Well I would not be able to do that because there is too much overlapping of different cultures in different times. And there are too many non-synchronous elements and fantasy aspects. For example, I could not point to a country in Europe and say "Beastspawn". Beastspawn are everywhere and do not represent any culture.
Each faction is only very losely based on an ancient culture, and this connection accounts for only about 10% of each faction's true essence. So while Nordgard is "nordic", it consists largely of Dwarves and Ogres as well as other nordic mythological creatures, and the culture could be best understood by the two main influences - the Vaettir Asrae gods and the Vanitan Earth gods. So while the Nordgaard have a viking look, their culture bears only a passing resemblence to viking-age Scandinavia.
That said, the closest analogies would be as follows:
Beastspawn - Monsters of various mythologies (no Location)
Reavers - The Reavers of Tartovara are losely analagous to Germanic tribes of from ancient times, from when they lived on the Eurasian Steppe to the early Dark-Ages. However, Reavers exist in many places across Calydorn, so the Reavers of the Tauran Empire are similar to the Ancient "Sea Peoples" (Sherden, Lukka, Ekwesh etc.). And there are many other Reaver cultures.
Halodynes - Classical Greek including colonies, Thracians, Macedonians and Successor Kingdoms, Phrygia, Lycia, Amazons & Scythians.
Mortans - Early imperial Rome (Augustus to Marcus Aurelius), with some Republican Rome and some late imperial, plus minor influences from Samnites and Etruscans. For Geography imagine the Roman Empire at ist height.
Nordgaard - Nordic, including colonies like Iceland, Vinland, and Varangians.
Troglodytes - Tartharond would be somewhere in the Mediterranean between North Africa, Italy and Spain. The Empire of Dusk would be the Baltic Sea and parts of Scandinavia. the Trogs are not based on any historical culture. Their visual theme is based on Mongol Horde style armor.
Wyldfolk - Celtic, from ancient Eurasian migrants, Hallstatt, and La Tene cultures, through the Gauls, Celtiberians, and Britons, to the Dark Ages Welsh, Irish and Scots, (from 3000 BC to the Dark Ages).
Regarding Finland. Geographically it would be analagous to The Northlands and Nordgaard. Culturally, we have not so far used Finno, Sami or other Finno-Ugric influences for any culture of Ghorn, but it does fit closest to the tribes of northern Zephyr. So too the Slavic cultures and countries.
We could only release 6 factions at the beginning, and we were focussed on classical and ancient cultures. The Finno-Ugric and Sami cultures were not iconic during the Bronze Age. Their cool, iconic apex would be during the Middle Ages (in my opinion). So they were not used as inspiration for any of the cultures on the continent of Ghorn.
In the unpublished geography of Calydorn, the dense coniferous forests of northern Zephyr are home to tribes based on Finn-Ugric culture. These are semi-nomadic, bronze-Age, hunter-gatherer Animists. Animists are People who embrace the life Force of Nature and bind their souls to the Dead Mother Goddes Dhannya. there are Animist cultures all across the world of Calydorn.
In terms of factions, the Tuathan of the Wyldfolk are the only Animists with game stats. The Background also mentions the White Horse Tribes of of the Cephalos Desert, the Tao-Gong of Xandria the Mocatan Totem Tribes of Tonatopa, The HErmetic Paladin Order of Cruithnor (on Zephyr).
The tentative name of these tribes is the Pahjalans. They struggle against the hordes of Beastspawn, some of the various Vagolgan cultures (analagous to Slavic cultures), and the remnants of the fractured Gödermark (the former Blessed Empire of Isenwolff). However, their greatest mutual enemy is Valokh and the undead empire he has spawned in northern-central Zephyr. This force of undeath, consists not merely of undead humans but also undead beasts; even the land itself is cursed with a rotting blight of undeath. Valokh means to kill Nature in order to destroy the divine essence of the dead goddess Dhannya which resides therein.
The Tuathan, Pahjalans and other Animist cultures seek to re-awaken Dhannya and resurrect the dead Goddess. This is being accomplished by expanding the groves where her essence exists and joining these zones by means of a network of megaliths located along the natural Leylines of magical power. It seems Valokh sees this effort as a very real threat to his existence. Valokh is the most powerful deity in the universe by most reckoning. The only comparable forces would be the Urghast and possibly Dhannya (if she were resurrected in some semblence of her former might). And it is questionable if Valokh would be able to match the combined might of the remaining Dawn Gods, for they are alien and enigmatic, and the machinations of these transdimensional super-deities are difficult even for Valokh to comprehend (since he was formed from the shattered souls of 3-dimensional Mortals during the magical apocalypse of the Wu Wei Sorcerers).
But now I am starting to digress, and I guess I answered your questions.
(This post was last modified: 08-04-2014 03:19 AM by David.)
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