Over the DM's Shoulder

Friday, July 22, 2022

A Profile on the Island of Fanin

I've done many things with my homebrew setting over the years. I have been continually adding details to it from a worldbuilding perspective and running a handful of campaigns in various parts of the world; I've also used it as a way to learn about how the world works so that I could replicate realistic ecosystems, economies, and cultural identities--I've even made handcrafts inspired by my world, like a stein painted with the city crest of Torga (home to Listen Check) and a model globe painted with my entire world. And yet, in all that time and work, I realize that I have never built a real profile on one of the islands surrounding Evanoch, where most of my campaigns happen: Fanin. This small island is significant especially because its human inhabitants, Faninites, are one of the parent races of half-elves. So I'm taking the time here to develop Fanin into something that I can both better understand and potentially use to run a campaign or one-shot there. With that in mind, the following is a guide to what the island of Fanin and its inhabitants are like. 

[I recently did this same process with the other humans in my world, the Daltoners. As you can see from the guide, they are very different civilizations.]

A rough map of the island and its major settlements.

Geography: Fanin is a small island to the north of Evanoch; it lies in the Ablan Ocean. Essentially the entire island is covered in thick forests, the vast majority of which are evergreens, particularly fir, pine, and spruce. Many wild vegetables grow throughout the forests, and Faninites have taken to cultivating some of them for use in their diets, namely onions, potatoes, and asparagus. The soil on Fanin is especially fertile, leading to the abundance of plantlife on the island. The major animal species here are the elk, the moose, the wolf, the bear, the owl, and the hawk. There are no domesticated animals on the island. 

Political History: Fanin was long home to roving nomadic clans whose impact on the environment was fairly minimal. As their population grew, though, they required better organization, and many clans settled into distinct regions. Over time, these settlements grew, and the six major settlements of Fanin today are the former capitals of these clans areas. Each of the settlement's name is taken from the clan name of the former association. There is no central government that has ever been established over the entire island; rather, civil posts are filled by elected volunteers (meaning they are not paid for their work) for brief terms, the length of which vary between settlements. 

Current Politics: Current day leaders on Fanin continue to work for the rights of communities to self-govern, the chief political issue of the island. Faninites are culturally invested in the values of independence and agency, and that expresses itself through a focus on self-governance. Though Faninites pledge loyalty only to their only local communities, the leader on the island most looked up to by all Faninites is Sensen Orbin, the last remaining heir to a clan name among the leaders alive today. Orbin is especially beloved for her irreverence for minor political causes, especially ones that places one clan or settlement over another--she fights and speaks for keeping life equal for all as much as possible, and for doing so by leaving well enough alone.

Demographics: Essentially everyone who lives on the island of Fanin is a Faninite; very few Evanines or Daltoners have ever made the lengthy trip by boat to see the small island. Religious worship on the island is quite diverse; practice is kept private, so choice of deity is not often determined by the choices of others. Nevertheless, the most common deities of choice on Fanin are Ehlonna, Fharlanghn, and Kord. The most common professions on Fanin are logging, hunting, and fishing. About 250,000 people live on Fanin, with about half in the six major settlements and the other half scattered about in small hamlets and thorps. 

Religion: As stated above, religion is very private and tends towards deities of protection (Ehlonna protects the woodlands, Fharlanghn protects travelers, and Kord protects the strong champions who protect the weak). However, many Faninites perform religious duties centered on revering their ancestors; some Faninites consider their predecessors to be like personal guardians. Because of the privacy of religion here, discussing and especially asking about religious beliefs is considered very taboo. 

Education: Formal education exists in Fanin, but most people are given only a practical education without much attention paid to scholarly topics. A standard Faninite education generally consists of skill training, such as logging and hunting, navigation and geography for traveling the island, and basic civic instruction centered on instilling investment in the community. A respectable university exists in the city of Truen, which lies near the island's center; Faninite elders hold free public classes on topics such as astronomy, history, and combat skills. 

Recreation: Faninites generally feel strongly against gambling and rarely partake in games of luck. Faninite recreation tends toward simple games; throwing boomerangs, playing hoop-and-stick, and checkers are common games for children, while adults enjoy games like mancala, go, and tak. Though hunting is prized in Faninite society, it is frowned upon to hunt for sport rather than necessity. Most free time is spent with the family or close friends; Faninite homes nearly always feature both a sizable public area and a porch, both of which are home to many quiet Faninite evenings. 

Food and Drinks: Because Faninites only fish and hunt inasmuch as it can be sustainable for the environment, there is an emphasis on a more vegetarian style of diet. Faninites have cultivated a number of wild grains into crops, and there are several varieties of bread which constitute a major part of Faninite cuisine. Vegetables are also quite heavily used, especially boiled in stock or made into a stew. Probably the most traditional Faninite meal is a small loaf of dark bread with a vegetable stew in some manner of broth, most often from elk and moose. Fish soup with onion bread is another classic Faninite dish. 


There you have it: a guide to Fanin, a fun little civilization with an important role in my world. With this information, I can confidently portray newly arrived Faninites on Evanoch, play a game set on Fanin, or begin to push deeper into the details, such as what the settlements are like. All of that is possible with some brainstorming and referring back to my earlier work on the world. Just a friendly reminder that worldbuilding opens a lot of doors for us, and you will get to reap all of that if you jump in. 

That's all for now. Coming soon: a guide to senses of humor by culture in my homebrew setting, a profile on the leading technological research interests in my homebrew setting, and important reminders from the original Dungeon Masters Guide. Until next time, happy gaming!


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