Shield of the Western Kingdom CULTURE & THE TRIALS IN THE WESTERN KINGDOM Shield of the Western Kingdom


Western Culture

The Western Kingdom has many parallels with the Kingdom of Cadorna, but also many superficial similarities that are only skin deep. One strong parallel is their mutual distrust and dislike of Mages and Magic in general. However, in the Western Kingdom this stems from the history of treachery and witness to the evils of the Magedom next door, as opposed to a lack of trust in the ability of Magic to repel Orcish hordes. Conversely, both countries revere martial prowess, and while this is true, the reasons are fundamentally different. In the Kingdom of Cadorna it is a matter of life and necessity to field strong forces, whereas for the Western Kingdom it is simply a matter of economic desire. Their coffers would simply be less full if all they did was raise crops and trade with the Magedom.

Understanding this mercenary aspect is key to getting to know the Western Kingdom. Just as a farmer who successfully grows wheat may become very proficient and knowledgeable about wheat to the detriment of other crops, so has the Western Kingdom elevated the creation of crack troops to an efficient science… To the detriment of other aspects of their culture.

For example, the constant departure of their best and brightest, not to mention the intentional "toughening" of their emotions so that the mercenary will serve their master before family or friends, results in a humourless, distant and virtually emotionless society. It is not macho "swagger"; it is a cool aloof "distance" that seems to preclude love or friendship.

Also, the commercialization of human life for very risky and life threatening work has meant that all things have a price. Prostitution is completely legal, slavery is not questioned, and - so long as it does not affect your "sale" value – drug use is completely acceptable. Conversely, the penalties for breaking the laws that do exist (property crimes, assault (a big one), fraud or non-payment of a debt, etc.) are very harsh and swiftly enforced. Suffice it to say that crime (as they define it) is not common in the Western Kingdom. Others comment that the proximity to the Magedom has encouraged lax morals, but whatever the case, clean safe streets are no proof that unwholesome practices are not allowed.

The Trials

In order to winnow out the finest warriors, to encourage community involvement, and to provide a sort of "martial-theatre" tournament to placate the masses, the King sponsors an annual event known as The Trials. Preliminary rounds are conducted in villages and towns across the land, with "playoffs" building up throughout the year to the official "Trials" in Atheon every Fall. Winners receive money and a trophy, but most importantly are guaranteed entry into a Training Ground (see below) upon reaching the eligible age (17). There are specific events for most age groups, but children (and yes, there are events for little more than babies) compete only every other year.
  • Age 2: Running (50 m – fastest wins) and "Pulling" (a brick-loaded sled tied to the waist and dragged over a 10 m "track" – the heaviest load over the distance wins) – these events are mostly for fun, and attract much good-natured betting and cheering
  • Age 4: Beam Race (20 m over a 4"-wide plank about 1’ off the ground – fastest wins) and "Heavy Push" (a sort of sumo-wrestling in a 3 m diameter circle – one left inside wins) – these are also fan favourites, particularly the "Heavy Push"
  • Age 6: Ball Throw (small copper ball – furthest throw within 10’ of a line wins) and Obstacle Course (ladders, a short jump, crawl down a tunnel, etc. – fastest wins) – these are considered the first of the more serious Trials
  • Age 8: Shuttle Run (20 m for 3 trips to get 3 bean bags – fastest wins) and Falan Gi (a popular strategy card game much like our Bridge but without partners – best score wins) – considered by connoisseurs to be a "light" competition, and the inclusion of one of the few "thinking" competitions generates even less excitement
  • Age 10: Swim (100 m in calm but open water, any stroke – fastest wins) and Sling Toss (target 20 m away – closest to center wins) – the first of the "martial" competitions is deemed to mark the start of the "serious" Trials
  • Age 11: Distance Run (10 km over flat land – fastest wins) and Javelin Throw (target 30 m away – closest to center wins) – certainly a tough year, but not a fan favourite

From this age onwards the events are held annually, and with much greater variety of tests and events than can be listed here. Younger participants may compete in any "older" events if they meet the entrance standards, but this is very uncommon.

Because of the societal importance placed on these events, and the obvious advantage to being older than competitors, the Western Kingdom has a very thorough and well-maintained record of all births. However, since the punishment for cheating is death of the child in question, most parents do not take this risk. It is virtually unheard of for all possible competitors not to try at least at the village/town level. The peer pressure and societal expectations are so strong that even those handicapped in some way (blind, maimed, etc.) do their best to win. There is no shame in losing, but not competing at all would be considered wildly aberrant.

TRAINING GROUNDS
The winner in Atheon for each event every year is guaranteed entrance into a Training Ground upon reaching the age of 17. This can result in a gap of many years for the winners of the infant event, but they are accorded special treatment even through those years between winning and entering the Grounds.

The Grounds are the ultimate reward for those in this this society. Here, a three year program with the best diet, trainers and training methods are used to elevate each participant to peak skill. No expense is spared, but no quitting is allowed. Success and graduation, or death, are the only options. Graduates are among the most sought after and respected warriors in Trishore, often entering elite Orders or military organizations at high levels immediately.

Since all the Trials are individual events, great emphasis is placed at the Training Grounds on teamwork, group effectiveness and the synergy of working together. Moreover, magic use and defense is drilled regularly. These are fine warriors in every sense of the word. The Grounds themselves are secluded and their locations not well known, but at least five operate in the Western Kingdom, with locations for specialized training scattered across the Geldron Peninsula.



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