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Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#1: Sep 15th 2012 at 8:44:04 PM

Culture sign ups have been reopened, however a lot of world building is done so some work might have to be done to fit in new civs, listed at the bottom of this post.

The history of Sphaera is a rich and varied one. The people have been moving and bustling on the continent since time immemorial, tribes and languages came to be and then iron and empires were forged. Writing is still young, histories go back no more than a thousand years and so much memory comes from story and legend.

Your role in the history of Sphaera is manyfold, you may simply be a wanderer or you may forge an empire from the ground inventing its language, culture and history. You may play the role of courtiers and villagers for your own empire, or [with permission] even that of others. Disloyal minions or foolish mistakes may change the course of a nations history, but so too may the small band of travellers forming on the Eastern end of Sphaera.

So, come forth and make your mark upon a young world, as a child of an oppressed people who hopes for freedom, an assistant to an emperor or merely a traveller from a forgotten Northern clan. Talk with others, forge bonds and create a world as rich as any fantasy you have imagined before.

The Wiki

The Game

The Discussion

Civilisations Established

NPC Civs:

Reserved Civs:

  • Southern Islands: Reserved by Darksidevoid.

Open Niches;

Recommened Areas;

  • Mountain Plateau people, nominally under the rule of the Eralih but prepared for a revolution. Possible influence from the Incans and/or Greeks, though this is the blankest canvas.
  • Steppes people, either under the sway of the Kerg/Eralih/Saremitas but prepared for revolution.
  • Pseudo-Roman/Italic peoples currently united under the rule of the [soon to be collapsing] Toryl Republic.
  • Temperate Islands under the rule of the Toryl. Influence from Greeks, Egyptians and Romans.

edited 12th Apr '13 5:52:36 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#2: Sep 15th 2012 at 10:03:37 PM

Note: People interested in this with questions or who would like a bit of direction/collaboration with their cultures are free to PM me.

Example Culture:

Fén/Fayn

Geography~

The Western Edge of the land known as Fén ba Ír or Faynir is a rocky highland separating their penisula from the continent before declining into level plains and eventually the ocean. Over all Temperate Climate, the area on the other side of the mountains is somewhat arid, though the soil near the rivers is rather fertile.

Language~

Fén has three major dialects; Highland, Southern and Common. Highland is most closely related to old Fén and with suffixes to mark nouns, verbs and adjectives/adverbs that the other dialects have dropped. It has a unique runic alphabet. Southern is highly syncretic and prone to neologisms.

Myths~

The Fén believe in four primary Gods corresponding to the elements with a great number children and kin. Individuals amongst these kin may be seen as protectors of certain locations and dedications to specific Gods are not uncommon, areas tend to view different Gods with more reverance. However generally the Fire God, Férun, is the mostly highly exalted with the other three elemental Gods following shortly after in varying orders. Man it is said are creations of the Fire God and forged with the most perfect balance of elements. The arrival of new pantheons in Genibhír however has been met with more mixed reactions, some seeking to blend the new traditions in, others rejecting them outright.

Fén stories are told and passed down by a priestly class. Typically in the form of a poetic epic or song concerning the whole life of a hero, first over throwing a ruler against seemingly impossible odds before being brought low themselves. With Gods, this is often somewhat comic creation stories, while with Humans, it is more often tragic. Guile Heroes are particularly revered.

Politics~

The Fén are in theory a realm ruled by a highking, but profound cultural division and long time political boundries make it more practically a group of six kingdoms that will typically unite in the face of a serious threat.

On the death of a chief, the freemen of the city elect the next ruler from amongst the chief's nearest of kin [Adoption, Fostering and Blood Brotherhood qualifies a person for this position]. The Chieftans gather to form a council to perform a similar election upon the death of a king. And finally the Kings and Highest ranked priests form a council which selects a Highking.

Patronage is central to the Fén; a chief and king is seen not as a divine ruler but rather someone commissioned by subjects to rule. And so poets, traders, smiths and essentially everything outside of farmers are either commissioned by the ruler on behalf of the people or else by the town itself.

Family Life~

Historically Polygyny was common but this practice as mostly died out. Names and power are largely patrilineal with a handful of exceptions based on proven competance and merit. However Women are seen as reponsible for managing the affairs of state and trade while men are at war and are encouraged to be outspoken and give their opinions. Women are typically expected to help with harvet, preparation of food and maintance of house and state while the men are gone, while Men maintain house and state when present and further it is considered their duty to help in clearing of fields, construction of houses and warfare.

Children are often raised by foster parents in order both to cement bonds between families in a community [or alliances between chiefs and kings] and as a means to develop more diverse skill sets. Typically they are raised by members of the same class and profession.

Children born out of wedlock are seen as the responsibility of the two who begat them.

What burial rites do they have?

Fén typically cremate their dead with their most prized possessions. The bones and parts which do not burn are buried in familial mounds, particularly notable persons may be honoured by the creation of a new mound specifically for their branch of the family. Over time in particularly large families, these mounds become rather like catacombs.

It is thought the soul is intertwined with the perceptive organs which while in life is favourable, once the body ceases to function, it must escape in the form of smoke. There is special emphasis upon the eyes, thus care is given to assuring their cremation. It is considered a cruel fate for a body to be left to rot, and crueller still to be left to scavengers. It is thought that these souls become fractured and damaged and are the source of many ills.

A Westward blowing wind is considered good fortune at a funeral, as is the sight of a Fox who are considered psychopomps or at least a closely related symbol of their presence. A sudden Eastward wind is considered a dark omen that implies the dead spirit will be lost and forced to wander amongst the Fén for many coming years, until a Fox guides him West.

How do they make war?

Most Fén fight on foot, primarily using swords and longshields and occasionally javelins and glaives in the Highlands. The Southern Ports are known for their practiced Archers but else where, Archers tend to be local hunters assembled by levy. Horsemen are rare throughout, usually found as mercenaries serving auxilliary roles Genibhír ranks or as scouts in the flatlands, if at all. Chainmail exists but is largely a status symbol, leather and hide armour is common. Some choose to fight in little or no armour as a proof of bravery. However, those residing on the coast, both in the North and South are master navigators and sailors, specializing in hit and run combat in thick hulled coastal galleys, making a naval invasion of Fén exceedingly difficult.

Typically, Fén forces fight war on a small scale with occasional raiding parties. Northern Coasts often launch raiding parties on the more prosperous south and other nations, achieved a level of infamy throughout their half of the continent. Mountain raiders are well known on either side of the range and much feared. More serious wars are rare, but when threatened by a foreign power on a scale larger than raiding, most Kings will unite under the High King to repel the threat.

Men are volunteer amongst their selective villages to serve with their chief, who in turn fulfills the oath he took upon the election of his King.

Appearance~

Fén average around 162 cm [5’4’’] for women and 178 cm [5’11’’] for men. Fén of the coast have light brown hair while the highlanders have red heads in much greater number. Eyes are typically blue or occasionally green. Facial structure is usually fairly pronounced, they are often remarked as having a strong jaw line. Highlanders stereotypically have a great deal of body hair, though this is more stereotype than reality. Hair is seen as a mark of age and nobility, while some Kings may prefer to keep short hair and a clean jaw, most grow theirs long. Servants are not permitted to grow any facial hair and men and women alike are expected to keep their hair above the neck. A large beard on a Freeman is seen as pretentious, and generally hair is kept around the shoulders with both free men and women who hold no title. Coastal towns prefer to stay clean shaven, while a Clan leader amongst the Highlanders will have a noticeable beard and often wild long hair that may be kept in braids if it is particularly unwieldy.

Traditionally, Fén men and women alike wear ankle length skirts, usually mono-coloured, brown, blue or green depending on what can be found. Wealthier Midlanders sometimes wear shorter skirts to make horse riding an easier affair, a fashion adopted by most who own horses of their own. Gold and Silver neckbraces and bracelets are traditionally status symbols among richer families and nobility. Poorer families may have tin or copper bracelets.

History~

Fén are the remanants of a larger homeland until they were pushed westwards by rivals whose advances were only stopped by the tough warriors of the Highlands.

