Relations with the HobgoblinsThe colony of Cartago is an island in a sea of wilderness. To the north are lands that are claimed by the Jutes but have never been colonized by humans – the lands are the home of orcs, giants, giant-kin and goblinoids of every description as well as strange beasts that are impossible to describe. To the west and the south is the newly recognized hobgoblin kingdom. The fact that Cartago sits at the mouth of the largest and most navigable river in the Hobgoblin kingdom means that it is a gateway into the heart of their lands. It is a gateway, many believe, that they mean to control by any means.
The treaty of Gweara signed in 426, which recognized the existence of Mallic’s Law (as the Hobgoblin’s Kingdom is known) granted the lands south of the Tiber River to the Hobgoblins. The Jutes turned over the lands from the Tiber River in the north, to the northern border of the Duchies of Yvain and Lionel to the hobgoblins in return for their help
Cartago SocietyThe colonists who first came to this land were largely former infantry soldiers, marines, and sailors who had earned a farm after a 5 to 10 year enlistment with the Duke’s armies. Due to the proximity of the Hobgoblin Kingdom, they retain their rank and their weapons. At any given time the colony can call up a body of 1000 trained soldiers to its defense. Each of the hamlets can shelter several time’s it normal population in the event of a raid by goblinoids. Many believe that it is this readiness to fight that keeps the hobgoblins at bay. The colonists consider it necessary that every boy learn the basics of fighting as soon as they can raise a sword. A common coming of age present for a boy is a good short bow and nearly every groom gets a good long spear and shield from his father and father-in-law (respectively) on his wedding day. Girls are trained at the art of slings, short bows and quarterstaffs from a similar age.
The History of CartagoCartago was the northern most city in the Pax Humanity (the old unified empire). It was also the center of the Order of Hermes – where the Grand Council met three times a century to set policy for the Order. Each of the 12 houses of the Order had members in the area, most held individual estates in a manorial system (a manor house, a small village, etc.). There was one full Covenant located in the high hills just south of the city hidden from mundanes. Today its location has been lost even to surviving members of the Order. During the wars that followed the collapse of the Empire, the city was abandoned. For over 400 years the remains of this once great city decaying and forgotten.
Enter Duke Bernard Galeshin of the Ducal Alliance. The Duke’s land consists of a few very crowded islands resting in the Inner Sea. The Duke was looking for unclaimed land to which to settle people and to add to his realm. The mouth of the Ti
Jutelander deitiesWhile I'm usually keeping things here game mechanic free, I'm running this world w/ the Pathfinder system for now. It was originally designed with D&D 3.0 / 3.5 in mind with a heavy influence by Ars Magica 4.0.
For the Jutelands, I'm borrowing a list of deities that I found on a Pazio message board - at least until I can find or create something better.
Aengus (god of love and beauty): Charm, Luck, Trickery
Arawn (god of the dead): Darkness, Death, Repose
Brigid (goddess of smithing and healing): Artifice, Fire, Healing
Cernunnos (god of wildlife and the wilderness): Animal, Plant, Strength
Dagda (god of agriculture and weather): Earth, Plant, Protection, Weather
Diancecht (god of healing): Community, Healing, Protection
Epona (goddess of horses and travel): Animal, Liberation, Travel
Lugh (god of the sun and the sky): Air, Sun, Weather
Manannan Mac Lir (god of the sea and all the animals of the sea): Animal, Water, Weather
Morrigan (goddess of war): Chaos, Destruct
The Northern OrcThe northern orc is serious blight on the Northern Freeholds and the northern and western Jutelands, these savage creatures a bit larger, a bit more ferocious, and savage than their southern cousins. They are usually between 6 and 7 feet tall and 3 – 4 feet wide at the shoulder (1/2 foot taller than southern orc and ) and at a minimum 2 ft shoulder to shoulder (largest modern bodybuilder on record is 26” shoulder to shoulder w/ the human average being 18 inches).
Unlike their southern cousins, these orcs spend much more of their time above ground and have no ill side effects from normal sunlight. Their eyes have no white to them but are a single color with a pupil. The eye color ranges from a golden yellow to a deep red with an orangish tint being the most common. Above the eyes is a pronounced brow ridge (similar to a Neanderthal’s). Their skin coloration often matches their environment to some extent – this gives the
Patria ProphecyForest Sisters and Earth Brothers no more
Setting Sun sickness and death
Perfidious child men
Bringers of death to the Light
Moment of Hope slain by Luck
Promise of Light
Earth Brothers reborn
Light takes Form
Forest Sisters return
Vanquished For All Time
Jutelander Major TownsEach of the 12 towns touched on below with some information players will have available for the asking. More detailed information will be made available when the PCs visit the respective towns or make a concerted effort to learn about the towns in question. Only about 1% of the population actually lives in the major cities – the rest live in small villages and hamlets that surround the larger towns.
With a population of nearly 15,000, Austhorp is the largest town in the Jutelands and can be honestly called a city rather than a town. Despite its large size, it does not have as much farm land round it as the other towns but rather most of its population is supported by the large iron mine in the hills west and south of the city. Smelters turn the ore to trade bars and a growing number of craftsmen make this town their home.
Nearly 7,000 people make Ottershaw their home. Primarily a river port town, trade
Jutelander SocietySocial Classes. The Jutelanders are far less class conscious than their neighbors to the south are. This is not to say that a lowly churl can insult the king and get away with it, but that same churl won’t be killed for his insolent behavior. The Jutelanders recognize several distinct classes with mobility between the classes, both up and down, based on one’s actions and the actions of one’s family.
The lowest of the society is the slave. There are three ways people come to be slaves, a) they are born into it, b) they commit a serious but not capital crime, or c) they fall deeply into debt and have no way of paying their debts save though their labor. A slave can be freed through the will of his owner or by paying off his debt. Those who are criminals are slaves for the rest of their lives and a brand is placed upon their forehead to insure that everyone knows their status.
Far above the Slave is the Churl. These
Juteland History as told by Gyrth JerbitonIn the time before memory an evil king drove our ancestors from the land of Angels. We sailed away seeking a new home in the Land of the Grapes or the Green Land – at worse we would make a home in the Land of Ice. But in any case we would be far from the evil king that had invaded our land, killed our king, and demanded that we be enrolled in his great book of Doom.
In midst of our journey, the álfar appeared and offered our fleet sanctuary in a new land far from any evil kings if we would fight for them against a great evil that they could not hope to defeat without our help. After much debate we agreed and we followed them to the lands of the southern coast of the Middle Sea. We were greeted by old Romans and some of their wizards who promised us help getting settled. They had set up a kingdom to the south of the Lesser Alps as they called the mountains just to the south of what was to be our lands. We exchanged oaths of friendsh