Hidden 10 yrs ago Post by Captios
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Tabula Rasa MkI, the Quintessential Geopolitical Experiment




This is a map. Isn’t it interesting?

Drab, maybe, I'd agree, but it has potential. In fact, I’d even go so far as to say that it has immense potential. I’m biased, of course, because it is my map. That is to say, while I did not create this map (because the great flyingchicken did, and I am not flyingchicken), I own this iteration-to-be of this map. In other words, it’s mine and not yours.

Which is sad. All the other maps I’ve made were mine and only mine. That’s sad. I love sharing. I love maps. This map should be yours. It should be shared. But it’s not.

Not yet.

We can share this map. I can make this yours. You can make this yours. You can make part of this map yours.

But not right now. Right now, this map is nobody’s. Well, it’s mine, but when I say nobody’s, I mean that there’s nobody on it.

No nations, no peoples, no colored blobs, nothing.

Zip. Nada. Zero. Erased. Blank. Blank Slate. Tabula Rasa.

But now I’m going to say something. Let there be people on this map. People everywhere. But still no nations. Still no civilizations in the most primitive sense of the term. But that will change in due time.

Speaking of time, this map needs a time. Let’s give it a time. A map is no good without a setting, a time and place. If I were me, I’d call it a map of our world, 4000 BCE. If I were a tiny speck of a human on this map, I wouldn’t call the date anything, because I would have no preconception of time.

But we have a time, so that’s good. Now for the place.



Here’s the same map, but not the same map. As you can see, there are areas of the map that are coloured in. If you can’t see that, there are areas of the map that are coloured in. Three of them. One in what I would call the Middle East, one in what I would call the Indus River Valley, and one in what I would call China. But I want to discourage calling these places these names. The people there obviously don’t call these places the same things.

So what do those very people call these places? That’s up to you. But for now, let’s call them, from west to east respectively, Cradle West, Cradle Centre, and Cradle East.

Isn't that nice?

I want you to build these cradles up from the ground, up from this blank slate I’ve provided. I want you to create beautiful cultures, magnificent nations, and a stunning narrative. You can do this. I can too, but it's more fun if we all do it together.

How can you participate? Right. Here's something to fill out. Think carefully. Write carefully. Imagine carefully. Not really the last one, actually. Let your imagination run free. But do fill it out with care and love:

Culture Template said Culture Name: Self-explanatory; Culture name, Cradle, Map of general culture location
Mythos: Proto-religion, I want to know how your culture originated, how it sees its people and its world around it, what kind of rituals and beliefs pervade its everyday existence. [400 words min]
Basic History: Give me a backstory to your peoples. Give me the transition from their mythos to their tangible, documentable history, give me the names of your culture’s greatest rulers, its grandest cities, its most magnificent victories. [600 words min]
Material Culture: Architecture, dress, culinary culture, art, symbolism, the glorious and delicious flavour that makes every culture unique. [300 words min]
Society: The social organization, class structure, subcultures, power and wealth localisation and disparity, give me all of it. [300 words min]
Geographic Nomenclature: What your culture calls the local geographic errata surrounding them. [100 words min]
Local Influences [Can be edited in regarding accepted or prospective neighbor cultures]: What does your culture call its neighbors? What kind of sociopolitical or linguistic influences do these neighbors have on your cultures. This really paves the way for some sweet collaboration, so pay special attention to this.


Now for the more bureaucratic style shenanigans:

Regarding Space:

Cradle West shall hold approximately 6-8 individual cultures.
Cradle Centre shall hold approximately 2-4 individual cultures.
Cradle East shall hold approximately 2-4 individual cultures.

Be considerate for your potential neighbors, and be mindful of the minute sizes of the very first polities on earth.

Regarding Language:

If you are in Cradle West, please use a Proto-Indo-European or Afro-Asiatic source for deriving your words, terms, and culture names. Some language isolates may be permitted.
In Cradle Centre, Dravidian or Proto-Indo-European derivatives are preferred.
In Cradle East, Sino-Tibetic derivatives are preferred.

Nonetheless, I don’t want anything in this world to sound precisely like what it would in our world. This is a new world, a blank slate, and having the Kingdom of China pop up would frankly be boring, not to mention the fact that it would be instantly rejected.

Regarding Time:

This NRP will operate, due to the grand timescale, with turns, demarcated by updates. The temporal length of a turn shall be determined the turn prior, and all posts made betwixt two turn updates will be considered to occur during the time determined by the interval of those two turn years.

Regarding Technology:

Every so often, when I deem the time to be proper, I shall PM a culture with a certain technology which will subsequently arise in their culture. It is entirely your jurisdiction what to do with this information. Whether you write on it or not, it will appear in the update immediately following the PM.

Conversely, if you have an idea, feel free to PM it to me, and I will decide whether or not it flies, and thus whether or not you may write on it in further detail.

Regarding Expansion:

I dictate it. You may suggest through posts in which direction your culture will expand, but in the end, I will exercise moderator fiat to prevent overly rapid extension.

Regarding Map Size:

Right click, open image in new tab, and you have a wonderfully large map.

Regarding Posting Procedures and Standards:

Upon having your application accepted, you may post immediately.

Posts do not have to be in chronological order, however they must respect the time frame allotted by the update. Double posting is discouraged, but excepting this, feel free to post as much and as often as you want.

Regarding Updates:

Updates do not have a set schedule, but expect them once approximately every two weeks.

Regarding Transience

None of your cultures will survive intact throughout the course of this NRP. That is a sad, but obvious fact. You are always free to submit a new application for a new area should you lose sufficient interest or should your culture be pleasantly annihilated.

