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Tintintin

Started by nephero, March 08, 2024, 04:45:31 PM

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nephero

TINTINTIN
-Opportunity Knocks-


Territory Name:
Tintintin

Demonym:
Tinine

Ruling Entity:
The High Table; not a singular entity but rather the leaders (Archons) from each Family who come together to negotiate. There are nine seats at the High Table, and each seat can only be held by one member from each Family. Currently, the eldest Archon is in Lenton, and so holds the most sway at the territory's capital.

History:
The High Table first came to be during the early years as Ysaryk of Adela was first beginning to rally other territories against Serenian rule. Tintintin had always been a splintered territory, with certain areas held by specific Families led by their Archon. Cooperation between these Families had always been tenuous at best, with the understanding that these agreements were only ever temporary for a certain level of time until another agreement had to be made between them.

However, the Archons of a few Families saw the benefit of an allegiance and a unified Adela, as that would not only mean free movement along established routes, but also a higher chance of beneficial trade. As such, the Archons that saw fit to join Ysaryk's cause soon created what was known as the High Table, where all territory-wide decisions and negotiations would be handled to maximize the benefit for those Families.

After Adela was unified, the High Table remained intact, though it did fall to its prior infighting now and again. In terms of representation, only the eldest Archon at the High Table is sent to Ketra to speak with the other territory leaders. However, this is a precarious situation for someone to be in: if the eldest Archon acts like too much of a despot, and earns the ire of the other eight Families, they may very quickly be removed and the balance of power shifted to the next Archon.

Territory Motto:
"Opportunity Knocks"

Territory Crest:
A grey field with a black bottom border with geometric mountains and pine trees, and a white mouse in the center. Over the mouse is a bright orange fox head, jaws set to devour.

Territory Colors:
Black, grey, and orange



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Geographic Information


Geographic Location:
Northeastern Adela, with connections to river systems and tributaries that open the way into other territories, as well as Serendipity itself.

Borders:
Sedvli to the southwest, Kota to the northwest, I'ka to the southeast. The northeastern segment of Tintintin rests against the inlet that separates the territory from Serenian lands.

Biomes:
Coastland and riverlands with plenty of vegetation, including thick deciduous forests. Some marshes and swampy areas, but these tend to be towards the western edge of the territory where the main river forks before entering Sedvli.

Plants:
Tintintin is home to trees such as oak, birch, beech, aspen, elm, and maple as well as many shrubs, grasses, mosses, and wildflowers. These areas then turn more towards heavily vegetated swamps where rainfall collects and runs off into the western edge of the territory and joins the river to the sea.

Animals:
Common animals include birds such as woodpeckers, turkeys, hawks, owls, cardinals, robins, and jays. Mammals might include white-tailed deer, raccoons, rabbits, frogs, otters, beavers, squirrels, opossums, porcupines, bears, and red foxes.

Weather:
Tintintin experiences all four seasons with lovely, crisp, colorful autumns and cold, blustery winters complete with snowfall. Overall it is rather temperate if ever-changing.

Man-made:
The rivers of Tintintin are divided between Family territories by a series of bridges and dams, each monitored and regulated by guards. Where one Family's influence runs out, another picks up, so a person travelling downriver would have to pay off protection several times over.


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People and Culture

Ethnic Diversity by Percentage:
55% Adelan, 35% Serenian (exact numbers may vary, as there is plenty of intermarriage between the two groups), 10% other

General Appearance:
Tinines tend to have lighter skin tones than their cousins in the southern territories. Their hair is typically a deep black, fine and straight. Serenian influence has given them fae-like eyes, gracefully angled and typically pale, vibrant colors like robin's egg blues or seafoam greens, though other, more magical colors are possible. Some Tinines have a trait where their eyes shift colors.

Values:
Cunning. In Tintintin, it matters less what kind of life someone leads, so much as it's important how well they've done it. Intelligence, wits, and adaptability are valued far more than just sheer strength or raw courage.

