Wert
Something
Lore
Kastia is the richest and eldest country. It's currently a true neutral territory, being the home of the first and largest Catholic church and its headquarters. Most countries have to answer to the church, including Kastia itself, and it's royals are often reminded of this. It's known for it well-off people and beautiful architecture, and gets most of it's trade through Wusniestein.
Colors: Gold, White, Purple
Animal: Griffon
Eflon is one of the oldest countries still surviving today. Like most countries, it was formed by settlers, and only grew from there. It was made a kingdom only three years after Kastia. It has a long history of being cursed with mad kings and queens, and also gifted with fierce battle tactics that are passed down. They were once allies of Freland, but many years ago that ended when a hostage was taken and killed over a disagreement. Although, the truth of the story depends on who you ask. Currently Eflon is battling Astrya and Setlain over their land, wishing to expand it's borders further. Eflon has little interest in allies due to it's abundance of resources and people. Their culture is different from most kingdoms from many of their customs, to their choices in clothing, their architecture, as well as their music. They only cooperate with the catholic power and take on a few of the laws as their own. They are the most similar with their neighbors in how the court system works, yet retain most of their own culture along with it.
Colors: Red, Silver, Gold
Animal: Wyvern
Freland is also one of the elder countries yet they like to consider themselves entirely different from their Eflonian counterparts. However, they aren't quite different at their core. Frelanders are adequately gifted at war, but they are best at persuasion and politics. They are a very a rich country and have acquired peace treaties with other countries including Astrya through trades and vague promises. Freland was once a small settlement, and wasn't made a Country until ten years after Kastia. It's not well known that there are many magic users lurking among Freland's people, even reaching into the court. Freland is home to the second biggest catholic church, and the kings there have the power to grant royal marriages and treaties through the priest as long as the other kings and queens involved agree.
Colors: White, Red, Gold
Animal: Double Headed Eagle
A small country made up of mostly farmers, hunters, and fishermen. The majority of the population are day-to-day hard workers, but there are also politicians, military, and religious hermit villages that live in seclusion. This isn't to say it has nothing to offer. To those willing to see it, Setlain is a very beautiful country with rolling hills, beaches, and deep forests. Setlain was formed by rebellion on Eflon during a time of famine. When many residents and warriors grew tired of Eflon's refusal to work with other countries for help, they left. Along with a Lord who was granted the title of the first king when he proved himself worthy of ruling and willing to comply with the catholic religion. This was many years ago, and people from other countries immigrated here over time due to it's untouched lands. Yet, they still hold to some Eflonian traditions and culture. Especially the natives, including many of the royals. A well-balanced mix of Kasitian and Elfonian customs, the royals have been raised to be catholic and still follow some of their own traditions. Although they were always threatened by Eflon, it wasn't until recently that an assassination attempt was made on the Widow Queen and a war erupted.
Colors: Silver, Green, White
Animal: Unicorn
Summerage is medium sized country fit between Freland and Eflon. It was once much smaller, but after the country of Elam was destroyed the land was split between Freland and Summerage as a sign of peace between the two countries. It's considered a neutral territory between the two much larger countries that border it due to it's known dedication to avoiding conflict, despite its favoritism towards Freland, and each of them would have to have permission to use it's lands for war. Summerage is newer than Freland, but older than Astrya. It was given it's name due to it's fertile soils and beautiful fields, and is the main source of wine trades.
Colors: Gold, Purple, Blue
Animal: Buck
An island country with a good hand in the mining and fishing trades. It was made rich for it's many jewels and gold, although it is still a small country. Many of the people in Astrya are well cared for and are raised within a more lenient culture similar to Setlain natives. However, royals are still taught to be proper in order to fit in as they get older. It was formed after Setlain when settlers from Kastia found the island and were quickly made rich with what they found. People immigrated there from every country when they caught wind of it; however, the original settlers there took claim of the land, and named their most capable man to be king. This is history, though, as it has seen many rulers since, and has long been under the Catholic Church's power. In recent times, the war began when Eflon attacked Setlain, an allied country, and tried to kill the King's oldest personal ally.