Regarding Collaboration:

By all means do so. Such an NRP will turn so awfully boring if it's segregated merely among cultures. Messy spilling of civilizations' lifeblood and cultures are the most interesting part of history, after all.

Regarding Application Acceptance/Rejection:

Spots in cradles are not determined by first come first serve but rather by quality of your submission as determined by myself.
Hidden 10 yrs ago Post by Captios
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Reserved for basic prospective statistics/culture list.
Hidden 10 yrs ago Post by Captios
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Applications will be first reviewed Monday November 10, 2014, approximately two weeks from now.

Get crackin'.
Hidden 10 yrs ago Post by DAWNSTAR
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Could you explain what you mean by 'Map of general culture location (blank)'? I understand that you want a area where they can generally be found but what do you mean about (blank)? Do you want us to use the blank map to show a general location? Or, do you want us to use the shaded map to show general location.
Hidden 10 yrs ago Post by Captios
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Blank was an error regarding the copy-paste shenanigans involved in getting the RP up.

I want something roughly like this.



Shaded map determines the approximate boundaries of the cradles. I will allow for some extension beyond the shaded boundaries, but nothing over perhaps a few pixels.
Hidden 10 yrs ago Post by Vahir
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WIP
The Omnids

A hardy people living in the fertile lands along the Sea of Terith, what we would now call the Persian Gulf.



Mythos & History: If one is to take the tales seriously, the omnids hail from the sea, the decendents of Sea Gods who came ashore and caused great mishief before being banished by the Desert Gods, but not before they had a chance to impregnate a great number of mortal women, as is the wont of the Sea Gods. In a way, this is as sensible a theory as any- the Omnids do indeed love the sea more than most peoples, voyaging and charting the Sea of Terith and the waters beyond, some trading even as far as the mythical East, and also in that they have a prickly and stubborn disposition: many great families have been wiped out in blood feuds, as in Omnid law any killing must be punished by an equal killing in the family of the perpetrator, causing a bloody cycle of violence.

The Omnids worship the Sea Gods primarily (Partly because as seafarers, they can't afford to risk antagonizing these fickle beings, and partly because it is only polite to revere your ancestors). There is no set Omnid pantheon, as each tribe, clan, and village has its own version of these gods, but some appear throughout the tribes. Prime amongst them is the God of storms and rage, commonly known as Forifall, who in legends sinks the ships of those who do not offer him sacrifice, out of spite. Then there is the mad one, known under so many different names that he is referred to between tribes only as the Mad One, who's wrath and favor is impossible to either earn or predict.

History emerges from myth with the reign of Andor the Many-Legged, a great king with an inexplicable name (some theorize that he was born with a deformity in the shape of a third leg), who united united the Omnid tribes and proclaimed himself King, with the town of Cheraz as his capital. He was shortly thereafter murdered by his own brother, who took his sibling's crown, lands, and wife for his own. He was King Unmorn, who fought for the rest of his life against the Omnid tribes who refused to acknowledge his suzerainty. When he died, there was for an long (though it is not known how long) period of anarchy as the tribes reverted to their previous traditions of self-rule, absent of any central authority.

This ended with the ascent of Porion, who was chosen by the tribal leaders as their new king. His reign was a time of centraliation and consolidation of royal authority. The tribes were required to send a representative to Cheraz- now an important center of trade- to attend the court of the King. He was almost constantly warring against his neighbours, and died fighting savages in the Southern Desert. Thus ascended King Sollen, the current King of the Omnids, who has reigned so far for seven years, mostly spent avoiding the wars that characterized his father's reign.

Material Culture: Architecture, dress, culinary culture, art, symbolism, the glorious and delicious flavour that makes every culture unique. [300 words min]
Society: The social organization, class structure, subcultures, power and wealth localisation and disparity, give me all of it. [300 words min]
Geography: The local geographic errata surrounding your culture. [100 words min]
Local Influences [Can be edited in regarding accepted or prospective neighbor cultures]: What does your culture call its neighbors? What kind of sociopolitical or linguistic influences do these neighbors have on your cultures. This really paves the way for some sweet collaboration, so pay special attention to this.
Hidden 10 yrs ago Post by Vahir
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Hm, I've encountered a problem; the sea level in 4000BC Mesopotamia isn't the same as the modern era, the lands I chose were under water. Are we then working with modern sea levels, or the ones at the time period?

For that matter, do we follow real world climate and geography, or can we make up our own geography to avoid mountains of research on obscure topics?
Hidden 10 yrs ago Post by Captios
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Moderator fiat butterflies dictate that, for the sake of simplicity and for the sake of my sanity, we shall be using the world in its modern incarnation regarding geography.

Geography-wise, I'm not too picky. Just respect the general areal trend for climate and do a tad bit of research on geography. I only want stuff on pretty prominent features; i.e. mountain ranges, deserts, vast forests, seas, rivers, lakes, and oceans.
Hidden 10 yrs ago Post by Balena_Rex
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Wip


Culture Name: Bypine, Located in Israel area

Mythos: Proto-religion,




Basic History:
Like the earthly Mesopotamians, the Bypines think of there greatest king as Wago, aka the God King. The cave he supposedly fought the dragon in became one of the largest cities in there influence, it was known as, Bypineia. There the capital building and all of the religious festivals are held. Most of the main battles in the kingdom where fought here.

Battle 1: The Siege of Bypineia
The people of Bypineia went into a great war against an empire long forgotten, so long forgotten that no one remembers there name. If the forgotten ones would of successfully pulled of the siege Bypine would be no more. Wago, being the great man he was, fought back against the invaders and managed to push them back into there homeland.

