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Savage Age: Argyrian Empire

Started by Ghostman, November 30, 2009, 05:41:44 PM

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Ghostman

Not sure what you mean by authentic, but I'm glad you like the detail-ness. I felt rather unsure about dabbling with the subject of law, which is not commonly given much attention in fantasy. It also seems a subject difficult to write about without getting long winded & boring.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

LD

QuoteAll are not equal before Argyrian law. The social status of the parties involved influences how much weight is put on each side's claims (and whether a trial can even be held in the first place), and the status of witnesses determines the worth of their testimony.

    * A slave is not considered a person, and therefore cannot commit crimes, only 'cause them to happen'. A slave's master may be prosecuted if his servile causes crimes to happen. A slave can never press charges against anyone. A testimony given by a slave may be deemed legally valid only if it has been obtained via torture.
    * A non-citizen cannot press charges nor give testimony against a citizen. However, another citizen may press charges on behalf of the non-citizen.
    * A commoner cannot press charges nor give testimony against a nobleman. However, his (noble) patron may do so on his behalf.
    * A client cannot be compelled to give testimony against his patron.
    * A dependant (a direct descendant, a younger sibling, a wife) cannot press charges nor be compelled to give testimony against the head of their family (the eldest male).
    * Nobody can press charges nor give testimony against the Emperor. Ever. This immunity can be extended to any other member of the Imperial family at the Emperor's behest.

I agree, it's a good idea to have a detailed system of law- for that is what makes real societies function. My Gloria setting had a similar problem to confront in structuring how evidence can be weighted, so you are not alone in addressing this issue.

Ghostman

#63
The Anatomy of a Trial
Trials are often the culmination points for stories about crime and punishment. In the Argyrian Empire, a trial is as much a battlefield as any blood-soaked plain on the savage frontier: an arena of intrigue and manipulation, where the lives of powerful men can be cut short and the glorious names of ancient lineages shamed for eternity with but a few well-phrased words of a skilled rhetor. The course of justice presents a drama of veiled intentions and scandalous revelations, unfolding over three stages: the summons, the preliminary hearing, and the trial itself.

The Stages of a Trial
[spoiler]
[note]All trials take place in a city or a town of sufficient size to host a magistracy. Large settlements may employ multiple magistrates, one for each district, while in smaller ones there is typically but a single magistrate, who oft is also the reigning governor. People living in small villages or on the countryside may have to travel long ways to receive their justice.[/note]
Stage I: The Summons
To press charges, the party feeling wronged (called the plaintiffs) must present their grievances to the local magistrate. If the magistrate deems there to be grounds for a valid case, he will consult a diviner to determine an auspicious date for a hearing, and issue a public announcement whereby both sides are summoned to appear in court at that time. Should the defendants fail to obey the summons, the magistrate can authorize the plaintiffs to bring them in forcibly. If the defendants manage to evade justice they lose the case by default and the magistrate may pronounce a summary judgement in favour of the plaintiffs to the fullest extent of the law.

Stage II: The Preliminary Hearing
Both parties appear before the magistrate for a preliminary hearing, held on the public square. A formalized sequence of statements follows:
1. The plaintiffs state their accusation against the defendants.
2. The defendants either agree with or refute the accusation.
3. If the defendants agree with the accusation, they may raise a defense justifying or mitigating the accusation. (Eg. a man accused of slaying his neighbour's mule may admit the deed but raise the defense that said animal was apparently rabid)
4. The plaintiffs announce what support (witnesses and evidence) they are prepared to present to back up their claims. The defendants may, with argument, demand any of these items to be withdrawn as invalid.
5. The defendants announce what support they in turn have to present, and the plaintiffs may demand any of these items to be withdrawn.
[note]Depending on omens and the participants' ability to travel as needed, the time between the hearing and the trial can range from a few days to weeks. Plenty enough time for key evidence to go up in flames, witnesses to be intimidated, judges to be bribed and the plans of the opposition to be spied on.

