Nation of Vonor

The hills and mountains of Vonor are vaults of life, death, and memory. Vonor holds more of the remaining arable land than any other region, and they tend its terraced fields with care. In the halls beneath that have never seen the sun, the people of Vonor tend to the dead, not only of their own people, but all humans – as well as slain Gograzhi.

An elected council rules Vonor, its seats divided between the cities according to long-outdated census numbers. Cities lost to the Gograzhi still have seats on the council, elected from among those who can trace their lineage back to those settlements.

The workers of Vonor produce food (particularly grains, fruit, and meat), quarried stone, metal (including precious metals), and gemstones. Vonori culture teaches that Vonor is the foundation that supports all of humanity, so if they produce and distribute more than they receive, well, they were given the easiest land to live in. It's only fair.

Among the Vonori, those who have not taken holy vows to care for the dead wear colorful clothes, especially yellow or green, signifying their vitality and bond with life. There are three kinds of holy vows that they can take, for a year at a time or for life, and entitles them to wear clothes predominantly of black.

The Vow of Ivory is a commitment to receive dead brought by the Ora caravans. Other than tending to the bodies or funereal urns, their primary duty is recording stories about those in their care. They wear belts or other accent pieces of white. A few Vonori of this Vow are found in other countries.

The Vow of the Iron Gate is a commitment to tend to Vonor's own dead. In addition to protecting the physical remains of the dead, they handle inheritance matters. They wear belts or other accent pieces of gray, and often wear elaborate makeup to make themselves look skeletal. The expedition to the Citadel is the first time members of this Vow have left Vonor.

The Vow of Heartsblood is a commitment to bind and tend to Gograzhi, the ancient enemy. They wear belts, hoods, or other accent pieces of red. They are known to practice necromancy, extracting secrets from the enemy. This is regarded as dangerous but necessary. If you ask the people of Vonor about necromancy, this is what they think of first. It is considered an unwise risk to take this vow for life, or for even two consecutive years.

gray concrete tunnel during daytime
gray concrete tunnel during daytime
black closed door
black closed door
green leafed plants during daytime
green leafed plants during daytime
brown pathway between green leaf plants

Vonori Names

Given Names

Vonori given names are inspired by Greek and Latin names and words. The name you choose does not have to match the sounds or meanings from any of these languages, and could include inspiration from other dialects of these languages, as well as Copic and Macedonian. Masculine names tend to end in -is, -os, -on, or -us (Antonios, Dysmas, Lycurgus), while feminine names usually end in -a or -ia (Anthusa, Eudocia, Nonna). The Vonori recognize names ending as -ai, -ei, and -en (Alexei, Ilien, Stathai) as gender-ambiguous. These trends have some notable exceptions, such as Xanthippe (fem.) or Nestor (masc.).

Contrasting that pattern, it is reasonably common for Vonori parents to name a child for a hero of another culture, particularly parents who have taken the Vow of Ivory.

Some change their names as adolescents or adults, choosing names of their own invention or in connection to older traditions. Spellcasters in particular almost always add to or change their name upon initiation, signifying the transformation and new path that such an event represents. This is also common among people whose gender presentation varies substantially from day to day.

Family Names

Family names tend to be three or more syllables (Dalassenos, Kontostephanos, Laskaris), though many use a House name as if it is a surname, or in addition to a surname. House names are structured "House of the [Concrete Noun]," typically an animal or natural feature (House of the Stag, House of the Long Lake, House of the Willow).

Name Examples

  • Halaz Melissenos

  • Sophia of the House of the Sun Ridge

  • Alexius Eirenikos of the House of the Fox

  • Ekri-dal (no last name given)

  • Gallen Bessarion of the House of the Couloir

Costuming References

Among the Vonori, those who have not taken holy vows to care for the dead wear colorful clothes, especially yellow or green, signifying their vitality and bond with life. These clothes range from simple shirts, trousers, tunics, skirts, or dresses to elaborate robes, cloaks, doublets, gowns, and the like, drawing visual references from classical and medieval Greek, Roman, and Byzantine garb. Metallic accents are a common display of wealth and status.

There are three kinds of holy vows that they can take, for a year at a time or for life, and entitle them to wear clothes predominantly of black. The Vonor are well aware that their cultural rules are not shared by other nations, and while it can cause brief confusion, a Vonori taking offense has embarrassed themselves; other Vonori might say to them, “Come out from under the mountain”—a reminder that there is far more to the Tokavah than Vonor and its traditions.

