Antillians, centered on the city of Antil, are descended from an ancient alliance of Ghinoran, Orichalan, Tharbrian, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Antillians are graceful, with very lithe features and slightly pointed ears, though to mistake one for a half-elf is to ask for a duel. Antillians wear rich, colorful clothing, the more ostentatious the better, and prefer light, quick weapons, such as rapiers and stilettos.
Description: Swarthy olive skin, black hair, brown eyes, 5 ft. 6 in., 150 lbs., light build.


Antillian clans are no larger than an extended family. When an Antillian reaches the age of 16 he or she chooses the clan in which to receive their adult training. An Antillian Clan has a single trade, and all its members help in the clan’s occupation. Typical trades are: farming, blacksmithing, arcane lore, innkeeping, caravan work, and others. The clan holds its property in common with only personal items owned by individuals. The “classic” adventuring band has its origins in Antillian clan law and is a legally recognized profession.
The Antillian peoples hold the idea of the law in great respect. Their ideal is a well ordered land wisely managed by those who follow the law. In their culture, the law is not about the abstract concepts of justice or fairness. Antillian law concerns itself with the actions of individuals. Their law relies on the concept of wrong. If it is proved that a party is wronged then they are owed a wergild, the wrong-price. This concept of wrong has been refined throughout centuries in decisions made in hundreds of trials.


Unlike other lands Antillian Kings and nobles do not act as judges. Instead they are commanders and leaders of the realm’s military forces. To this end the Antillians give them control of all lands not owned by the clans. This land is known as a High Ward. High Wards are found all over the realm and is a mix of wilderness, manors, and fortifications. The King or a Duke is in charge of a region’s High Wards.
A noble is granted a parcel of a High Ward to maintain troops for the defense of the realm. The grant lasts until the noble’s death and reverts back to High Wards. Typically the King or Duke will reissue the grant to the noble’s heir.


The Trehaen (Tree-hay-in) are the judges and magistrates of the law. Unlike other cultures Antillian nobles have little legal authority. While the Antillians keep records, traditional custom expect the Trehaen to have the law completely memorized. Because of the techniques used to memorize the Law, the Trehaen have branched out to study bardic lore and magic. The Trehaen not only teaches memorization of the law but also instills the principles of making wise decisions.
The Trehaen will issues writs authorizing the King or nobles to arrest individuals or enforce judgments.


Settlements require coordination among the clans particularly for growing crops. To this end the Trehaen have established councils where each clan of a settlement has a voice. With a Trehaen as a witness, the decisions of the Council are legally binding. For cities and regions, hierarchy of councils is established with representatives elected from the lower councils to the higher councils.


Magic Realms Thaldon