During this interval the characters involved should prepare their speeches, safeguard their resources, engage in espionage and pull favours with their social contacts.[/note]
Having heard each side, the magistrate then decides whether to disallow any witnesses or pieces of evidence to be presented in the upcoming trial. He then dismisses the parties and arranges for the trial to be held on an auspicious date. A public announcement will be issued, along with summons for both parties to appear. As before, the plaintiffs may be granted authority to drag the defendants to court by force.

Stage III: The Trial
The final trial is set on the public square, beginning an hour after sunrise. The trial will be presided over by a council of 10 judges, one of whom ranks as senior. The judges will be seated on a raised stand by the end of the plaza, while the involved parties and their supporters are placed to the sides. Curious bystanders may gather to spectate the event from the opposite end of the square. All speeches are made from a pedestal in the center, each speaker stepping forth as called by the senior judge.

First, a spokesman from among the judges formally presents the case - who against who, what is the accusation, on what grounds, and so on - summarizing what was learned in the preliminary hearing.

[note]Cross-examination of witnesses is not possible. Each side is allotted the same amount of time, measured by water clocks.[/note]Next, the plaintiffs are allowed to argue their side of the case. They may opt to give orations, bring forth witnesses, present material evidence for examination, or request for laws or other documents to be read out.

After that, the defendants are allowed to argue their side of the case, with the same options.

At the end of the first round the judges pass a verdict by casting votes in favour of either the plaintiffs or the defendants. The decision is made via secret ballot, with a simple majority required. Should the votes be tied, the senior judge acts as a tiebreaker.

If the verdict was in favour of the plaintiffs, the trial continues for a second round, to determine the severity of the punishment, compensation or other consequence the defendants should be condemned to. Again, both parties are given a turn each to propose an appropriate judgement (within the limits of the laws), with arguments to support their stance.

At the end of the second round the judges decide which proposition they support. The same manner of voting is used to arrive to the decision. Once the decision is reached, the judgement is declared and the trial concludes.

The Aftermath
The passing of judgement could be the end of the show, but it need not be. Parties unhappy with the result might appeal to a higher-ranking magistracy, convicts might escape the execution of justice, unexpected evidence challenging the verdict might turn up, or the course of the trial might have revealed leads to other crimes that now need to be investigated.

Larger Trials
Particularly difficult or politically charged cases may be brought before a council of 100 judges, available only in provincial capitals. Such scandalous trials always attract large crowds of spectators, rouse up furious gossip, and may even trigger riots and public unrest.

Imperial Edicts
In rare cases, the Emperor himself might decide to intervene directly with a court case. He does so via edicts that overrule or append the normal laws and procedure for that particular case. His power is such that, when fully exercised, it can largely dictate the verdict. This form of intervention generally only happens over truly extraordinary matters, such as high treason or conspiracies against the throne.

How to use a Trial
There are many ways to incorporate a trial into a story, ranging from a minor sideshow to the entire story being about a trial. The pacing of the events can be fast or slow as needed, depending on how much detail is to be shown. Not all the stages are necessarily explored; the action could begin in the middle of the interim and span through to the end of the final trial.
[/spoiler]
Continued in: Punishments & Example Laws.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Magnus Pym

Good work, very detailed.

I am myself designing a campaign setting and the first part of the world, from where the story and content will evolve, is alot like Greek-Romanish times.

This inspires me

LD

QuoteParticularly difficult or politically charged cases may be brought before a council of 100 judges, available only in provincial capitals. Such scandalous trials always attract large crowds of spectators, rouse up furious gossip, and may even trigger riots and public unrest.

Sounds like a particularly good adventure seed. Trial of Socrates, for e.g. (!)

Ghostman

Welcome to the CGB Magnus Pym! Good to hear that someone has found my ramblings inspiring. :)

Light Dragon: One of the reasons why I decided to tackle laws & trials in the first place was to make it easy to create such adventures.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

#67
Punishments
The judgements of Argyrian courts tend to be harsh, especially toward those who stand lowest in the social order. As with all civilizations of the Savage Age, imprisonment is completely absent from the list of punishments - without the advantages of mechanized industry and machinery, societies simply cannot afford to keep large numbers of people fed and housed for long. The incarceration facilities that exist are thus used only for short-term detention; to hold those deemed too dangerous to be left free while waiting for their trial, and for the execution of those sentenced to death by starvation.