Battle 2: The 2nd Siege
Around 50 years later the forgotten ones charged again, Wago's grandson, Jago, was now the leader. He and his army fought against the forgotten ones in the 2nd most important event in Bypineian history, the 2nd siege. This Siege lasted a total of 50 years, and it ended with a Bypineian victory when Jago's grandson Jago the 3rd fought off the forgotten ones and eradicated them once and for all! Or so they think.

Battle 3: The Great War of Bahaza.
Bahaza, a city in the Bypine area, was filled with people who wanted freedom. They started to rebel against the Bypine for freedom. The Bypine government started to send a very large amount of troops to wipe out the rebels. The war was not quick, and it was not easy, but the people of Bypine somehow managed to fight off the rebels in Bahaza while keeping them under Bypine rule.

Material Culture: Architecture, dress, culinary culture, art, symbolism, the glorious and delicious flavour that makes every culture unique. [300 words min]


Society: The social organization, class structure, subcultures, power and wealth localisation and disparity, give me all of it. [300 words min]




Geography:
is very diverse, with desert conditions in the south, and snow-capped mountains in the north. Israel is located at 31°30′N 34°45′E at the eastern end of the Mediterranean Sea in western Asia. It is bounded to the north by Lebanon, the northeast by Syria, the east by Jordan and the West Bank, and to the southwest by Egypt.[2] To the west of Israel is the Mediterranean Sea, which makes up the majority of Israel's 273 km (170 mi) coastline[3] and the Gaza strip. Israel has a small coastline on the Red Sea in the south.

Israel's area is approximately 27,000 km2 (10,425 sq mi), which includes 445 km2 (172 sq mi) of inland water.Israel stretches 424 km (263 mi) from north to south, and its width ranges from 114 km (71 mi) to, at its narrowest point, 15 km (9.3 mi).[3] The Israeli-occupied territories include the West Bank, 5,879 km2 (2,270 sq mi), East Jerusalem, 70 km2 (27 sq mi) and the Golan Heights, 1,150 km2 (444 sq mi).[1] Geographical features in these territories will be noted as such.

The south of Israel is dominated by the Negev desert covering some 16,000 square kilometres (6,178 sq mi), more than half of the country's total land area. The north of the Negev contains the Judean Desert, which, at its border with Jordan, contains the Dead Sea which, at −417 m (−1,368 ft) is the lowest point on Earth. The inland area of central Israel is dominated by the Judean Hills of the West Bank, whilst the central and northern coastline consists of the flat and fertile Israeli coastal plain. Inland, the northern region contains the Mount Carmel mountain range, which is followed inland by the fertile Jezreel Valley, and then the hilly Galilee region. The Sea of Galilee is located beyond this, and is bordered to the east by the Golan Heights, which contains the highest point under Israel's control, a peak in the Israeli-occupied Mount Hermon massif, at 2,224 meters (7,297 ft). The highest point in territory internationally recognized as Israeli is Mount Meron at 1,208 meters (3,963 ft).

Local Influences [Can be edited in regarding accepted or prospective neighbor cultures]: I don't know yet.

Flag:
Hidden 10 yrs ago Post by DAWNSTAR
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This is very much a work in progress.
After hoursdays of work and several revisions, I have finally finished my culture.
The Vargnis



Mythos: In the beginning, there existed two gods and two goddesses. The greatest of them all was Zagirt, the father of all. Zagirt, as believed by the people of Vargni, had taken a large ball of clay and formed what was to be the world they lived in. The goddess Sianie, had taken that ball of clay and found it barren. Sianie then took from her hair three locks. The first lock became all that would fly in the air as the second lock became the creatures that would swim in the seas, rivers and lakes. The third lock of hair was the lock which became the creatures of the lands. Satisfied with what they had created, Sianie and Zagirt went to sleep. Sianie and Zagirt became the sun and the moon, two lovers who flew through the skies in a wild attempt to catch the other.

Yet, there still remained Vashihana and Norubia. Vashihana looked at his brother’s and sister’s world and seethed with anger. He looked about the dry parts of the world and saw potential to strike back against his siblings. Vashihana took the sands of the deserts and turned the sand into glass. He then breathed life into these glass beings and marveled at his work. These glass beings are what later would be known as humans. Norubia looked at these glass beings and saw weakness in them. Their weakness disgusted her and so she took a group of the glass beings and wrapped their bodies in clay. She heated the clay until it was hard and placed the clay beings into the world of glass beings.

The clay beings, humans as they were named, fought against the glass beings. Eventually, the clay beings were all that remained from Vashihana’s original creation. Vashihana, feeling as if he was a failure, took the humans and gave them something his sister couldn’t; he gave them the ability to breed. Norubia felt as if Vashihana was trying to prove he was the better god. Norubia took the humans and give them the capability of evil deeds. Norubia, growing tired from the overuse of her powers, went to sleep and formed the darkness in the night sky. Vashihana was growing tired of his sister’s game and saw the damage she had done to the humans. To correct the damage, Vashihana gave humanity the capability of good deeds. Vashihana’s powers had begun to fade by then so he decided to counter balance his dark sister. Vashihana became the stars in the sky, the bridge between darkness and light.

The people of Vargni worship the gods Zagirt and Sianie in four month periods. Zagirt is worshipped on the last two and first two months of the year as he is considered the beginning and the end. Sianie is worshipped on the months of March, April, May, and June. Yet, unlike their elder brother and sister, Vashihana and Norubia are only worshipped two months out of the year. Vashihana is worshipped on the months of July and August while Norubia is worshipped during the months of September and October.
Zagirt is worshipped by sacrificing the both the weakest and strongest of goats on the months of December and January. On the months of February and November, the Vargni fishermen meditate on rocks by the beach for weeks. During this time, the fishermen communicate with Zagirt and try to earn his favor so as to get a good catch when the season began. Sianie’s worshippers are a bit different from those of Zagirt. Being mostly women, they paint their skin with mud in swirling patterns as the people of Sarhagnas believe covered Sianie’s skin. The women fast during the March and May while eating only dried and salted fish on the months of April and June.