More recently, tension between the highly urban and rich trade city of Genibhír in the south and the more conservative peoples once under their rule in the north caused a civil war ending with their succession and the creation of a sixth Kingdom.

Optional Info:

Those with damaged eyes are seen as eerie and possibly sharing a connection with the spirit world. Similarly, Foxes are seen as psychopomps; they are seen as a good omen when someone close has died recently and an evil one when everyone is healthy. A blind Fox is often referenced in story and is a symbol of a troubled and lost soul who leads others astray.

Fén instruments are the tin pipes, drums and harps, usually these are small and easily carried. Fén music is often in a tragic ballad form, telling the story of a doomed hero, or religious ballads which recount myths. Fén poetry and music relies heavily on alliteration, repetition and the concept of a story within a story.

edited 16th Oct '12 3:31:53 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Vyctorian ◥▶◀◤ from Domhain Sceal Since: Mar, 2011
◥▶◀◤
#3: Sep 18th 2012 at 9:07:35 AM

Interested just trying to work things out

Rarely active, try DA/Tumblr Avatar by pippanaffie.deviantart.com
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#4: Sep 20th 2012 at 9:40:21 AM

Great. PM me if you need any details clarified or just want some help brain storming.

If people are still nervous about examples, you're still welcome to express interest. I'm happy to post further examples as well as help with world building provided there are a few more interested Parties.

edited 20th Sep '12 9:41:41 AM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#5: Sep 20th 2012 at 8:32:46 PM

Shall introduce a civilization in a day or two. Fear the Inca!

If I'm sure of something it's that I'm not sure of anything.
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#6: Sep 20th 2012 at 9:57:31 PM

Appreciate the vote of confidence Dalt.

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#7: Sep 21st 2012 at 12:59:55 PM

Presenting the glorious kingdom of ZEWAN-TAL

What is the Geography like?

Zewan-Tal is a land dominated by mountains and valleys, which are surrounded and covered by large swathes of forest. Farther north the steeper mountains dominate the land without any forestry until they abruptly give way to the ocean. Westward is a similar situation. To the south, the forest gets thinner and thinner until replaced by grassy plains outside of the realm of Zewan-Tal. Eastwards, the forest continues as far as the eyes can see.

While small towns and villages are scattered throughout the forest near lakes or rivers, the larger settlements are located on the mountains or in them; cities built into the rocky cliffs of the higher mountains, originally built to defend against invaders. Roads and rivers connect the cities and towns, providing simple means of transportation and communication.

How many languages are there? What are they like?

Originally two different tongues, the Zetali language is mostly that of their Zewan forefathers with some old Tal words that proved popular thrown in. It is grammatically similar to Germanic languages despite sharing no common words. Of note is that many words are said similarly with only a slight change in accent or stress to tell them apart.

What myths and stories do they tell?

Jael means “The Way”. To practice Jaelism to be a follower of the Way. Jael is the source of all existence, life and death, all things spring from it and all things return to it. From Jael sprang the universe, including the first man. When this man died his body fell into the earth and out of his bones sprang all the people of the world. They were lost and confused until a second man from born from Jael brought them the knowledge of how to live peaceful and meaningful lives. This man is named Taerjabuk, and is considered the founder of Jaelism. He later became the administrator of Heaven and Earth. The closest thing to a supreme god the Zetali have, he directly runs the cosmos and nature.

Somal was a normal man whose devotion to Jael caused him to have revelations which he spread among the populous. A problem arose when the direct connection to Jael caused him to speak in ways impossible to understand. His daughter translated his lessons into song and dance to help memorize them. They became the first Immortals - humans who had attained everlasting life by being perfectly in tune with Jael. Somal became the Judge of Man, who determines the fate of deceased souls, while his daughter, Natalani became the Keeper of the Verse, who keeps custody of the scared texts and is in charge of festivals and ceremonial rites.

Since those ancient days, various others have achieved immortality and are considered deities to seek guidance from.

What are the politics like? Is it a multitude of tribes? Or an Empire?

Zewan-Tal is ruled by a King (or Queen) for their entire life unless they abdicate in favor of another. The eldest child succeeds to the throne following the previous ruler’s death and a coronation ceremony. Until a ruler is crowned the kingdom is administered by a council of nobles from the ruling houses and senior government officials.

The power of the monarch is limited by laws set when Zewan and the Tal were first united. Decisions affecting the nations require the input of the nobility before being decreed as law. In the event of extreme disapproval, a council can be called by the heads of ruling houses and if 3/4th of them are against a new law, if can be revoked. A declaration of war and subsequent military action can only be undertaken with the approval of the ruling nobles as well.

Following the merging of Zewan and the Tal a century ago, Zewan-Tal is currently divided into fifteen territories each governed by one of the ruling noble families. While largely free to manage their own affairs, the territories still swear loyalty to the king and once national matters have been decided on, are expected to act on them promptly.

How does a city work in general? Are priests more like poets or are they at least somewhat organized? Are traders rich? How powerful is the warrior class?

Settlements that grew into cities originated in the mountains to protect the people from their enemies. These cities were carved right of the mountains and were originally isolated and designed to be impenetrable from below. In times of trouble, the narrows and winding paths could be blocked and rope and ladders hauled up to prevent entry.

As the Zewan consolidated their power and immediate survival became less of an issue, these cities became focal points for political, economic, and military hubs. They were large and established and overlooked forest and valley settlements, making them ideal to serve as the center of the expanding Zewan civilization. The pathways to the mountain cities have given rise to wider roads that stretch out through the kingdom. In recent years, a primitive elevator system has also been set up to facilitate faster movement of goods up and down the cities.

Smaller cities, towns, and settlements are located in the valleys and woodlands that surround the mountains. While larger ones have cleared their surrounding area to make room for fields, deeper into the forest are essentially hidden villages whose only viable access points are the designated roads. These smaller settlements are often used as checkpoints and forts.

There is no strict hierarchy among the teachers and followers of Jael. While traditionally the Palace Adviser has held a place of respect as the highest official and instructor on Jaelism, the more common approach to seniority is for the current religious leader of an area to appoint a successor before his death. The lead teacher of a town, or village is the Jaelzen, or Teacher of the Way, who oversees the ceremonial rites of the locality, advises the leadership, and oversees public welfare projects.

Trade is a vital aspect for the Zetali. Merchants travel far and wide to bring goods and necessities to the mountain cities and the deep forest villages. Because of this, the merchant population has rapidly grown in recent years. Traders who take advantage of seasonal desires, national needs, and knowledge of where is what in Zewan-Tal can make a pretty coin.

The king and male nobility are required to have knowledge of warfare. In times of war they are to lead the charge into battle. Beyond that, there is the standing Zetali army. The army is a small, but active force that patrols the borders, protects the land against raiders, and guards national buildings and persons.

There is a force separate from the army called the Uvo Tal. Serving the king directly, they are a smaller, but more mobile and elite fighting force deployed for more specialized missions.

What does a family look like? How does inheritance work?

A single family unit consists of consists of an adult man and woman couple, the woman's parents, and the couple's children. A couple will marry and move into the bride's family household. The man is adopted into the woman's family and they house him until he has proven capable of sustaining himself and their daughter. An exception to this is if the man is the eldest child of his household and the woman the younger in hers - In this case they will move in with the groom's family.

The younger children will leave with their families once they have proven capable of sustaining themselves, usually with some parting gifts such as livestock, or valuables . The eldest will keep the house of the parents and take care of them in their old age.

Unless stated otherwise, the belonging of the deceased parents will go to the child who cared for them in their old age.

What burial rites do they have?

Dead Zetali are buried after a mourning period. Ceremonial rites are conducted by the Jaelzen who prays for the souls safe journey through the afterlife and back to the Jael or Heaven. Often times treasured goods are buried with the deceased, and food it left behind to help with the journey through the next life.

How do they make war? What weapons do they use? How do they recruit people? How are they fed on a long campaign if at all?

