In the Velunan version of the religion, Rao is considered the personification of divine law. He is a serene and distant god, and the monks spend much time in meditation upon his glory. The common folk are more interested in the earthier Saint Cuthbert who is believed to intercede with Rao and allow those who achieve less than spiritual oneness with the Law to enter Heaven.
The Canon is the spiritual and temporal head of Veluna. The Canons are held to delay their own spiritual perfection so that they may minister to the needs of the people. The Canon is supported in the task of managing the country a council by ministers, but also has a council formed from the remaining nobles of the country whose fealty the Canon commands.
Veluna has at times been controlled by Keoland, though that land too recognizes the spiritual authority of the church.
In 2021, I wrote a post giving my thoughts "On Fantasy Naming."
In 2023, I made some "Observations on Science Fiction Names."
In 2025, I advocated following Tolkien's practice and engaging in strategic translation.
In 2018, I presented this potentially handy Sword & Planet Name Generator.
In 2015, I discussed cultural naming practices in the Strange Stars universe.
A quick health update - I had a few different treatments this week, and all is well. I keep on keeping on, and I actually start my five-week substitute teaching gig tomorrow, so that's something.
Regarding gaming - as is my wont, I was tinkering with a supplement for Hack'D & Slash'D and things got out of control. Therefore, I have officially begun work on the second edition of Hack'D & Slash'D. You can follow along with progress on the game in the link. It's my up-to-the-moment draft, so odds are decent that when you pop in I will be working on it.
Part of it is just MORE - more tags, more signature spells, and more monsters.
But a more important part is that it's more nuanced, and has a layer of fiddly bits. As a for instance, I have added a few combat options like disarming your opponent, knocking them down, or pushing them back, with a simple way to resolve these situations, and a tag that allows a character to be better at these sorts of combat options. I'm adding abilities for monk-like characters, and rules for dabblers who only progress in magic half as fast as true casters. My previous goal was to get 80% of what D+D can do into 10% of the space. Now I'm aiming for 95% of what D+D can do in 15% of the space.
I want there to be a simple enough game that if I just want to play a fighter with a big sword, I can make my character in five minutes and have very little to keep track of during play. If I want to play a hybrid caster/warrior with a variety of options, I can spend fifteen minutes to make sure I've got everything balanced out the way I want it.
As you might expect, I'll use this space to talk about the process as I go. The first step was to get a draft together that was the first edition along with all of the notes I've been gathering and the material I'd developed for the Companion. Now that I'm there, I can start cleaning up and fine tuning.
It's capital, Scant, was not the largest port, but it was an important one. It was fortified town with a castle serving as a customs house on a rocky islet just offshore. After the Iron League rebelled against the crown, the castle periodically changed hands between the Onnwalers and the Overking's forces, causing its upkeep to be neglected, even as Scant itself stayed well-defended. At the best of times, command of the isolated castle was a post few sought, though it did provide an opportunity for its occupants to collect bribes provided they weren't just killed by pirates.
Onwal's proximity to Pomarj and its raiders are part of why the coast is only sparsely developed, the other reason being its occasionally marshy terrain. The relationship Onnwal and Pomarj is not completely adversarial, however. Coastal villages have profited from wrecking and aiding smugglers. The Iron League as a whole takes a dim view of latter, and those that are caught are punished, but few are caught.
The hills of the Headlands were mined first for copper and tin and later platinum. Much of this was done by dwarf clans, though for the most part humans and dwarves have shared the region peacefully. The strong dwarven presence has led to human miners of the region adopting dwarven customs and superstitions to a degree.
I've conceived of Onnwal a lot like Cornwall, a bit like Romney Marsh, and with its Mediterranean climate, a little like Koroni, Greece during the Middle Ages, too.