The Vow of Ivory wear belts or other accent pieces of white along with their black. The Vow of the Iron Gate wear belts or other accent pieces of gray along with their black, and often wear elaborate makeup to make themselves look skeletal. The Vow of Heartsblood wear belts, hoods, or other accent pieces of red along with their black. A Vonori dressed primarily in red with minor accents of black would be assumed to have taken no Vow, or perhaps to be a former member of the Vow of Heartsblood taking a “peace season.”

A Vonori dressed predominantly or exclusively in white signifies a state of mourning, while not personally belonging to a Vow.

Check out the Citadel Vonor Pinterest page for pictures of costuming references.

Faith & Religion

The Vonori believe that there is a true and powerful Goddess who lives at the heart of reality. Long ago, the Vonori committed a heinous sin against the other nations, so they are no longer permitted to speak to the Goddess directly. Instead, they seek the favor of one of the seven intercessory spirits, depending on the nature of their need: Azar the Wild, Torha the Sculptor, Zeris the Sage, Ruhi the Unraveler, Karion the Binder, Tipar the Awaiting, and the Ascension. The intercessory spirits are there to guide the Vonori in the mending of ways. Faithful Vonori often favor one spirit as their patron; seeing this patron in the flesh is very rare, but not unknown.

Channeling and Inscription are seen as the arts most connected to faith and religious practice, though every magic and trade has some connection to divinity. Priests, including both Champions and Oracles, are a main source of teaching for Channelers in Vonor. One can become a priest and still lead a secular life, however; priestly duties are only a full-time job for those who make them so. Shrines and temples do not command incredible wealth, and only modest social influence.

The three Vows are holy practices, though one does not become a priest through a Vow alone. The Vow does separate a person from the rest of the populace who have never taken a Vow—in a sense a mid-step between laity and priesthood, but still different from the discernment process of priests.

Some Vonori feel that the Intercessors are an outmoded tradition, and the Vonori should resume speaking directly to the Goddess and expecting a response from Her. The senior Oracles of Vonor’s cities have denounced this “Reconcilio” as the hubris of staring into the sun, but that has not been sufficient to end the schismatic practice.

Economy & International Relations

The people of Vonor are on good terms with all of their neighbors, other than the Gograzhi. The most strained of these relationships is with the Raziri, as the cultures have very little in common in times of peace, and the Raziri seem full of frenetic, hyper-competitive energy to the Vonori. (The Vonori, in turn, seem tedious and overly materialistic to the Raziri.)

The Vonori are well aware of their eerie, perhaps even unsavory, reputation for necromancy among the peoples of other nations. In truth, the majority of Vonori do not practice necromancy in any form, or even encounter it in their daily lives. It represents the higher magical expression of their connection to the past, the foundations of their own history.

Physical distance is the main stumbling block in Vonori relations with the Kyrie, but it is still worth the risk for those on a quest for answers to visit Kyr’s academies or consult their oracles, by traveling in the company of the Orani. Especially for young Vonori, Kyr is a place of wonders where fairy tales are made real. When they meet real Kyrie in the flesh, they discover that they are very similar people in their attitudes.

The Ishui are favored trading partners for the Vonori, especially when it comes to exchanging metals dug out of the mountains for the paper, ink, and goods that the Ishui take from the sea. The Vonori tell each other stories of Ishui as an island paradise, understanding little of the dangers and challenges their neighbors face.

The Vonori encounter the Orani more than any other group of outsiders, and enjoy their company greatly. The most insular of Vonori see them as people who talk impressionable youths into leaving home and abandoning their duties, but most folk understand that the Orani bring news and opportunities from the other nations. The Von-Ora are Vonori with a few unusual habits that they mostly practice in privacy—and every Vonori understands a desire for privacy.

Trade & Magic Skills

Although you can find masters of all the magic and trade skills in Vonor, some are more common than others, and the way the Vonori practice the skills might be different than those of other nations.

Rarity Term Definitions:

Rare: Relatively unseen, only a few experts in the entire nation

Uncommon: Not seen often and would be considered unusual among the population for someone to obtain an intermediate level or mastery of the skill.

Common: Frequently found among the population, and it would be expected for most people to at least have a basic understanding of the skill.