Vashihana and Norubia are considered the twin gods. Vashihana is worshipped by lighting of a torch once every week while Norubia is worshipped by putting out the lit torches once every week. During the months of worship for Norubia and Vashihana, it is considered abhorrent to shed blood or perform any sexual acts. During the first and last weeks of their worships, the Vargni priests and priestesses wear vestments that are half white and half black so as to represent the contrast between Vashihana and Norubia.

Basic History: The history of the Vargnis begins with the formation of the first four Nomad tribes. Each tribe worshipped one of the gods above the others. Zagirt was worshipped by the people of the Gizhara tribe, a war like people who killed only during the months of December and January. The tribe of Jiziara worshipped Sianie and was a tribe of healers and farmers who often traded their services for the protection of the warriors of Gizhara. Vashihana is worshipped by the tribe of Qurizah while Norubia was worshipped by Qurizah’s enemy, Taazini. Jiziara had always been a neutral party in the wars between Gizhara, Qurizah and Taazini. Often times, Jiziara had acted as the gravediggers for those who died in the wars. It wasn’t until the reign of High Priestess Tuizia Nahigana of Jiziara that the wars had started on a decline.

Less often were the wars between Gizhara, Qurizah and Taazini as the High Priestess preached the ‘new word’ of Sianie. This ‘new word’ supposedly was delivered to Sianie by her brothers and sister and then passed on to the High Priestess during her meditations. Sianie told her priestess that the only way for the tribes to survive was if they existed peacefully. The other three tribes took this as a grab for power by Jiziara. Despite all her preaching, the other tribes wouldn’t stop fighting. Out of spite, Tuizia halted all applications of medical skills by the priestesses of Jiziara. Eventually the other tribes had started to lose too many people and warnings of revolt were heard inside the tribes.
In the end, a meeting was held between the four leaders of the tribes. The leader of the meeting, which later became known as ‘The Unification of Tribes’, was led by High Priestess Tuizia. War-chief Viti of Gizhara had his warriors bring him three goats for the meeting as a peace offering. He was the easiest of the leaders to convince to join the coalition, which would later become the Vargni, due to Zagirt’s close connection to Sianie. Yet, Uithi the Inferno of Vashihana and Rahuti the Abyss of Norubia were unwilling to join with each other. Uithi and Rahuti believed that it would anger their gods to work together let alone live peacefully. It took a sign from their gods, the death of the elders of both Qurizah and Taazini after the meeting, for the two to agree to the coalition.

It was decided that all four of the gods would be worshipped equally with Vashihana and Norubia being counted one side of the same god. The city of Tuitoza was formed around the hill where the meeting was held which later became the site known as the Harmony Shrine. High Priestess Tuizia had been chosen as the leader of the coalition until she passed the torch to Figaz the Seer. Figaz had earned the position of High Priest at the age of twenty three, three years after he earned the title of Seer. Figaz received the title of Seer after having saved the lives of sixty three men and women from a flash flood which caused a landslide in the town of Poruthia. Figaz had told the townsmen that Zagirt had called to him during his fasting the people of Poruthia were in danger. It was later believed that Figaz had been granted with Zagirt’s power to see events in the future.

Despite its near destruction, Poruthia later became the second largest city in Vargni. Poruthia also became an integral part of the future of Vargni. It was the people of Poruthia who had helped the rest of the Vargnis through a three month period of drought that had left the crops dead. Poruthians had supplied everybody with salted fish while living on their own supply of fish and dried goat meat. The drought had been the first major event that officially unified the people of Vargni. In recent years, Vargni has seen few issues other than the reason debate raised by followers of Vashihana as to whether women should be allowed to hold the position of high priestess. The current ruler if the Vargnis is the High Priest Yakriti, the 50th high priest in the line.
Material Culture:The architecture in the cities of Vargni is rather varied from city to city. The cities near the sea are often made from clay and mud but they often are covered in a paint ranging from the color of light green to the light blue color. The architecture in the port city of Poruthia is often seen with small housing and warehouses near the coast and a temple in the center of town. Yet, Poruthia is one of the few port cities with a thriving upper class set of buildings. Many of the upper class buildings have multiple floors topped with a small spire at each corner of the building. Meanwhile, the most distinct city for architecture is Tuitoza. Each building of Tuitoza is painted in one of four colors, each color representing a different god. The buildings nearest to the Harmony Shrine are painted with all four of the colors and are reserved for Priests and Priestesses of the gods.

The clothing of the Vargnis is often rather bland and focuses more on simplicity than richness. Often, the citizens of Vargni wear a shirt the color of the god they worship and pants or dress of a green tint to represent Zagirt. The priests and priestesses of the gods wear a long dress of goat hair with a hood which covers every part of their bodies. The warriors of Vargnis wear a simple leather chest piece with a goat fur trimming. Their helms are often made of leather or woven goat hair.

Like their clothing, the food of thee Vargnis is bland. They tend to dry and salt most of their meats for later consumption. Yet, their bread is often eaten the same day it is made and served with goat cheese. It is considered a sign of richness to serve both cheese and fresh meat on the same day. Most priests and priestesses only eat dried fish and stale bread. Bakers and cheese makers are often paid 80 ziths to provide only to the rich.

Vargnis art is often made in the form of pottery and paintings on the sides of housing. The pottery often displays scenes of ancient battles that had been lost to time. Yet, the paintings contrast the pottery by displaying scenes of beauty such as golden wheat fields and the sea. Though the practice of art is a young one, more and more people are finding them entranced by the beauty that many artists had made in cities such as Tuitoza and Poruthia. Though it is not often seen, the rich have been known to pay for paintings of beautiful men and women or of religious scenes relating to their god of worship.