Colors: Blue, Gold, Gray
Animal: Leviathan
Fairhaven's climate is mostly cold and unyielding throughout the year, and as such many people who live there would struggle to survive if it wasn't for its allies. It was formed around the same time as Astrya, also by settlers. People of the north are generally poorer than the other countries, but they are still well cared for considering the climate conditions. They get most of their money trading ice, iron, and steel from the mountains. They are also known for being somewhat barbaric in in culture and battle compared to most countries.
Colors: Gray, Green, Blue
Animal: Bear
Due to it being nestled so close to Kastia, it hasn't seen many battles, and is the newest of all the countries. It was formed when fugitives of war found themselves being pushed out of Kastia by it's people, and was founded by the ambitious bastard of Kastia's king at the time. The church made it official after they agreed to build a church within their castle. Although it is the smallest country, it has the largest port for trading between Kastia and other countries, and it home to many types of people. It's well known for it's distaste for the Catholic church, and also called by simply "Wustein" since many people have a hard time pronouncing the name.
Colors: Silver, Brown, Red
Animal: Badger
Magic
"With hard times comes an energy that emerges in people and connects them with the darkness, one that is either forgotten with time or wielded. When magic is used, you sacrifice a part of yourself, and that part can never be revived. Speak it, wish it, and it will happen; however, you must be careful. Magic can not be controlled, only influenced, and the outcome may not be what you expected. Those who have used it feel compelled to do it again much like an addiction, and the desire will always be at the back of their minds.."
Can everyone use magic?
How magic works is both simple and a little complicated. The majority of people can use it, but they don't know about it until it happens. There are some individuals who are naturally more adept at wielding it, and some who can't wield it at all.
How does it affect the user?
Magic does cost something in return for using it. It can be something physical such as scars, loss of limb, or even disease. Or, it could be something mental/spiritual such as a loss of empathy, happiness, or even making the user mad. These are just examples, but they can definitely be used. Mental side effects take longer to make a large impact on the user and often go unnoticed by them. Someone who only used magic once for something small would probably never notice a small change in their emotions. Contrary, someone who uses it often would suffer a total loss of something inside them. The more minor a use, the less it will take from you. For example, you might just get a little harmless scar for making a bookshelf fall over. This doesn't change for large scale usage either. If you want to directly kill someone using magic you'll be risking losing your own life in the process, or If you want to curse an entire family linage it'll take a lot more than just your life. This is where the scapegoats come in.
Many people aren't aware of it, but someone wielding magic can use another person as a scapegoat for the side effects. For example, harming someone else with the intent of using them for magic will nullify the side effects that would usually come upon the actual user. However, the scapegoat isn't immune to the side effects of large scale magic. They can still die from it, and if the cost isn't enough the user themselves can also be harmed. Generally, there isn't a way to calculate how much something will cost until it is done. So, many people tend to go overboard with using a scapegoat, or two, or three..
Immediate or Long-run?
This depends on the user's intent. To sustain a long running curse, one will have to sacrifice more than what they would with an immediate usage. However, the side effects will also take longer to completely come in to effect. There are people who aren't fully affected by using a curse until years later, even if the effects have been slowly coming into place. It is also how some get disease as a side effect of using magic. Immediate usage of magic, such as making someone spill a drink, or blinding them so they fall off of a balcony, has immediate side effects. Meaning, the moment the magic is used, the effects come in to place.
What about range?
Magic varies upon the user, and so does the range. Generally, you can't use magic to immediately do, or harm someone, without having the target where you can see them. Curses can go around this if they use something belonging to the target such as a locket of hair, or an item the target has a personal attachment to.
Seers?
