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| Romulus LoneWolf10-29-07, 07:15 PM | After reading this article (http://travel.independent.co.uk/news_and_advice/article3091221.ece), I have to admit, it's amazing how widely different cultures can get on small details of etiquette. And that's just on Earth, amongst different human cultures. It got me to wonder, just how different would etiquette be amongst Eberron's various cultures? Thus, I'm starting a 1001 list of Etiquette quirks to be found across the world of Eberron, from the Five Nations to Xen'drik. 1 - In Aerenal, someone may "graciously refuse" a gift three times before accepting it; ideally, you should do the same. 2 - In the Shadow Marches, chatting to any individual of the opposite sex without initial prompting, may be seen as an attempt to seduce them. 3 - To the Valenar, it's a great insult to touch another's horse uninvited. In contrast, when a Valenar tells someone "You may brush my horse anytime", it is a show of great trust. 4 - In general, it's best not to blow your nose in front of others across Darguun, especially during Mealtime. 5 - Amongst the Drow of Xen'drik, Before addressing the head of a family group, it is customary to kneel and kiss the floor of the family's hut as a sign of respect for the whole clan. 6 - The goblinoids of Darguun do not consider belching to be rude; in fact, amongst most of the tribes, a quick, light belch at the end of a meal is seen as a sign that one has eaten well. Feel free to add your own, folks. And go ahead and make them as ludicrous as you want! |
| Rytherd10-29-07, 10:28 PM | 7. it is seen as horribly rude to not take the wine or cheese of a host in Aundair. 8. it is customary to, before you enter on a Lhazaar prince's ship, to complement their(with various numbers of the complements taken off depending on how great you think they are): A: lead ship B: crew C: ship they own besides their main one D: fleet as a whole E: weapon F: land they own G: family H: clothing they wear I: lead ship 9. to mention the Ashbound in a farm home of an Eldeen Reacher and not spit and curse the name of the sect. doing the same with the children of winter would probably be smart too |
| skrap-san11-10-07, 05:43 PM | 10. If you are from Karnath and someone mention your country in positive light it is custom to hit your chest with a clenched fist (preferably the left arm) 11. Flame scorch you is a reaction to an insult in Thrane (or anyone else tied to the silver flame). |
| Nived11-13-07, 09:30 PM | 12 Littering in Zilargo is akin to kicking a puppy. Something terrible that only an evil person would do. 13 The number 13 is universally considered bad luck, taking away the 13th anything is seen as a way of countering the bad luck. 14 If you can't see it, its rude to ask to see the mark of a Dragonmarked Heir using the d' prefix. |
| DragoonDarkfire11-13-07, 11:56 PM | 15. Talenta plains halflings will typically ask medium or larger visitors to sit or kneel in their prescience. Failing to comply is seen as a grave insult on behalf of the host. 16. The inverse of westernized beliefs is true in Eberron. Cats are often seen as evil creatures and are typically avoided or seen as bad omens. Wizards with cat familiars are often viewed with a bit apprehension and outright cat lovers are seen as weirdos. Snakes on the other hand are greatly valued as pets, with venomous or aggressive ones being the only exception and it's not uncommon to see a man showing off his pet snake to guests. Wizards with snake familiars are often seen as more noble or caring and snake lovers can even be viewed with a sense of respect. |
| Alex_11-15-07, 02:17 PM | 17. Zilgaro food is spicy, very spicy. 18. Amongst many Goblinoids, music is discouraged outside of the context of religious ceremonies. Chanting, and spoken prose are accepted, but instrumentation and tunes (even humming and whistling) are purely religious. 19. Humans from Sarlonna, Inspired, and Kalashtar considered the head area a taboo area of the body to touch. Being able touching someone else's face or head is considered a very intimate act, and striking one there is the gravest insult. 20. Shifters from the Eldeen reaches have a tendency to take and smell the top of the hand of those they meet. This is often confused with the gesture of kissing the ring of a noble, or kissing the hand of a female, except that Shifters will do it with everyone. |
| IMAL11-18-07, 10:28 PM | 21: In Mror Holds, quirks have 1001 cultures! |
| The Ubbergeek11-19-07, 07:23 PM | 22. Vegetarism is hold in respect (but not enforced in any way) among both Inspired-held lands of Sarlona and the more 'cultivated' and 'free' human and kalashtars lands. |
| Derenger99911-24-07, 11:06 PM | 23. Karnathians have a strict code of honor that can be compared to a twisted form of bushido. All military officers and leaders are required to memorize the code so that it can be recited to the troops. |
| Cuaglar12-02-07, 07:12 PM | 24. It is generally considered bad luck to whistle in the house; supposedly, you're whistling your money away. 25. Farmers of the Eldeen Reaches tend to avoid particularly large, rowan trees, or leave offerings of white bread and milk in a saucer at the base. This way, they think that they will avoid the spying of fey into their secrets. |
| Arithian12-03-07, 12:57 AM | 05-24-07, 04:55 PM Dawn_of_an_Age Member Join Date: Sep 2006 The Eldeen Reaches (1001 Druidic Customs, Rites, and NPC's) -------------------------------------------------------------------------------- I am in the process of starting up a new campaign, a good portion of it will take place in the Eldeen Reaches with some possible excursions to the Shadow Marches. I have read probably everything I can get my hands on concerning the Reaches and the Druidic customs of Eberron, and the truth is I STILL WANT MORE!!!! The purpose of this thread is to further flesh out the Wilderness of Eberron, and the Druidic customs, Rites, NPC's and people who drive them. The NPC's can be from any class, I would prefer however if they were wilderness based. I am especially interested in cool ideas about the Gatekeepers, and the other Druidic Sects. Please Help! -------------------------------------------------------------------------------- Buriel: 26. The Ashbound tie their dead to tree branches or bury them beneath trees. 27. Alternatively they could burn their dead in pyres, out of fear of necromancers and undead desecrating the corpses, but burning them doesn't seem too "natural"; the carrion doesn't return to the earth that way. 28. The Gatekeepers (and those traditions passed beyond them) are not afraid of mummifying their dead, in hopes that the spirits of their bretherin will protect the sacred sites. The dead are also placed near openings to Khyber, so that they will be eternal guards watching the mouths of the underworld. This is generally considered a great honor, to be as dedicated in death to fighting the Daelkyr and their children as the Gatekeeper are in life, and only the strongest warriors are chosen for this. (Note, Mummyfing doesn't necessarily mean creating mummies, but merely preserving the bodies). 29. (Unnamed Tribe/Sect/Order) practice cannibalism within the organization. They believe that their stomachs are the community's graveyard, and so when one dies, the community gets together to cook and eat the deceased. This does not apply when the individual was killed by magical, negative energy, or death by abberation/undead. 30. The Greensingers (or some other group) actually put the body where it is most accustomed. For instance, older members are put in a rocking chair on their porch. Or up against a wall/tree near the community hall - in essence, in death they are placed where they were most remembered and recognized in life, and their body serves as a monument. After a few weeks (when there's nothing but bones) they are put to rest. __________________ -------------------------------------------------------------------------------- Shifter Braids and their significance. Originally Posted by Missekat 31. Name: Hunters Braid Occasion: Is given when a cub hunts and kills her first predator. Ritual: The shifter eats a bite of the heart of the animal, thanks the Ancestors for their help and protection during the hunt, and the father or nearest male relative of the cub makes the braid, using a feather or a piece of fur. Appearance: A simple 3 string braid stiffened with bees wax and fastened at the end with a single brown leather ring. The trophy is fastened to the ring. Placement: Above and behind right ear. Significance: The cub is now recognized as a grown shifter, and no matter the age of the individual, she is free to speak for herself and suffer consequences good and bad for her actions. She is also deemed mature enough to marry, although she may not choose her own mate. Her parents or her appointed guardian in lack of parents will choose her mate for her. Only shifters honoured as warriors are allowed to choose for themselves. Shifters who for some reason are deemed unable to fend for them selves, (insanity, or a case of old age dementia could prompt such an occasion), will have the braid cut off, and appointed a guardian by the Elders. Note that in a more urban environment that still makes use of the old traditions, the Hunters Braid would be given when the cub has learned a trade or has in some other way become capable of feeding and maintaining a family. For More Braids Click Here: 32. Name: Warriors Braid Occasion: Is earned with the first kill in battle with an intelligent foe Ritual: After the kill has been finished, the shifter plunges her weapon of choice into her foes heart, thus soaking it in the often still warm blood of her first downed foe. She then takes the weapon to an Elder, preferably a shaman, druid, or even better: Moonspeaker, who mixes the blood with wax and then forms a lock of the shifters mane into a dreadlock using the gory amalgam to seal the braid. An iron ring is then magically closed around the braid, and the Elder praises the shifter for her courage, her strength, and her wits in battle. The shifter then proceeds to thank her Ancestors for the courage they lend her, the strength she inherited from their limbs, and the wits they have