MjMNES IV - A Fresh Start

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Ominous hieroglyphics are ominous. :mischief:

Considering joining this. Did the dibs from the pre-thread carry over? If so, can you make an updated map of what locations are taken?

I knew I forgot something! Updated in the map post.

Oh? In that case, I believe I will take a place in Elam.

Is that what you had in mind? (I placed you) Welcome aboard das! :D

I was meaning to ask you, in your opinion, since pretty much the entire ruleset is yours, (I think it may all very well be, any alterations I made from my previous NES I think I replaced with updated parts from AFSNES) how do the rules look?
 
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The walls of Ranshasska rose from the banks the Indus River. The delta provided rich soil for crops, though spring flooding pushed many farmers to live on stilted housing or to retreat to the city every year. Ranshasska's walls and position a small hill helped protect it from the surging waters. The river provided water for shepherds flocks during times of drought. Fishermen brought in growing bounties from the sea and river. Food was plentiful.

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King after king of Ranshasska saw over a land growing in prosperity. Other than having to protect from various uncivilized tribes that looked greedily on the cities with envy on the city, there was peace. Trade flowed through the city from up river, from the sea, from the surrounding barbarian tribes. During times of famine the tribes found they could bring in certain rocks to Ranshasska and trade it for food. More entrepreneurial chiefs sought out locations rich in what Ranshasska needed. Those tribes settled down around those areas. More and more giving up their nomad ways to protect these areas.

After years of trade the close relationship between the Ranshasska Kings and the chiefs of the tribes became closer and closer. By the 1000 BC the great King Jarri issued a decree to the tribes. Pledge allegiance to Ranshasska and receive the benefits of being under the Ranshasska. The chiefs got the benefits of being apart of a larger nation. The King built roads to the Seven Cities. Craftsmen built the chiefs elegant stone temples to rule from. A united army protected from the unorganized local tribes surrounding the growing civilization.

So where the state of things for many centuries. (more to come as inspiration takes me)
 
Retokimas, The People of the Mesopotamian Headwaters
Da'retoki, Confederacy of the 'Retokimatites.

History
Cultural Overview
General
The Retokimatites are a Semitic people migrating from the 'south' and mixing with an Indo-European migration from the Causcus; It is unknown which group attained dominance, for their society prevented the growth of a class of nobility for the victors. It did cause wars that continued to mingle the various peoples of the northern Mesopotamia, until the kingdom of Daretoki conquered most of the fertile valley of the Mesopotamian headwaters and flushed out the nearby hills. It quickly decentralized into the stable mercantile Daretoki Confederacy. Their language is mainly Semitic with some borrowed Indo-European words entering via trade. Their writing is based on a cuneiform 'script', a faster form of writing on clay and backed by a stone. Records can be fired, while writing exercises for scribes can be smoothed by the hand.
Society
A person's role in society is based on their success and reputation. A successful farmer can be more praised than a Warlord, while an apprentice metalworker can expected to defer to a skilled miner. This is shown by greeting the other first, for a well known man is more known to be successful than a unknown one. If both are unknown or seemingly equal, they may number their achievements at each other, or one may defer to the other, even unknown, by greeting first. Finally, it is expected for children to earn their own names; successful merchants might give their sons some seed money for their business, but nothing more. A successful blacksmith might apprentice his son, but will let him go out when he learns the basics of the trade. This causes a culture of uppermanship and the constant urge to innovate and succeed.
Public Service/Inheritance and Consequences
Generally, a successful man who has completed all his goals will build a public building. They can range from shops, archives, temples or Bazaars, but always given to his city. This means that every city has many civic buildings to maintain and to hire out. Eventually, it means that whatever the government of that city is, it controls nearly all the buildings of the city. In the countryside, successful people often turn their palaces into tombs with plans to seal them. Generally, unless they have few decedents or a meteorically successful one, they fain to give a single, unsplitable asset (a palace) as inheritance. Land, however, is usually kept within the family, although the continual splitting of land among elders leads to a constant migration of landless young men searching for new land or jobs, as well as elders who sell their paltry inheritance to his brothers to leave as well.
Religion
A triarchy of the Sun God (Lariso), The Water God (Quaeso), and the Earth God (Erateso). All three have good and evil sides, and each commands a legion of lesser gods, demi-gods, and mythical creatues. The Sun God brought life to earth, but he can also kill it with his heat. The Water God feeds the earth with his body, but can drown it with his tears. The Earth god holds life in safety on the ground, yet it can suffocate it with dust storms and mudslides. In practical religion, the Sun Priest operates the Sundials and pray for good, strong, yet not burning, sunlight. The Water Priests sets the Irrigation Channels on rivers of power which overlap the Rivers of Water, and pray for moderate rain. The Earth Priest plans mines, and pray for good ore and good clay.
Although the Retokimites are generally polytheistic. Their Priests see their god above the others, as the One Creator (instead of working together) and as Supreme. Their direct followers have lead Larisolian, Quaesolian and Eratesolian crusades over the centuries, but within the Daretoki Kingdom itself Larisolian through is given a very slight preference noting the actually created life while the others guarded it and so Lariso is the creator of live, if not of the universe and the other gods.
Expansion
Generally, expansion occurs either when an already successful man uses his influence to send an expedition to build a new city (and name it after himself to immortalize himself forever) or when small groups of semi-successful men leave a community due to overcrowding. In either case, they either find empty land which are rarely used by various Nomads, or land which are held by another tribe or culture. Extremely rarely is a decent patch of unsettled land to plant a new town is available, but have occurred in history and often complicated inter-civic relationships. If the land is dominated by Nomads, they quickly make a deal to the nomads by building a fort and a well, then beginning to buy products such as wool or cheese. This will slowly bring the Nomads into their economic sphere. If there is another tribe, they will see to insinuate themselves as merchants, build a large fort-like embassy, and slowly rebuild the village in their image.
One final way expansion occurs is when a Celebrity donates a villa from his family to a City-state or Regional Confedearcy. This usually happens when dividing inheritance becomes too unwieldly. This villa becomes a new town center for the exploitation of nearby areas.
Cultural Goals
Trading forts and small town-based confederacies/city state kingdoms are scattered throughout the Eastern Anatolia-Southern Causcus-Western Persian Plateau-Northern Mesopotamian area, each of them dominating local trade and seeking to gain additional power without disrupting the trade routes. Generally each major "capital" has at least one resident Celebrity every generation or so, providing quality goods of whatever specialty. This means that trade of these specialized masterpieces constantly shifts with the passing of generations and various mastercraftsmen. Sometimes a City-based Confederacy like Daretoki will from, but the situation of the stable Daretoki on the fertile valleys of Mesopotamia and the nearby, ore-rich hills have left much more marginal areas for these confederacies to dominate.
Other State Names
Town-Based Confederacy- A group of towns of similar status sending 'Celebrity delegates' to a central town, and often a traveling court. Generally small, decentralized, and with little power, but can easily control local trade. Names are generally of the founding "Celebrity" who has unified the towns with his deeds. I.E. Darren's Confederacy, Jeremiah's Confederacy. (Darrenites, Jeremians, ect.)
