Caebard
No specific national symbol or colors. Instead, each of the Clans has its own livery and colors.
Human 68% (Celtic Ethnic Backgrounds)
Wood Elf 22%
Halfling 8%
Dwarf 2%
60% Shamanistic
30% Organized
10% Agnostic
(Clanship System of Government) Cenovia is governed by several large Clans so each province can have vastly different laws and taxations. The Clans are free to govern their lands in accordance with their traditions and as they see fit without much heavy-handed interference from any central government. Law and order is dispensed by the Clan leadership and all trials The closest Cenovia gets to centralized control, is when the Clans meet once a year at the capital in a moot. This moot is used to discuss any concerns or grievances between the Clans. Most disputes are mediated by the majority vote, but occasionally a feud may run so deep between Clans that a trial by combat between two chosen champions is called for. It is not a battle to the death, but to yielding, and the victor gets to decide the future course of action. In times where the whole nation is threatened, the Clans set aside their differences and band together to defend their country.
Badlands: Hostile
Commonwealth of Dail: Neutral
Eldarian Union: Neutral
Elven Triumvirate: Friendly
Empire of Grundar: Hostile
Golden Dwarves: Neutral
Grand Duchy of Montia: Neutral
Granelian Protectorate: Neutral
Hassarian Oligarchy: Neutral
Highlands: Friendly
Ichi Shogunate: Neutral
Idelan Republic: Hostile
Iron Dwarves: Neutral
Kingdom of Aldania: Hostile
Naga’s Landing: Hostile
Orc Horde: Hostile
Sahalan Sultanate: Friendly
Shaneier Elves: Friendly
Steel Dwarves: Friendly
Taisan Khanate: Neutral
The Dark Covenant: Hostile
Theocracy of Vespa: Friendly
Undying Lands: Hostile
Wolven Marches: Hostile
Currency is minted with a Celtic Trinity Knot icon on it
Gold (gp) is used to buy luxury goods and high-end services
Silver (sp) is used to buy common quality goods and skilled labor
Copper (cp) is used to buy basic supplies goods and food
Average costs
Basic Food items: 1-3 copper
Luxury Food items: 10-15 copper
Basic Drinks: 1-3 copper
Luxury Drinks: 5-10 copper
Basic clothing: 25-50 copper
Average clothing: 25-50 silver
Luxury/High End clothing: 10-15 gold
Basic Lodging (Common Inn): 5-10 silver per night
Comfortable Lodging (High End Inn): 20-25 silver per night
Luxury Lodging (Private room with bath): 50-100 silver per night
Opulent/Noble Lodging (Private suite with multiple rooms): 10-15 gold per night
Transportation (Rented wagon/carriage): 10-15 silver per km
Weapons and Armor: Use Item costs
Cenovia buildings are best described as traditional Celtic medieval architecture. It represents a unique fusion of indigenous prehistoric traditions such as circular construction and corbelling, with later European Christian and Romanesque styles. Towns and villages have heavy use of stone, earth and wood, and are built well to withstand the elements.
Cenovian garments heavily feature furs, leather, wool and linen usually in Celtic design. They are usually found in earthy brown and green tones, and distinctive layered elements like tunics, kilts, cloaks, and signature knitwear. Nobles and richer individuals favor more elaborate silks and finer materials but due to the very traditional nature of Cenovia, the fashion designs still stick to simplistic, layered, and functional arrangements.
Typical Cenovian cuisine is defined by hearty, agrarian cooking, relying heavily on slow-cooked stews, abundant dairy, livestock meats, fresh seafood, and root vegetables like potatoes and parsnips. Drinks are usually dairy or tea leaf based, and alcohol favors mead and ale style spirits.
Music: Music from Cenovia heavily favors wind instruments such as flutes and bagpipes. Cenovians favor singing over almost all forms of music and a person with a good singing voice is treasured.
Literature: Cenovia literature revolves quite a bit around the various clans and their histories. Much of what is written is more functional in nature. Documents, scrolls and books in Cenovia are typically either detailed accounts of family histories and events, or manuscripts to help crafters pass down their trades.
Entertainment/Theater: Cenovian’s are avid fans of brawling, and many times a good drunken fight is just as entertaining to them as any other form of entertainment. They also like to play games of dice. Cenovian theatrical performances tend to be historical reenactments of major events, modified to add entertainment value. A great battle or duel may be simulated on stage, or a comedic twist on some noble’s misfortune may be turned into a comedy.
Technology is scarce in Cenovia. Traditionalists and followers of the ‘old ways’ they don’t fully trust machinery and anything overtly scientifically delicate. Magic on the other hand is met with a mix of fear and wonder, as Cenovian’s view anyone wielding magic as either a shaman or person in tune with the elements.
Back when elves and dwarves were the more prevalent races on the continent some of the earliest primitive humans naturally gravitated towards the rituals and respect for nature that the wood elves had, and the hardy industrious teachings of the dwarves. Cenovia was first formed with these deep seeded roots. What started as a loose collection of families hidden in woodland forests and caves that the dwarves and elves treated like curious savages eventually matured. Family remained at the root of everything and as Cenovia grew in size and knowledge, families started to band together through oaths and marriages, forming into much larger Clans. As the Clans began to become more organized, they eventually started venturing out of the forests and caves to begin claiming more territory of their own. After the great war that wiped out much of the elven and dwarven populations, a large expanse of territory of what would eventually turn into Cenovia became uninhabited. The early Clans thrived within this space, taking on an aggressive expansionist culture that needed a lot of real estate to maintain the harmony with nature their people desire and the growing populations. Eventually Cenovians built an entire civilization of their own. Holding true to both their elven and dwarven roots Cenovia as a nation feels as if it simply grew out of the ground and eventually was large enough to need government. As the Clans began to grow in size and power they had begun to fight amongst themselves for territory and resources due to their expansionism. To avoid kin fighting kin, they created a capital, and formed the basis for how the Clans would resolve their differences in land disputes and grievances. With new unity amongst them, they turned their sights on expansion outward, which led to a lot of conflict with neighboring nations. The Empire of Grundar, Kingdom of Aldania, and Idelan Republic in particular. Cenovian culture allows for armed expansion and none of their neighbors want to give up territory to allow this. Skirmishes with the Empire of Grundar and Kingdom of Aldania take place consistently in various places over border territory rights. Naval engagements take place with the Idelen Republic at sea over fishing rights in the seas. Cenovia as it stands now, is a nation of proud deeply rooted people who want to return the world to the old ways and expand their lands.