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The cort is the central meeting area for the gallegant and almost all it's social life occurs here. In addition to being the meeting and living area of the community it also acts as an arboretum. Small citrus trees and many herb and spice plants are grown in any free space that is available. The Klombaaso do this so they are not totally dependent on trade for oranges and lemons, and so that they can trade the herbs and spices to peoples that do not have such luxuries themselves.
A typical gallegant is home to 75 to 150 people, of which perhaps a third to half of which are children under 12 years old. The mortality rate is rather high due to the dangerous way of life.
Children under 10 years old are not considered full members of the gallegant and while they might have familial responsibilities they are not expected to be functioning members of society. Except for any chores that the family might demand, children are allowed to amuse themselves and stay out of the way of the rest of the gallegant. Children learn some of their most important skills at this age, swimming, climbing, knot tying, balance, cooperation and fishing. All of these skills are honed during years of play on a floating collection of boats. After their tenth birthday children are expected to start thinking about apprenticeship and what they want to do with their lives. On their twelfth birthday they are to provide proof of their ability in the career the want to follow. If such proof is not forthcoming a 12-year-old is apprenticed to the fishermen to either learn to fish or to clean fish. While this is important work, it is still looked down on by the people who work on the navs or who are woodworkers.
While it is not strictly prohibited, it is frowned on for girls to try out for traditionally male pursuits. Due to the large number of children that are needed to offset the mortality rate, every woman is expected to marry and have children. Traditional female careers include childrearing, rope-making, herbalist, or navigator (astrocacchor). Note that none of these prevent a woman from child bearing and raising, though an apprentice is usually assigned to help a mother who has other responsibilities.
Each gallegant is run by a cap, who is responsible for the functioning of the whole community, except for the navs. The navs are the responsibility of the preems, who only take orders from the cap in times of emergency. In theory the preems do not have to follow any orders from the cap, but in reality the cap and the preems are usually of one mind regarding the function of the navs. The navs are the primary means of trade and communication with the outside world and with other gallegants. It is very unusual for a preem to leave a gallegant due to problems with a cap. The reason being that most of the crew (marna) of the nav have wives and children and mothers and fathers on the gallegant.
In times of trouble the cap will call all of the preems together as well as the elders of the community, known collectively as the Vecho. Membership in the Vecho is simple, you merely have to be considered old, and this alone is proof that you are wise and or lucky. The Vecho have no real decision making ability, but their advice is usually respected, on the assumption that they have seen a similar situation before. Two other members of the gallegant are usually involved in decision making. The magus and the shaman/priest or fuscarossa, are also included in any community discussions and they are usually well respected.
The magus is the practitioner of non-religious magic; they are effected by mana levels and must usually have Magical Aptitude. Magus usually have a limited repertoire of spells, and mainly stick to the Air College, though the basic water spells are known as well. The responsibility of the magus is to ensure that there is enough fresh water for the plants as well as the population. A highly skilled magus can also speed up the travel of a nav or sometimes the entire gallegant. Due to the importance of this position there are usually several apprentices trained.
The fuscarossa, so named because of their distinctive red sashes are the shamans and priests of the gallegant. They are also trained in recognizing and understanding visions, dreams and omens. Since in an ocean going society dead bodies are usually buried at sea, there are no remains for the loved ones to venerate. Instead a favorite item is used as a focus for the spirit of the deceased. Because of this practice, lucky items or keepsakes are rarely carried with a person. This way if they are lost overboard or eaten by a sea creature, they have left a means of contact behind. The Klombaaso have a saying that they use for people that live dangerously or are reckless, it is said "they carry their luck with them". The fuscarossa is the intermediary between the living and the dead, and also uses the spirits of the dead for magical activities. This is spirit magic as in GURPS Voodoo, and is not effected by mana or the worry of Threshold or Recovery. A dead person is usually only actively venerated for 2 or 3 generations, after that if they are not able to remain of their own accord they are escorted by the fuscarossa to the true afterlife, serving on Klombaas' great gallegant. It is believed that Klombaas pilots his great ships across the night sky gently plucking the souls of the departed from the waters of oblivion. It is believed that Klombaas speaks to the faithful through signs and omens, and interpreting such things takes up much of a fuscarossa's time. Many fuscarossa have the disadvantage Discipline of Faith: Ritualism.
