End of Empires - N3S III

Gallatene culture: The people of Gallat, called Gallatenes, believe in a single god, or at least with a word approximated in other languages as god, a benevolent god but one with limited powers. Therefore, humans are largely confined to their own devices, and so human achievement, especially group achievement, is particularly highly cherished. Unlike some monotheist societies, the Gallatenes do not view themselves as “chosen”, and in fact have a very loose definition of what makes one Gallatene, usually dependent primarily on where you live or how you act rather than who your family was. Also, the communal spirit of Gallatene culture lends itself to a society with a relatively large but not particularly powerful or wealthy noble class, in some ways better described as upjumped merchants (at least by other, more hierarchical societies). The Gallatenes do possess a hereditary monarchy, and the monarchs wield a great deal of power in society—although especially bad monarchs have been overthrown before.
 
Hu'ut culture

Values are somehow centered around the family, family comes first, then the individual. Many are farmers, and slaves are used widely (Although not unguarded). Magio is the primary pagan religion in Hu'ut. Each city is ruled by a Magio priest, and the king is ruling the priests altogether. The throne is inherited dynastically. Social classes are as such: King, regional lords, priests, workers, slaves. A priest does though have the authority to execute death sentences while a lord does not, but the lord is the taxator of the workers in the area. The priests technically own nothing, but instead they administrate the taxes that the lords collect. The lords are supporting the workers militarily in exchange of said taxes; they make sure slaves are surpressed. Workers can own slaves. Slaves have no rights.
The royalty of the Hu'ut is quite centralized. The kings/princes have the rights to do anything they want. Women are not valued as much in Hu'ut, and have no special rights ahead of their time (Think Egypt). Food economy is based on farming the Had river's flood plains and to a lesser descent fishing is being incorporated and is becoming quite advanced. Production is based on stone mining and tin mining in the mountains south of Hu'ut as well as import from Palmyra and small to medium sized tin quantities inside Hu'ut. Masonry is well-developed, and architecture is advanced compared to the age the Hu'ut are living in.
Language is babbling and of the two major religions present in Hu'ut, the Magio and the Dha, the latter is almost gone.
The culture believe that they were created by the hands of the god Hu'atbka, who cleansed them with water and made them walk, whereupon they wandered through a great desert to their current location. The Dha believed that Hu'atbka had a brother.
Hadeb'jjat river is the Hu'ut name of the Had river.
 
One paragraph? :p

Stats updated. Still looking for about twenty people to give me write ups on their culture.
 
From: The Epichirisi
To: The Hamakua

Dear Southern Brothers,

Would you be willing to sell the remaining southern half of the island chain? We would be willing to give you a great deal of gold and maps.
To: the Epichirisi
From: Hamakua

We have considered your kind offer to buy our lands among the islands of the Nakalani, but must decline at this time. Your treasury appears to lack sufficient gold (zereo?) and you have not provided us any notion of the content of your aforementioned maps. We have knowledge of seas traveled by civilized men and to trade our fair islands for what we already know would appear a bit on the foolish side. The value of the islands is evident, but not so what you propose to pay for our prized holdings.

We are comfortable in our peaceful trading and are willing to share our good fortune in being your neighbor.

OOC: Until we have some kind of treasury or EP stat, any trade involving gold seems meaningless. Would you accept twice your offer in gold from us for your islands?
 
Hamakua

The Hamakua society operates at three levels: clan, civic and national. Family and clan are the two smallest social units. Clans freely intermarry. Clans are led by councils made up of both men and women with an elected male (usually) leader. Cities and towns are led by a similar council, but with a woman as leader. The nation is led by clan and city representatives that choose a male leader for 1-7 year terms. This national leader controls the army which is made up of soldiers provided by the clans. The Hamakua use the sea, the land and the mountains to sustain their way of life. They farm, raise animals, fish, hunt and cut trees in the mountains. They are expert sailors and traders. For the Hamakua people the world is an imperfect recreation of the Dream Time (when the world was freshly created and untainted by sorrow) and stories told by the mystics and music made by the talented are how the people know how the world should be. At the end of the Dream Time, the people washed ashore on the beaches of this land. Their shaman leaders sang and chanted the tools and skills needed for survival into existence and once the people had everything needed to survive the shaman sang themselves back into the Dream time to await the next time they would be needed.
 
