Tethys1 PDF
Tethys1 PDF
Tethys1 PDF
NEW EPOCH
TETHYS: HUNTERS
OF THE
FREEHOLD
BY GARY ASTLEFORD
Tethyn culture originated in what is now Spain. Had
the people of this provincial and wooded land been
more willing to cooperate with one another in the early
days, Tethys might have rivaled Atlantis as a great
nation of the mythic age. It was the first civilization of
man to maintain a semi-feudal society, but more importantly, it developed without the influence of fae, dragons, titans, or any other of the older races whose existences or practices shaped the kingdoms of man. Their
pride and racial unity
allowed them to resist
such inroads from other
races, even subconscious
ones, and so they clung to
the cultural facets they
had developed on their
own. Some suggest that
this independence led to
the continuance of Tethyn
language beyond the
mythic age and into the
modern, resulting in an
island of linguistic independence in the Pyrenees
of Europe.
However, this same
pride forbade them from
bowing to Atlantis during
its expansionist period;
instead they attempted to
make war on this more
magically and navally
savvy power. And so their
strong compounds were
burnt and an entire generation of hunters was slain
. . . as a result of this foolhardy war in which all
Tethyns fought but few
Tethyns cooperated, the
culture was nearly wiped
out. This was midway
through the fourth millennium of the Fourth Sun of the
mythic age, over 3,000 years since the culture began. In
their disorganized and still-poor state, the hunters and
subsistence farmers who were the Tethyns descendants
were easily enslaved or pushed out of their territory, like
so many others, by the migrating Kurgans. At the mythic ages cataclysmic end, the only Tethyn descendants
scraped a living in the poor soil of their old homelands
GEOGRAPHY
Tethys is a rugged land of heavily-forested hills,
mountains, and valleys that are occasionally punctuated
by long tracts of fog-shrouded moor. The first freeholds
were founded around
1,000th year of the Fourth
Sun, centuries before civilization
began
on
Atlantis; at their height,
before Atlantiss navy
was built and with the
concept of empire still
1,000 years away, the
freeholds extended from
the Weeping Deep (the
chasm at the westernmost
joining of Erebea and
Ofir, which would one
day be the Strait of
Gibraltar) in southwestern Erebia, north as far as
what would become
southern Avalon, and east
into the Elysian Plain.
An offshoot of the
Tethyn clans also settled
on Illean, the island in the
Inner Sea that lies just to
the east of the southwestern spur of Erebea. Illean
is less forested than the
Tethyn mainland, with
regions of gently rolling
fen intermixed with
grassland. Much of
Tethyss arable ground is
found upon this dismal
isle. Though the clans that call Illean their home will
never want for bread, they are seen in an unflattering
light by their mainland cousins, who refer to them disparagingly as farmers. Crops grown in Illean are limited to wheat, barley, and several kinds of root vegetables, but they were not assisted by any beasts of burden,
having domesticated none, nor by metal tools, having
neither ore nor the knowledge of how to work it. This,
HISTORY
The history of the
Tethyns is like that of
countless hunter-gatherer
societies throughout time: fluid, uncertain, and
unrecorded. The unifying principles of the Tethyn hunt
and its societal rules started from a seed of a few proud
hunting villages, grew into a society of freeholds spanning hundreds of miles, and then simply hit a plateau . .
. in essence, the culture grew to its borders, then became
static, its populations rising and falling with the populations of the game creatures within hunting reach. The
savage nature of the beasts in the Tethyn woodlands,
along with disease, starvation, accidents, and the ravages of weather, kept the Tethyns from overpopulating.
But as for notable historical figures or important events?
Every Tethyn hunter would claim that his greatest hunt
is known throughout the land, and every freehold has its
own ancestral heroes of which stories are told throughout the years, the tales growing in size, scope, and nonbelievability with each passing generation.
CULTURE &
GOVERNANCE
Foremost among the driving forces of Tethyn culture
is the hunt. Their traditional homeland is known for its
mystical fecundity, which allows them to live on what
would otherwise be an over-hunted population of game
animals. Scores of competing lords, known as the
Eiztaria or Masters of the
Hunt rival one another
for dominance of hunting
grounds and arable land,
but such competition
always takes the form of a
hunt rather than a battle.
While more aggressive
peoples were decimating
themselves with competitive warfare and raiding,
the Tethyns form of intercultural competition led
only to more food for the
people as a whole. Perhaps
the key practice of this tradition is that neither a
hunter nor his family
could partake of the food,
furs, skins, or other products of an animal he had
hunted; rather, such benefits must always to be
given to the next lowest
hunter of the freeholds
hierarchy. This practice
creates an interdependent
web of favors, obligations,
and honor bindings, and
assures that those in the
positions of highest power,
the Eiztaria, are dependent
upon the gifts of their freeholders for the basic needs to
survive.
All of the Tethyns that live within or near a freehold
are called its freefolk. Each freehold is administered by
a Master of the Hunt, who is elevated to that position by
dint of the type and quantity of beasts he has successfully hunted. The Master of the Hunt is served in turn by
a group of lieutenants, known simply as Freehunters.
Each freehunter is given various responsibilities within
STAY