One of the most important people on the gallegant is the navigator/ astronomer or astrocacchor (literally, star chaser). In addition to acting as navigator the astrocacchor is also responsible for keeping all of the star and tidal charts that are used by the gallegant. The primary qualifications for being a astrocacchor is a good memory and a head for numbers. Once again, the importance of this position requires that several apprentices be trained, so that a death does not cripple the gallegant.
There are three codes that the Klombaaso live by. The first of which is Spitale', or hospitality. This is something that is given to any who ask for it, except for known pirates. Anyone who asks for this is treated as a guest for as long as he stays, though it is considered rude to abuse this by staying too long.
The second code is Neutrale', or neutrality, which is where a cap is called upon to act as a neutral third party in a dispute. This is usually called for by land dwellers (strofinch), and for this reason a small sail barc is sent ahead into port (bachino) to see if anyone requires the cap's presence. This reputation as neutral third parties allows the Klombaas to travel almost anywhere without problems. This service is not performed for everyone who asks, it is usually reserved for large scale differences of opinion.
The third code is Fattore', which is the service of being a confidential messenger. The Klombaaso will carry messages and packages to anyplace that they normally visit. Most gallegants make long rounds of the same stretch of water, and are well known in that area. Since almost everyone uses this service, it almost guarantees that the gallegant will be unmolested. Fattore' is the only code for which the Klombaaso charge a fee. This is usually very small and is often times waived if the person is poor. Though it is not expected, the wealthy usually will provide a gift for any package that is delivered to them, this is something like a tip, and is highly variable. Every effort is made to find the recipient of a package, and often times apprentices will be sent many miles inland looking for an individual.
GlossaryIsla Vialegno
Isla Vialegno is the original home of the Klombaas, and the alber vialegno, or "voyage-wood tree". The alber vialegno is a deciduous, oak like tree. It is extremely water resistant and quite strong, it is also relatively easy to work with. Ships made with vialegno wood and treated with resin made from vialegno sap will last for many years longer than a comparable ship made from oak or some other wood. This extreme durability is what allows the gallegants to travel for such long periods without docking. Usually only the part of the ship that is submerged is constructed of vialegno wood, with the rest being oak, which is also indigenous to Isla Vialegno. Smaller boats are not usually made of vialegno, since they are capable of being taken out of the water at sea and careened and re-waterproofed.
The interior of the island is reserved for the forests of vialegno and oak, which are still first growths in many areas. Efforts are made to reforest land that has been logged out, and second growth forests are common near the larger settlements. The population of the island is made up of the same racial stock as the traveling Klombaaso. The people who live on the island fall into three main categories, fishermen, shipbuilders or merchants. The fishermen, or pescats as they are derisively known by traveling Klombaaso, provide the main source of food for the island. They are looked down on by most Klombaaso who disdain the idea of sailors who live on land. Shipbuilders refers to several different occupations, lumberjack, timberwright, shipwright, ropemaker and sailmaker. Shipbuilding is the primary occupation of the bulk of the populace. Merchants run everything from waterfront inns and taverns to the large trading houses where goods from all lands are available. The primate city, Porto Petrana, is unlike most important trading cities in that only Klombaaso are allowed into or even know about the city. The city is a place for people from different gallegants to meet and trade items from around the world. Due to the limited space on most gallegants, many times larger items will be sold to a merchant who will provide more easily transported wealth or trade goods. If a cap has heard of a certain item being sought in an area, it might very well be available in Porto Petrana, in which case he can purchase it and make a profit from the item.