Zewan-Tal has a small standing military, but individual territories can maintain their own force. In times of trouble these are used to supplement the main army. The Zetali have yet to take advantage of iron to make swords like other people. Blunt weapons like the mace, and sharper ones like the hatchet and pole arm are the mainstay of the military. Likewise, metal armor hasn't made much headway though the Zetali do use small shields. Bows are used extensively as both the Zewan and Tal forerunners made good use of them.

The inability to provide for a large travelling army, indeed, the inability for a large army to travel at all in the treacherous mountains and deep forest led to the road network with its series of fortifications. Supplies are kept in fort depots to ensure there is at least some food available when the army goes on march in addition to whatever rations and supplies they bring with them. The Zetali have never attempted a large scale campaign outside their borders, so how they would deal with an extended supply line is unknown.

What does the average citizen/tribesman look like? Clothes/Jewelery/General Appearance?

Zetali are of short stature. Men reach an average of 5’4 feet, and woman around 5 feet. Their skin is of a darker complexion than most other people.

Zetali of all classes like to dress with lots of colors on loose clothing in warm times with more subdued and practical furs and coats during the winter. Intricate patterns are weaved into clothing as a means of identification for families or locality. Both sexes wear beads in their braided hair. Like the clothing patterns, these are used for identification as well as decorative purposes.

Optional: General gloss of their history; How did they come to be what they are? Did they once have a different homeland? How did the Empire come to be? etc.

Blah blah blah do later.

edited 15th Oct '12 4:53:52 PM by Parable

"What a century this week has been." - Seung Min Kim
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#8: Sep 24th 2012 at 5:23:41 PM

Both these civilisations was original concieved of and designed by Lockon. I have edited slightly for my own purposes though he is free to reclaim them as he sees fit. Most edits were approved by him first, the rest are omissions due to reformatting of application, mistakes or what I feel to be minor details.

There are two more remaining; Chilai and Dussarit. These were concieved of by Lockon and Spain respectively but details on both are rather skim. In Lockon's case, they fill a role with the Meiyans and so will be filled in while Spain's are being done to avoid a question mark and since a few ideas on how to work them into other civs has been discussed.

Meiya

Geography~

The Kingdom of Meiya is mostly grassy plains with small forest, there are mountains to the west, a large forest to the north, and the sea to the south. Meiya is mostly composed of villages, but there are cities that are built around castles built by old nobility.

Language~

Meiyan has a few minor dialects but the actual practice of spelling and record keeping is highly centralized. It is similar to Japanese in grammar in a lot of respects, but vocabularly is unique.

Myths~

Meiyan Mythology claims the existance of a intricate but seemless celestial bureaucracy run by the various heavenly spheres and celestial bodies. Phenomenon involving the sky are not taken lighten amongst the Meiyans. This is built upon Animist building blocks, believing a fundamental essence to reside in all things.

Meiyan music is largely played on string instruments and vocals. Meiyan music tends to be described as nostalgic or romantic, having very slow, but warm melodies. Meiyans do not frequently draw or paint people, instead preferring scenery, or geometric patterns which serve as a shorthand for certain concepts, like familial allegiance, occupation, or title.

Meiyan poetry and prose is frequently written to uplift people. Meiya has a strong tradition of storytelling and legends of heroes. Meiyan heroes are of three types, those born with a destiny, those who are ordinary, but thrust into extraordinary circumstances, and those that became heroes as part of their path to adulthood.

Politics~

The Meiya Empire is ruled from the central seat of a Dynast. They enforce their rule through magistrates. Promising peasants are taken from all corners of the Empire to become Magistrates, preferance is typically given to the children of present magistrates but lazy and dull children are sent to the monastry or military while peasants are allowed to rise in their place. Lords rule smaller kingdoms with their own Dynasts and advisors.

Family Life~

Meiyans are a largely gender equal society, with women and men sharing equal importance in the various areas of society. Men tend to play a larger role in the military while Women taken on administrative roles.

Title inheretance is given to the first born of a "Generation"; The eldest of the title holder's nephews/nieces/sons/daughters is granted the title. Personal inheretance is divided according to preferance, with the parents expected to give to own more generously, but division of wealth amongst nephews, first cousins, brothers and children are all commonplace.

What burial rites do they have?

Meiyans cremate their dead and families are expected to keep and honour the ashes.

How do they make war?

The Meiyans use iron-forged weapons. Because of the nature of their flatland terrain, they excel on horseback, using mounted cavalry and archers. Meiyans wear little in the way of plate armor, preferring mail and pauldrons over a full suit. Meiyan foot soldiers usually use swords or spears, but they are generally not as well-trained as their mounted forces. On the other hand, there are a small number of Meiyan foot soldiers who have been trained to fight against cavalry especially well, and they are provided with better weapons than the standard foot soldiers. However, on the whole, Meiyans favor large numbers of archers, with their non-mounted archers outnumbering their normal foot soldiers three to two.

Appearance~

Meiyans are tall, averaging at 5 feet 8 inches for women, 6 feet no inches for men. Meiyans typically have straight black hair with blue eyes and light skin. Their eyes are usually fairly large, and their noses are small. On top of this, Meiyans have a soft facial structure with round cheeks and a pointed chin.

Meiyans, particular in the south, wear silken clothing while further south, while as one progresses North, heavier fabrics and fur become more common. However in both areas, the other material is much sought after. Nobles are known to work fur into elaborate silk designs.

History~

Meiya has been ruled by several dynasties for 1000 years, but it is currently in the middle of its longest one to date, a golden age created by the first Great Dynast, Meiya Yolyu. Yolyu became Dynast after uniting the warring kingdoms of the land. Yolyu was born Leiji Alomu, a member of a family of craftsmen in the middle class. Alomu was a sword-smith until the city he lived in, Lonmei, was invaded by the forces of Chilai. After the invasion, the people of Mei were sold into slavery, and those that escaped, Alomu among them, had turned to raiding travelling caravans.

Alomu had led his own band of thieves for a while, but eventually he decided to take the thieves and turn them toward the Chilai outposts in the area. Alomu succeeded his first attempt at an attack, taking the outpost in his name, and inviting the soldiers who surrendered to join his forces. The Chilai who had imposed rather strict law to enforce unity over the area soon found vassals rising up against them in quick succession in favour of Alomu who promised more leniant rule.

Optional Info:

The Meiyan royal family are known for their tradition of wearing metalcrafted jewelry and other such accessories. During good times, they are made with gold or other precious metals that do not tarnish. During bad times, they wear iron versions of these same pieces, the iron decorations are not to be cleaned or replaced until the time of hardship has ended, making the rust that accumulates a source of shame for the Dynast that allows his people to go through such pain for so long. It is because of this tradition, that the royal family regards rust red as a dishonorable color, and brands any of those exiled from power or the family with the surname Janya, or “rust smith”. Some Dynasts go so far as to replace anything in the palace made with precious metal with an iron counterpart during bad times, assuming of course that it does not serve a functional purpose.

This tradition spawned the Meiya Clan’s family motto: Lui au Shenla, Jan au Yaula, meaning “Gold in Glory, Rust in Shame” (Literally: Gold during times of glory, Rust during times of shame)

The Vihu

Geography~

Nomadic Hunter Gatherers who occupy forests scattered through Meiya, though mostly in the North, where it is believed that they are native.

Language~

Vihu is spoken amongst those who prefer the nomadic life style, though the curious often spend some time amongst the Meiyans and have at least a sense of their tongue, not to mention those drafted by the military. Men in particular see Meiyan as a way to elevate their status.

Myths~

The Viha believe in many Gods, the most integral of which are the Five maidens, eternally young girls who oversee the most integral aspects of Earth.

Viha also have a strong belief in the spirits of the dead, which have been allowed to stay in the material world by the gods to influence the life of the living, for better or for worse. Men usually act as chanellers for the spirits, and use the knowledge given to them by spirits to guide and aid the living.

Viha music uses mostly woodwinds and percussion. Viha music is either upbeat and jubilant or slow and melancholy. Viha carve woodblocks to depict people, and slather the carvings with ink to print them on paper. In addition to this type of carving, Viha carve statues. Due to the subtractive nature of carving, it is the only art other than music men are allowed to participate in without supervision.