These artists, like the bakers and cheese makers, are paid with one of two currencies in Vargnis. There is the currency known as ziths, a small circle of stone with etching around it, and the yuriq which is a polished white stone used as a higher level currency than a zith. Zith are owned by everybody but few people have more than ten zith. One is considered rich when they have at least fifty ziths.

Society: The hierarchy in Vargni is rather convoluted. The High Priest/Priestess leads the entire country yet the priests and priestesses are not below that. The rank below High Priest is a group of warriors known as the Swords. The swords are composed of the three warrior group of Vargni; the Flame of Vashihana, the Shadow of Norubia, and the Will of Zagirt. Each group is warriors focus on a specific set of skills based on their god and are considered the elite of the military force of Vargni. The High Priest is often seen with a guard of fifteen Swords at one time. The Swords are followed by the Fathers/Mothers of the church in each village. The Fathers and Mothers represent each village in Vargni while in consultation with the High Priest. A Father or Mother is elected to the church of a village every ten years.

The Watch is the fourth highest ranking the social structure of the Vargnis. To be called a member of the Watch is considered an honor. The members of the Watch, who are known as the Gitiri, patrol the border of the Vargni and patrol each city. The Watch acts as the Hand of the High Priest. The Gitiris do the High Priest’s will but haven’t been used in recent years. Below the Watch are the Priests/Priestesses of the Gods. Below the Priests are a group known as Nobles. The Nobles are the richest and most influential members of Vargni. Some of them own fishing companies while others are retired Swords or Gitiri. The Nobles have little say over what happens in Vargni but there is a faction inside the Nobles who wish to have more power. The Nobles are the second lowest of the groups, only higher than the Commoners. The commoners, as their name states, are common people who do the daily work that the Nobles don’t do. Yet, they are the heart and soul of Vargni. The Commoners report any grievances to their Mother/Father and they then consult with the High Priest. It is very important that the Mother or Father of a village keeps their Commoners happy otherwise they might not have the position in the future.
Subcultures-







Geography: The towns of Vargni sit very near to the sea where much of the land is green and lush. The lands around the sea are often cliffs or rocky hills. There are only three major geographical formations in Vargni’s lands. The Qutos hill is the hill where the Harmony shrine was built. On Qutos, there sat an oasis which supplied water for anybody who was making the large passage into the Yuizzara desert. The Yuizzara desert is the largest desert in Vargni. The desert is hot during the day and cool during the night. The hottest the desert ever reaches is 112F while the coldest it gets is around 50F.

The third and final geographical formation is the Ritqah Mountain.The Ritqah Mountain sits east of Poruthia and rises to about 1,225ft. It is believed that Ritqah Mountain is the site where High Priestess Tuizia had been contacted by Sianie. Most Priests make a pilgrimage to Ritqah Mountain every three years to pay homage to Sianie and Zagirt.

Local Influences [Can be edited in regarding accepted or prospective neighbor cultures]: Vargni has little contact with any of its neighbors and considers them to be heathens because they don't worship their gods. Yet, this does not mean the Vargni is not willing to open negotiations with any of their neighbors. In fact, Vargni is willing to trade with its neighbors for anything so long as it does not allow for their citizens to be corrupted by the heathen religion.
Hidden 10 yrs ago Post by MonkeyBusiness
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I would like to know if there are any people creating a nation in Cradle East before I create a nation and find out I am the only person in that location.
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MonkeyBusiness said
I would like to know if there are any people creating a nation in Cradle East before I create a nation and find out I am the only person in that location.


I don't think you have to worry about that. I am sure there will be npc nations to fill in the spots for missing nations.
Hidden 10 yrs ago Post by Daglobster
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I'm probably going to make a nation for this, but I have a question. Do I have to take the map and shade it, or is that optional. I'm not quite sure how I would go about doing that...
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MonkeyBusiness said
I would like to know if there are any people creating a nation in Cradle East before I create a nation and find out I am the only person in that location.


First and foremost, it's not quite creating a nation, it's creating a culture from which nations will be derived. In addition, I will be creating non-player cultural entities for those regions which lack enough cultures, so there's that.

Daglobster said
I'm probably going to make a nation for this, but I have a question. Do I have to take the map and shade it, or is that optional. I'm not quite sure how I would go about doing that...


It's highly preferred, but if you cannot, then just give a general area in terms of modern political geography.

I assume it would not be too difficult to use a basic image editing program such as Paint.NET (my preferred) or even just Paint. Seashore works wonders on a mac, and GIMP is fantastic on a great number of OS's.

EDIT:

Also, no flags yet, especially not during this proto-cultural phase.
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Alright, I'll have a CS for my nation up sometime today, I'm going to start work on it now.
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(DONE! I KNOW IT'S NOT PERFECT, SO FEEDBACK WOULD BE GREAT!)

CULTURE NAME
The Zizhai are an aggressive, tough people, with a love for the ocean, maritime pursuits, and war. They are located in Cradle East, hugging the edge of the Qingdao peninsula, which pokes out into what is known to them as The Laodang Sea.



Mythos: In the beginning, there was nothing, but then out of the nothing came two twin brothers, Mao and Jao, one as bright as the sun, and the other as dark as the cloudy night. Their mother, Dain'gong, the goddess of the ocean, land, and air, loved them both dearly, but she loved Mao the most, for he was as fair as the stars above. As they aged, Jao grew bitter, and one day, he had had enough. In a fit of rage, he forged a great spear out of his own hatred, and struck down Dian'gong, stealing her power to become the god of night. He cast out his brother, and assumed control.