taught her. This ritual is if circumstance and situation allows it usually followed by a huge party in which the newly anointed warrior is the guest of honour. These parties tend to appeal more to the younger generation, as they usually entail huge amounts of strong booze, jumping over the bonfire, speardancing , telling tall tales, and generally behave like idiots. Appearance: A dreadlock sealed with a mix of beeswax and the blood of the defeated foe. The braid is fastened in the middle with an untreated iron ring. The iron is generally allowed to rust, as the rust symbolises blood. Placement: Where the hairline begins on the neck or in case of heavily furred shifter with no discernible hairline: Where the head starts to round. Significance: The shifter is now honoured as a warrior, and granted the right to choose her own mate, and build her own dwelling. 33. Name: Fangs Braid Occasion: When a shifter slays an aberration. Ritual: The shifter, who is under an oath of silence until this particular ritual is over, brings the carcass or if the shifter is prevented from this by size or circumstances a significant part like the head or the hearth, to a Moonspeaker or Gatekeeper druid. The druid then purges the unclean flesh in a sanctified fire, while invoking the Powers, (or in some cases: Gods), of nature and the Ancestors until there is only clean ashes left. The shifter is then set to stand vigil until the ashes have cooled sufficiently for the rest of the ritual. Depending on the size of the carcass, this ritual may last up to several days and nights, before the ashes is ready for further handling. When the ashes have cooled, the shifter is asked to gather them all up. A foul concoction is then mixed by the druid from the ashes together with several other secret ingredients. The only one revealed to non-druids being ground dust of Byeshk. This horrid smelling tar-like substance is then smeared onto the entire body of the by now exhausted shifter. (Remember, she has had at least one day and night without sleep, food, nor water). She is then tied to a tree. The concoction coating the shifters fur and skin is a non lethal poison. A Fortitude save DC 15 is required to stay awake during normal conditions, but for each 24 hours the shifter has been standing vigil, a -1 penalty is added to her roll. When or if she succumbs to the poison, she will hallucinate. In the hallucination she will think herself fighting an aberration. It could be the one she slew, or another one, (DM chooses. Choose one race of aberration). A Willpower save DC 13 is required to overcome this apparition. When the battle is over she will awaken to get washed, fed, and rest, and then recount her tale. If the shifter wins her spirit battle, one lock of hair will be left unwashed . This lock will be formed into a braid by the druid during a small unassuming ceremony, where the shifter will thank the Ancestors and the Powers/Gods/etc. of Nature for the blessing that has been bestowed on her. Appearance: This lock has a dull black colour and a rubbery feel. It is an intricate 5-thread braid with three green wooden rings: one at the top, and two at the bottom separated by 5 inches. The rings are inscribed with silver runes, one on each. Placement: Right bang. Significance: It is actually desired to succumb to the concoction, since the shifter if she makes her willpower save and wins the battle will now have a +1 on all attack rolls and +2 to all willpower saving throws against this particular race of aberration. Important!: The shifter will only get this braid, and thus the blessing, if she wins the hallucinatory battle. Thus she will not get neither braid nor blessing if she makes her fortitude save or fails her will save! And she only gets this one chance. The ritual can only be attempted once! The shifter is now acknowledged as a Fang of Nature, (in whatever form this particular enclave of shifters worships her/him/it), a special blessed warrior, chosen by Nature and the Ancestors to battle aberrations and unnatural creatures. Shifters with this braid often become protectors of their community, or go on to become aberration slayers and hunters. They command great respect, and are treated like a kind of aristocracy by all shifters. 34. Name: Braid of Clan X Occasion: Is given upon birth, or in case of adoption or marriage into a clan. Ritual: A shifter can only change clan by marriage or adoption, and in that case the old braid will be cut off, and a new one braided by the most prominent Elder of the clan. This usually happens during some kind of party celebrating the reason the shifter is accepted, like birth, marriage or adoption. (Duh.) Appearance: Differs from clan to clan. Placement: To the left of the back of the head. Significance: Identifies the clan of the shifter. 35. Name: Craftmans Braid Occasion: Is given to a shifter when he attains Master status in his chosen trade. Ritual: His mentor makes the braid with a trophy of some kind, to signify the trade in question, and the braid is then blessed by a druid. Appearance: A thin dreadlock tied all the way down with black leather string. A trophy of some kind dangles from the bottom. A splinter of expensive wood for a carpenter, a sliver of metal for a smith, etc. Placement: Top right side of head. Significance: Identifies the shifter as a master of his trade, and the trade he is in. Gives a +2 to his chosen Craft skill. 