Seers are people who were born sensitive to magic. At some point in their lives they were in the presence of darkness, or close to someone casting magic. They see things, often jumbled images of the future, sometimes riddles given to them by unknown voices, or even just omens. However, it can't be controlled, and often just looks like the seer is zoning out. So, in someways, this can also be a gift, but it also means these people still have a connection to darkness. It's not known how or why they stay this way, and many of them can't wield magic without difficulty after becoming a seer.
What exactly is the darkness?
The darkness is a generalized term to describe the energy magic uses. Many believe it is an other worldly "entity" that expels energy and seeks only to destroy, corrupt, and conquer. It's unknown whether it is a real entity, or just malignant energy caused by humans.
Religion
The two major religions are Catholicism and Protestants.
Most universal laws and social rules existing now are in place because of them, but some people choose not to follow them. One large law is that magic is forbidden to use, and it is punishable by death; however, countries like Eflon are more lenient with this. There are loopholes around this if you try hard enough. Many seers evade punishment because it can't be proven that they have used magic since all it takes for some is to be in the presence of magic or darkness.Minor religions also exist, including people who worship the darkness. They are often referred to as heretics, pagans, or cultists.
Darkness Cultists
Rumors of cultists aren't entirely new, especially to Freland. Some say they live within Freland's wilds, as close as the very forest that surrounds Hoellan. They are said to be big, grotesque people who wear leaves and hide for clothing and cannibalize the people they sacrifice. However, these are only rumors, and very little evidence of their existence has come to light over the years. Whether Freland has kept it quiet, or they simply haven't shown themselves, is unknown outside of the king's knowledge.
Of course, there are many types of cultists that can come from different beliefs, but the largest group of cultists surviving are those who follow the Darkness. It is a religion in its own right, as these people live by the rules, customs, and beliefs set out for them as one would with any other belief system. However, one won’t easily dissuade a cultist, often trying to talk to them out of their objective is futile. This is why many who are found out to be a follower end up beheaded, or burned.
Cultists participate in various rituals meant to appease the Darkness, or Caligo, in various ways. Many practice magic, but it typically isn't used outside of rituals or their homes under normal circumstances. One can point out a cultist if they find a symbol burned into their skin, as many are marked upon initiation.
There are different types of Darkness Followers. To outsiders, they are usually just seen as one in the same, but this isn't the case.
Cultist Terminology
Caligo
Caligo is the name cultists use for the Darkness.
Sleepers
Sleepers is the name given to both people outside of the belief system and those who are new who haven't been initiated.
Daydreamers
They follow the belief system yet won’t go out of their way to do so. They typically lead quiet lives aside from rituals, but are often used as spies and information gatherers if they aren't taking care of other members. Within the groups they are known as daydreamers due to their lack of effort put in to following their belief system. Typically those who would rather organize festivities than participate in them, this term is used as a way to describe the average lenient follower. When used by a nocturnal, the name is often seen as an insult. The average follower is typically a daydreamer, most cultists won’t allow themselves to go to the same lengths as nocturnals or use magic outside of their rituals often.
Nocturnals
Those who follow the belief system wholeheartedly. While some may come off as daydreamers due to disguises or habits, they aren't anything of the sort. These followers won’t hesitate to use magic if they are in a position to do so, and many Nocturnals are well versed in using it. Nocturnals seem to know much about magic usage, but they don't share their knowledge with outsiders, or even most daydreamers. Most nocturnals choose to live separated from outsiders, usually with other followers in the wilds. However, a few do stray from this, and live among the outsiders quite normally. nocturnals are typically the captains of the group, they lead rituals, teach newcomers, and are the ones to get their hands dirty without question.
Shadows
The shadows are a mysterious bunch even among the cultists. They are the leaders, above nocturnals, and they tend to be the ones who make the calls among the followers. They are very few in number and choose a nocturnal to take their place when they pass on. Shadows usually avoid everyone except for chosen nocturnals, and it's believed that some of them can see the future.