He ruled the lands, and under him, nothing grew. Everyday, he would laugh at the empty, starless sky, and at the bleak lands and cold oceans, and crush whatever did manage to grow under his sandals. To make sure that none of the animals rose up against him while he slept, he created an army of pure darkness, soldiers who could kill the trees and animals with mere looks. For five million moons, Jao ruled over all the earth, until one day, everything changed. One day, he spied a small light, glowing defiantly against the bleak landscape he worked to fervently to maintain. Jao, being an arrogant god, decided to personally attend to this matter, and he descended from his home on the moon to see.

He found a hooded man, resting in front of a campfire outside a village, and he spoke to the man. "Why is it that you so openly defy me? Don't you know that now you will die?"said Jao, and the man pulled down his hood. Jao recoiled with horror. It was his brother, Mao, and out of his eyes, shone the light of all the stars. His trap successfully sprung, Mao raised a mighty fist, and struck Jao with a blow so mighty, it returned the stars to the sky. Jao, never one to fight with honor, summoned his army of dark warriors, and Mao brought forth an army of his own, warriors of pure light named the Zizhai. With righteous power, the Zizhai defeated the dark warriors, and Jao and his army were imprisoned on the moon, sentenced to march for all eternity. Their march can still be seen today, changing the moon over time.

Basic History: After Mao overthrew his brother, and took his place up in the sky, he took the most powerful Zizhai named Mai'dong, and made him the first king of the Zizhai. He freed the Zizhai from his control, and ordered them to build a great civilization for themselves. At first, the Zizhai were not a coastal people, and during the rather brief period where they lived in more inland areas, they struggled. It was too arid, and there was not enough rainfall. Mai'dong, claiming to have received divine instructions from Mao himself, led his people away from their ancestral home and to the east, where he promised them seas of sapphire, and fields of emerald. After a grueling year of travel and hardship, they arrived at the coast, and they knew by the lush jungles and beautiful ocean, that they had found their emeralds and sapphires. However, all was not perfect with their new home. They had neighbors, and rather bad ones at that.

THE NIGHT OF BROKEN PEARLS
For a couple years, the Zizhai prospered on the coast. their economy came mostly from the ocean, and it was as stable as could be. A wealth of pearls, dyes, and food from the ocean, and precious metals from the hills near the city made them extremely prosperous, and extremely vulnerable. One night, a night that would go down in Zizhai history under the name of The Night of Broken Pearls, a rival civilization raided them, known as the Wakzheng. Under cover of night, the Wakzheng warriors stole into Zizghong, and drove off the Zizhai, killing many of their men, women, and children, and capturing many others. Mai'dong swore vengeance as he escaped along with those who weren't killed or captured, a total of one-hundred children

THE BATTLE OF ZIZGHONG

After many more moons of living under the boots of the Wakzheng, it is said that Mai'dong returned with an army one-hundred strong. He had raised the children who had initially escaped with him to be nothing more than hate-filled killing machines, truly worthy of the name Zizhai. Ever since they had escaped with him, he had spent the better part of eighteen moons training these children as soldiers, and telling them the story of Mao, and how he banished his evil brother Jao using an army of divine warriors. With this army, he returned to Zizghong, and challenged the Wakzheng. The battle that followed is forever immortalized in song, art, and festivals. For two hours, both forces did battle, making sure no street in the young city of Zizghong was left unbloodied.

Then, when it looked like Wakzheng were about to win again, a call for the fighting to end was sounded, from Mai'dong's own mouth. Mai'dong challenged the king of the Wakzheng (a despicable man whose name is forgotten by the Zizhai) to single combat, and after a long and epic duel, it was Mai'dong who held his opponent's still bleeding head up high, for Mao to witness. It is said that on that very moment, the sun shone through the clouds, and onto mai'dong, and all the Wakzheng knew the error of their ways. They fell upon their knees, and pledged their spears and lives to Mai'dong and the Zizhai.

In honor of this battle, every Zizhai city has an elite unit of 100 soldiers, raised from birth on the values of martial prowess and religious zeal.

THE AGES OF BLOOD

The period that follows The Battle of Zizghong can be described with one word:

Violent.

Fresh from their victory over the Wakzheng, the Zizhai recovered, and then went about securing the coast of the peninsula, making sure no others could ever do to them what the Wakzheng did. The Zizhai culture began to cycle between periods of total war and periods of peace. These periods of war were called Ages of Blood, and they would last for decades upon decades. These times would be filled with bloodshed and the reaping of blood for Mao, whose power is supposedly derived from the blood of mortals. Entire civilizations would be conquered, oceans of blood would run from the tops of their pagodas from all of the captured enemies being sacrificed. These periods would give way to sudden periods of peace and prosperity, and then the cycle would repeat itself all over again. The most recent Age of Blood ended about two years ago, leaving the Zizhai borders as they appear now. The time for another Age of Blood is fast approaching, but for now, the Zizhai are at peace.

MATERIAL CULTURE

DRESS



The average men and women of the Zizhai dress rather plainly. Men wear the above garment as is in a wide variety of colors, while the women tend to wear longer, more flowing versions of this same dress. Both genders can be found wearing rather simple jewelry made of coral or commonly found turquoise rocks.



The higher up in the social strata you are the more extravagant the clothing gets. Nobility or successful merchants can be spotted with golden piercings, fine garments with precious stones set into them, and exquisitely designed headdresses.


