<aside> 💡 This page dives deeper into Scrollworld cultures. It’s not necessary to read this as a player, but I wrote it, and I think it’s kind of interesting.

</aside>

CIVILIZATIONS

Most kingdoms eschew riches they can't take with them; thus, grand castles aren't usually a thing, except to flaunt wealth that can be thrown away, but prefer to use natural fortifications if they do settle down in one place for a long time (think caves, outcroppings, canyons, defensible river deltas). Wealth is displayed in clothes and food and art; things that are labor-intensive to create, but ultimately disposable or worn-out. Livestock is valued, since it moves itself. Gardening and horticulture - trees shaped into houses demonstrate the confidence to stay still in one place, and willingness to abandon such fine architecture when it's time to move.

Some kingdoms forget the nature of the world, or ignore it, and put migrations off to their detriment. Some make it a point of pride to wait until the last minute and ram their way as far south as possible to set up another dynasty; their calendars are measured thusly. (Eg dynasty 8, day 597)

Many kingdoms prefer to rule a vertical strip, to make migrations easier. This means constant southward wars, and defending the eastern-and-western borders. Others just ram south when it’s time; for them, the maps sold by the Index Ships are crucial to avoid marching blindly into hazardous terrain or civilizations.

Some try to exert influence horizontally, and charge a fee for migrating through, until it's their turn to migrate.

Most civilizations consist of a single settlement - large in the case of a Rammer, small in the case of a Stroller. Typically, even a large nation and its capital-and-only-city will share the same name, and will exert its control over a large exurban area - even Rammers don't typically build more than one large city.

STROLLER vs RAMMER

Stroller civilizations continually migrate south, surrendering their hold on land that moves north. These are of all sizes, from fairly large nations that are constantly embroiled in conflicts on their borders, to small towns that move their tents south once a year. Rammer civilizations - nearly always human - tend to settle down in one place, and wait until the last possible moment to make a large incursion as far south as they can, to settle and repeat the process.

All Elven civilizations are Strollers, so are most Orcish ones.

Strollers dislike magic; they believe it makes people complacent. A wizard builds a castle, and you hang around too long basking in it, keeping it warm even when snow begins to fall outside. Rammer cultures love it, and grow dependent on it; it makes ramming easier - arguably, it makes it possible - and they have no problem spending decades in complacency.

Occasionally, Rammers will travel south by ship, though this is difficult in practice due to the size and amount of ships required by large Rammer civilizations, and the difficulty in navigating the sea, and the limitations of rivers.

HOLIDAYS

Noonmost: when you're at the equator, and the sun is directly above you in the sky; you're exactly between emergence and the freeze. Celebrated when traveling south, or when Scrollworld carries you past. A traditional drink is the sunshot - you pour a clear liquor into a tall glass, and once it ceases to cast a shadow, you drink.

RELIGION

The Gods of Scrollworld do not make themselves known to its residents, but most residents believe that there are three Gods: