Vicaria, the Children of the Fey, the first born, the waiting. Found in the expanding lands of pasture, mountains, and bogs, the Vicarians are a hardy group of tight-knit clans. Superstitious and wary of outsiders, the Vicarians worship the archaic and esoteric old gods. Led by a combined group of priests called Woaden, and the clan leaders known as Kelda, the Vicarians are tempering their relationship to an ever-modernising world.
Dunmoore, Hathwoad and Kilkern, the three clans closest to the border of Garmont and the Middlemark. Their relationship with their neighbours has soured, but the clans themselves are at odds as the three vie for spiritual, and thereby political, power over the other. Perhaps favour from the gods can be delivered by the enemy of an enemy?
Historical & Costume Note:
The world of Vicaria is intended to be quite strange to our capitalist world. They worship, engage and work with nature differently, where hierarchy of the pyramid is inverted or abolished all together! Our real world inspirations are a pre-christian Europe and the romantic notions of such a world. We’re taking elements of Celtic, Irish, Scot and Slav worlds of folklore and connections to nature. Costuming the Vicarians live in colder climates with lots of wools of dark and natural colours, however jewellery and gold is highly prized and shown often. Bands, broaches, gems and crowns can be found in all the social structures from the poorest peasant to the richest Keldas. Vicarians have little in regards to and for gender and so their clothes are swapped and mixed often. For historical context we’re looking at a late Viking inspired world with Byzantine infusion. Lots of furs, wool, plaid and leather, but also detailed embroidery wherever one can. Some Vicarians such as Kilkern are inspired by Garmontian attire with doublets and courtly dresses. Check out our Pinterest below for more inspo.
‘We are the bastion of Vicaria, we are the rock, we are the stone, we are the mountain that guards this land.’
Dunmoore, the Mountain folk. Made rich from their deep mines and made overly proud from their hoard.
The oldest and arguably the strongest clan in Vicaria, they are seated in the city of Dwell, a huge citadel made of stone, hewn into the very mountains that separate the lands of Vicaraia and the Middlemark. This fortress is the first defence against Middlemark invasion and has proved to be an army breaker. Said to be made by the ancient dwarves over a millennia ago, this citadel is a signal to all the other clans of who’s right to rule is strongest.
The Clan in recent years has grown boastful and arrogant, charging exorbitant prices for ore and goods. Other Vicarian clans have grown upset but begrudgingly pay the price. Dunmoore’s main trade is precious gems, iron, tin and copper ore. Deep in the halls of Dwell are old mine shafts in which the people of Dunmoore work regularly.
The various other clans rely on Dunmoore’s produce and trade to manufacture their own metalwork from jewellery, tools and weapons. This reliance has made the clan a powerful figure in the lands.
A character from Dunmoore is proud of their heritage, values those who can wield a hammer at the forge and in the heat of battle. They may also feel a paternal role over the other clans for better or worse.
Dumoore is heavily inspired by Tolkien’s dwarves and the Nights Watch from Game of Thrones. Great craftspeople and constantly guarding a land of people unaware of their danger. Our folk from Dunmoore are isolationists, trying to fight for their heritage that they feel is slipping away.
‘If the old gods speak, they speak through the clan members of Hathwoad.’
Their power comes from their knowledge of the unseen world and the spiritual relations with all things.
The Hathwoads are a clan of mystics who boast that many of the greatest Woaden originate from their lands. Their strong ties to ancient myth said that they were favoured by the Fey, who often came to their lands to select people to take with them. From this self perception as chosen people, they eye the lands across the mountains as their rightful claim. For should not the child inherit the parent’s possessions, and the Hathwoads think of themselves as eldest children to the Fey.
Their seat of power is the Hall of Erid, a small city with a large hall of moss and wood. Some claim that the building is alive and will defend the clan in times of need. Or that the strange standing stones and outdoor altars are the remnants of forgotten rock giants who may spring to life once more.
Hathwoad itself produces little in the high mountains and valleys, and so the local populace often raid the lands of Garmont with quick cunning. This has obviously caused some friction between the two peoples, especially the folk of Vaud.
A character from Hathwoard is most likely a spiritual person, connecting regularly with their gods. Almost all Hathwoads are very superstitious and will look to their Woadens for guidance. Their connection to nature means that Hathwoad often have healers and crafters, but also cunning hunters and cunning warriors.
Hathwoad is heavily inspired by the tales of Merlin and druid practices of ancient Ireland, Britain and Scotland. Our Hathwoads are spiritualists by nature.
‘The horizon holds all the potential of the world, there are still Sidhe yet to be found.’
The clan of Kilkern are pioneers of modernity. Few other Vicarian clans would so comfortably travel and trade in the Middlemark.
Kilkern is the clan of adventurers, poets, explorers and dreamers, there is a lust for life in these peoples. The youngest of all the clans, Kilkern is yet to find its full home but eager to stamp their lineage. They do so by exploring and trying to understand the grandness of the world! Compared to their insular neighbours, Kilkern are eager to adopt and enjoy the fashions and culture of Garmont as well as retain their own heritage. A Kilkern clansperson is curious, intrepid, brave and eager to make a name for themselves.
The great claim that Kilkern has over the others is the access to a special type of silk called Fairy Weave. This silk made in special caves that are a guarded secret is rumoured to be spun by the last of the Fey folk. Only a select group of people have ever been given access to these caves and have been sworn to secrecy. Many theories have been made, but one of commercial secrecy is the simplest. One can be assured there are most likely no actual fairies, but that intrepid crafters are keeping a spinning technology secret from the rest of the world to corner the market.
Folklore aside, due to the close distance between Kilkern and the lands of Garmont, they can be seen as the most cosmopolitan clan, with even Io worship becoming more practised amongst the more well travelled progressives.
A Kilkern clansperson is curious, intrepid, brave and eager to make a name for themselves. Due to their curious nature Kilkern are often knowledge seekers paired with bards and adventurers!
If we were to pinpoint the areas of inspiration for Kilkern, it would be for the love of classic D&D adventuring parties. Bright eyed and bushy tailed people who are excited for adventure, they are idealists who want and can see the best in all people.