City State Kingdoms- A strong city which dominates a ring of towns. It's Celebrity dominates the others on the council, and is sometimes crowned King depending on various achievements. This control reduces mercantile control somewhat, but makes up for it with production of goods and centralization of the celebrities of the kingdom at its central city. Names are generally of the city, are are of two to three syllables capped by the suffix -Kima. With their citizens as Kimatites. Kingdom of Sodokima, and their Sodokimatites. Or the Kingdom of Jerukima, and their Jerukimatites.
City-Based Confederacies- Comparable to the Daretoki Confederacy itself, a group of strong cities dominate various Town-Based local confederacies to form a strong regional government. Daretoki is the earliest, largest, most stable and respected of these. Generally named by region with Ki at the end. Dareto, the hills where their capital is, Ki for their strong union =Daretoki Confederacy. Ect.
National Goals
Trade
The Confederacy of Daretoki wishes to monopolize the Mesopotamia-Levant trade routes. Their position on the eastern edge of Anatolia has secured the Caucasian and Persian trade routes as well. Trading forts and watchtowers will be built on hills to expand their power, which, in this case, is mostly the use of their army to kill bandits and escort the merchants (while asking for tariffs and "Protection Money") and their navy to control the fords and ferries of the rivers Tigris and Euphrates. (Name to come later; some kind of concensus would be good)
Technology
The control of the edges of the Caucasian Mountains, the Anatolian and Persian Plateaus, and the Mesopotamian Valley has brought fertile lands and rich mines into the control of the Kingdom of Daretoki. Although rain usually sufficed to water this land, pumps are commonly used to bring water up from the rivers to fertile hills and its terrances while irrigation channels spreads the water across the fields of the Mesopotamian Valley. This freed farmers from depending on the rain, and is especially useful in drought as their stored cisterns and the lowered rivers can still be used to plant their crops. In the hills, herding and mining become more important, with the use of bright metal plates to bring light into the deep veins; the surface ones were exhausted by mining long ago. They reflect the sunlight and must be slowly adjusted throughout the day to maintain efficiency; they have accurate sundials which are adjusted every day or week by a priest, depending on the size of the mining town. They understand the properties of rails and build channeled ruts for their mining carts and allow them to take heavier loads of ore from the roots of the mountain.
Government
Each city or region governs itself, but all cities are required to choose a willing 'Celebrity' to represent them at a national council. There, they choose the path for the country as a whole. In times of peace, wandering 'Celebrities' bring 'demands' from the cities for one law or another, while messangers arrive every five years with an overview of each city's archives. During times of great crisis, they may empower a warlord for five farming seasons (a year and a half) with complete power. Usually, they give lesser power among the regions and seek to isolate problems that way.
Military
Generally, each city and region has its own professional, reserve, and citizen military units. Professional "Warriors" are used to protect trade routes, defeat bandits, and train. They are paid with a home, food, and possibility for adventure or an expedition. Reservist "Guards" patrol each city's walls or each region's wild borders (if they have any) once a week, and usually train the day before. They are paid by food, and might gain extra duties when the Warriors leave. The Militia is the levy of all able-bodied men to fight. It is expected that all men, regardless of position (unless that of a slave) will train in at least one perferred martial art. The Spear, Sword, Axe or Bow are common choices, with strange weapons or unarmed techniques brought constantly by trade. If the Warriors are defeated, and the Guard pushed to the city, the Militia will be organized into small squads under chosen leaders to fight inside the city, and possibly strike back if they succeed in defending its walls.
Nationally, they rely on first a force of Heavy Charioteers chosen from the best among the various cities, as well as a force of 'Fast Charioteers'. Fast Charioteers rarely use their chariots to attack; generally, they are used to quickly bring troops to support an outlying region. Secondly, they rely on a professional army for use in time of national crisis. Finally, they retain the power to call up all the Warriors, and sometimes even the Guards, of Daretokite cities for the use in campaign.
The cities fight among themselves with their professionals, and the Kingdom generally allows that as it allows Warlords to gain reputation and it allows them to settle a disagreement honorably without bringing it to the council. In battle, they will choose a site, field their warriors, and fight. The battles are much more fluid, as lowlanders prefer to rely on shield and spearwalls with a force of chariots and archers, while highlanders prefer wedges of shields and swords or axes, and javelineers, and the use of horsemen. The battle ends when one line breaks and flees, and the dispute is thus finished.
Sometimes, they fight to the death of another city state and even conquest. This is only allowed if the city or region being attacked is outside of the Councildom. If it is within, they are kicked out, their Celebrity Representative held in hostage, and the Confederate army sent to crush the rebellion. Generally, the fear of the Confederate Army and the sudden loss in trade will lead to an internal revolt and a new, conciliatory government. Few times in history have cities truely gone to blows; one time was when the Confederacy was formed by the legendary warlord King Kassurnezzar conquered all the valley cities of the Retokimite peoples and expanded to the hills, forming his Daretokite Kingdom, and assembling the Council. His son failed and was disowned by the council, which ruled Daretoki ever since.