List of common punishments:

  • Monetary fines, generally paid as compensation to the victim or his inheritors. The sum settled on is based on the estimated loss of property suffered by the victim, but may be multiplied manyfold if the victim is of noble status. The wealthiness of the perpetrator is not given any consideration whatsoever.
  • Enslavement deprives the criminal of all social status and rights, and he becomes either private property of the victim of the crime, or collective property of the Empire. The latter case generally means being sent to waste away in heavy labour in some quarry or mines, which is practically a death sentence.
  • Indentured servitude is superficially similar to slavery, but not nearly as severe. It is a temporal sentence; the convict's social status is merely suspended rather than lost, and the master does not hold the power of life and death over the indentured servant.
  • Exile is inflicted only upon the nobility, generally for crimes that would cost a commoner his life or freedom.
  • Corporal punishments include lashings with a leather whip and beatings with a wooden rod. Such punishments are administered in the public to set an example, and for the added humiliation of the criminal.
  • Mutilations include blinding by removal of the eyes, deafening by rupturing of the eardrums, muting by cutting off the tongue, dismemberment and castration.
  • Capital punishments come in many forms, some of which are considered much more severe than others. They are executed in the public to set an example. In order from the most dignified to the most ignominious:
    • Death by poisoned drink (generally hemlock)
    • Death by beheading (by the axe)
    • Death by strangulation
    • Death by starvation
    • Death by drowning (in a river, lake or the sea)
    • Death by boiling (in a cauldron of water or oil)
    • Death by stoning
    • Death by impalement (a pike inserted through anus, exits from the chest)
    • Death by wild beasts (anything from wolves to crocodiles may be used)
    • Death by the sack of snakes (executed is put into the sack, which is then sewn shut and rolled down a cliff)
The Effect of Status
The status of the criminal (citizenship and nobility) effects what sort of punishments he can be sentenced to:


  • A citizen cannot be sentenced to suffer more than 20 lashes, or more than 15 beatings, from any single crime. A non-citizen can be sentenced to any number of either kind, even to such numbers that are likely to result in death, though this does not qualify as a capital punishment in the eyes of the law.
  • Corporal and capital punishments inflicted on those of noble birth are always administered discreetly, rather than in the public, unless their crime was against the Emperor or the Empire.
  • A citizen cannot be sentenced to death by the means of stoning, impalement, wild beasts, or the sack of snakes. The Emperor may still authorize such punishment.
  • Those of noble blood cannot be sentenced to death by any means other than poisoned drink, beheading or strangulation. The Emperor may still authorize greater punishment.
  • Those of noble birth can never be reduced to slavery.


Example Laws
It would be futile to try to list all the hundreds of laws. Instead, a few example codes are provided here, to give Game Masters a general idea of the language and nature of Argyrian laws. New codes should be thought up ad hoc as a plot warrants.