Naming:
Given names tend to be multisyllabic, typically three syllables long and ending in a vowel. Surnames are much shorter, and often are descriptors such as "Fleet".
 Ex: Sincuvo Fleet, Honovi Tchoff

Interclan Relations:
  • I'káa: Tintintin and I'káa share a very tumultuous, almost love-hate relationship. When cooperation is good, it's very good, and when enmity is there, it's as volatile as the sea and as hot as the newest goods on the market.
  • Sedvli: A continuous, if not completely stable, trading relationship. Sedvlins don't always trust Tinines and vice versa, with historical cause. But they don't hold nearly the same grudges for one another as Sedvli does with I'káa.
  • Kota: Tinines regard Kotans as being the type of mobster who tries to pretend like he's a good guy. They find it rather pathetic, as if there's someone the Kotans are trying desperately to impress with their outward show of morals, when the results of their actions are arguably less than moral.
  • Adela: Adela has always been a means to an end - cooperation exists because Tintintin would never be able to stand up to them on their own, and they hold very few true allies across the territories. As such, it's much simpler to play nice when they have to, and so far the benefits to doing so have been very good.
  • Other Territories: TBD

Slavery:
Like Kota, Tintintin does not possess slavery in the traditional sense, but rather a kind of feudalism. Tinines operate with the understanding that where they live is the purview of the local Family. Everyone thus works for that Family, and in return they are kept safe from other Families or from outsiders or any number of other threats. The name of the game is cooperation, though some Archons wield their power more like a cudgel at times.

Hair and Dress:
Clothing tends to be very Serenian in influence, with light, easy fabrics that breathe well during the territory's humid summers. Leather is common, and boots tend to be made to rise up over the knee to keep feet dry during periods of seasonal floods and heavy storms. Dresses are uncommon except for very formal occasions, as long skirts tend to get in the dirt and mud, or catch too easily in the forest brush. While the cut of the clothing tends to be more Serenian, Tinines adjust them to include extensive beadwork, often as trim or embroidered into different shapes invoking the natural landscape. Difference in clothing styles between men and women tends to showcase 'optimal' body types, and often corsetry is worn underneath, with women's clothing also including a large bow at the base of their spine.

 For winter wear, furs are favored, and are often the result of hunting in the local area rather than traded for. The fabrics they do use, both in winter and summer, aren't often bright, rather kept to muted neutrals (both to hide dirt and to hide the wearer) and accented instead by bright gems, beads and metal jewelry as a display of wealth and prestige. Because of the amount of rain and flooding, mud is common, and so only the most important members of society can manage wearing white clothing and furs.

Because of the amount of woods present, and also the moist climate, long-sleeve shirts with high collars and pants are typically worn as a rule, to help prevent tick and mosquito bites. Only in formal, indoor settings do some trade the high collars for low, swooping necklines. Often, in addition to the shirts and pants and boots, Tinines will also wear long black fingerless gloves, ending just above the elbow, and long black socks that end just above their boots. These have the dual benefit of keeping things out of the way as they work, as well as "sealing" any possible entry for biting insects.

Hair is often left long by both genders, and either left to hang loose or tied up into braids and buns to keep it from getting in the way of work. When braiding, Tinines usually french braid up and back into pseudo-mohawks.

Art, Music, and Dance:
Tinines love artworks. They have a special fondness for metalworking, and their silverware tends to have ornate designs on the handles. Jewelry made of precious metals and stones are widely worn across all genders, and there is a market for ornately painted jewelry boxes.

 Music varies in fashion depending on what the Archon has a fondness for, and many musicians quickly learn new trades to keep up with the times and hopefully earn their share of favors from the Family.

Dance varies, depending on the intent of the dancer. For "casual" dancing such as at a party with a partner, it's usually a dance that goes along with the popular music of the time.

Food:
The food available to Tinines is nigh unlimited. Thanks to their particular geographic location and the varying biomes, Tintintin has fertile land for farming, forests for hunting, and rivers and coasts for fishing. Meals often consist of roasted meats and vegetables, with fruit pies as a dessert.

