Worldbuilding Week: Merothian Emnities
We’re continuing Worldbuilding week with a look at who the Merothians as a group hate, and who hates them. they say you can judge people by their enemies, so this both helps form a background a player can draw from, and gives guidance for things like bane weapons and favored enemies. It also helps a GM know what to use for “Merothian” combat encounters.
Merothia was once a powerful coalition of proud baronies, feared by its foes and respected by its allies. Free Knights were well-known champions of freedom and liberty, and honored in every city that looked toward the light.
Now, only dwarves still look at Merothia as anything other than a failed land, or at Merothians as anything other than peasants who proved they cannot manage (and do not deserve) self-rule.
Some Merothains are bitter about this. Others aren’t, but know that in lands outside their own they are likely to be seen as bumpkins, idiots, or worse small-minded villains who seek only to steal the silverware.
In the days of the High Barons of Morothia, the three great threats to peace were mountain giants, orc raiders, and the garm. The epic tails of clashed against these forces are still told around bowls of donnersop, and most of the few remaining relics of old Merothia are weapons carried into battle with names like Worlfsplitter or Jotunslayer. Orcs, in particular, often raided into once-peaceful Merothians settlements when the Baron Kings fell, and though that was generations ago the memory of the Merothians survivors runs deep.
Because of the constant wars with orc tribes, many Merothian communities dislike and mistrust orcs and half-orcs, especially those from the Raudak. Though the orcblooded people of the Raudak have no direct connection to the orcs who plundered Merothia at the end of the Age of Tyrants, the fact the Raudak hold many Merothian towns as protectorates and has entirely taken over the few major Merothian cities near it causes current-day Merothians to heap the hate and fear of ancient orc tribes onto the modern-day Raudaki.
Though the old Jotun mountain giants appear to be gone, their degenerate offspring the stone giants and hill giants now control much of the Basalt Mountains. Such giants can raid with impunity into some Merothians towns, and are a constant threat to others. The orc tribes that answer to them, and the orroc who share giant blood, are much more likely to be actually encountered but the distrust, fear and hate for all these groups runs deep.
As the Njor often raid down from the north and clear have some Jotun blood, most Merothians are suspicious of groups of Njor. However, the fact that Njor Giantslayers often travel into the central Basalt Mountains seeking to kill off specific storied villains of gaintkind cause many Merothians to appreciate the value of a friendly Njor. A single Njor, or a couple of Njor travelling with other races, are more likely to be viewed in friendly terms, at least until livestock begin to go missing.
Though true garm are extremely rare since the Age of Tyrants, their close cousins the worgs and winter wolves remain threats throughout Merothia. If anything these canine creatures hate Merothians even more than the Merothians hate them, and worg shamans often gather small warbands together during storm season to destroy as many Merothians villages as possible.
Become a Patron!
Hey folks, do you enjoy the content on this blog? I can only take the time to do longer things like this, because I have patrons supporting me! Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!
Posted on February 23, 2017, in Adventure Sketch, Game Design, Orroc, Pathfinder Development and tagged Development, Game Design, gaming, Merothia, Pathfinder, Worldbuilding. Bookmark the permalink. Leave a comment.