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Gulldahn: SHADOWLANDERS: History

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The Shadowlanders have always been a reclusive people. They don’t readily allow others into their own territory and are never seen in large groups outside of their own lands. They have had only a handful of regular visitors, traders that have somehow garnered the Shadowlanders favour. Most stem from contacts with the Zirrini Theocracy.

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The lands lie beyond an impossibly tall mountain range in the North-West part of the continent. The mountains are so tall that they block out the Sun from almost all of the territory, only the furthest corner of the coast ever gets any Sun, and even then it’s only for 3-4 hours a day. The Shadowlands main capital city lies in a chasm complex under tallest part of the mountains. The original purpose for the city would appear to be volatile chemical refinement, the lesser chasms would act as a natural containment if anything were to explode or somehow violently react. Giant Bulkheads separate off the smaller districts from the main city, now turned into highway checkpoints.

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It has been a long time since the Exodus so exactly what chemical was refined there is a mystery, when the Ancients left, they took all the chemicals and their remaining components with them. Since that happened, the districts have been used as factories to manufacture many basic necessities. The one thing most nations use regularly but do not realise originates from the Shadowlands is Engine lubricant, it’s one of the Shadowlands main exports.

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Upon joining the Kingdoms of Gulldahn, three stipends were issued.

  • The first is that no State troops are to be stationed with the capital city. As much as the territory is now united with Gulldahn they still do not allow outsiders within the City limits. This stems from the rumour that the city is predominantly controlled by Crime Lords that run the civilian sector of their politics. The majority of their illicit dealings revolve around Dangerous Chemicals, Narcotics and Unlicensed Weapon manufacture.

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  • The second is the continuation of Sole Control over their borders and who may enter, though troops may still be stationed in the flatlands if ordered by the Gulldahn, Civilians and Traders are thoroughly vetted before being allowed in.

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  • The third is the Introduction of the Warname, a contractual obligation to follow orders that doesn’t quite have the same Absolute Obedience as the True Name. (Read on for descriptions of these)

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These stipends were agreed to by the Gulldahn Royal Armoured Cavalry in May, 1073 P.E.

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Appearance and Approach

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The one thing that sets apart Shadowlanders from anyone else is their pallid skin, their people have become accustomed to not seeing much sunlight. Pale skin and sullen, dark eyes are an identifying marker that anyone can recognise. Due to their lack of exposure to the sun, they prefer to keep their skin hidden from direct sunlight. Hoods, hats, masks, sunglasses or goggles, anything to help them shield themselves from the bright lights of the central territories. Their clothes are very industrial but quite intricate, evolving city fashions are a commonality. The Shadowlands don’t really have a military, the mountains are so impassable that they’ve never really needed to defend themselves. The main fighting Shadowlanders are formed into groups similar to Civilian Militias, but many of these act like gangs for the Crime lords, and “Operatives” that are sent into the world to gather information.

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The main look to go for when kitting out a Shadowlander is mid to high society Dieselpunk in Dark colours, Browns, Blacks and darkest shades of other colours such as Navy Blue, Wine Red or Pine Green. Try to favour clothes that, though looking like you hail from a city, are still Outdoor Ready. Leather Gaiters or boots are a good idea, fingerless gloves, Hooded waistcoat or coat. Pale makeup and dark sunken eyes are a must for the physrep of a Shadowlander.

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Customs and Traditions

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Names

Names in the Shadowlands are tantamount to slavery. Anyone who knows your true-name can ask you to do anything and you are socially obliged to do it. If any request is denied, they may make the name public, at which point all details of their life are public, they are ostracised from Shadowland society and are considered forever untrustworthy. Only your parents and the secretive “Namekeepers”, a high office of Government will know your True-name. Shadowlanders may take one or multiple “Face-names” which are almost like identities to a spy or monikers to a writer. They may have different face names for different purposes.

The new agreement with Gulldahn is that any soldier under their command will supply a “War-name”. You may only have one War-name and is generally like a Callsign, a nickname that is used to denote loyalty. Unlike a True-name, a war-name is not a social death sentence. It simply means that the name of the bearer is no longer fit for service if the name is reported as that of a deserter or traitor.

When generating a character, think of a True name and a War-name. The war-name is what you will be called day-to-day. If you want someone’s absolute trust or are swearing unwavering fealty, you can bestow your true-name to them, but prepare for the consequences if they abuse that power.

(Names are generally descriptors. War names will be short and punchy, typically military: Too-Tall, Snake-Eyes, Long-Shot, Bruiser, Badger, Fingers, etc. True-names will be longer and more poetic e.g Knife-In-he-Dark, Whispers-In-Silence, Queen-Of-Hidden-Faces, etc).

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Veiled Truth

Shadowlanders rarely speak in public, those that do make sure their words carry weight in as fewer words as possible. Shadowlanders would never openly shout for fear of spies or being overheard by their enemies. Shadowlanders officer’s orders are generally either quick keywords or, more in keeping with the style, hand signals could well be used to convey orders, even ones gained from Rousing Speeches.

 

Celebrations

None known thus far. Wouldn’t be very secretive if they made it a public spectacle.

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