Housing:
The formation of buildings is elegant, with curving archways and carved doors, and often involves wrap-around porches for even the smallest homes. High foundations and plenty of stairs are common, to both keep out intruders as well as any floodwaters that might reach the home. The stability of the land itself allows for the people of Tintintin to keep large basements, though they are more common in drier, more wooded areas than along riverbeds.

A Tintintin home without some manner of hidden compartment or passageway is a home you haven't fully explored yet.

Sexuality, Gender, Marriage, and Divorce:
Marriage roles exist in Tintintin, most especially for the upper classes. Those of sufficient social standing are expected to marry and produce children to continue the Family line. These marriages are not guaranteed to be permanent: an Archon may marry and divorce as much as he wishes.

 For others not expected to take on the Family business like an Archon, the rules about sexuality become more lax, and it's not uncommon for a Family sibling or cousin to be openly homosexual or not wish to settle down at all. However, many still do follow the example of the Archon and enter into exclusive monogamous relationships.

Tinine weddings themselves tend to be big, lavish affairs, where everyone of even distant relation comes together for a huge party celebrating the newlyweds. Expense is rarely spared, and even the poorest of families will pool together whatever they can to make the event as big of a blowout as they can.

Religion:
Tintintin is animistic. Everything has a spirit, and patron spirits are said to look after households in exchange for regular offerings of tribute. The Families of Tintintin are said to have patron fox spirits, and each spirit has a secret name known only to the Family it is tied to. Otherwise, the spirit is referred to by the Family's surname. The fox spirits of the High Table are said to be brothers, establishing a bond that allows for rivalry but not outright destruction.

Above these patron spirits are the Creator and the Trickster. The Creator is responsible for life and growth and raw potential, while the Trickster is responsible for testing the bounds of both natural and unnatural law and providing opportunity. The Trickster is especially popular in endeavors to do with the Tintintin underworld, as to have the Trickster's blessing is to be successful in shadowy business ventures. A Family in favor is quite powerful, indeed.



VIGILANCE WALKING THE TOAST
Characters here!

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The Territok Orcs // The Oratok Orcs // Fausteth // The Ashmen

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Community

Key Cultural Figures:
Tinines of sufficient standing hold a kind of contempt for the dragons of Ketra. While they won't say no to recruitment, they consider it a theft of their people and resources. A regular Tinine with a limited connection to the Family may see becoming a dragonrider as an escape from a life under the boot of their local Archon.
  • TBD

Schools, Guilds, and Other Organizations:
The Nine Families - the ruling class of Tintintin, the Families are the ones who banded together to form the High Table and support Ysaryk in his retaking of Adela (often through subtle means, by corrupting supply chains to Serenian settlements, extortion and general banditry). However, outside of what the High Table agrees to, each Family controls their own "territory" separately from each other, often running several "businesses" both legitimate and not. Each Family controls all criminal activity within their territory, and takes any incursions very seriously.

Underneath the Families are the usual groups, either specializing in banditry, burglary, smuggling, etc. They tend to be of a relation to the Family they work under, either a distant cousin or otherwise, and their employees are made up of whoever else resides in the territory.

Local Laws:
Laws vary between cities and Family territories within Tintintin, and so there are understood "rules" to be followed, though the biggest rule of them all is "don't get caught".

Notable Locations:
  • Beaton - A river city, set directly where the river forks westward.
  • Waughton - A coastal city, along the inlet leading to the Hivan ocean. Nemeton and Waughton have a tight partnership to control the flux of trade via the coastal regions, assuring that whichever route is chosen will benefit them both.
  • Naxton - A forest city, set in the pines of the northern portion of the territory. Naxton oversees a crossroads in major paths through the pines, and is well known for their hunters.
  • Sekton - A river city, set along the southern fork of the main river, on the very far western edge of the Tintintin territory.
  • Nalaton - A river city, along the northern fork of the main river, on the very far western edge of the Tintintin territory.
  • Maxton - A forest city, set in the thick woods in the southwest part of the territory. Very well known for bandits and highway robbery, but also the sheer number of berry patches
  • Nemeton - A river city, set along the eastern portion of the river that cuts into I'káa before emptying out into the ocean inlet. Nemeton and Waughton have a tight partnership to control the flux of trade via the coastal regions, assuring that whichever route is chosen will benefit them both.
  • Kaneton - Set against the southeastern grasslands and along the road that leads east into I'káa. The city is more sprawling than others, with more room to develop farmlands and areas of growth.
  • Lenton - Set in the fields at the very center of the territory, and the absolute center of all trade routes in and out of Tintintin. This is the capital, if there was one, as it's in Lenton that the High Table convenes. The Family Archon of Lenton is the current eldest, and as such, is the chosen representative of the territory sent to Ketra to meet with the other tribes.

