Traditions and Customs

Riltar is a land built on superstition and holidays, a  holiday seemingly on every other week throughout the month from the litany of races that call this rainy land their home. Still, the dark nature of the land has caused many different beliefs. Any sellsword worth their salt knows that while some of them are more true then others, it's generally unwise to do anything that may bring bad luck or anger a spirit.

  • Never attack a Lantern, that is one of the most widely believed and understood superstitions throughout Riltar. Entirely benevolent (if not somewhat mischevious), these creatures bring only good luck wherever they go. To attack or capture one, is to invite a visit from 'The Lantern King'. So little is known about the Lantern King save that he delights in causing horrific mayhem to those that disturb or harm his friends.
  • Ravens and crows are a sign of death or misfortune. Very similar to a black cat, it's said that those who share company with such creatures are naturally evil, and are often associated with hags or witches in some respect. As such, many times they are killed on sight within larger towns, the church of Abadar especially not fond of them while those who follow Sarenrae are often made uneasy by them. While farmers often place tall scarecrows within their fields, its said that those with a cunning mind can befriend an unkindness of ravens or a misfortune crows, will ensure their crops will not die in harsh conditions.
  • Carry a torch. Always. While it's said that the forces of Sarenrae long ago dealt with the undead legions of the past (often referred to as The Risen as a hold), there are many who speculate that all they did was kill out the mindless ones. Leaving behind swaths of undead smart enough to hide their signs. It's said that many of these creatures fear fire, along with a great cluster of other creatures; trolls fear fire for it can stop their regeneration, and creatures from the Dark Forest know to be wary of those that bear the flames.
  •  Obey the laws of alchemy. Divine power has certainly shown it can revive the dead via resurrection or breath of life, but not everyone can find themselves blessed with such powers. Necromancy is, of course, punishable by death. So many of turned to alchemy, and in doing so have damaged themselves beyond repair. The act of trying to retrieve a soul from the ethereal plane tearing apart the alchemist who would dare do so.
  • Never deal with a witch. Plain and simple, no matter what a witch offers, never accept it. They may appear sweet and kind, or appealing in other ways, they will always end up claiming far more from you then you can imagine.
  • Fear the Dark Forest and do not enter. This superstition is almost always ignored by steadfast adventurous looking to plunder the fabled forest of whatever treasure lies within its depths. They also almost never come back. Those that somehow manage to do so, find themselves light a few party members, and usually a limb or two. The stories they tell is that the forest is unending, compasses do not work, and the sky is blocked out by the trees. That the forest only gets deeper, and darker within. The creatures that pull themselves from the forest are often titanic versions of other such creatures, often as tall as houses or larger. And they are ever hungry.
  • Halflings are lucky. The luckiest even. Good fortune always comes their way, and it never hurts to have one in a party.
  • Beware the Spine. Less dangerous then the Dark Forest, some still find themselves drawn to the craggy mountains that rise in the east. While rich ore and minerals lie within its mountainous regions, it's said that beyond the Spine lies the one creature that all within Riltar fear; the dragons. Every once in a great while, one of these mythical beasts will fly over the Spine, causing impossible destruction and calamity wherever it goes. Others say they will act as saviors or defenders of good. It entirely depends on if said dragon is chromatic or metallic in nature.
  • The Full Moon brings the beasts. On these nights, the beasts of the night are more active, and those cursed by Jezelda find themselves compelled to transform and carry out her orders.
  • Stay away from the Carnival, but if you must go do so willingly with a jovial heart, as it could save ones life. The Carnival in Krineska is, truthfully, one stained red with murder and torture. It's quite clear to never go to it freely, but sometimes a carnival workers will 'invite' those within a neighboring town to go. It's generally advised that they do so, while those who chose not to will almost certainly be killed for entertainment. This may still happen if you go anyway, but at least it's less likely.
  • Magic is power. Many different holds have less then favorable views of magic users, Sanctuary and Trenton crusading for the deaths of those that practice it. That being said, no one can deny that wizards, sorcerers, even witches, can draw incredible power from the arcane. The followers of Nethys will claim that magic has no grounds of evil or good, but it can be incredibly destructive and should be dealt with carefully. Some will even claim that necromancy is not inherently evil, but this is very highly disputed.

Traditions and Customs

The Terror of Riltar King_Justice