more southern latitudes).

When it comes to skills, wolverinemen prefer to focus on their physical strength and natural smarts in fighting and brawling. Beware getting into a brawl with a member of the wolverfolk, they have rather wicked, powerful jaws with big strong teeth, plenty of strength in their limbs and decent claws that are not to be underestimated. Annoy, provoke or challenge a wolverineman or wolverinewoman to a fight only at your own peril. They might easily wipe the floor with you, completely barehanded, even if they're a whole head shorter, or even two heads shorter...

Those wolverinemen who work as merchants, shopkeepers and similar entrepreneurs (especially in big cities abroad) might be willing to cut deals with professional thieves. Many of them might actually be secretly taking part in various smuggling operations.

When it comes to more new-fangled weaponry, including bombs and guns, the wolverinemen use them rarely. They see their merit, but they tend to stick to what they know and are comfortable with. More travelled gulomen are more open-minded to using more modern weaponry, and more modern tools and technologies in general.


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Autorove poznámky

The wolverinemen are also referred to as the gulomen. This other fictional name is inspired by the real world Latin term for the wolverine, gulo.

While it would be a bit of an oversimiplification, most of the wolverinemen of the Aporue continent could be described as somewhat similar to the Norsemen of late Antiquity and the early Middle Ages. However, they are distinctly land-bound and have little interest in maritime matters. Their overall culture also has many parallels to the real world's Paleoasiatic peoples and even Greenlandic Inuits.

In political matters, some of the wolverinemen have a Scandinavian-style proto-nobility of sorts, while others use a more peasant-centered system of governance. This latter system is somewhat comparable to Iceland during the Icelandic Commonwealth era, with rather democratically-styled public council meetings and rich peasants and landowners in lieu of actual nobility. The nomadic human tribes of northern Metsämaa who the wolverinemen share some technology and customs with are comparable to real world Saamis, a.k.a. Lapplanders. Similarly, the tribes of the sablemen often live in such societies, intermingling with the human natives, and trading with the wolverinemen in addition to humans and people of their own species.

I will say this is upfront: If you get the feeling that my wolverinemen are a good-natured parody of the clichés associated with the "stout barbarians from the northern wastes" stock character type... or of the various
viking-based or viking-inspired clichés in historical and fantasy fiction... you're right on the money ! ;-) Emphasis on the "good-natured" part of the sendup, as I'm not being mean-spirited about it, just cheeky and irreverent. :-) The inclusion of the medieval cover of Led Zeppelin's Immigrant Song as the gulomen's supposed "barbarian folk song" is part of that silliness. Imagine the humanoid versions of the guys seen in the gallery below running towards you in early medieval clothing, byrnie on their torso, bespectacled helmets on their heads, axes and swords and shields in hand, doing battle cries with their raspy and baritone voices. Oddly hilarious. :-D They have their seriousness, sure, but I like to think of them as comic relief that is a little too overly self-serious. ;-)

While wolverines are pretty tough and fierce animals for such small predatory mammals, they are also rather cute and endearing, though obviously gruffer than their cousins, the martens. This goes doubly for their humanoid derivatives in my setting too, with the wolverinemen being honourable and hardworking and caring and patient, but also rather comically quick to anger, lose their temper and get into a fight (or try to provoke someone into a fight). They're the tougher, buffer, somewhat shorter cousins of the far more common martenfolk. Whereas the martenmen are subtle and varied in their conduct, the wolverinemen are far more monolithic and predictable in their lifestyle. And yet, they are still varied individuals, their society is complex. You can often find individual wolverinemen working far away from their typical homelands, particularly as merchants or determined entrepreneurs of small to medium businesses. A rare few wolverinemen have even joined governmental institutions of their adoptive homelands, or turned to a life of professional thievery or other criminal dealings, for whatever reasons.

If the martenfolk are something of a mustelid analogue to Bigfolk humans, then the wolverfolk would be sort of analogous to fantasy dwarves from most fantasy fiction, especially those dwarves that are blatantly inspired by medieval Scandinavian culture. However, since my setting already has dwarves covered with the Permons and their allies/friends, the Stonie variety martenmen, with their similar preferences, the wolverfolk are meant to reflect the "rough and tumble elements" of the stereotypical Germanic-style fantasy dwarves, rather than the subtle ones.

A while back,
I mentioned some of the influences behind my setting and the design of the RPG I am developing for it. Well, though this is another unconscious similarity, the RPG 7th Sea had an interesting conflict in one of its cultures, the Scandinavian equivalent. It became split between forward-looking parts of the nation of Vendel, analogous in their features to 17th century Sweden (and somewhat the Netherlands too), while another part of the nation were traditionalists who wanted to retain a more medieval, viking-esque style of life. It made for an interesting clash in what was clearly a post-medieval setting. In my Orbis Furum, I suppose there is a similar tension, though not as blatant. The wolverinemen are, whether they like it or not, a bit of an anachronism: They (and other unrelated northern natives) want to keep living the way their ancestors did for centuries, with not much change along the way... But my world is increasingly industrialising, headed for modernisation, societal changes... And the wolverinemen find themselves sticking out like a sore thumb in all of that, with their insistence on living an unchanged life in rural villages with tribal governments, still fighting with the same "medieval" weapons they fought with some five to seven centuries ago. Tellingly, those wolverinemen who defy the typical expectations of their kin and countrymen and move abroad to trade and earn wealth, tend to embrace the changing nature of the world, and that brings them at odds with the cosy-minded, rustic traditionalists that make up most of their species.