Hoellan Castle is nestled at the top of the highest point in Freland and surrounded by a thick forest and rolling hills. It's most known for it's winding entrance, intricate grounds, and interior architecture that dips into various styles around the continent. It's rumored to be haunted, but many people who live there say otherwise. Not many people aside from royals are aware of the secret passage ways that connect various rooms and lead outside of the castle. It was added to the design of the castle when it was first built with the intention of creating a safe escape route, but it's aged and generally unsafe to use unless you know it well.
The throne room openly connects to the largest area inside of the castle, also known as the celebration room, and is the most used room in the castle. Most royal marriages and crowning take place here, as well as many other political choices due to often needing witnesses. However, these things are often discussed in private before the final decision is made.It isn't required to eat in the main dining hall every day as many of the castle attendants have different schedules, although it is often used for special dinner occasions.
Just examples, feel free to describe your own!!
A room only rulers of Freland and the captains of the kings-guard are allowed to enter without permission. It's medium size, and is connected to a balcony that looks over a portion of the kingdom. It's equipped with a heavy table is settled in the center of the room with various chairs surrounding it as well as paintings of previous rulers hung on it's walls. A map of the current continents and countries is usually pinned to the middle of the table, and is generally where most serious talk of war and tactical discussion takes place.
Also known as the castle prison, it's a cold and harsh place that reaches the lowest point in the castle. There's a torture area at it's back, and stone walls lined with barred doors.
There are still plenty of other rooms and areas in the castle, these are just examples of various places. Feel free to add what you would like during the roleplay as long as it makes sense!
Kastia
While the richest and eldest country, Kastia lacks the welcoming aspect needed to draw people towards it nowadays. The people of Kastia are stuffy, prudish, and both cling to and hide behind their Catholic religion. Women are also treated as lesser, owned by their fathers until marriage, and social rules are very strict. The divide between classes is large, with at least eighty-five percent of the population being kept poor or just above it. This isn't because of a lack of money, but simply the greed of nobles who really run the country behind their king's back. This isn't to say it is without beauty, as Kastia's architecture is some of the most detailed and extravagant among the countries, and their knack for art and literature puts them above most. Kastia's largest library holds records of every one of their nobles born since becoming a kingdom as well as knowledge collected from other countries.
They are a fully catholic country, home to the main catholic church also known as the Vatican, and all of their traditions stem from this. While they may be more hands-on with family and close friends, they take their personal space seriously, and generally dislike people who follow other religions or cultures. Many see Kastia as powerful, yes, but they are also seen as very cowardly and selfish. They stay neutral to war for their own sake, quick to turn down most pleas for help unless they get something significantly rewarding in return. The war on Elam is a good example of this as they took in Fugitives in return for money needed at the time, but quickly cast out those who would not conform. Kastia also has a hand in selling slaves although it is it not known to the general public.
Although most of Kastia is in the middle climate region, women are still forced to wear full sleeved dresses and layers during the summer. Most have come up with ways of ventilating their dresses so they don't pass from heat stroke, but there are still some who can't handle such things every year.
Freland
While they may not be entirely the same, Freland is very similar to Kastia. They are mainly Catholic, and most of their traditions and etiquette are based around that religion. However, there are those who aren't happy with this. The original settlers of Freland were pagans and followed a religion that worshiped the darkness as an entity to be feared. They were slaughtered and driven into hiding by others before the land became a country, but still hold a thinly veiled presence in Freland today. Most live among the forests, but there are some who simply hide their beliefs and live with others, even some nobles. When it comes to the relationship between the nobles and the commonweal, they are quite separated. Many people are poor in comparison to nobles, and there's rarely a change in this.
Freland may not take slaves often yet they are ones to keep the people they capture from war. The fate of these people depends on who is in control, but some of them become servants, some are killed, and some can become citizens.