  • "He who in anger strikes a free citizen, so that injury is brought upon the one struck, shall render onto his victim 45 asteres."
  • "If a man steals from another man's house, and he is caught in the act, and the act is taking place after dark but before the sunrise, and the man so caught is struck where he is met, so that he dies, then this slaying shall be deemed lawful and just, and no restitution shall be required of he who struck the blow."
  • "He who steals from a temple or holy place shall be flogged, and his arms shall be broken, and he shall be put to death. And those who possess the things he stole shall also be put to death."
  • "If a man wishes to divorce his wife, and his wife has not been found barren, and neither has she been found adulterous, then shall he return in full measure the dowry that this wife brought to his house, or else compensate it's value in silver."
  • "If man who holds a public office accepts a gift of money, or of property, and out of gratitude or in conspiracy with the gift-giver renders onto him such favours as are commanded by the office held, then that man shall be put to death. And the gift-giver shall be given lashes of the whip, and then he shall be put to death."
  • "When a man has become indebted to another, and has not made good on it, then the one to whom the debt is owed shall take from his house, and from his garden, and from his fields, and from his cattle, and from his slaves, any such portion as is deemed good and just to satisfy the debt.
    • Should this not be enough, then the one being indebted to may seize the debtor, and put him in chains, and he shall be made his slave.
    • Should this also not be enough, then the one being indebted to may seize the debtor's wives, and his children, and his children's children, and put them in chains, and they shall be made his slaves."
  • "He who slanders the Most August Name of the Emperor, present or past, shall be put to death by the sack of snakes, and his immediate kin shall be put to death, and his house shall be reduced to rubble, so that not a stone is left to stand."
  • "If a man looks maliciously upon another, and willfully casts upon him the evil eye, then that man shall be deprived of his eyes."
  • "If a man places ignoble writings upon a hex-tablet, and in so doing causes failure of crops upon another man's fields, or disease upon his livestock, then that man shall be flogged and then beaten and then castrated, and he shall be put to death by drowning."

GMs should not fear coming up with overlapping, contradictory or confusing laws. After all, the realm of Argyrian legislation is supposed to be a convoluted web full of intricacies and nuances, with room for creative interpretations and cunning manipulation by jurists. In addition to the corpus of Imperial laws that (at least in theory) are applied across the Empire, each province enforces it's own set of supplemental rulings, adding to the complexity. It is not at all uncommon for the plaintiffs to press their accusations based on one law while the defendants cite another law that addresses the same issue, arguing why it should take priority over the other one.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

#68
Andauria

Resting atop a dismal plateau high above sea level, nestled betwixt formidable walls of snow-capped mountains, Andauria presents a stark contrast to other regions of the Empire. Due to it's elevation and northerly latitude, it's climate is harsh by Argyrian standards. The winters there are viciously cold, with howling winds of glacial air blowing down from the mountains, sweeping mercilessly across the plateau. The native air draws thin to the breath while the soil beneath is poor and rocky, the very earth rent and torn with perilous cliffs and bottomless chasms. The forests are dark and impassable tangles, the rivers fast-flowing rapids rushing their way through deep-cut gorges.

Andauria is a bleak, brutal and inhospitable land, beset by savage tribes of ever-rebellious natives. It is the very image of an untamed frontier, and can only be held onto through rigorous military power and relentless vigilance. And it is a land of utmost importance to the Empire. Shipments of silk, a source of fabulous wealth for the Argyrians, must cross the isthmus of Euria on their way to the distant markets of the Sea of Blood, where the precious fabrics command a king's ransom in gold. As it happens, the primary route across this stretch of land passes through the Andaurian plateau. He who controls Andauria controls the flow of silk.

Andauria is bordered to the south by Therania, the edge of the plateau marked with steep cliffs and waterwalls. Northwards the elevation drops somewhat more gradually, descending near sea level at the shores of the Gulf of Aundauria, the westernmost arm of the Sea of Blood. The east and west sides are blocked by mountain ranges, but to the northwest opens the way to the Endless Plains where savage horse-tribes ride.

¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

[ooc]
One might not think that education would be worth covering in much detail, since it isn't likely to be given much "screen time" in any story - not least due to the fact that most characters would be well past their school days. My opinion is that it is a subject that shouldn't be glossed over so easily. A character is very much a product of his past, and education received during childhood forms a major component of those past experiences.

And much as the state of education within a setting informs the creation of individual characters, it can also shed a great deal of light on a society at large. The questions of what is being taught, to whom, and how, help paint a clearer picture of life in a fictional world.
[/ooc]

Education
Education in the Argyrian world is divided to two tiers: primary and academic. Both are fairly formalized, taking place in schools and academies under the tutelage of professional teachers. There is no public school system found anywhere within the Empire; all schools are private institutions that charge fees for entry. Thus education is available only to the children of such families that are able to afford it.

