Valk Frank

History

Born from the plains north of the sundered mountains, rooting between the fifth and ninth millennia of the second age, a remarkable culture began to flourish. As legend has it, this community emerged as a haven for those fleeing the brutal Naedran and Witches conflicts. These early settlers, most likely of Naedran descent, driven by a desire for peace and prosperity, turned to agriculture and quickly became renowned for their unparalleled skill in cultivating the land. Their success was not merely in their techniques but also in their unwavering belief in the communal sharing of knowledge. They held that wisdom, when spread among all, would not only ensure their survival but also lead to a richer, more harmonious existence. This ethos of collective learning and cooperation became the cornerstone of their society, fostering an environment where innovation thrived and every member had the opportunity to contribute to and benefit from the common good.

As the culture matured, its influence began to extend far beyond its root. Their foundational belief in the sharing of knowledge evolved into a mission to spread their ideals across Valklora, a region known for its diverse and often fragmented societies. This expansion was pursued through both peaceful means and, when necessary, through warfare. Their philosophy of communal learning and cooperation clashed with the existing power structures, leading to conflicts as well as alliances. However, their most enduring animosity was reserved for the witches, whom they saw as the embodiment of malevolent ambition. The root of all evil, they believed, was the insatiable desire for power, which had once again surfaced through the hands of a witch. Whether through a deliberate act or a catastrophic mistake, the witches' actions had brought great suffering, solidifying the community's resolve to combat their influence and spread their own vision of a just and enlightened society.

By the first millennia of the Third Age, the culture had reached its pinnacle, dominating both regions known today as North and South Frankia. During the first millennia of this age, the great culture of Frankia faced a series of formidable campaigns launched by the continentals, aiming to dominate the peninsula. However, rather than being extinguished, the Frank culture demonstrated remarkable resilience and adaptability. They assimilated the ways of their continental conquerors, seamlessly blending these influences into their own traditions and continuing to thrive under the new overlords. Despite the Gothic continentals' nominal control, their presence in Valklora was sparse, often leaving the Franks to govern themselves. This autonomy allowed the Frank culture to persist and even expand, spreading further through the colonization of previously unexploited lands. These new territories became fertile ground for the Frank ideals of communal knowledge and agricultural prowess, ensuring their cultural legacy endured and evolved. There, the culture branched into the traditional knowledge keeper, typically north, known as Valk Frank and those more influenced by the Gothic, typically south, the Gothic Frank.

After the great scourge ravaged the lands on the continent, forcing all to unite under the leadership of the last Arthur, it was the Franks who endured the greatest suffering. The relentless onslaught left their communities shattered and their people in disarray. When the scourge finally subsided, no one was fit to assume the mantle of leadership, and the once-strong political unity of the Franks dissolved into fragments. In this vacuum of power, the Church of the Mediaries emerged as a beacon of hope and cohesion. Preaching a message of renewal and solidarity, the church fostered a new movement aimed at rekindling the spirit of unity among the Franks. This movement, embracing the new name of the Elysians, sought to transcend old divisions and rebuild their society on the foundations of their shared heritage and collective resilience. Under this banner, the Elysians aspired to restore their former glory, guided by the principles of faith, cooperation, and a renewed sense of purpose.

Traits & Personnality

The Franks are a distinctive people, originally characterized by their striking black hair and vivid green eyes. As they mingled with other cultures over the centuries, a diverse range of appearances emerged among them. Some Franks now have brown eyes and brown hair, with occasional variations of dirty blonde and even gray hair, though the latter remains quite rare. This blending of physical traits reflects their inclusive and adaptive nature.

Personality-wise, Franks are known for their resilience and communal spirit, valuing knowledge sharing and a strong sense of duty. They are hardworking, often bound by a deep connection to their agricultural roots, yet open to innovation and new ideas brought by different cultures. The Franks are a people deeply committed to honesty, with a cultural value system that fosters a close relationship with the truth. Their strong sense of communion and unity is a defining trait, leading them to uphold the law rigorously and regard outlaws with little respect, regardless of their origins. This commitment to order and justice strengthens their societal bonds and ensures a harmonious community. Additionally, the Franks are known for their integrity, respect, and thoughtfulness. For Valk Frank, it is even more true for their philosophical and rational side.