The clothing of Freland is similar to Kastia as well, but women are given the choice to wear sheer sleeves and lighter materials during the summer. It's common to see more married women with their hair held up from their necks than those unmarried, but this isn't a particular rule anyone follows. Although Freland's citizens are more accepting than Kastia, they still adhere to Catholic standards, and take the religion seriously. Men typically have short to medium length hair on their heads and little to no facial hair, and are especially keen on keeping it kempt.
Fairhaven
Fairhaven may seem like it would be an easy place to attack if someone wanted to expand, or take over the mining trades, but you would be sorely mistaken to believe that. Though poor, the people of Fairhaven have adapted to an unforgiving and dangerous environment, and their resolve in battle is all the more barbaric. They also wont hesitate to use the environment to their advantage. Unless forced to, they aren't ones to give up once they've been scorned, and don't follow any certain etiquette when it comes to fighting in war. Both soldiers and regular citizens alike are likely to fight an invasion tooth and nail, be it on the battlefield or in their homes. People from Fairhaven are sometimes referred to as "the northsmen", but this is very informal.
The religious aspect of Fairhaven is divided into two main sections, Christians and Pagans. Fairhaven was once an entirely pagan settlement, worshiping a religion that is all their own, but this changed when Christians came and eventually made it in to an official country. As most would assume, the Christians and pagans of Fairhaven don't always get along. They've fought many battles against one another over the years, but recent rulers have created a form of balance between the two religions. It is a new concept and the scale could tip at any time, but for now Fairhaven is at peace with itself. Nobles who rule Fairhaven are mostly Christians, while the majoirty of the lower class citizens are pagan. You can often tell the difference between a Fairhaven pagan and christian fairly easily, as pagans tend to have self-made designs placed on their skin in, and some tend to shave parts of their head.
The customs of Fairhaven are also on the rugged side. Children are taught from a young age how to survive in the wild and how to defend themselves. Women, while they aren't always treated on the same level as men, are allowed to become soldiers if they wish. A princess can also rule as queen without marrying a noble; however, they do have to marry someone before they are fully considered queen. When it comes to etiquette, Fairhaven's citizens aren't the most well mannered. They lack a formal greeting beyond clasping someone's forearm, and generally don't have a good grasp on personal space until it's shown to them. They also don't always use utensils to eat, often using their hands, and many are obvious about how they feel towards someone. It isn't uncommon to see people walking around with weapons, often battle axes and swords, but they aren't allowed in the castle unless they are guards or royals. In Fairhaven, should someone think a noble is unsuitable for their title, they are allowed to challenge them to a duel and take their place, or vote for someone to do so. This isn't the same for royals, but rather those below them in the hierarchy.
The clothing worn in Fairhaven is very simple compared to Freland as well. Women typically wear dresses made of wool, or other thick materials, and layer it with aprons or outer-dresses. These dresses are rarely embroidered, especially not those belonging to low class citizens. Men usually wear wool tunics and pants, cloaks, and leather belts and boots. Both men and women are often seen with fur coats during the colder months. Children wear similar clothing, and young boys have their hair cut short to their head. They are only allowed to let it grow after reaching the age when they are considered a man, which then they have the freedom to do whatever they wish with it. Young girls must wear their hair loose until they reach marriageable age when they begin adding accessories and intricate braids into their hair. During battle, many people paint their faces with either black or the colors of their country. This is mostly so they can't be confused for others, but also just because it makes them seem more intimidating. Some choose to wear this every day as well. Like Eflon, some women choose to wear clothing similar to mens during fights and travel.
Wustein
This country is too young to have a developed an entire culture that is their own, but it is often spoken of as if it is simply a large port. Pirates, mercenaries, slavers, traders, heretics, and exiled bastards- these are the types of people that make up Wustein. They don't stick to one specific culture, or one specific religion. They cooperate with Kastia despite their history with them because they also get a lot of money from the neighboring country.