Opportunities for formal education are mostly present in cities and towns. Rural population (except for the landed aristocracy, who send their sons to be schooled in urban centers) remains largely uneducated. Male and female students are taught in separate schools, and receive very different kind of education.

Proper education is highly valued within the Argyrian society. However, it is viewed not so much as a means to learn any kind of practical trade, but chiefly as a way to refine and cultivate the character of the youths. To shape them into civilized and sophisticated citizens, equally capable and appreciative of the pursuits of the mind and the pursuits of the body; on all occasions conducting themselves with dignity and honor.

Primary Education
Those who have the fortune of receiving formal education usually begin with their schooling some time after their seventh birthday. Schools tend to be small and austere businesses, located in the private homes of the teachers. A child is typically placed in the charge of a dedicated caretaker, usually a trusted household slave, who will escort them to the schools and back to home, carry their possessions, keep them out of any kind of mischief, and punish them when necessary. The teachers are lower-class citizens, a poorly paid and unrespected profession. Discipline in their schools is very strict and ruthlessly enforced by caning and flogging. Schooldays begin shortly after dawn and end before dusk, the time between filled with arduous studying.

Boys are from the beginning taught reading and writing skills, using wax tablets and stylus. They are also taught some basic arithmetic using the abacus, and to recite poetry from memory. When they get a bit older, they will divide their schooldays in three parts: They'll continue to attend the literary and arithmetic class by the morning; then they move on to another school where they spend the noon learning to sing, dance and play the flute and the lyre; the rest of the day passes in the excercise grounds of the gymnasium, practicing various athletics and martial skills.

Girls attend separate schools, where such are available and if their parents are willing to pay the entrance fees. Their education consists of reading, writing, poetry, singing, dancing, playing the lyre, etiquette, and weaving. In some cities, athletics may be taught to girls also, but this is rarer.

Primary education is often the only level of education within the grasp of the poorer citizenry. It is also the only type of formal education that may be available for girls.

Academia
More sophisticated (and expensive) avenues of learning are open for the sons of powerful wealthy Argyrian families, once these youths are done with their primary education. This transition usually occurs at age of fifteen. Every major town bears at least one academy, hosting lectures in philosophy, rhetoric, advanced mathematics, geometry, astrology, medicine, politics, history, literature, calligraphy and etiquette - in addition to further studies in the common curricula of primary education.

Unlike school teachers, academic instructors are notable and respected citizens, drawn almost without exception from aristocratic background. They are accomplished scholars and sages, teaching more out of a love for the arts and sciences than any need to earn a living. A few academia have become particularly famous and prominent centers of learning, amassing great collections of written-down wisdom in their libraries and gathering the sharpest minds of the Empire within their vaunted halls.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

Philosophy: The Mountain of Wisdom
A widespread school of philosophy originating from Epimetrias, the city of marble. The school's teachings concern the nature of the universe and the inherent flawedness of human perception.

Teachings
The cornerstone of the Mountain of Wisdom's philosophy is the assertion that a true and objective form of the universe exists, but that it cannot be directly observed by mankind due to the limits and biases of mortal faculties. Disciples of the school propose that glimpses of this platonic actuality - what they've termed true wisdom - might be caught by looking past the readily apparent, by reading between the lines of the cosmic manuscript and thereby seeing the forest for the trees, even if within a limited scope and context.

In their quest for greater apprehension these philosophers have developed and perfected techniques to more acutely recognize such obscure patterns and associations lost amidst the cacophony of everyday phenomena. They are quite notorious for displaying quaint and unconventional points of view on the most mundane of subjects, and of being adept at seeing through expertly crafted deceptions and hidden agendas.