Wide Spread: It is normal for adults to have an intermediate level of skill, and there are masters of the skill in almost every family.

Artificing

Rarity: Widespread

Most people can ably perform at least minor repairs and fashion some goods for daily use. More advanced Artificing requires study and resources beyond the reach of many Vonori, but every village, and every neighborhood of the cities, has at least one expert Artificer who maintains everyone’s devices.

Arcanatech

Rarity: Uncommon

If someone really needed an Arcanatech, it’s not that hard to find one, but their products are for specialized usage or conspicuous consumption, so most Arcanatechs seek patronage with a wealthy family.

Inscription

Rarity: Common

Though Vonor is a highly literate society, the magical art of Inscription has strong ties to religious practice. It is not as restricted to the priesthood as Channeling can be, but contact with intercessory spirits often takes the form of magical script.

Sigilcraft

Rarity: Uncommon.

These “war scribes” are expected to serve a central role in battling the spreading menace of Gograzh, so they are regarded with fear and awe. Few take on such a duty, and none of them lightly.

Physicker Studies

Rarity: Common

The dangers of life on a farm, in a mine, or near the northern swamps make Physickers important people in any community.

Alchemy

Rarity: Uncommon.

Most alchemists work for wealthy patrons in Vonori cities, transmuting materials or struggling to unlock greater secrets of alchemy. Most people understand that whatever they discover will take generations to be of any benefit to the common folk.

Gardening

Rarity: Widespread.

In this agricultural society, most people know the basics of keeping green things growing. A few people prove so incapable of keeping plants alive that they are teased (gently) for “mining in a field and farming in a cave.” (There’s a second joke in Vonor about how only stupid, non-Vonori necromancers would go mining in an open field.)

Ritualism

Rarity: Common.

Ritualism is a demanding art that calls for intense study and dedication, and many Vonori have time-intensive duties to agriculture, mining, or family needs. As one of the main forms of necromantic practice, however, wizardry is a respected social role—a wizard can solve problems with their spells that would be difficult or impossible to handle any other way. The lineage of students to teachers of wizardry can become as important as one's own family.

Channeling

Rarity: Uncommon

Channeling is strongly associated with religious practice in Vonor, and many are turned away as lacking the moral fortitude to touch such power.

Order Presence

Academy of the Rising Wind

Much like their view on the Kyrie, Vonori see the Academy as keepers of great truths—a habit to be supported and emulated. The College of Arkadius’s Lantern is the Academy’s primary presence in Vonor, and a place of magical study advanced enough to draw people from every nation.

Braided Band

As the source of many useful trade goods, Vonor has a strong presence of the Braided Band, who transport goods and work raw materials into finished goods. The Braided Band’s other activities also find a welcome in Vonor, as wealthy families, politicians, and mages pursue their rivalries through espionage.

Wardens of the Endless Road

The Wardens are relatively few in number in Vonor, as there are social pressures against the wandering life. Maintaining and guarding the roads to other nations is important, though—especially the tunnels that cut through the impassable mountains.

Caretakers of the Heartsgrove

Vonor has by far the most fertile land in the world, making them valuable to the Caretakers. The Order’s presence is nevertheless smaller than one might expect, for reasons that are largely lost to history. If anything, the knowledge of cultivation is so widespread, with each family keeping its own knowledge, that the instruction of the Caretakers is less crucial than in other lands. Only in the last few decades have the Caretakers spread their influence and knowledge more widely in Vonor.

Kinship of Pallas Adine

The Kinship has a large presence in Vonor, with multiple chapterhouses in cities, and one in most villages. People who show promise in the duties of a knight or a pit fighter can find social advancement in the Kinship. Pit fights or other displays of athleticism are popular forms of entertainment in every segment of society. Most Vonori are proud and confident that Pallas Adine was Vonori.

The Good and the Bad

The great thing about Vonori is that they are serious, generous, and generally trustworthy. They keep their promises, pay their debts, and honor both their own history and everyone else’s. (Let’s be honest: many of you are looking for a goth aesthetic. Vonor’s Vows have you covered.) Also, heroic necromancy is cool.

The not-so-great thing about the Vonori is that they carry the burdens of their own past, individually and as a country, and that past is still coming for them. They’re also serious, stubborn, and sometimes they expect others to share their personal ethics.