MILITARY CULTURE

Being a civilization that goes on bloody crusades every decade or so to appease its benevolent sun god, the military has become somewhat of an entirely different element of culture by itself, and as such, is noticeably (if only by a small margin). As warriors of the Zizhai, soldiers are encouraged to dress in a way that appeases not only Mao, but the soul of Mai'dong as well, who is always watching over the Zizhai. Soldiers are not only warriors, but in religious celebrations, they work directly with the priesthood, and are almost honorary clergymen themselves. Soldiers are held in high regards, and are constantly encouraged to aspire to live up to the high expectations put against them.

FOOD

Food in Zizhai varies somewhat between cities (as the kinds of fish available varies with location), but it all follows the same theme everywhere else. The people of Zizhai subsist on an almost completely mariculture diet. Fish, crustaceans, mollusks, and even some plants from the ocean are all consumed in a grand variety of ways. This is also supplemented by some agriculture to produce things that the ocean can't provide, like berries or other farmables. Livestock is rare, relative to the time period, and products like milk and meat are often reserved for the elite.



THE ARTS
Music in Zizhai is a complicated affair, and varies widely among cities, since a majority of them were conquered from previous cultures. A prevalent element is massive varieties of drums, some small enough to be held under an arm and played with the opposite hand, and others so large they need to be laid on their side and played with leather-wrapped rods of wood. The drums are powerful, and can be heard for very long distances. One knows when the Zizhai are celebrating, and one knows when they're invading, for these drums are also brought with armies.



Zizhai art usually takes the form of copper or bronze statuettes, or vibrantly painted stone jugs. Occasionally, one can spot a wall mural, painted by hand.

Religious celebrations in Zizhai cities happen occasionally, with the greatest concentration of them happening during Ages of Blood. During an Age of Blood, prisoners of war are sacrificed on a weekly basis to Mao, their blood poured into a large basin where the high priests and soldiers all dip their index fingers in and draw a notch on their faces. It is a common sight around the end of an Age of Blood to see priests and soldiers walking around with their faces completely red and the tips of their fingers stained red.

Apart from blood sacrifices to Mao, religious celebrations can also take the form of more general celebrations, like feasts that are open to the general public, fertility festivals, and also seasonal change celebrations

SOCIETY

Society is very cut and dried, with nothing really left to the imagination. The gap between the wealthy and the general population is more than visible, but there is none of the inherent classism involved. The elite are all part of the merchant, artisan, and clerical castes, so their success depends entirely on the non-elite any citizen with artistic talent or a knack for trading can rocket up the rungs to elite-hood. Under the elite, there's everyone else. fishermen, builders, craftsmen, farmers, all of those people.

GENDER
Gender lines in Zizhai culture are mostly blurred in most places, and sometimes nonexistent in others. The Zizhai didn't get to where they were now by keeping their women in homes while the other half of the population worked and fought. Women can be found working in all facets of society, with very little restrictions placed on them. The only time a woman loses her total independence is once she becomes married, and she becomes the sole property of her husband. With her husband's permission, however a woman can continue to work until she begins to bear children, which she must dedicate her total attention to.

In the military, it is not uncommon to find female warriors fighting alongside their male counterparts, although women are rare in frontline combat, given the need to produce specially shaped armor to accommodate their physiologies. More often than not, women in the Zizhai military often become ranged skirmishers of all kinds of sorts, from thrown spears to slings.

THE MILITARY

The Zizhai military is a complicated affair. Given the urban nature of their society, something more than somewhat coherent mobs of armed men is a necessity, as it's a nightmare to coordinate warriors who are all dressed an equipped differently. To this end, the Zizhai military is relatively organized, with more or less standardized equipment, and even a primitive kind of uniform. All warriors have bright red clothing as a sort of civilian dress, but their battle uniforms consist of thickly layered clothing padded with woven grass and painted a dark, bloody shade of red.

The average gear of a Zizhai soldier consists of a spear with a point on both ends, a weapon which all warriors are more or less trained to use, and the aforementioned padded armor. True armor is a rarity, and only leaders can be regularly found wearing it. True armor is a primitive affair, with small stone plates attached to one another with strings or sinews.



Geography: The Zizhai's cities are almost exclusively coastal, so their cities are almost always surrounded by the moderately lush forests that dominate their peninsula. The ground is mostly hilly, and most of the coasts that their cities lie on are rocky.

Local Influences: The Zizhai are known in their region for their cycles of peace and war, but also for the wealth they pull up from the sea with nets and spears. During times of peace, the Zizhai are avid traders, setting off to trade in the very same ships they used to raid coastal cities, the holds filled with cargo rather than religious warriors.
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Tao-Zheng


Culture Name: the Tao-Zheng culture
Mythos

According to the tales of the Tao-Zheng, in the beginning there was a family of gods, headed by the greatest god of them all, Chonshen, who was the god of Life and Death. He had two sons, Chon and Shen, quite obviously named after their father in his honor. Supposedly the binding of their names was supposed to bring them close together, but rather than that they ended up fighting non stop over whom of them was the better God. As the father knew that neither of them would ever be able to die as long as he was there, he let them settle their quarrel by themselves. Over time, the conflict grew as both of them gathered more and more of their children under them. The conflict grew more and more in strength, and the weather of the earth started reacting to the clashes and emotions mixed in this ancient conflict. Each time the spears clashed, thunder appeared. Whenever they were mourning for their fallen sons, it started raining heavily and the rivers flooded. And when the sun shone, the harvest was good and the people were happy, Chonshen had decided to revive the fallen sons of the gods.

After time, the sons of the gods grew weaker and weaker with every new born son or daughter, as the birth would never be able to pass along the purity of the parent. So over time, they waned in power more and more, losing physical strengths such as strength and agility, but also mental strengths such as intelligence and spirituality. They became more and more like mortals, even losing the lifespan of a god.