Behind the Name
The proverbial "mountain of wisdom", whence the school takes it's name, is not an actual mountain but a metaphor that illustrates the paradox of the mortal philosopher: Imagine an infinitely tall mountain, with a lone philosopher climbing it's side. His ascent represents accumulation of wisdom; each step and clambering resulting in ever greater understanding and clarity. Yet, to reach the summit - to achieve paramount wisdom - is impossible, as the mountain is infinitely tall. It is thus an unachievable objective, a hopeless task, to attempt to grasp the true nature of the universe. And yet the philosopher continues his ascent undaunted, for he has realized that it is the journey, not the destination, that actually matters.

Public Perception
The school primarily attracts upper-class intellectuals and retired academics; people with the leisure and interest to pursue such eccentric knowledge. As the Mountain of Wisdom tends to disregard common worldly matters as unimportant and focus on seeking the esoteric true wisdom, it is largely seen as an aloof and apolitical movement. This has enabled the school to spread and grow unimpeded, as the powers-that-be see no threat in it's activities. Students of the Mountain of Wisdom often take to the road, traveling far and wide, driven by desire to discover new ideas and perspectives with which to challenge their perceptions about all things.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]


Ghostman

Character Names
Although the Empire is host to a wide array of local traditions, most Argyrian peoples have come to observe similar naming conventions.

Structure of Common Names
Only the aristocracy uses family names; common people simply go by their personal name, supplemented by a patronym (refering to their father) and/or a toponym (refering either to their place of birth, their current hometown, or their family's place of origin) to distinguish them from others bearing the same name.

For example, a man named Phanias who hails from the city of Ilissa might alternatively introduce himself as "Phanias of Ilissa, son of Androcles", or as "Phanias son of Androcles", or as "Phanias of Ilissa" - or even simply as "Phanias", depending on how formal and informative he wishes to be.

The string of patronyms may be extended to include grandfathers, great-grandfathers, great-great-grandfathers and so on, thus announcing the character's paternal lineage. For example: "Phanias son of Androcles son of Timaeus son of Artemon son of Timaeus son of Xenion". Of corse, such meticulous listing is rarely needed, and most people will never continue beyond their grandfathers. A proud warrior boasting of his glorious ancestry (for example, when issuing a challenge) may well be quite thorough in listing his forefathers, though.

It is a fairly common tradition to name first-born sons after their paternal grandfather, but this is not a hard and fast rule. Even traditionalist families might swerve from it if the grandfather in question was disgraced; the naming of children is considered to be an act of ominous power that can potentially doom the progeny with ill fortune or endow it with an auspicious destiny.

The Naming of Slaves
Slaves, being objects rather than people, have no proper names at all. They are called whatever their master decides to call them, which he may change on a whim. When a slave is manumitted (freed), he acquires his current slave-name as a proper personal name and usually also a patronym refering to his former master, regardless of whether the master actually adopts the freedman.