Viha stories are frequently tales about fantastic creatures or gods. Viha tend not to write about humans explicitly, instead using other creatures, real or fictional to act as a metaphor for human interaction. If Viha do write on humanity, it is usually a story being told by a spirit to the living. Spirit writers are known for their tragedies, as it is believed Spirits with regrets are more likely to seek out writers than satisfied spirits.

Politics~

Viha are fiercely indepedant and have had their own culture since time immemorial, as such they accept Meiyan rule only in the form of taxes and enlistenment on the condition that they neither recieve nor are recruited by Imperial magistrates and are ruled by a native Lady [though her blood may be dilluted].

Family Life~

The Viha are a matriarchal society, primarily because their religious beliefs dictate that women were created to control the destructive impulses of men. Many decisions, including inheretance is decided by a tribal council

Burial Rites~

Viha bury the dead, typically either near or under trees of personal importance or else by planting another over them.

Warfare~

Viha make up a decent portion of the foot soldiers in the Meiyan army. It is rare to see a horse riding Viha. They are expert survivalists and hunters yet relatively inexperienced and uncomfortable with large scale formation fighting, Viha prefer to operate away from the main forces and mostly away from plains whenever possible. Viha rely on Meiyan arms in their military, as being nomadic themselves they have no means to produce their own. Their soldiers however do have a professed perfession for slings, shortswords and daggers which are easily maintained and operable at short range.

Appearance~

Viha are pale and green-eyed. Their hair looses colour at a young age and is usually mostly white by the end of puberty, before that it tends to be a light brownish colour. Viha are short, With women averaging at 5 feet 4 inches, and men at 5 feet 6. Viha tend to have more angular, somewhat gaunt faces with high cheekbones as compared to the more rounded faces of the Meiya. Viha have small sharp-looking eyes and long, slim noses.

Viha usually wear tunics over knee high-skirts, and a cloak over the top of that.

History~

Viha are largely neutral. Initially they met Chilai incursing with hostility but eventually accepted and payed tribute to them, offering as with the Meiyans, fearsome warriors as a large part of their offerings for peace. Once word of the Meiyan's successful rebellion reached their auxillaries, massive desertions to the northern forest followed and they prepared for a defensive war should need be. When Yomlu took power, they greeted him with the same wariness and offered token submission in exchange for peace; prepared for war if either they were rejected or the price was too high. They were accepted and some argue their participation is a large part of what forged the greater Meiyan kingdom.

edited 8th Nov '12 9:03:51 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#9: Oct 7th 2012 at 3:39:32 PM

Dussarit

Geography~

A southern series of river kingdoms, surrounded by harsh desert, to the south and western extents of the area is Ocean, with the Western Coast dominated by the Toryl Empire. Small Oasi dot the land, but the Dussarit are centered around the great river that flows through their land and makes up the name sake of their people [Dussarit: lit. River Kingdom/Empire], which they call Tsahtaduss, "Manyfold River".

Language~

Dussarit has developed a few minor dialects, particularly amongst the nomadic tribes but all written Dussarit is in the language of the Emperor/Emperess. However, large scale prose and poetic writing is only a recent development, although some can attest to the writing on tombs using Eralih characters, it is with the advent of the Toryl alphabet that writing has spread and flourished.

Myths~

Dussarit mythology and philosophy seems to be based around a common theme; the perfect happiness of harmony and the inability of mortals to gain such harmony.

They have a rather complex pantheon, largely built around anthromorphic figures, though this veries more of less; It is believed that originally they were wholy human in character however modern Dussarit philosophers prefer to represent them as purely beasts. Rural and Nomic believers tend to combine the two creating the vulgar image of Dussarit mythology.

Gods amongst the Dussarit however exist in perfect harmony and happiness and thus follow a strict path which does not intersect with Man. Man on the otherhand must deal with the warring elements that compose nature; Fire and Water. The planet itself is said to be an uneven combination of the two in constant war with itself. Man is at the center, though how he is composed is a matter of some debate, some argue that as he is harmed by fire and nourished by water he is water, others claim Fire alone possesses the movement and ability which grant Man will. Some argue that there is a soul of fire existing in a body of water, creating strife even there.

Afterlife too is debated, though traditionally, the dead strive to enter the realm of the Gods, but are often turned away where they way wandered trapped on earth or take another body.

Stories are often brief moral tales featuring animals, sometimes rhyming.

Music is designed to evoke specific emotions, by tampering with harmonies and thus is usually without lyrics. The result, which tends to mix instruments and rely to some degree on improvisation, is a rather acquired taste.

Politics~

Nominally an Empire ruled by a "Bahrarin" or Emperor/Emperess from the city of Ndgahkgh, several petty Principalities [Ahtsrarit] ruled by "Ahtsrarign" or petty kings [Ahtsrarin sng.]. Sometimes simply called "Rin". Village Nobility is next in rank, ruling a small town but "Ahkghatsahn" [lit. Village Ruler].

Civil war is common, particularly during times of shortage and when a lack of common enemy makes the throne appetizing. Indeed the harshly limited ressources combined with the lack of responsibility demanded on the parents, often leads to a surplus in population which is typically channelled outwards, either as emmigrants or raiders. For this reason, Dussarit are often treated wearily by their neighbours.

Below them are Landowners then finally Servants who do not own land of their own.

Aside from the divided Empire, the Dussarit are often prone to suffer from nomadic tribes made up of their exiles who not only raid them for food but often earn the Ire of neighbouring cultures by doing likewise to them. The Meiyans to the West have few ambitions against them as they are the farthest separated by Desert, though raids have occaisionally led to Punitive attacks on villages. The Toryl having recently aided in a successful civilwar and claimed much of the western coast.

Family Life~

Villages are often small and share goods, including children, in common. In a role similar to midwife, older non-child bearing women are often given the responsibility of raising the village children. The ratio of children to "Town-Mothers" [Ahkgh'ahln] often causes difficulty and brash Dussarit youth are characterized by unruliness. The Town-Mothers however often bear a powerful say in the goings on in town, with the only other authority figure, the Noble Families being granted the priviledge of raising their own. Rivalry between these two factions is taken as a dark omen, while accord between them is seen as a promise of prosperity.

Burial Rites~

The Dussarit bury their dead with many of their more sentimental possessions. The consider the body something of an after thought typically believing the soul has left though certain duties are still owed; a small libation of water and a light dusting of dirt is considered the bear minimum due to the body of a fellow villager. More often, this is a full burial where a bit of water is poured in before burying them completely.

In more ceremonial efforts, wine is used rather than water and the dead are transported out of town in procession with the light covering of dust or ash over them, only to be buried properly at the town limits, with sentimental and valued objects in life thrown in.

These objects are usually offered as a means of making personal peace with the dead but it is seen by priests as a onesided ritual which is often omitted.

Warfare~

Typically commoner and nobles alike go lightly armed with bronze weaponry into battle. A sword, javelin and shield are common amongst the trained and noble soldiers, though Spear, daggers and sling are more common amongst militia. The richer families might afford decorated shields and helmets to mark their importance, Champions are often honoured with the same. Armour is exceedingly rare, sometimes taking the form of small bands of metal worn over vulnerable places but never in a full protective form of leather or metal due to the heat. Mobility is usually used to account for this.

Formations are poorly developed, particularly amongst the village militias, although the Imperial guard and full time soldiers are aware of the advange of the shield wall and using skirmishers to flank.

However, numeric advantage and scorched earth often serves to tip the advantage in their favour.

Appearance~

Somewhat similar to the Eralih, though shorter and more tanned. In the desert heat, they mostly wear loose fitting cloth. For nomads and exiles who survive in the desert, the clothing tends to take the shape of a hooded poncho roughly worn over light pants and some form of shirt, sometimes even with a scarf to cover the face. In towns, the clothing varies more from very light amongst peasants who wish to save cloth and remaining relatively heavy.