36. Name: Braid of the Spirit Y Occasion: If a shifter is chosen by a totem spirit, the druids will grant him this braid as a means to call forth the totems blessing. Ritual: Appearance: Placement: Significance: 37. Name: Green Braid Occasion: Is given to an apprenticed druid when she enters the ranks of the full fledged druids. Ritual: Appearance: Placement: Above and behind left ear. Significance: This braid marks the shifter as a druid. 38. Name: Ancestors Braid Occasion: Upon reaching the venerable age of 65 years, all shifters are evaluated by the Elders, who then consult with the druids to decide whether or not to allow the shifter to attempt the ritual. Usually the shifter is asked to recount tales from his youth to prove his wits and wisdom to the counsel. If he is deemed worthy, he is allowed to try to complete the ritual of The Ancestors Counsel. Ritual: This is a public ritual, and is often announced in good time before it is held, to allow as many shifters of the community as possible to return, and attend. At least one other Elder, and one druid must be present at the ritual. On the day of the ritual, the shifter must fast from morning until midnight. He will then be given a drink of blood from a living animal. This animal is often chosen after the shifters totem, or the totem of the community if there is one, and is blessed by a druid. The shifter will then start to chant and the druids that are present will form a chorus in the background, helping him reach the Ancestors spirits and calling them forth. The shifter calls on each of his ancestors by name and wills them forth from the darkness. The Elders then each in turn calls on the spirit of one ancestor, who will riddle the would-be Elder. It is generally accepted that the riddles asked comes from the spirits of the Ancestors, and that the Ancestor called upon by the applicant helps her answer. When all riddles have been answered, the Elders confer until an agreement is reached. They then either turn the applicant away, or welcome her into their group. If she is accepted, the druid then makes the braid of the Ancestors Voice. Appearance: A common 3-thread braid with three dull grey steel rings placed evenly along the braid. The tail-feather from a white owl is stuck through the middle ring. Placement: Centre and topmost of the head. Significance: This braid marks the shifter as an Elder. That she is one to seek out for advice and counsel, if a druid is not present. It signifies that the shifter in question speaks with the wisdom of the Ancestors. 39. Name: Moon Braid Occasion: Ritual: Appearance: An intricate 6-thread braid. The braid is wound at the bottom with silver thread and a round coin inlaid with Mother of Pearl, keeps the braid locked. Placement: Left bang. Significance: This braid marks the shifter as a Moonspeaker. 40. Name: (Gatekeeper?) Occasion: Ritual: Appearance: Placement: Left bang. Significance: This braid marks the shifter as a Gatekeeper. 41. Name: Oalians Braid Occasion: Ritual: Appearance: A thick 5-thread braid with a green leather string braided into it. This string also binds the braid on top and bottom. Each day the Warden finds a leaf or flower, or some other flora to stick into the braid. Placement: Left bang. Significance: This braid marks the shifter as a Warden of the Woods. The braid bestows a blessing from Oalian on the shifter, who gains a +2 bonus on Knowledge (nature). 42. Name: Speakers Braid Occasion: Ritual: Appearance: A slim 4-thread braid with one loop on right side, and two blue leather rings at the bottom. The loop is decorated with three white glass beads. Placement: Below and behind left ear. Significance: This braid marks the shifter as a Loreguard. 43. Name: Lifegivers Braid Occasion: First given during first pregnancy or during first pregnancy of mate, (also given to the father of the cub). Ritual: When the first signs of pregnancy shows, and the druid/midwife/Elders ascertains that a cub is on its way, the Elders will give both mother and father the Lifegivers Braid. During the pregnancy a thin white leather thread is tied to the braid. When the cub is born, the thread is removed and a thin red wooden ring is added in its place. One can tell how many cubs a shifter has born, by counting the rings on the Lifegivers Braid. If the cub is stillborn, or for some other reason not accepted into the shifter community upon birth, the red ring will not be added. Appearance: A thick dreadlock, with a white leather thread for pregnancy, and a red wooden ring for each cub born to the shifters. Placement: Right temple. Significance:A shifter with the white thread on her Lifegiver Braid never has to go hungry or cold. Any shifter who sees the thread is obliged to fulfil any immediate needs she might have, or if her unborn cub is somehow in danger help her as much as possible. The red rings add to the