Example Names
The example personal names listed below are suitable not only for Argyrian characters, but also for many other Eurian peoples, such as Minarians, Valarians and Erytanians.
[spoiler=Female Names]
Aba
Acacia
Acrivi
Actaia
Admete
Adrastea
Adriane
Aello
Aerope
Aesione
Agape
Agathe
Agathemeris
Agathoclea
Agiatis
Ago
Aithra
Alcyone
Alexandra
Alexia
Alkinoe
Alkippe
Amalthea
Amaryllis
Ameino
Amphithea
Amphitrite
Anastasia
Anaxibia
Androclea
Andronica
Antallis
Anthea
Anticlea
Antigone
Antiope
Arcadia
Arethusa
Argiope
Ariadne
Aristea
Aristonike
Aristophora
Asemina
Aspasia
Asteria
Asterope
Athanasia
Axiothea
Berenice
Briseis
Callianeira
Callimede
Callinoe
Calliope
Callippe
Calliste
Callithoe
Canella
Cassandra
Cassiope
Castalia
Cleio
Cleo
Cleodora
Cleonike
Corallia
Corinna
Crinio
Cybernis
Damis
Danae
Daphne
Deianeira
Deidameia
Deipope
Delphis
Demarete
Demonike
Despoina
Dido
Dionne
Dora
Drosia
Eirene
Electra
Elpida
Elpidia
Elpis
Enarete
Epicharis
Epigone
Erasmia
Erinna
Erytheia
Euclea
Eudoxia
Euphemia
Euporia
Euthalia
Euthymia
Gaia
Galatea
Galina
Glycanthis
Glykera
Gorgo
Habro
Habryllis
Hagnothea
Halimede
Harmonia
Hebe
Hedeia
Hediste
Hedyle
Heleanthe
Hesione
Hieroclea
Horaia
Horigeneia
Hypatia
Hyporeia
Ianthe
Iphigenia
Iris
Isigenia
Ismene
Keda
Kerkis
Lampetia
Lamprini
Leda
Leontia
Leontis
Leothemis
Lesis
Leto
Leukothea
Liana
Lysandra
Lysippe
Maia
Margarita
Megaera
Melainis
Melania
Melanippe
Melete
Melia
Melinna
Melitta
Menandra
Meneia
Menippe
Menis
Menodora
Merope
Metaxia
Methe
Metrodora
Mneme
Myrianthe
Myrsine
Nais
Nausicaa
Neda
Nephele
Nereis
Nicanthe
Nikis
Niobe
Ocalea
Oceanis
Ogenis
Ogygia
Oianthe
Oinoe
Olbia
Omphale
Onasima
Ophelia
Ophelime
Oreias
Oreithyia
Orimeda
Ourania
Palladia
Panacea
Pandora
Pandrosos
Panope
Panoria
Parthena
Pasithea
Patrophila
Pelagia
Penthesilia
Perdica
Phaedra
Phaethousa
Phainarete
Phaino
Phanagora
Phanouria
Phaustine
Pheina
Pherenice
Pherousa
Philesia
Philinna
Philippa
Philomela
Philotera
Photine
Pistis
Pithane
Polyanthe
Polymede
Polymnia
Pomponia
Pothoumene
Procla
Promeneia
Psamatha
Psecas
Psylla
Pyrrha
Rhadamnia
Rhadine
Rheia
Rhodope
Rhodopis
Rhodothea
Sebaste
Selene
Semele
Smaragda
Sophia
Sophronia
Soteria
Stamatina
Sterope
Stilbe
Tatiana
Teisis
Telesilla
Terpsis
Tetradia
Thalia
Thallo
Thecla
Themis
Theodora
Theodosia
Theodote
Theone
Theophane
Theresia
Thespesia
Thetis
Thisbe
Thria
Thyia
Thymele
Thyone
Timarete
Timocharis
Timocleia
Xanthigone
Xanthippe
Xeinis
Xenarete
Xenea
Xenis
Xenomeda
Zaphiria
Zoe
Zopyra
Zosime
[/spoiler]
[spoiler=Male Names]
Abas
Acacios
Acastos
Acrisios
Admetos
Adrastos
Aeas
Aedesius
Aegeus
Aegisthus
Aesios
Aetolides
Agamemnon
Agasias
Agasicrates
Agathemeros
Agatheus
Agathias
Agathinos
Agathocles
Agathodoros  
Agathon
Agathonicos
Agathonymos
Agis
Agroicos
Aiacos
Aiakes
Aietes
Aion
Aithales
Alcaios
Alcon
Alexias
Alexippos
Alexius
Alketes
Alkibios
Alkidemos
Alkimedon
Alkimenes
Alkimos
Alkippos
Alypos
Amphias
Amphilochos
Anaxenor
Anaxilas
Anaxippos
Anaxis
Andreas
Androcles