History~

Believed by many to have split off from the Eralih in ancient times due to a vestigal similarity of language and appearance which eased the use of Eralih alphabet in times of old. There have been a secession of Kingdoms and Empires ruling over the Dussarit, often collapsing into civilwar or against invaders. The most recent had support from the Toryl in the civil war against the Northern side supported by Eralih. The present King is the son of the Queen who made the pact and the impact of the civil war can still by felt by him.

edited 12th Oct '12 10:38:15 AM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
ScottM96 Ordo Xenos Inquisitor from a field of dreams. Since: Oct, 2011
Ordo Xenos Inquisitor
#10: Oct 8th 2012 at 2:08:23 AM

Interested. I'll write up a draft for a civilisation when I have time - hopefully by the end of this week.

"Those who stand for nothing will fall for anything."
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#11: Oct 8th 2012 at 10:12:10 AM

Very good. Feel free to PM me with rough ideas that you have. I'll see what I can do to work you into the continent more [Give historic/ethnic relations to another Player or just see where you'd fit in the literal terrain] and smooth out elements for world building.

edited 8th Oct '12 10:13:12 AM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#12: Oct 8th 2012 at 11:31:19 PM

National Progress at 65%.

"What a century this week has been." - Seung Min Kim
Benluke Some guy. from United States Since: Jun, 2012
Some guy.
#13: Oct 10th 2012 at 7:05:39 PM

Huh. This seems interesting.

Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#14: Oct 10th 2012 at 8:10:49 PM

If you'd like to send a PM my way with any ideas or what you'd be interested in playing, I'd be happy to get you started on world building, check facts and generally do what I can to help.

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#15: Oct 11th 2012 at 12:24:34 AM

Here is most of it, may be subject to change specially the description of the Eralih since I really need to consult on that.

The Eralih, AKA the People of the Skies.

Geography

The Eralih Empire extends through most of the mountains and valleys which form the mountainous territory of the Elamos. On it there are high peaks, lush full valleys and numerous waterfalls and rapids. It is right on the center of the continent, bordering diverse environments; Desert in the south, Steppes to the North, Forest to the East and lower hilly lands to the west.

The whole Empire is united by long chains of well maintained mountain roads. The whole place is populated by small villages by far outnumbering the cities.

Language

The Eralih have their own particular language, which varies little among most of the Empire. The word order is of little importance as it depends on a lot of suffixes and prefixes to determine verbs, subjects and the like. Still, standard and mostly respected word order goes Subject, Object, Indirect Object, Verb. Gender is optional and assigned with a termination. Thus, the base word for human when added the termination for female becomes woman, the termination for male makes it man. They have writing systems. One is based on knots, which is mostly used for safe keeping of numerical data. This comes from a system of knots of and strands which are commonly used as a sort of abacus equivalent. For all other data and writing, a more conventional alphabet based on symbols is used. These symbols are syllabic and the symbols themselves have very little curves. Additionally, in some regions the Eralih make use of a language based entirely on loud whistles to communicate over relatively long distances locally.

Religions and myths.

The Eralih have a Polytheistic pantheon that believes in the presence of a wide variety of Spirits and Gods. Reigning over this is the main Deity of the empire, Yamilukon, the Divine Wind which brings life. There are numerous lesser deities, most of which are subordinate to the Divine Wind. Past that, there are a wide variety of minor spirits, some monster like, some which bring calamities and some which are beneficial and bring good fortune. These tend to be more localized in the various regions, with some common kinds of spirits which are recognized through the whole Empire. The clergy is the main institution dedicated to maintaining and developing the culture, technology and education through the Empire. The main temples are staffed as much by priests as they are by philosophers and researchers. These great stone temples are scattered all over the Empire and serve as houses of training, research centers, schools and monasteries. These also serve as a sort of headquarters for the wise men that serve the needs of each village, be it in terms of the spiritual or educational.

On another subject, the Eralih place a lot of importance into the air. They take it for granted that a new life obtains a soul the moment they take their first breath and that with the last breath before dying the soul goes away from the world, to rise up into the Heavens. The body then, remains as a small link to the departed soul until the moment of their reincarnation. Thus, the bodies are mummified and stored away, for the family to visit and honor as a way to draw upon the strength of their ancestors.

Politics

The Eralih are ruled by the Emperor or Empress, Erakali or Erakalu, in one unified Empire, who rules for life or until they decide to retire. The Emperor names his own heir from among either his family or someone that has been adopted into the royal family as a child or sibling. In case no heir is selected, the title passes to the oldest living child of the current Emperor, otherwise to their siblings. The Empire is comprised of thousands of small villages, which by are lumped together by areas. These areas are overseen by a local governor, these areas are then lumped together into regions overseen by a regional governor and then these regions are lumped into four provinces, overseen by the four provincial governors. The individual villages, which tend to be small enough for all living in them to know one another are mostly left to rule themselves as long as they don't cause trouble or disobey the direct mandate of the governor. The bigger cities tend to operate in a slightly different manner, though the various districts and neighborhoods tend to still group together due to cultural custom into extended family units.

One of the most important concepts of the Empire lies within the system of Mika. The Koyo is a system which extends from the greater philosophy of the Empire which is "All as One". The Eralih are a very united, community driven people. In villages the fields, living spaces and such are believed to belong to the entire village as one big extended family. Thus, work is done by the entire community, to ensure their livelihood and to meet the needs of all within the village. When a family or member of the village requires a new living space or some other project, the whole community might come together to construct their house, while the one that the favor is done to plays as host, feeds the workers and provides gifts as thanks. Then, of course, the whole village comes together to work on projects which benefit them all. Wells, storage and other utilities are tended to in communal work by everyone living in the small villages. And finally there is the Mika in and of itself, which is an extension of the Koyo and is work for the Empire itself. Nearly every able bodied person of the Empire must serve five months of a year in communal work for the good of the Empire. This often takes place in working the massive fields that are property of the Emperor, maintaining and expanding the roads which bind the empire together, building fortifications on key points, working on the palace of the Emperor and maintaining the mayor cities and the Capital, building bridges and serving in the army of the Empire. While these are the most common forms Mika can take, there are a lot of more specialized ways to serve the alloted time as well as some exceptions and jobs that are counted against the Mika time. For example, a village physician is considered to be serving his time of service to the Empire by keeping his people healthy and such.

Military

The military of the Eralih Empire is headed by a military Elite called the Nuwah. The Nuwah vary in rank and skill, but they are the sole dedicated warriors of the Empire. Their headquarters and a good number of them reside in the Imperial city, policing it and guarding the Emperor and noble family. However, a good number of them are currently moving around in the Empire, going where it is needed to ensure the protection of the Empire. They also man and maintain various strongholds remnants of the times of war that shaped the Empire and that have been constructed as a preventive measure in key points of the Empire.

The Nuwah dedicate their entire life to perfecting their martial skill, honing their bodies, learning how to train and command the militia, strategy and combat formations, survival skills among other important subjects for maintaining the Empire. Additionally, the Nuwah receive an education befitting their status and tend to pursue some less worldly interests.

Aside from the Nuwah, the main military might of the Empire resides in its entire people. The Mika can also be worked in the militia and indeed, almost the entirety of the Empire works in the militia at some early point in their lives. Under the guidance of the Nuwah, the people are trained into the basic formations and are given training to fight for the Empire should the need arise. In times of great need, great numbers of farmers and normal citizens can be turned into soldiers and channeled through the road chains into the brink of the battle from every corner of the Empire, led and supervised by the skillful Nuwah.

The Nuwah learn to fight using a wide variety of weapons, though the center of their training goes to perfect their techniques with shield, sword and spear. The traditional Eralih shield is round or oval in form, with a sword sheathed within the shield, perpendicular to the handle of it. Bows and slings are the ranged weapons of choice for the warrior elite, though just slings are more common for the militia.

The Eralih are familiar with bronze for their weapons and arms, though they too have recently developed the skill to forge Iron, which now arms and protects most of the Nuwah.

When taking a new land, the Eralih tend to move a sizable number of their population to the new lands, to properly integrate their unique culture into the conquered people.