QwikiNotes
Professionals=Warriors, Reservists=Guards, Militia=Militia
Famous Person=Celebrity->Leader
Non-Land Inheritance to Government
Each Generation starts almost with a blank slate; Education, Land, and upbrining allowed, Inheritance NOT.
Lariso-Sun God, Quaeso-Water God, Erateso-Earth God; Generally worshipped together as a Triarchy under Kitokisolism (Three Brothers), but sometimes seperatly as a supreme god under Larisolism, Quaesolism, or Eratesolism. Daretoki is moderately Larisolist.
 
Just figured I'd repost this.


The Tuntun

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Culture
Above all the Tuntun values its culture, its art, its Gods. Any 'city' the early Tuntun peoples could have claimed to possess was not a city in the sense that it was filled with urban dwellers, but instead a gathering place where artwork could be shown off and sold, great feasts and events celebrated, and Gods invoked during dire times through mass rituals conducted by the Tuntun community. Community, in fact, is also paramount, for without it the Tuntun may as well be barbarians.

Though they live in separate tribes, in small villages surrounding their ceremonial 'capital', the Tuntun see themselves as a people who have been set above the rest by the Gods. How one Tuntun recognizes another is a two-step process. First, any Tuntun carries some small piece of artwork on his person, something he or his father or his father's father made that bears the Tuntun 'essence'. Next, one Tuntun will challenge the other to a friendly game of Tizia, a game derived from the far more important Tizikin and adapted to allow for impromptu play between a few individuals. Tizia sees two opposing parties aiming to launch a small ball made from various materials across the opponent's left shoulder (left specifically due to a Tuntun belief that all ill-spirits hover on a person's left side) using only their forearms, elbows, or hips. Depending on how a person players--or if they play at all--one Tuntun can recognize another (and the more skilled players can even figure out the individual's tribe due to various strategies passed from generation to generation). Tizia is a friendly game, often played during greetings between two tribes and at the beginning of any major event; Tizikin, however, sees far more at stake and occupies an important place in Tuntun mysticism.

Tizikin is always played in a decorated ball court and always played with an equally decorated rubber ball. The ball itself is often heavy and the game's players are always young men who are at the pinnacle of their strength. Tizikin is played only three times a year during the Tuntun's most important rituals: Xolxi (Year's End), Xuli (Year's Birth), and Cuetlu (Womb-Month). Each village provides a team of five players and a tournament is held to determine a 'winner'. The goal of the game is to launch the rubber ball through a hoop (signifying, simultaneously, the ending/beginning of a new year and the act of copulation) or keep the ball in the air for roughly half an hour. Should the ball hit the ground, as it often does, before the time is up the team that let the ball fall loses and they are beaten by Tuntun priests. Any blood spilled is collected and offered to the Gods. Once two teams remain the game's length is doubled to an hour and the losing team is sacrificed to the Tuntun Gods by the winning team. Understandably, things get fierce during the last match and many teams opt to lose early, but both the winning and losing teams are held in high esteem by the Tuntun and both tribes with the teams belong to earn special rights and privileges.

Society
The Tuntun live in familial clusters around their ceremonial and religious capital. No one man can truly say he leads the tribes, but one woman each generation is raised above the staunchly patriarchal system to become the Cuettempthal, literally 'The One Womb of the World'. This woman leads all Tuntun rituals and acts as the Tuntun face to outsiders. In truth her authority is only maintained by a council of older male priests called the Itltec, of which there are seven, one for each of the major Tuntun Gods.