Because the wolverfolk are a non-human culture, they don't really need to conform to any single human culture from real world history. You'll notice that, though they're quite obsessive about honour in battle and so on, they're not all that interested in raiding or pillaging (all the more that they're not actually keen on seafaring, preferring to avoid swimming), nor are they interested in ostentatious armour and weapons. The focus on celebrating various legendary-but-mundane heroes and heroines, even those that weren't warriors, in songs and sagas, or the veneration of ancestors who await their descendants in a mead hall in a paradisical afterlife, is meant to be broadly Scandinavian in feel, and yet intentionally distinct from any real northern human culture from the real world. The ancestor worship alone, if we're to compare it to anything from the real world, evokes more of a traditional Chinese belief system or some of the American Southwest native belief systems. The fairly ritualized nature of honourable duels and honourable fighting in wolverfolk culture also evokes the ritualised honourable fighting and subsequent peacemaking of the Maori or several Native American cultures. As a non-historical influence, my more anthropological angle towards the wolverfolk is not unlike LeGuin's approach to the Kargs of her Earthsea series (part-Scandi, part-Inca in attitude, completely different religiously), or Tolkien's handling of the proverbial mythic concept of "northern courage", and finally, the notion of a culture with heroes ready to defeat and topple even their own deities, owes something to RuneQuest's famously wild storytelling and gameplay elements. Worthy of over-the-top music.

The hypothetical and not yet confirmed wolverinmen of the more distant landmasses would be something of a northernly Native American analogue - in the mold of Inuit, Yupik, Aleutians, Tlingit and Nootka.




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Galéria


My hand-drawn concept sketch for the wolverfolk, a.k.a. wolverinemen or gulomen
- tough as they are, they do smile, even if it's a cunning smile


A quintessential, typical warrior of the wolverinemen's mostly rural communities


Note the details of his hands, including the lines visible between his digits and both hands, despite the fairly dark colour tone of his fur. Besides my effort to once again give a beastpeople mockup a fairly believable fur texture, especially for the hands, not just the head and neck area, I wanted to make the hands feel as real as possible, even if they've got slightly chunkier fingers than a human hand would.

This wolverineman's ears are (somewhat amusingly) covered by his warm fur hat. Hey, in really cold weather, even his ears can get rather cold, so... He's wearing typical early medieval Scandi-style attire and footwear (not the heel-less boots, a common sight for many centuries) and is armed with equally typical arms, such as a round shield, a one-handed early medieval style sword, a seax knife, and a Dane axe (or whatever the Orbis Furum's equivalent term is, given that there are no Danes or Denmark as in our world).

I originally pondered about making the boots slightly shorter, as I think the wolverinemen's paws are quite large, but also slightly broader and shorter than a human's foot. However, I ultimately decided against it, because different individuals might have different feet sizes.











Wolverinemen commoner warriors:
A swordsman in a mail shirt and helmet, with a shield and seax knife in sheath.
A spearman in padded armour and helmet with a shield.
An archer with a longbow, arrowbag, seax knife in a sheath, wearing ordinary clothes and a fur hat.










What clothing and equipment the wolverinemen
would wear and utilise, for civilian and combat occassions




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Demonymá


Anglické názvoslovieSlovenské názvoslovieEtymológia a poznámky
BeastpeoplesZveroľud(ia)The general term for beastpeoples in Aporue and other continents of the Orbis Furum.
Beastman, Beastwoman,
Beastmen, Beastwomen
Zveran, Zveranka,
Zverani, Zveranky
The everyday terms for males and females of the various beastpeople species.
WolverfolkRosomľudThe wolverine-like humanoids of Aporue, a less common species of beastpeoples, from the north of the continent.
Wolverinemen, WolverinewomenRosommuži, RosomženyThe everyday terms for males and females of the wolverfolk.
Gulon, Gulons (nickname)Gulon, GuloniThe nicknames for the wolverfolk. The Slovak term for a wolverine is rosomák. The Latin name is gulo, and this is reflected in the nickname.
Gulos, RabidsGulovia, ZurvalciThe derogatory nicknames for the wolverfolk.
AporueansAporuejčania, AporuejciAny inhabitants of the continent of Aporue. Equivalent of Europeans.
MelzansMelzaniaDemonym for people of the Melzan statelet (the country) or its capital city of Melza.
MelzanMelzan, MelzankaA male or female inhabitant of the statelet in my fictional world, or of the city of Melza that the overall monarchy is named after.
CittanMesťan, MesťankaContrast these newly coined words with citizen and townsman and občan and mešťan (same meaning in English). The Cittans / Mesťania are only the people from The City (city / mesto), the city of Melza proper. These are always capitalised. "Cittans are citizens/townsmen of Melza." / "Mesťania sú občanmi/mešťanmi Melzy." Yes, the Slovak equivalent of Cittans only differs by two letters from the real term for "townsmen".



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Nabudúce...

Nabudúce sa pozrieme na o niečo nezvyčajnejší druh mysliacich bytostí kontinentu Aporue s výzorom humanoidnej lasicovitej šelmy. Guloni nemajú máčanie sa vo vode v láske, no nasledujúci druh to zbožňuje...


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Ďalšie prehľady mysliacich druhov v Príležitosť robí zlodeja (Thick as Thieves)
- Ľudia (ľudstvo) - prehľad
- Mločniaci (Mlokoľud) - prehľad
- Ježani (Ježoľud) - prehľad
- Kuňania (Kunoľud) - prehľad
- Vydrania (Vydroľud) - prehľad
- Hraníci (Hraniľud) - prehľad
- Homárňania a Krabeni (Kôriľud) - prehľad
- Vranmuži (Vraniľud) - prehľad (apokryfný druh)



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Copyright

(C) 2014, 2021 P. Molnár & Knight-Errant Studios - Koncepty/nápady, text, skicované výtvarné návrhy,




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