Notable Residents:
  • TBD

Major Sources of Income:
On the legitimate end, Tintintin's access to water and fertile soils allows them to produce plenty of different jams, fruit preserves, vegetable dishes and so on, and pies are a huge dessert staple that many small households can make a decent living baking and selling.

On the not-so-legitimate end, Tintintin's access to river systems and trade routes allow for smuggling operations to be hidden beneath legitimate forms of income such as the trade and transportation of food and lumber. Tolls to use rivers and roads are very common, and "justified" by the presence of guards who will protect visitors from robbers. The fact that the robbers and the guards both work for the same people is something not spoken aloud.

Resources:
Lumber, berries and other fruits, hunting game such as deer, bears, clay, peat, granite, greensand marl

Craftsmanship:
Bows and arrows crafted in Tintintin are high quality, made for quick maneuvers and tight spaces. They're optimal for hunting in the woods, and even more optimal for fighting in close quarters such as cities.

Leather is also of a high quality, specially formed to be light and waterproof. While not known for the thickness of their armor, Tintintin leather is easy to move in, and crafted in such a way to help camouflage the wearer and remain as silent as possible.

Important Events:
Celebrations in Tintintin tend to be on a more personal note, with wealthier individuals throwing lavish parties for a wedding or a birthday. The only holiday that is celebrated territory-wide is Unification day, which Tintintin holds as a point of pride as being a sign of their unparalleled cunning. Children will don masks and "steal" treats from guards dressed as Serenians from sundown to sunup.

Superstitions:
There are several superstitions that exist, having to do with the amount of shadows or light present. It's believed that the darkness of night holds many things-- not just potential thieves or assassins, but also different spirits. It's important to wear specific protections when speaking out loud in the darkness, or otherwise to avoid giving away too much personal information.
  • TBD

Rumors:
There's a ton of rumors that circulate around Tintintin, some started by the very subjects themselves. The territory seems to thrive on misinformation, as it allows them to hide their true intentions and keep one step ahead of anyone who might want to overthrow them.



VIGILANCE WALKING THE TOAST
Characters here!

__guilds, yo__
The Territok Orcs // The Oratok Orcs // Fausteth // The Ashmen

nephero

Available Ranks


Archon of Lenton - the current eldest Archon, and designated representative of Tintintin to Ketra [1 available]
Lenton Family Members [Unlimited]
  • Bramuvo Jacha, minor cousin
  • Vitori Jacha, minor cousin

Archon of Beaton - [1 available]
Beaton Family Members [Unlimited]
  • TBD

Archon of Sekton - [1 available]
Sekton Family Members [Unlimited]
  • TBD

Archon of Maxton - [1 available]
Maxton Family Members [Unlimited]
  • TBD

Archon of Kaneton - [1 available]
Kaneton Family Members [Unlimited]
  • TBD

Archon of Nemeton - [1 available]
Nemeton Family Members [Unlimited]
  • TBD

Archon of Nalaton - [1 available]
Nalaton Family Members [Unlimited]
  • TBD

Archon of Waughton - [1 available]
Waughton Family Members [Unlimited]
  • TBD

Archon of Naxton - Saevo Tchoff (npc and entirely expendable)
Naxton Family Members [Unlimited]
  • Honovi Tchoff, younger brother to Saevo
  • Sincuvo Fleet, a minor cousin


VIGILANCE WALKING THE TOAST
Characters here!

__guilds, yo__
The Territok Orcs // The Oratok Orcs // Fausteth // The Ashmen