On a tribal level this model is mimicked by the dual-leadership of tribes. Each tribe has a 'Headman' (Itlopa) and 'Headwoman' (Cuetopa) who see to the efficient ordering of the 'Man's World' (hunting, farming, animal rearing) and the 'Woman's World' (trading, weaving, child rearing). Oftentimes these two individuals are married, though this need not be so. Regardless of any egalitarian pretenses these dual-leaderships may suggest, men rule the villages and it is to the Itlopa that the tribe looks to for guidance.

The Tuntun are very much based in agriculture and taking their yield from the land. They have domesticated a few animals, such as ducks and dogs, and spend a great deal of their time plowing the land to grow corn. Corn is the staple in Tuntun diet and most meals consist of corn-based creations that are vaguely flavored with whatever else the Tuntun find and kill.

When the Tuntun are not working they are creating their art, which ranges from small carvings into clay tablets or the sides of their mud huts, to intricate body tattoos and the monolithic sculptures housed in Tuntun cities. Artists hold a special place in Tuntun society and are regarded as priestly. In fact, most priests are or were artists at one point due to the fact that the best Tuntun artists are housed in the ceremonial cities. These artists work with stone, a feat that many regard as divine and supernatural.
 
Claiming the far south of the green zone in China
Description to come later today.
 
So are we doing country or culture history? I'm sorta doing both. :D

Mostly culture please, specific dates and such aren't really needed. Just descriptions of your people, their way of life, your culture, and names of places and people; things like that. Nutra's description is what I'm looking for basically.

Also, I realized that most NESes with CZes had a South American CZ, and my previous one did. It makes sense there, as there was some development there by this time, so I added one, which has been filled by two new prospective players who should be posting shortly.

I also added in all the new players.
 
There was a man, they called him Kan.

In such times there wasn’t a specific name for the place they gathered. The-Place-Where-The-Kan-Spoke, would be a pretty direct name for the settlement. Kansity might be more direct.

The settlement housed several thousand individuals. They banded together for company, for survival, for life. Outside the settlement was where the farmers were, that was known, but here was the central hub of the empire. Here is where things happened.

To the north there was another people. Another folk. They were friendly, but they were not of the Kan. They didn’t appreciate the struggle for survival, the sacrifice, the need for a leader. A Kan.

The Southern Empire was born.
 
I'm taking the northern Andes, then figuring out how the hell to do this.
 
Okay, to make things easier for myself, and to keep track of who's posted descriptions and what not, I've listed all the players here and their locations, as well as if they have done a description/overview or not. Remember, Tuesday is the absolute latest I need these by.

When you finish, I'll edit this post.

nutranurse - Mexico - DONE
Lord_Iggy - Oaxaca DONE
Luckymoose - Cyprus DONE
merciary - Sardinia DONE
ZeletDude - Dalmatia DONE
Abaddon - Lower Egypt DONE
erez87 - Sicily - DONE
Kraznaya - Undisclosed DONE
Julius Gandi - Pakistani coast - DONE
flyingchicken - Pakistani interior - DONE
Polish Ghetto -Yucatan DONE
Terrance888 - Northern Mesopatamia - DONE
Azash - Eastern India DONE
Agent 89 - Upper Egypt DONE
skeptikalz! - Central Mesopatamia - DONE
Yui108 - Northern Levant DONE
SouthernKing - Anatolia DONE
Xen - Dardania - DONE
bestrfcplayer - Greece
justokre - Northern China DONE
das - Elam DONE
General_Olaf - Southern China
Kan'_Sharuminar - Southern Andes DONE
LucyDuke - Northern Andes DONE
Frozen_In_Ice - Southeastern India DONE
Owen_Glyndwr - Western China
lord_joakim - Carthage DONE
Boundless - Southeastern China DONE