Andronicos
Antaeus
Anthemion
Anthippos
Antidoros
Antigonos
Aratos
Arcadios
Arcas
Arceon
Archelas
Archippos
Aresias
Argos
Arion
Aristeas
Aristocles
Aristodemus
Aristomedes
Artemon
Asterios
Asylos
Atreus
Axiochos
Barsames
Brasidas
Calchas
Calliades
Callias
Callimedes
Callisthenes
Callistos
Carkinos
Cassandros
Cleanthes
Cleippos
Cleodoros
Cleomedes
Cleon
Crateros
Ctesias
Ctesippos
Damas
Damasias
Damasippos
Danaus
Deinias
Deinosthenes
Deiochos
Demalkes
Demanthes
Demonicos
Demopheles
Dexilaos
Dexios
Diagoras
Dikaios
Diphilos
Dromeas
Dromocles
Elatos
Elpias
Elpidios
Endios
Epandros
Ephoros
Epicles
Epicrates
Epigonos
Erastos
Eryx
Eteocles
Etion
Eubios
Eudemos
Eumenes
Euphron
Euporos
Eurytos
Euthymos
Galenos
Gelos
Glaukias
Gorgias
Gorgippos
Habron
Habronides
Hagnias
Hagnon
Hediodos
Hegias
Heniochos
Herondas
Hesychios
Hierodotos
Hieromenon
Horigenes
Horios
Hyalos
Hylas
Ibycos
Ictinos
Iketes
Iolaus
Iphicles
Isagoras
Ismenias
Keleos
Kepheus
Kerkion
Kineas
Kydias
Ladas
Lamachos
Lamprias
Laomedon
Leodamas
Leontios
Leophron
Leucos
Libanios
Lysanias
Lysias
Lysicrates
Lysippos
Magon
Maion
Maron
Medon
Megacles
Megasthenes
Melanion
Melanippos
Melanthios
Meletios
Meliton
Memnon
Menandros
Menas
Menippos
Menocles
Meriones
Merops
Methodios
Mnemon
Moschus
Myrsinos
Narcissus
Nausiphanes
Neandros
Neocles
Neophron
Nereus
Nicanor
Nikippos
Oarion
Oatas
Ocellus
Ocylas
Ocyllos
Ocytos
Odacon
Ogenos
Ogyges
Oiniades
Oinokles
Olbanos
Olenias
Olos
Omestes
Onaros
Onasimos
Onesas
Onomantos
Opeus
Ophelimos
Orestes
Orimedon
Orthocles
Oxylos
Palaemon
Palamedes
Panainos
Panopeus
Paramonos
Pardalas
Parmenion
Pasicles
Patrocles
Peithias
Peithinos
Pelagios
Peleus
Pelias
Pelops
Pentheus
Perdicas
Periandros
Phaedimos
Phaedon
Phaenippos
Phalacrion
Phanias
Phanocles
Phaustos
Pheidias
Pherecles
Pherias
Philagros
Philaretos
Philippos
Philocles
Philocrates
Philomelos
Philon
Philotas
Phlegon
Phocas
Phoroneus
Pitheus
Polycles
Polydamas
Polymedes
Porphyrion
Pothos
Praxiteles
Priamos
Proclos
Prostasios
Proteus
Psacadias
Psakelias
Psameas
Psanos
Psathos
Psellos
Psiax
Psoleas
Pyricles
Pyrranthes
Rhadinos
Rhombos
Rhomos
Sarpedon
Scopas
Solon
Sophilos
Sophocles
Sosibios
Soterios
Spiros
Sporos
Stelichon
Stesippos
Strabax
Synesios
Teisias
Teleclos
Telegonos
Teles
Teleson
Tetradios
Thales
Thaletas
Thalpios
Theocles
Theodoros
Theodosius
Theodotos
Theophanes
Thoas
Thrasymedes
Thyestes
Timaeus
Timarchos
Timocles
Timogenes
Titos
Trachyllos
Tryphon
Valantes
Xanthippos
Xauros
Xenaitos
Xenares
Xenetos
Xenion
Xenneas
Xenomedes
Xenophilos
Xiphias
Zapheirios
Zeses
Zopyras
Zosas
[/spoiler]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]


Eilathen

This setting is very well done! I do hope we will see more of it?
Btw, any news on the worldmap? I remember you saying that you were in the progress of "finding the version" you wanted. How is the status on that front?
Oh and how about a detail map of Brond (like the one for Euria)?
I\'m trapped in Darkness<br />Still I reach out for the Stars