Summerage
Summerage is, of it's court, a protestant country. While they respect and follow many Catholic laws, they don't consider themselves to be under the thumb of the Vatican or Kastia. They are moderately wealthy, and mainly made so by their domination of the wine trade. While many of the people in Summerage are poor, the rulers are often more in touch with their citizens than most countries. The divide between the nobles and commoners is entirely too small by Freland's standards, but Summerage rulers maintain a large amount of respect from citizens. This is because they tend to go out of their way to try and help the people in their country, being mostly patriotic. People tend to greet each other by softly holding their hand for a brief moment, or curtsy/bow if it is someone above their station. They are also well known for throwing memorable celebrations and being rather tolerant of other's beliefs and customs. Although they can't officially marry yet, men and women who love someone of the same gender are widely more accepted in Summerage than in most kingdoms. This skews a bit when it comes to their royals as people tend to hold them in a different light and they can still be ruined if something of the sort is found out.
When it comes to war, Summerage is unexpectedly well versed in strategies despite striving for peace. They have a decent sized military even though it pales in comparison to Freland, and they typically take to using defensive techniques.
The clothing of Summerage is also similar to Freland, like many countries, and takes influence from Fairhaven as well. They typically like bright colored clothing and materials that appear heavier than they are, and less corseted dresses.
Astrya
A country made rich by it's natural resources, and created by a melting pot of people, Astrya isn't entirely what one would expect of an island country. It was named after Astra, the wife of the first man chosen to be king, who died protecting the main settlement at the time. They also became allies to Setlain shortly after being officiated because one of Setlain's old nobles vouched for him to be king. Though, their alliance was a just a speckle of trust that has grown over the years. The people of Astrya mostly live off of fish and tropical fruits found on the island, and rarely go without due to it's wealth. Although the catholic church governs the country, many people are quite lax about following some of the catholic traditions. Most of the population of Astrya are protestants, and very few are pagans. This typically means that people are allowed to divorce if they have a good reason without having to go through the Vatican, and women are generally treated better than a fully catholic country. Servants aren't as mistreated as they are in some countries, although they still have to adhere to a certain standard. Due to it's wealth, the divide between commoners and nobles is lessened greatly compared to Freland, and many people tend to very loyal to their royals. However, with the recent war, some things have begun to change in Astrya. A strain has been put on the people, and catholic and protestant believers have begun to quarrel among each other more than ever.
Astryan women tend to greet each other by placing a hand over their heart, only placing on the other person's heart if it is someone they care for deeply. Alternatively, one can also place a hand on their shoulder as a symbol of friendship.
Astrya is one of the few countries who don't usually take slaves, be it from battle or otherwise. They don't believe it fitting to own another human, and instead will offer them a servant position or citizenship if they can prove themselves useful.
Clothing standards in Astrya are similar to Freland; however, some of it is likened to Setlain styles of clothing. This is simply because Setlain is their oldest ally, and the current king and queen of Astrya are especially fond of such styles. While they do follow a Catholic and Protestant religion, they are almost as lax as Setlain with styles. Women aren't required to wear sleeves all year round in their homeland, and many choose not to. Many women choose to wear dresses with sheer backs, cloaks, or simply wear thin shawls to appear more modest. However, when leaving Astrya, women are expected to wear clothing closer to Freland's style rather than Setlain's unless they are queen. Both men and women tend to accessorize pretty boldly as well. Most dresses are quite beautiful and embroidered with many decorations. Men tend to stick to Freland's style of clothing since they are very similar, just with less layers. Men are also required to keep their hair quite short until they are married, and women keep their hair up after being married.
^Multiple Heavy Influences (Eflonian, Setlain, Summerage)^
^Summerage Influence^
^Multiple Influences (Eflonian, Setlain, Summerage)^
^Freland Influence^
Setlain
Having taken many of their traditions from Eflon, Setlain is fairly similar to the other country. However, they are also influenced more by Freland and Kastia. They share the same taste in traditional architecture as Eflon, taking more to open marble rooms over stuffy stone walls, but many of the interior decorations are inspired by Freland. Court wise, Setlain sticks to a Catholic ruling, and does follow many of it's laws. Women can't rule without marrying a noble, and are generally seen a lesser than men in court. Even so, outside of court they are treated quite differently. Commoner women are held at the same standards as men in the same station, and can own businesses and homes by themselves. Within the forests of Setlain, there are small villages of people who still follow the Eflonian religions and beliefs wholeheartedly and rarely interact with people living in the cities and towns.