28 players. Not too shabby. :D
 
Awesome, pulling some of the #fifty people out to play :)

Certainly enough room for me to bump my thread in a week or so once this is off the ground :D
 
Busy, will later :p
 
Daragi Kingdom

Overview:

The Daragitites (daragi meaning "flesh of the stars") have controlled the heart of the Tigris-Euphrates river since time immemorial. A sophisticated culture in comparison to the outlying tribes of the area has developed here; primitive art, specifically sculpture, is encouraged, the most widely used and sought after material in artistic endeavors being clay. They share the Semitic language along with their neighbors, as well as cuneiform script for any and all documentation.

Society:

Daragi society works under a caste system. The main populace is divided between "darwu" (or "star men", a.k.a creators) and "guawu" (or "earth men", a.k.a destroyers). Women from birth compose a third, unnamed caste that functions alongside and in the same manner of the darwu; the majority of the male society jokingly refers to this caste as the binwa (or "camel women", a.k.a helpers) The fourth and final caste is comprised of 70% captured slaves, 20% military deserters, and 10% condemned domestic dissenters, male and female.This group is known as the euwi (or "forsaken people", a.k.a slaves)

Darwu, Guawu, and Euwi:

In essence, darwu are the producers of the society, be it food, art, music, science, etc. The guawu are the warriors, bred to know practically nothing aside from warfare. Both groups are equally respected among the culture, but the benefits of being a talented warrior can include early retirement, which paves the way for a warrior to become a producer, except with comparatively higher honor and status among those familiar with his exploits as opposed to a life-long darwu. This itself off-set by having these newly-inducted workers learning under an appointed "headmaster" darwu with years of experience; a much more prestigious and difficult position to attain then "combat veteran".

One's place in the darwu or guawu caste is decided early in the adolescent years. By birth, all children belong to the darwu caste until they mature and in their pre-teens are selected to perform in a variety of athletic tests, with those successful being transferred into the guawu caste. Exceedingly positive results will have one placed into either a fighting or commanding position within the military.

Exceptional individuals are part of an acknowledged and well-respected elite subgroup of each respective caste. The "headmasters" of the darwu who take into their wing the retiring soldiers or other soon-to-be headmasters, and the "generals" of the guawu who lead the military and personally share military experience to veteran soldiers who refuse retirement.

Finally, the euwi serve to complete tasks from the major to the miniscule, and while not working as hard as the average darwu, the "slaves" are all sold to a master(s) (besides deserters and dissenters), and rarely have time for rest. Army deserters and public dissenters are special in that they are "temporary euwi"; the former are forced to fight in a mixed battalion on the frontlines by threat of death, and the latter are punished by being closely watched over by their temporary masters as well as governing officials. A euwi can prove themselves worthy of freedom, (slaves can be freed by their master agreeing to officials for their release, deserters by courageous action in battle, dissenters by serving an amount of time under a master appropriate to their crime), thus entering or re-entering society.

Goals

The Daragi Kingdom has always had the vision of spreading their influence and primarily their culture among the various uncivilized tribes in the area.



tl;dr
3 castes: Darwu (workers), Guawu (warriors), Euwi (slaves)
Talented Darwu become "Headmasters", teaching other darwu or retired guawu
Talented Guawu can become highly respected Darwu, or become military "Generals"
Worthy Euwi can be freed under specific conditions
High emphasis on culture, military segregation since youth
Economy is driven by Darwu caste; primarily through agriculture and crafting

*More to come*
 
MjM - yes, you got the location right! :) Not sure what you expect me to say about the rules, other than that they are indeed very familiar. :p I don't think I'm ever going to run anything with those rules again myself, but they're certainly serviceable for what they are used.
 