Realms & Nobility

The realms of Frankia is structured with a well-defined hierarchy of nobility and governance. First, highborn individuals who govern cities are known as lords and ladies, while those governing villages are lanlords and landladies. Rulers, are usualy called kings and queens when they rule one realm and emperor when they do have subjugated kings of their own. Secondly, knights, aristocrates and measters are concidered the middleborn. The Knights, who play a crucial role in the defense of the realm, are anointed by noble houses and pledge their allegiance first to the anointing house and then to the realm. Knight orders legitimised by the realm, highly esteemed in the regions under Frankish rule, are also considered regarded as knigthed by law but may only pledge to the realm. Aristocrats, forming a significant portion of the royal courts, are instrumental in advising the rulers, providing funding, and occasionally rising to nobility when their contributions are deemed particularly valuable. This intricate network of lords, knights, and aristocrats ensures a balanced and robust governance that upholds the culture's ideals and stability.

Both lowborn individuals and aristocrats required to obey their liege lords. In times of war, pleebes may be called uppon to serve as levy, and those refusing may be lose their freedom and become slaves. Although slavery is permitted, slaves are not considered property; they are recognized as people with inherent dignity. This nuanced approach to slavery reflects the Frankish belief in the intrinsic worth of every individual. Furthermore, the mistreatment of lowborn individuals is a grave offense, punishable by death, regardless of the perpetrator's social rank. This strict enforcement ensures that even highborn individuals are held accountable for their actions, maintaining justice and protecting the welfare of all members of society. Often were rulers deposed, deemed too tyranical.

Traditions

The traditions of the Frank culture are deeply intertwined with the rhythms of the agricultural lifestyle, often revolving around food feasts and the celebration of fancied recipes. Central to their customs is the annual "Gathering of Abundance," where the entire community, regardless of rank or status, comes together to partake in the final harvest. During the festival, tables are laden with the season's bounty, and the air is filled with the aroma of freshly prepared dishes, fruits of their collective labor. Through these joyous feasts, the Franks honor their heritage, reinforce communal bonds, and celebrate the abundance that their unity and hard work have brought forth.

Food is not the only thing the Franks revere; they place immense importance on preserving the memory of their great figures. Among these, the last Arthur holds a special place in their hearts, remembered not only as a legendary leader but also as a symbol of their enduring spirit. The day of his coronation is celebrated with grand festivities, where noblemen gathers and drink, dance and wed. It is common to witness houses declare their alliances with mariage during This celebration. The day known as "Arthur's Ascendancy," embodies the belief that the Franks are destined for greatness, a people united by their history and driven by a shared vision of excellence. It is a time when the community comes together to look forward to a future filled with promise.

Typically, Franks live in Tudor-style houses, characterized by their timber frames and distinctive, half-timbered facades. These reflects the need for durable houses efficient in both winter and summer. The cities themselves are fortified with walls of meticulously quarried stone, each piece placed with precision to ensure both strength and aesthetic appeal. Towers recognizable by their pointy slated roofings. Within these walled cities, there are intendant houses where commoners and adventurers alike can find suitable work, contributing to the community's prosperity and social cohesion. The castles, often designed to resemble grand manor fortresses, serve as both defensive structures and symbols of noble power and elegance, blending functionality with the Frankish penchant for refined living.

Learned

  • Guard Duty (+1 spear, +2 vigilant, +1 ability)
  • Maestered Education (+4 education, can choose a specialty [History, Alchemy, Martial])
  • Shadow of Engineering (+1 crossbow, +1 ability, advance tools of profession field)
  • Attrition Tactics (When fighting, gain stamina even if you were engaged in heat previously)

Inate

  • Camaraderie (If a party member in range is below half health, and you are in cold, you can do a will check to be targeted instead. If it crits, you take heat)
  • Critical Thinking (+1 mind, advantage on mind checks in investigation)
  • Innovative Minds (Advantage on any persona rolls concerning fields you are proficient in for ideas that would be otherwise considered impossible)
  • Altruistic (Advantage on will check on any roll concerning others situation)