Economy

There is relatively little inside trading of coin within the Eralih Empire. The most common means of exchange within the realm involved the trading of labor, grain or in some other sort of service. These are used between the small villages on oral or sometimes written agreements on which a neutral third party tends to hold onto the terms of the agreement.

The Eralih take full advantage of a system of agriculture unique to their people which relies on a fair amount of central planning. This is the Vertical Archipelago, on which they take full advantage of the different temperatures, air pressure and soil conditions and humidity of the many wildly different elevations and features of their mountain Empire to cultivate nearly year round a wide variety of crops. In the low warm valleys corn, wheat and rice is cultivated. On higher elevations potatoes and other tuberculous are cultivated. On the higher elevations, there is cultivated grass suitable to feed goats and other domesticated herbivores, which are the main source of meat and hide to the Empire. Aside from these, goats are prized for their milk and the cheese produced from it. Finally in the humid and forested areas more medicinal herbs as well as tobacco is cultivated, plus the relatively little amount of lumber that the Empire requires.

These are cultivated on the small scale for the direct survival of the small villages of the empire, though the greatest fields and plantations are many and owned directly by the Emperor. These are worked by the citizens of the Empire under Mika and by slaves. By tradition, as the fields are rotated, the first harvest goes to the needy citizens and villages of the Empire, the second harvest goes to the Emperor, the Capital City and the Military, the third Harvest goes to the Temple and the last one is stored in massive granaries in case of a great emergency. These fields are carefully guarded and treated, with great projects commissioned to build aqueducts and large fields of farming terraces made into the mountain.

The Empire also gives a lot of importance to both metallurgy and fine weaving. Jewelry, accessories and works of art in metal are highly prized and respected. So are fine weavings made into intricate and colorful patterns. These tend to fetch big prizes on the markets of the biggest cities or are given for special services by someone of great status. Metal workers and weavers of great skill are highly appreciated and in cases scouted to bring into the Capital to work for the nobles or even the Emperor.

There are also some settlements which are handled in a particular way due to their access to key resources and the ability to process or work them. Thus, a miner village has special rules than the more common farming villages.

The Eralih are currently working to promote trade with the Empires outside the mountains, working trade caravans to go through the roads of the Empire to any of the five lands which surround them. While coin is very rare outside of the greater cities of the Empire, it is becoming more common on the edge of the Empire as the system of labor used within the Empire would be impossible to use in order to barter with others.

The Eralih.

The Eralih as a group tend to be rather tall in stature with long and slender limbs. They have wide shoulders and narrow waists. Their hair is almost uniformly black, though there are some areas where brown colored hair is common. Most common eye color is dark brown, followed by green. The way of dressing tends to include leather footwear, long tightly knit pants held by elaborate and if possible, colorful belts of soft weaved strings. On top of this an usually simple shirt is worn beneath a short long jacket of finely weaved cloths. These jackets tend to be the more prestigious parts of a garment, usually worn in beautiful patterns and lots of colors. Aside from these, weaved caps, leather globes and scarfs are usually worn in the coldest seasons and provinces.

History

Short version. The Empire is around 127 years old, made when the first Emperor and his tribe, Enlightened by Yamilukan, descended from the heights of the mountains in a long campaing to put all tribes under their rule and vision of one great unified Empire. Since then, the line of rulers has been unbroken and through numerous bloody campaigns the Empire has spread to the size of today.

Other, the Entertainment of the Eralih.

The most important point in this field is a "sport" which the Eralih practice. More of a ritual fighting style, this is enjoyed and practiced through the whole Empire and sometimes even used to solve disputes at times. It is a form of unarmed fighting and grappling called the Koeno. It is fought nearly naked, when possible with ritual markings drawn into the skin. The the Eralih, the air and the voice are very important, and this fights are a way of expression for it. In it, the combatants intimidate and express their strength by the power of their ritual cries. The fight ends someone surrenders or they are unable to cry anymore, effectively having their strength and essence overpowered by their opponent. In practice, the loser most of the time is either unconscious, on a choke hold or too battered to let out a scream to rival the victor. A very popular event are the Koeno tournaments held through the whole Empire, where local legends and heroes are crowned. The biggest event are the finals in the Capital, on which the Nuwah make an appearance. Still, a mere peasant if fought well enough might make it to the Capital, defeat his opponents and thus rise into becoming a Nuwah.

Given the conditions of the terrain where the Eralih dwell, not many ball games have been invented, it is quite impractical to play with one when one careless kick or throw can make the ball roll down the mountain to never be retrieved again. There are some villages and provinces with access to some unused flat spaces and in these such games have been developed, but the majority of the Empire instead plays Elamaka. A very simple game where the players wear long scarves in a knot that is easy to untie. Each team must at the same time reach past the opposite team and touch a marker of some sort without having their scarf united by the members of the opposite team. There are some variant in the game... in some areas once the scarf is undone the player is out of the round, while in others, the scarf is thrown on the floor and the owner must return to specific area to make his knot again and then run into the field.

Finally, there is a certain board game that has spread through the Empire. It is named Eriwoka and the flat board is meant to represent a mountain. Pieces with various attributes move in a spiral pattern trying to get the slowest moving piece to the center of the board, the top of the mountain while impeding the progress and capturing pieces from the opponent.

edited 11th Oct '12 1:24:23 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#16: Oct 11th 2012 at 10:43:29 AM

I'd have put a bit more focus on the Newah in politics and actual combat style in Military but that's fine. Also I'd move the sport down to the "Other section". This is more sort of optional formatting stuff.

Two major points would be;

Trading of labour seems odd, in that that's usually half of what's implied to be getting traded in a regular economy. If there were any legal disputes, I think a physical contract or some sort of system would have to be in place so the promisaries couldn't shrug and claim to have forgotten about it while the ones who were promised the labour couldn't "forget" about time served. Grain would also sort of be inefficient as a trading device since except in cases of major shortage you'd need to carry a lot of rice for it to be worth more then well... a bowl of rice.

Also appearance seems a bit odd. Larger hands and Feets seems a bit out of the blue? Is it based on anything? Also, I'd recommend going for Green and Brown eyes being common or imply some historic ethnic mixing or something. Also some description of clothes would be cool.

For a minor side note on Economy, I'd recommend looking at Georgism or Geonomics. I'm not sure if it's necessarily what you're going for but give the wiki page a scan and it might help fill in a few potholes that might otherwise arise.

Other than that it looks about ready.

edited 11th Oct '12 10:51:05 AM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#17: Oct 11th 2012 at 1:25:41 PM

Fixed and expanded what was asked. As for the economy, I'm actually following the Inca close on this while making my own interpretation in other things. Here is a small article on the Inca's strange economy.

If I'm sure of something it's that I'm not sure of anything.
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#18: Oct 11th 2012 at 3:37:11 PM

Looks good.

edited 11th Oct '12 3:42:43 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#19: Oct 15th 2012 at 4:58:17 PM

All done.

"What a century this week has been." - Seung Min Kim
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#20: Oct 16th 2012 at 9:25:27 AM

"Shenla ma Deiyake, giya Saseidi yu Shudo ou Shuzeidi ma anuya" -General Meiyau, 4th General of the Chilai.

"Gone are the glory times. We are a hateful people on hateful lands."

Geography~

Inhabiting the Kingdom of Meiya's South Eastern most borders, the land is harsh and arid. Not far from the Eralih Empire, the North West most border of their empire meets the some of the harshest slopes of the Eralih Empire, neither they nor the Chilai settle there, though the Chilai depend upon it from time to time for Gold. The lower lands, are mostly hilly and compared to the lands of the North rather lacking in forestry, though they are by no means flat. The heart of Chilai territory is centered around the Blackriver that forms their name sake. With tribunaries and splits hosting other larger towns.

Language~

Chilai is a recognized dialect of the Meiyans. Relying a great deal on Eralih loans words and borrowing some aspects of their way of speaking. However most educated Chilai do speak in a more standard Meiyan style.