Dainzu

Overview

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Today, Dainzu is the leading city of the Valley of Oaxaca, homeland of the people that we know as the Zapotecs. Its population is fed largely by intensive agriculture with corn serving as a staple. Dainzu, and the other cities existing under its aegis, serve primarily as centers of trade, religion and governance, while the vast majority of the population lives spread throughout the land, following predominately agricultural pursuits.

Religion

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The city itself is based around a Temple to Cocijo (Ko-see-ho), God of Rain and Lightning. Being a heavily agricultural civilization, great importance is accorded to Cocijo, whose rains spill life into the world. Closely interrelated with this weather-worship is the divine art of calendar-keeping. The year of Cocijo has been determined to be 365 days long, a time period that has come to be divided into 18 'months' of 20 days each, and five blank days at the turnover of the year. Interlocking with this 'sky' calendar is the 'earth' calendar, based on the 260 day period between the first missed menstruation and childbirth. It is divided up into 20 'months' of 13 days. These two calendars synchronize once every 52 years, where another ceremonial 13 days are dropped from the calendar to accommodate for leap years.

Every individual born within this cycle is given a religious 'calendar name' based on their birthdate, such as 3-Lightning 19-Ocelot, and a given name from their family. As the elabourate nature of this calendar makes clear, the roles of astronomy and timekeeping are viewed with great esteem, with timekeepers and priests being one and the same.

Religious services are sacrifices to primarily Cocijo, although other cities in the region have their own gods of preference. Dainzu itself recognizes many of these gods, but is oriented primarily towards the worship of the Rainbringer.

Culture

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The people of Dainzu refer to themselves as the Cloud-People, as they were sired by their godly father by fertile rains falling down upon virgin earth. A variety of other creation stories are told in the surrounding cities, according different roles to a wide selection of gods in the creation of their people. Most of these myths are compatible with each other, leading them to be mutually accepted. Cultures are typically referred to by their mythic origin- for example, nearby cultures refer to themselves as the Song-People, the River-People, and the Tree-People.

The vast majority of Dainzu's culture comes from its cities. It comes in the form of pottery, sculpture, architecture and the local variant of the Mesoamerican Ballgame.

Society

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Dainzu is ruled by an Oligarchical Priesthood, responsible for keeping the calendars, maintaining the worship of Cocijo and protecting the people from both nature and neighbouring civilizations. A Priest-King, born on a particularly auspicious date, is chosen by this group to rule until death, serving as the spiritual figurehead and practical leader of the state.

Beneath the priesthood is the rest of the rest of the population, composed of the artisans, warriors and farmers. There is little official delineation between these different castes, and lateral mobility is fairly straightforward, although certain birthdates are widely viewed to be indicative of one's martial skill, intelligence or talents.
 
Hanakai

Description


The Hanakai is a civilization centered around the largest city of Kateryia.

Culture:
The Hanakai are avid traders and ship builders and they are known to build great ships and travel around the (Adriatic) Sea trading good with other tribes and cities along its coasts. Another thing that really aided to their sea-faring is that the city of Kateryia is centered right on a natural harbor and allows the transport of goods into and out of the city easier and more efficient.
Their religion is a Polytheistic one in nature and their main god is the God of Life or "Elexa", other main gods include Lorien, Rebre, and Ioax. The Hanakai people build great temples for their Gods and Goddesses and the city of Kateryia has a huge "Temple District" and each of the 16 major Gods and Godesses have a temple devoted to them where the people honor and pray to them. It is thought that the Gods and Goddesses communicate through the Priests and Priestesses to the Council and then to the people directly.

Society:
The Hanakai people are divided into several classes, the Highest being the Nobles and Priests. After that comes the Merchants, then the Warriors and finally at the lowest the slave class. The Hanakai's government is led by an Oligarchy called the "Council of Hanakai" which comprises of 4 members who are chosen by the Nobility and serve for life. They decide the laws for the nation.
 
If sign-ups are still being taken I'd like to join in the South Eastern green spot in India along the coast.

I'll edit in some info once a get a chance today.
 
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