shifters status within her community, and a shifter with three rings or more is greatly respected. This braid was added by the Elders during the Purge of the Silver Flame in order to further the chances of the survival of the shifter race. 44. Name: Healers Braid Occasion: Given to any shifter with a gift for healing. Ritual: Appearance: Placement: Significance: This braid marks the shifter as a healer, and with it comes great responsibility and often also much work. Any shifter can call on the healer to help her is she needs medical attention or advice, and the healer is obliged to help her without payment. A healer is always welcome in any clan, no matter what feuds or enmities might exist, and a healer will never go hungry or lack for shelter if any shifters are nearby. This braid grants a +2 bonus to the Healing skill, and a +1 to knowledge (medicine). 45. Name: Sanwen Braid Occasion: Is given as reward to the shifter who wins the yearly X competition. Ritual: Appearance: A completely round braid made up by 10 threads, held together at the bottom by a brass cap. Into the braid, a large feather from a predatory bird will be woven. Usually a dire eagle or dire hawk. Near the Aundair border, feathers from dragonhawks are used. Placement: Significance: For a year the wearer of the Sanwen Braid is the hero of the community, with the right to choose first from loot, food, or any other items recovered by the community. In turn he must act as the protector and war-chief of the community. The braid is named after a legendary war hero of the shifters: Sanwen, who stood one man against an army of Aundairish troopers. He successfully held off the marauders, and protected his village for a whole week, until reinforcements arrived. In the last battle he was killed by a stab in the back, and his body was carried off by the enemy, but he is still honoured in the games of X, and the tradition of this braid. Footnotes: The shifter race came dangerously close to extinction during the purging wars of the Silver Flame. As a result the Elders of the race created a new tradition to ensure a healthy population without inbreeding: Only Warriors would be allowed to choose a mate for them selves. Everyone else would have to be paired off by the Elders, who kept meticulous records on families and lineages. The speardance is a competitive form of dancing where the young shifters show off their flexibility and balance by dancing under a spear held by two others. You get the point ;-) There is no risk of anyone inadvertedly becoming poisoned by touching the braid. The poison looses all potency luckily along with the foul smell after being exposed to air and sunlight for more than 10 hours. X being the clan of the individual. These braids differ from clan to clan, and allow shifters to identify other shifters family ties. Much like the kilts of the Scottish. Y being the Totem Animal of the shifter. It should be noted, that the shifter in question can only perform this ritual if he knows the name of one or more of his ancestors. If he is an orphan with no knowledge of parents and lineage, he cannot become an Elder. Deformed shifter cubs, or cubs touched by evil planes are usually given back to nature within the first three hours after birth. -------------------------------------------------------------------------------- 46. All Druids of Eberron are referred to as Earth Mother, or Earth Father, followed by a descriptor of their Sect. This is the proper and traditional way to address a Druid of any sect. I.E. If a Ranger or Barbarian of the Gatekeeper Sect were to come across a Female Ashbound Druid within their territory, the dialog would proceed thus. "Earth Mother, Daughter of the Ash. What business do you have in this part of the wood? It is under the protection me and mine, we and our Earth Mother stand at the Gate and we Keep it." __________________ ________________ Campaign Builder's Guild Member #50 "The sea is dangerous and its storms terrible, but these obstacles have never been sufficient reason to remain ashore...Unlike the mediocre, intrepid spirits seek victory over these things that seem impossible...It is with iron will that they embark on the most daring of all endeavors...to meet the shadowy future without fear and conquer the unknown." Author Unknown A day cannot exist without a night, Without darkness, what defines the light? From the Signature of Xeviat-DM Your Journey Home Begins Here www.mitchellteamonline.com Arithian View Public Profile Send a private message to Arithian Find all posts by Arithian Add Arithian to Your Buddy List |
| heirodule12-07-07, 01:52 PM | 16. The inverse of westernized beliefs is true in Eberron. Cats are often seen as evil creatures and are typically avoided or seen as bad omens. Wizards with cat familiars are often viewed with a bit apprehension and outright cat lovers are seen as weirdos.That's an *inversion* of western attitudes?? :P |
| DragoonDarkfire12-08-07, 02:54 PM | That's an *inversion* of western attitudes?? :P Cat lovers aren't viewed with the same eyes as snake lovers. And I think you're confusing cat lovers with that girl from the Simpsons. |