I guess I should make (I feel premature) posts concerning my thoughts/themes/plans.
These people are between NK and Thlayli-land, on the Highland Lake and/or along the river from thereof.
We are a simple people. We desire nothing, but to live a good life, and to die a good death. A good life is lived according to tradition, and tradition comes from living a good life. A good life comes with a loving family, fertile land, and living in moderation. A good life experiences all that can be experienced, but rejects all extremes as foolishness. A good death is conducted according to fate, where one dies in time to be ground under the mill so others may live. A good death could be amongst one's multitudes of children and grandchildren, one's blood line secure and one's estate divided equitably and with little trouble. A good death could be in battle, to die so that others can live a good life. Life and death are combined in the Wheel of Fate. For those who live inevitably die, and are ground beneath the wheel so more could rise. To accept the wheel is to live a good life, to die a good death, to honor the past, to utilize the present and to provide for the future. To accept the wheel is to be part of a tradition which reaches back to the beginning of time. To reject the wheel lies only ruin, and nothing more.
I do not have a name yet, but these people value Tradition and Moderation. They are a farming people, who have few towns or cities because they feel the most important measures of wealth is land and blood, with little respect for what may be accomplished in town life. Most households end up with several members learning crafts either by themselves, a wandering craftsman, or as part of a payment for another good or service with another household (apprenticeship?). However, due to their tradition of partible inheritance, they may form regions of higher density which rely on importing food from other blood-lands to feed itself in exchange for a greater focus on crafts. Most organizations to work together are impromptu and temporary councils, which can be considered democratic, of sorts. They generally have little patience in dealing with the foolishness of neighbors outside of common defense, marriage, and perhaps irrigation, but successful councils may become Tradition, and Tradition MUST be upheld.
In their inheritance system, all living heirs receive a single share. The Eldest receives the family home as well as all un-assigned assets. The others only receive assigned assets, generally due to perceived attachment or agreements made prior to death. This generally leads to the younger and less talented heirs, with barely any ability to work their land, to trade their lands to their "betters". Married daughters also often trade in their lands to the Eldest as a psuedo-dowry to enrich their new family. The newly landless would then seek indentured work, wander as craftsmen, adventure, or even form bands to try to win/earn lands of their own using whatever they may barter from their Eldest (or less common, more accommodating neighbors).
Although these people may be often "conquered" or migrated into by another group, they often survive simply through usefulness as proles, rare infighting, sheer breeding ability, as well as harsh and widespread revolts against perceived threats against cultural traditions by anyone who intends to impose something "unreasonable". The various warlords and barbarians may take over for some time, but their abrasive culture gives them bad lives and bad deaths, and they too will be ground beneath the wheel of fate. Although their Wheel of Fate is similar to those of the Nemori, they notably do not have a Defier figure. Some scholars may describe the difference as the "Chained Wheel", "The Mill of Fate" or the "Accepters". Would-be-defiers must either temper their expectations, leave, or be killed for besmirching traditional ways in a disrespectful manner. Change, to succeed, is generally gradual and cultural. Swift change leads to reactionary revolt, as a rule. As Tradition.
EDIT: On War.
War is not a Traditional activity. Some instability may arise when an old Patriarch with little land and too many sons dies with disputed will, but generally a traditional, almost code of law-esque set of rules applies to most situations. Between house holds, generally they would ask a mutually agreed upon third party to mediate. Even if it comes to blows, it generally falls upon chosen champions rather than both calling upon friends and allies to die for a piddling conflict.
If they are being invaded in force by an oppressive outsider, a surprising response may occur. The news of outsiders not only disrespecting tradition but also forcing their fellow People of the Wheel to die would lead to a great outcry. Many would hand off the care of their lands to trusted friends and/or family while they leave. Those with marginal land doubly so: the depopulated and dehusbanded remnants of invaded communities are ripe for starting new houselands and families. Additionally, already transient wanderers and adventures would head towards trouble, seeking to prove their worth. As they near their goal they begin to gather into councils and companies, then armies and hordes. What may initially seemed like an easy conquest and subjugation may suddenly seem like fighting against a growing flood of an entire nation, one which overwhelms almost all who manage to rile up such a response in the first place.
EDITEDIT: Google docs go HERE. Also, they are wave 1.
Quick notes: Monoliths to define land boundaries. Language uses both mouth sound and hand movements. "Arm speak" for long distance communication.