Culture: Zyeshu
Starting Location: The southern edge of the mountains a little bit east of Hamakua

Society: Despite having little native industry or urbanism, Zyeshu socio-economic roles are frequently quite specialized, due to the common and involved interactions they have with other societies. Politically the priests and non-priests rule themselves separately and are subject to different laws and expectations. Any person who has traveled a ways from his or her home is considered a priest. The Zyeshu also have diasporatic tendencies and frequently borrow from their neighbors (with little erosion of existing customs).

Lineage: Sudanese kinship system. Inheritance is typically partible.

Values: Hospitality, courtesy, patience, humility, courage, curiosity

Religion(s): Many diverse superstitions. Memory, chronicling, storytelling, travel, weather, rituals of sympathetic magic, and what happens before birth and after death are common topics of fascination across many of these superstitions.

Language(s): Classic Anzye is synthetic and fusional, while the more modern 'universal' tongue has adopted agglutinative features. Native syllables strongly favor CV and VC construction. A lack of geographic unity has given rise to many very diverse dialects, many of which are better said to be Anzye-influenced dialects of the given foreign language, and not at all comprehensible to an Anzye speaker. Some isolated or assimilated communities naturally will only speak their respective dialect-language, though many will also know at least some Classic and more often Universal Anzye. The original writing was a logographic system borrowed from neighboring cultures. While Classic Anzye is still usually represented in this way, the Universal dialects are commonly preserved with an Abugida system of writing.

Mythos: Not many people take religious stories literally, but as entertaining descriptions or insightful metaphors. One of the older myths is that the world is a pearl born out of the mouth of god, and as the saints (the distinction between divinities and ancestors is murky) blow upon the pearl the ice that covers the world recedes, revealing more lands to explore. The Zyeshu themselves are said to have come out of, or perhaps across, the ocean. Mountains, glaciers, and oceans (particularly the ones near the Zyeshu homeland) are all frequent objects of veneration or consideration and are commonly tied to myths of divine places hidden away in parts of the earth.

Economic Base: The dominant economic activities are chiefly itinerant. Pastoralism, trade, and craftsmanship and labor (both native and as residents in foreign cities) are the main contributors. Small scale, non-intensive agriculture and extractive efforts play only minimal roles. A not insignificant portion of the Zyeshu spend time as mercenaries (among other professions) in foreign armies.

Nation Names: Temish; Tilgun; Kilardil; Laoash; Burshan; Durnulanu

Person Names: Galineazades (mythic ancestor who discovered the world continued north of the mountains); Gifashneranigal; Zhergelas; Gifanasherigat; Gurbarabil; Nisdribandumesh; Nengopolasser; Zurzinad; Jinzanarbal; Unhanidin; Ingirdalbet; Eshirgiminorash; Hallani; Adbegunan; Nindursat;

Place Names: Kush Hannanu (mountain range); Manakua (penninsula); Ulan (ocean); Urtah (the plain); Kelekemish; Nutekku; Minzeddish; Nil Amana; Nil Bandumesh; Iragal Mesushish; Murzindu; Dilbar an Negidi; Burabad Norshueppa, Gel Lash; Alsh Girabadez; Hifnuan al Gibrandir;

Notes: The Zyeshu are closely related culturally (and perhaps genealogically) to the Hamakua, and have significant artistic, economic, and even political ties to their 'elder sibling' to the east.

As encouraged by their oldest and most revered customs, many Zyeshu travel as individuals or small groups across the known world either to make a livelihood or to compose their living stories, personal segments which they recount to add to the revered store of biographical oral tradition. For most such travelers (who, whether they practice or no, form the priesthood) the 'known world' is a rather slim bit of coastline not more than a few score miles from their birthplace, but some make it north of the mountains or west to the river civilizations or even across seas. Some very few will even return home after such travel.

The Zyeshu custom, when practical, is to speak of events in reverse chronological order. When discussing a plan for the future the typical pattern is to explain the intended result, and then work backwards through each step until reaching the present. Similarly when recounting the past one starts with the end of the account and describes a discrete chunk of narrative then continues with the piece preceding it in time.
 