Myths~

The Chilai take a rather pragmatic view of the universe and see things, including spirits in rather mechanistic terms. Everything from Planets to nations to individuals down to the spirits which inhabit pebbles most obey the same mechanistic and causal laws. The beliefs that compound their science are derived largely from Meiyan beliefs with Eralih and Zewan-Tal sometimes drawn upon as sources as well. Debate is discouraged and while theories may be expounded both contrary [if they can derive evidence from other sources] or building upon the sources established, Chilai authorities have the final say in whether these theories ought to be accepted.

There is a strong legalist and contract based ethic. A community should be designed to be harsh and operate as one unit for the sake of survival. Those who dislike this are free to leave but should expect no protection or pity from the community they reject.

Poetry and Song are seen as a frivolous Meiyan pursuits. Frowned upon as a serious profession or on anything ressembling a serious occaision. Songs still exist, both old Chilai and Meiyan, but it is difficult to find an occasion or reason to sing without it being looked down upon.

Politics~

Officially ruled by the Meiyan Empire, the natives of Chilai are proud and resentful. A Magistrate may be sent, but unless he knows the Chilai dialect then he shall not be heard at all. Even those few who learn and try to interact, must go to great pains to earn the respect of the natives without which, they become more a figure head than anything. Those who have however, are guarenteed positions through to their great-grandchildren should they remain loyal. This creates a mixed culture, of Meiyan-Chilai blooded aristocrats who both respect the Meiyan authority but can known to be defiant and stubborn.

However despite the technicalities these people are in truth more of an intermediary intellectual class between the Dynast and the Chilai people themselves.

The Chilai are instead governed more by a force they know as Za Neilyudi, or the Eight Generals. Head of the Meiyan military forces in the area, attempts to station others there have proven unwieldy at best. Rebellions and murders have often been provoked by a small misstep and so the Meiyans have taken to accepting a local force as one to govern the area, traditioanlly led by Eight Generals. These men are seen as the authority on whether a scholarly work is to be accepted, or more controversially they will be turned to in times of controversial Meiyan laws.

What burial rites do they have?

Chilai cremate their dead and scatter their ashes.

How do they make war?

Eralido yu shu ma faleya sana daidi giyu Zetado yu shu ma faleya sana saodi.

Chilai yu shu ma faleya sana en giyu Meiyan yu shu ma faleya sana Chilai.

Eralih fight behind rocks, Zetali behind Walls.

Chilai fight behind nothing and Meiyan behind Chilai.

Chilai exceed with light horse raiders, using both bow and short spear supported by unmounted soldiers with a similar armament. Where they excel is efficency and discipline. Meiyan scholars often comment with contempt that the lands around the Black River were made for a warlike people and it shows. Those who lack the fortune to be born early enough to inheret land, find themselves becoming soldiers in one form or another; either they join the Meiyans and the 8 Generals to earn a wage or in contempt they become rebels and highwaymen. In both cases they are feared and respected. Chilai soldiers are often used as shock troopers both on foot and horseback designed to destablize vital enemy positions or intimidate enemy formations, they are also seen as excelling in seige defence. Their true strenght lies in their ability to move quickly in formation and hold to it in the heat of battle. They use bows, but prefer spear formations somewhat a preference applified by the need of Meiyans to fill such roles in their army. This has lead to the reputation amongst the ranks of Chilai of Meiyan archers who fight combat from a distance without great personal while Chilai bear the brunt of responsibility. Viha are more respected but are seen as undisciplined and wild.

Appearance~

Chilai are tall, averaging at 5 feet 8 inches for women, 6 feet no inches for men. Meiyans typically have straight black hair with blue eyes, green or brown eyes and light skin. Their eyes are smaller and noses larger than the average Meiyan's, often with a rather square, rounded face. Chilai wear simple, clothing, light but relatively heavier compared to the other peoples in the area.

History~

The Chilai's rise to promenance was sudden, largely under the leadership of a philosopher, Zhashu, of roughly middle class birth. A Military but more importantly, logistical genius, he managed to transform the Chilai from raiders and bandits to a force capable of over throwing countless warring city states and petty Kingdoms as far north as Zewan-Tal. However, his harsh demands, while promising equality to all and benefits to the obediant were harsh and Sparta. Popular amongst the soldiers who he commanded, his philosophy often found itself abused by distant commanders. However his harsh and equal application of rules would ultimately cause him to suffer as charges fabricated against him by the new Emperor when the previous Emperor had died. Zhashu is remembered for his willingness to face the accusations and accept the judgement of the court regardless of whether it seemed just. None the less, the Heir alone was arrogant and hot headed. His followers found themselves either recanting their beliefs or else charging headlong into self destruction. Ulimately the new ruler's reckless actions brought an end to the dynasty through a mass rebellion in only a short span. The saying is common, particularly amongst Chilai though not unheard of in the south of the Meiyans, that Zhashu spoke true of the obedience one owes a great man but great men are few ["Zhashu yu bei fui seidi ma lenyake giyu nei isuseidi yu ou yoe shau ma anuya.", note: This is a very revolutionary version spoken mostly amongst Chilai. ].

Of the Chilai remnants, many, seeing civilwar and betrayal looming over them, fled. Some returned home to prepare a defence. Though weakened and tired, they accepted the Meiyan's terms once they proved reasonable. Others however who the land could not support or were more ambitious became mercenaries and bandits. Many are said to have gone north and fought under what was then the fledgingly Eralih Empire just as it was taking form. The proudest claim responsibity for the whole of the Empire that eventually rose, though Chilai were mercenary in loyalty and fought just as often against them.

Optional Info:

None yet.

edited 16th Oct '12 3:37:33 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
biomechtraveler Since: Apr, 2011
#21: Oct 24th 2012 at 12:37:10 AM

WOW.

I may post a sign up soon...just need to do some planning.

ScottM96 Ordo Xenos Inquisitor from a field of dreams. Since: Oct, 2011
Ordo Xenos Inquisitor
#22: Oct 25th 2012 at 2:19:43 AM

The Huon League

Geography: The members of the Huon league are spread across a vaguely defined area of land known simply as “the divide”. Across The Divide is a number of different landscapes, including vast lakes and open plains, as well as a number of mountain areas.

Language: As the Huon League is made up of a number of states language and local dialects vary according to individual tradition. Since the formation of the league, many city states have adopted the So’raan language as a common tongue, this helps with internal affairs and cross communication between members of the different states.

So’raan was developed by the city state of the same name, one of the first members of the league, and one of the oldest cultures individually. The language is composed of smooth vowel sounds and text written in So’raan has a contrasting angular aesthetic.

Myths:

Despite the people of the league being of varied backgrounds, they can all trace their lineage back many years to when the tribes of the land would war with primitive weapons and tactics. During this time period the main god of worship was Urias – known colloquially as “the creator” or the “allfather”.

Worship of Urias was common through the tribes, although interpretations of him tend to vary from culture to culture. Since the unification, an official stance on the nature of Urias has been compiled by the league’s priesthood – it proclaims that Urias is the creator and protector of his patrons, and that he smithed the mechanisms of the world.

Like many faiths – this “official” definition often falls on deaf ears to many in the league, who retain their own version of the Urian myth. Popular variations include depictions of Urias as the head of a whole family of deities that specialise in various areas, or showing Urias as both benevolent hero and manevolent reaper. These beliefs often form the basis of underground cults – or in extreme cases, the official beliefs of an entire state (which has led to civil war in the past, and the elimination of the Utrustanian state.

Politics:

The Huon League is made up of eleven states (and a number of smaller, unrecognised factions) – each of which individually manage their internal affairs. Each of these states though, is bound together by the “Huon Pact” – an official declaration that each state will aid and assist one another in times of dire need. To ensure that the Huon Pact is fulfilled to its intended purpose, each of the states sends a pair of representatives (for a total of 22) to the Huon Council, a body that makes political decisions that affect the entirety of the league. The council is housed in Mecras (or Mekras, to some historians) the city-state that acts as the capital for the alliance.

Decisions are made by the council are by democratic vote, and this often leads to infighting and off the books alliances at political meeting. Although this might lead to turmoil and resentment between states, the council may never decree war on one of it’s members – the surrounding world is too vicious for civil war. Instead the only military decision that can be made by the council is to declare war with an outside faction, any further matters are handed to the High General.