Clothing wise, Setlain is still the same. It takes it's influence from Freland, but still holds on to Eflonian styles. Royal women and nobles are required to wear Eflonian styled gowns during celebrations, and the people typically follow that with them even though they don't have to. People of Freland and Kastia tend to find their style of dresses too revealing, and even more so the Eflonian gowns they have to wear.
Eflon
Eflon's population is made up of clans, families, tribes, and wanderers. They were once separated by their differences and often fought among each other, but this changed when a woman by the name of Seh'thilie Vasilaki took hold. She was said to be god-touched, made the first alliances, and fought those who refused to join until they gave in or were slaughtered. Eflon was given its name by the people, named after a great wyvern from their folklore that is said to have been the first creation. Seh'thilie became the first official leader of Eflon, and continued to expand it north east. This was continued after her reign by her children, and their children, for many years until it grew into the country we know today. The Vasilaki family name is the most revered and those who bear it are deemed royals and treated as such by most. Leaders of clans are nobles, and while they aren't royalty, they are still highly respected and feared.
Within Eflon, society is much different from countries like Kastia. Women are generally treated as equals, and some are even held above men in certain areas. Marriage is something people of every sex and sexuality can partake in, but marriage is also treated very seriously. Eflonians believe that to marry someone is to bind your soul to theirs forever, even after death. Though some may live apart, annulment of a marriage isn't something practiced in Eflon. Greetings are particularly important in Eflon, as there are only two widely accepted methods of greeting someone physically. The first way is the most common, a simple handshake using specifically the right hand. Offering your left hand instead is seen as rude due to it commonly being symbolic of the shadow gods' station, and seen as offering misfortune to the person. The second way to greet someone is to kiss their cheeks, although doing this is symbolic of being close to the person and commonly practiced among family members. Should an Eflonian kiss both of your cheeks when they see you, they are saying they think of you as family or someone close to them.
When it comes to clothing and appearances, many women in every day life are seen wearing loose, lightweight dresses tied together with rope, metals, and cloth. Some are very simple, while others more intricate and embroidered with beads, jewels, or metals. Accent accessories are also common, but the quality of clothing and amount of detail depends on how wealthy one is. Some women also choose to wear clothing similar to the men of Eflon, though this isn't as common outside of battle. The men are typically seen clad in leather, loose pants, fur, or sometimes robes within their homes. Another common thing to see men wearing is a type of skirt cover made of leather, fur, or a thick material. They are usually worn over their pants and never reaching past the knee. Men who wear robes every day outside of their homes are either priests or scholars, and typically are well respected. It's not unusual to see a man half clothed in the southern parts of Eflon. And women, as well, are held to a much more flexible standard of clothing than every other country.
How men wear their hair is also moderately important to the people of Eflon. The citizens believe their hair to be a symbol of their strength, vitality, or honor. Men typically have long hair that is kept out of their faces using braids or knots with thread if it is long enough. However, if someone commits a crime and is caught but isn't executed, their hair is often shaved from their head or cut short as a warning to others of the criminal. Men typically don't add beads to their hair unless they've fought in battle, in which case a bead is added for every life they've taken. Women typically braid their hair or wear it in half-done styles, but they don't have to adhere to the same level of standards men do when it comes to styles unless they are a slave, or servant. Slaves hair are kept short despite their gender, and servants keep their hair in a specific knotted style at the back of their head when they are working.
^Northern Eflonian people have a Fairhaven influence^
^Vs Southern^
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