Many would say that the Ederru are 'barbarians from those cold lands up north'. Not so. They have a strong sense of community. All must provide, so they may prosper. This has led to some close knit family groups. They call it 'huddling together for the coming darkness', as they live under the constant fear that the gods will sweep humanity from the world and start again. Even so, they seem to get along quite well with their neighbors, or at least want to. They are quite terrified of the thought of war, as that is killing, and makes it all the more likely of the time of 'eviction'.
 
Serat Culture

An off shoot of the now defunct Salgaron nation, the Serat prize wealth and military prowess above all. Mercenaries for hire, and merchants looking for a good deal, the Serati will always squeeze and squeeze a rival merchant until he squeeks! It is seen as to have a high intellect if one can best another in either the battlefield or the market square. There is no royalty, but a very important five man council. This is one man elected from his own guild. The five guilds are War, Trade, Science, Culture and Agriculture. These vie for the spending of the nations coffers and the direction it grows. For now War and Trade are the most important guilds, but this of course ebbs and flows with time and society.
 
To: North King, god of all pretty things
From: Hu'ut


Just wanted to say sorry about my rants yesterday. You might consider them, though.

To: Palmyra
From: Hu'ut


Our offer remains available to you. The agreement will be available for the whole of this sunny wednesday - you must say yes or no today, as the deadline is tomorrow.
 
What are you looking for in this turn's orders, NK?
 
Thearak Culture:
The Thearak civilisation is a lot older than its immediate surroundings, viewing themselves as an oasis of civilisation. Meeting the powers accross the mountains has led to a cultural readjustment which is still in progress. Belief in the Gods is held to be important however, the Therak have begun to import ideas from the their neighbours as their old religion stagnates and its ideas pull less and less people. Artistic expressions usually have some relevance to a sense of searching for something, usually tied to the most ancient myths of the Thearak coming from the stars.


Subject to updates at later times of course.
 
The Beginnings of the First True Dynasty

Rijjar had tried, desperatly to view himself as an equal to the Northeners, and attempted to view his Domain as equal to any of the large Northen Kingdoms, recent questions asked of the merchants who plied their wares from the north had revealed rather extreme differences. The Conclusion from the information was that, Thearak was formost of the periphary nations, a saddening tale.

Rijjar had rose to power when the previous Leader of Thearak had died and his son had attempted to hold onto power. Rijjar had ruled as his regent for a decade and, when the boy came of age, Rijjar had him killed. Rijjar had taken precautions and had sons early with one of his political rivals daughters, and introduced the Aristocrats of Thearak to cementing alliances with marriage.

He currently had two boys, and an excess of daughters. All being groomed for their various tasks. The Boys had been competitve, the older confident, knew his limits willing to take his time, the younger fiercly aggressive attempting to make up for lost time. Hopefully one of them would have an accident, Rijjar detested the idea of killing one of them off, or making his succesor understand what had to be done.


**********​

Reclaiming what was Once Lost

The Durac border had been quiet, perfect for what he had planned. Jirrus[1], Lord of all Thearak, had massed his Army and now he would strike.

The Petty statelets of the South had bickered amounst eachother ever since they first emerged on the political landscape, fighting over the trade ships which which passed by. It had been Rijjar's idea that expansion into these states would prove fruitfull, however he had died before being able to actually lead his troops. "To acheive a greater state of Thearak is to honour the memories of my father," he thought, noting that slow and steady approach to this would prove to be more fruitfull, he had enough to destroy any two states, even leaving the garrisons to stay on guard, but the correct usage of dividing the states amoungst each other had to be used. It was just like the courtroom at home Jirrus mused.

"Onward for the Glory of Thearak!"

OOC:

is it just me or does anyone else have problems downloading the political map?
 
Voilà, my culture description.

Arta Xorti Culture: The main identifiing factor of the Arta Xorti cultural group is their religion, Indagahor, a meditative religion whose followers seek enlightenment, called Iehor. The cultural homeland is the island of Dinyart, but from here the people have spread to surrounding lands across the sea. Another factor of the Arta Xorti is the distinct split between the Fishers and the Farmers. While the Farmers are hard working and immobile, the fishers are risk takers who have been the primary colonizers. These people are mostly small-time peaceful traders, however if pushed, the whole Arta Xorti group could unite as one and face off any attackers.
 