Near total authority for war is falls to the High General, an individual elected by the Huon Council. Once elected, the High General must forsake his (or in rare cases, her) loyalty to their home state and act only as an agent of the league, for bias cannot be a factor in their position. The High General is given overruling authority over each states military in times of war, and acts as the absolute top of the military food chain. Because of the power of this position, several times the High General has tried to seize control of the league, but all have failed, betrayed by the unwillingness of the soldiery to try unifying the league’s people.

Burial Rights

As with many aspects of the Huon League, traditions will vary from state to state. The most common of which is cremation and storage in a specialised “Hall of Spirits” - an area sanctified by the priesthood of Urias. It is speculated that this is a purely pragmatic solution to body disposal, as it eliminates the need for large cemeteries and graveyards.

Military

The league’s military, much like its religion, has been unified since the introduction of the Huon Pact. The bulk of its army is composed of Infantry, who are organised into 100 man units on the battlefield. A battle group is composed of 50 units (1000 men) plus specialised units (30-200 men), a scouting cavalry division (30 men) and officers.

The individual footsoldier of the Huon League is clad in leather armour with a Bronze breastplate. Helmets are rarely issued outside of siege warfare to encourage warriors to be aware of their surroundings. The common soldiers carry an iron sword (4ft length), bronze dagger and bronze laminated shield. Bows are also common and are issued to veteran units trained in their use.

Officers of the Huon League (or Haas in So’raan) sport much the same equipment on the battlefield, save their weapons and armour be decorated with inscriptions from Urian legend. Many officers of higher rank may carry a standard with them into battle, acting as the rallying point for their men.

Each battle group will often sport a number of specialist warriors in their ranks. The Huon Pact has a clause that mentions that the military traditions of the individual states should not be abandoned, and as such a contingent of these “traditional” warriors are present in most armies. An example would be the warriors of Arshe state, who go into battle with torso bared except for tribal warpaint, and carry with them tall bronze halberds which tower over their enemies.

Appearance:

As they all share a common ancestry, members of the Huon League have similar physical characteristics. The average male height is 6’1”, while females are around 5’6’, both genders have a rather slender build, making them appear taller than they actually are. The majority of people are slightly tanned, and black and brown hair is predominant.

The predominant dress across the league is the long cloth robes, which originated in the capital Mecras. It is worn as both a formal dress and as casual, though small variations in style and colour vary depending on location and situation. In times of cold, as are common in the mountainous areas of the divide, a fur over-robe will be worn on top of the normal robe for warmth.

History

WIP

edited 5th Nov '12 12:49:34 AM by ScottM96

"Those who stand for nothing will fall for anything."
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#23: Oct 25th 2012 at 11:02:57 AM

As I said most of this is good two points one major, one minor;

I'm going to get pedantic about tactics, because authentic Iron Age combat would be pretty cool;

A long sword like that would be difficult until refining techniques developed much later [the earliest one I found was in China, 938 AD] usually requiring steel. There were a few [Scythians], but as far as I can tell, they were largely ceremonial. I'd recommend going for 2 1/2 ft which really long for swords of the era but less likely to bend or break. Alternatively, I'd consider more of a Blade On A Stick deal. Or a mix, with the Nobility holding long swords and the general militia using shorter swords on sticks.

For the Proud Warrior Race substate, I'd recommend taking some cues from the Fén highlanders or [should Hydrall finish soon] the Sarem [Northern] Tribes in order to tie them into stuff and root their 'primitive' fighting into the setting. This is of course, optional. See the bottom for more*.

For squad size, groups of twenty aren't going to make a difference in large scale formation fighting. 100ish following after the Romans would probably allow for some flexibility with smaller groups of 20 amongst the auxiliary to serve as skirmishers would probably make a bit more sense. Still small but there a small group is actually managable.

You can divide up the thousand however you like, either mostly sling/bow skirmishers where you'll have trouble against a large formation if they're making direct march but will have an advantage in hit and run against them or else mostly regular formation which is a bit more conventional.

The minor issue is that you missed changing the capital city's name in the History section to Mecras.

  • An interesting bit of history would be having the Huon states Migrating North to escape Civil War, Ecological Issues or Toryl expansion. This would add a bit to the cultures and put you at liberty to make them a little more metropolitan drawing on other cultures in the region.

Sorry to be so pedantic, but otherwise it looks great.

edited 25th Oct '12 2:30:28 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#24: Nov 3rd 2012 at 11:00:07 PM

Okay. Sending out another round of P Ms to people and to those who have a substantial amount done or are worrying about inactivity being a sign of a loss of interest on my part; the main cause of inactivity is waiting on the fairly lengthy sign ups. I'm aware of most people's progress and am willing to be patient.

In the meantime, I encourage people to consider their P Cs

  • Name: (Avoid real names since these should be related to the language of your culture.)
  • Age:
  • Gender:
  • Class:
  • Skills: (Combat skills aren't strictly necessary)
  • Reason for Travelling: (Exile, Trader, Mercenary, etc. Keep in mind, you're already starting far from home.)
  • History:

Also, we may start either in Fénír (Faynir) or in Meiya. The main trouble is in Meiya and the it will be when the plot gets serious. The essential vote is whether we want to pass through and explore safely before plot gets too heavy and instead have a more episodic feel.

edited 3rd Nov '12 11:01:13 PM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
ScottM96 Ordo Xenos Inquisitor from a field of dreams. Since: Oct, 2011
Ordo Xenos Inquisitor
#25: Nov 5th 2012 at 3:46:55 AM

Made those small changes for the league. Halberds are now the traditional armament of Arshe.

PC from the Huon League -

Name: Horatelemos Aagoros (This may become "Hora" for short.)

Age: 28

Gender: Male

Class: Middle Class - An Artisan

Skills: Literacy (So'raan, Meiyan, Toryl), Speaking (So'raan, Meiyan, Toryl)Epigraphy, Scrimshawing (Timber and Stone), Combat (Short Sword, Shield, Bow), Bartering.

Reason for Travelling: To forget the past and live a traveller's life.

History (brief outline): Born into a middle class family in Mecras, Horatelomos was able to lead a relatively easy life in the urban environment. Completing his education in the city, he took up scrimshawing and carving of busts at the age of 14. With practice, he was able to refine his art to the point where he was invited to join a wealthy sculptor's guild. Here he stayed and produced fine work - including busts of the league's famous generals.

At 18 began to serve his compulsory service in the Huon Military. While he served in a relatively peaceful time in the League, he did experience a number of combat actions - mainly minor revolts and rebellions against the Huon Pact. 3 years into his service he found himself posted at the border of the Toryl Empire, and it was here that he experienced a betrayal that would leave him mentally and physically scarred for some time.

Horatelemos and his patrol were on patrol when they met a skirmishing party from the Toryl Empire. A fight ensued, and being outclassed by skill and numbers, the League Patrol was forced to surrender. During the combat Horatelemos was cut across the abdomen, leaving him weakened and needing medical attention. Of course, being a prisoner meant he had to go without.

His commander, a man by the name of Xenophos engineered an escape attempt later that night as the Toryl made camp. As the fight bitterly resumed, he told Horatelemos to stay on the periphary of the camp until they could carry him to safety. Even with the advantage, the League soldiers were outclassed, ordering a retreat, Xenophos fled straight past Horatelemos, telling the other survivors to leave him as a distraction.

Betrayed, Horatelemos fled as well, unable to keep up with his former comrades, he laid low in the grassy terrain until the Toryl patrol gave up their search. Returning to his post on the border, Horatelemos was able to recieve treatment to his wounds, but could never look his "friends" in the eye. He recieved special permission to leave the military six months later.

Upon his discharge, Horatelemos has travelled both across the league and across Sphaera, plying his trade for money to fund his journey. He currently presides in Faynir/Meiya...

edited 29th Nov '12 12:41:39 AM by ScottM96

"Those who stand for nothing will fall for anything."

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