The moans of living and dying rang through the morning mist. Bodies littered the ground, and every now and the the keening wail of a widow broke through the background murmur. A small retinue of heavily armed men strode across the battlefield before the town. They stopped briefly at the foot of the causeway, and the men on horse dismounted to look more closely at the encircling ditch and earthen palisade. The causeway had been expanded to twice its intended width by heaps of men filling the edges of the ditch. The horses shied shie away from the corpses of their masters’ friends and erstlewhile enemies.

He signaled for them to remount and proceed up the causeway. The battle had been won, and with it the war, but now it would be their task to win the peace. The damage done to the palisade itself was minimal. Burnt wooden pilings still crowned it, and arrows could do no harm to earth. The gates were another matter, shattered and destroyed by the hewings of hundreds of axes, some left imbedded in the shredded wood. The horses stepped over its remnants and into the smoking town.

Most huts still stood. The orders had been to spare the villagers further harm once the gates were breached and their leaders surrendered. Yet from all of the doorways could be seen the faces of broken women and children, shocked by the defeat and deaths of their husbands and fathers and now facing the enemy unarmed. Nothing could stem the pain of their cold looks. Here and there a house had burned despite the orders. Sometimes, families sifted through the ashes, but the most devastating were those without a family left.

These people needed comfort. They were now to be a part of the Gallatene nation, not the foreigners they had once been. It would be appropriate to show them a kindness. A young girl sat weeping in the ashes of a house, clutching a half-burned doll made of rags. He slipped off his horse and approached her without a word to the others.

“What is your name, little girl?”

“Yris, and her name is Jala.” She proferred the doll. “Jala is hurt.”

H bent down before her. “We are all hurt when such things as war happen, Yris. I cannot put back together what has been broken, either your doll or this house or this town. But we will stand strong together now. We are now one people. And Jala will have a mark to remember her bravery by.” He wiped a tear from her face.

From behind Yris, a voice spoke. “Thank you for yoru words of comfort to my daughter, stranger. It is hard on all of us, but it is hardest on women such as myself.”

“You need not worry now. The price was great, perhaps not worth paying, but that is past now. All of the people of your town are Gallatene now, and the Gallatenes defend their own.”

He returned to his horse, and the retinue continued to move through the city. His thoughts strayed between the little girl and plans for rebuilding the defenses. Stonework would be required to replace the low earthen palisade. All he could see in his mind was a stack of dolls guarding the city.

A few minutes passed before Yris’s mother timidly asked a soldier who the passing man had been. “The king.”
 
North King, are the northern Uggor nations allied with the Republic of Duroc? I just want to make sure I understand everyone's tries to one another. Also, how many elephants do each of the Uggor nations have now? Having military animals in stats might help a little.
 
I do such things also when mods ask me for short orders. Can't help it. xD

Well, I need it to actually be one paragraph when I put it in the stats.

What are you looking for in this turn's orders, NK?

Basically the same as the last two turns, since it seems to be a long turn.

NK, do you think you could change that to Chiefs?

Sure thing.

North King, are the northern Uggor nations allied with the Republic of Duroc? I just want to make sure I understand everyone's tries to one another. Also, how many elephants do each of the Uggor nations have now? Having military animals in stats might help a little.

Lumada typically aligns itself with the Duroc; Moti is rather aloof.

How many you can raise is a much more pertinent question. The stat under military is not a standing army, it's how big of an army you can recruit without penalizing your nation. For elephants, you can probably recruit a few hundred, the other two somewhere in the tens.
 
I'll try again then:

Hu'ut culture

Values are centered around the family, family comes first, then the individual. Magio is the primary pagan religion in Hu'ut. Each city is ruled by a Magio priest, and the king is ruling the priests altogether. The throne is inherited dynastically. Slavery is widely used in the Hu'ut Empire. Women are not valued much socially. Food economy is based on farming the Had river's flood plains, while production is based on stone and tin mining in scattered quarries and mines. Language is babbling and of the two major religions present in Hu'ut, the Magio and the Dha, the latter is almost gone. The culture believe that they were created by the hands of the god Hu'atbka, who cleansed them with water and made them walk, whereupon they wandered through a great desert to their current location. The Dha believed that Hu'atbka had a brother.

Better?
 
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