Chonshen had seen his mistake in not stopping the conflict when it started, as the world kept getting devastated and revived over and over, giving no time for progress. He delivered an ultimatum to Chon and Shen, telling them that they had to either stop fighting or take their fights elsewhere. But by now, the conflict and fighting had become inherent to their persons, and they gladly took the offer to take the fights elsewhere. Many of their sons, grandsons and further grandsons took their offer too, following them into battle every new day, fighting for their side of the family without even knowing the conflict. But some men and women stayed behind on earth, living after the ideals of Chonshen, and attempted to progress.

But some of the pieces of both Chon and Shen had still settled in these people and strife continued on earth as well and strong as it had with the gods themselves. Fighting and war, death and glory remained a part of the people that settled the earth, and while it wasn't as common as before it was certainly common enough. Every time the thunder from the battle of Chon and Shen cracked, men and women took up arms and fought rivalling tribes and villages. And as their powers were mostly lost during the birthing of the next generations, they found that Chonshen had stopped revitalizing and reviving the fallen soldiers. Battle had gained one more goal besides glory and that was survival.
The Tao-Zheng see themselves as direct descendants from Chonshen, the head god. They also seem to agree that they have lost the power of the gods due to breeding, but some claim that they can regain the power of the gods. The people that claim this seem to be mainly key-figures in society such as leaders and important roles in the tribes.

Due to them seeing themselves as relatives of the gods, they maintain the rituals and uses of both Chon and Shen. When the thunder cracks the sky, it is believed either Chon or Shen has struck the other with their weapons, and in response they take up arms to do battle themselves as well in the honor of the gods. It's not required to do battle, but at the very least it's important to go outside and cheer for the god you support. The god you support is mainly decided by your familyline, but since the two sides of the gods family always battle eachother, every tribe or village seems to support the same god. This results in village on village warfare.

At the same time, when it rains heavily and the rivers flood, they believe it's the time to mourn the losses they suffered in combat. They are typically mourned by sacrificing things to Chon or Shen. These things can be anything ranging from clothes and weapons to food and drink. Sometimes, if the food harvest was exceptionally good, a live animal may be sacrificed as well. When the sun shines exceptionally bright for a longer period of time, or the harvest has been exceptionally well, typically a great feast is hosted because it's believed that Chon and Shen have temporarily made peace. Usually this great feast is held at the biggest village or tribal encampment in the area, and the surrounding members are invited. It's custom to bring items to sacrifice to both Chon and Shen, and as a show of wealth, bringing a live animal along to sacrifice is considered to be an exceptionally good sacrifice.
In everyday life, the religion seems to manifest mainly in what the culture values most. Things that are valued seem to be physical strength, prowess in battle, your ability to provide food and for a woman, how many children you produce. Things that are said to be bad are backhandedness, in battle or in general, going back on your word or being treacherous, or being a leech on society. None of these are punishable, but they will land you at the bottom of society.

As not everyone can be a warrior in a society where survival is quite hard, due to the fact that life was pretty much about getting enough food for the day, the farmers are subject to different values. For one, the ability to raise good cows, pigs, sheep or chickens for sacrifice to Chon or Shen is considered a particularily good value. The second value is a good harvest, as a farmer with a good harvest will be prized by their village and earn a spot high in the hierarchy. These type of ''variants'' go for many roles in the village, for example fishermen will be prized on their ability to catch big fish, or many fish, while a forager will find himself being prized whenever they find a particularily large amount of forageables.

Women have a pretty interesting role due to the religion - since birth plays a big role in the religion they are expected to bear many many childs, and any woman that is unable to birth at all will generally not find many men willing to marry her. However they are not just expected to do just the birthing of a child, raising it and then having another child as soon as she can again. She is also expected to play her part in the village, and while this part isn't as big as that of the man, it's not uncommon for a woman to help fishing, farming or foraging. It's also not uncommon for female warriors to enter the battlefield, as it is believed that Chon and Shen have a preference for female warriors and will impregnate them with their own seed if they manage to survive. Therefore, any child that is born from a warrior woman is expected to be particularily strong.
Basic History:

Due to the religion they have, the Tao-Zheng people's history is one that is particularily bloody. The battles that happen are numerous and are often more like small skirmishes between two war parties than full blown wars as the Tao-Zheng people are quite tribal at this point in time, and have a very prehistoric setup, not even being unified yet into one nation. This results in a large, very large amount of battles each month, but these battles occur in in much smaller numbers than if some of the villages unified. Therefore it can be reasonable to say that there would be skirmish parties of about 40 men and women going out from a village, which would be high in population because of the focus on birthing for women, and if this were to happen for every village it'd be reasonable that there'd be about 125 clashes of these parties every time it thunders.

Recently, the amount of skirmishes seems to have dwindled which can be accounted to the fact that one side of this ''internal war'' is winning, as the followers of Chon seem to have gained in number over the years more than the followers of Shen. That aside, the Chon have been sending out larger war parties than before, claiming that they have failed to appease the gods enough and that the men and women of the Tao-Zheng have been growing weaker and weaker when they don't fight. To give a rough estimate of their gains, here's a view of their village counts, villager counts and warband counts over the years.

For Chon supporting villages, 40 years ago they had aproximately 30 villages, which held roughtly 500 people not counting children. The warband count was around 5 people during these times.
20 years ago, the amount of villages had grown only very slightly, due to existing villages focussing on gaining people and letting people leave to form their own village or tribal settlement wasn't a part of this policy. Therefore they had only 35 villages. These villages however had grown extremely well in size, holding roughly 1200 people. That comes down to a gain of 600 people over the course of 20 years. The warbands were typically around 15 people, but some villages sent out as little as 5 people who were to join a larger nearby village that supported the same god. Others would've sent out more than 25-30 people.
Now, the village count is slightly bigger ranging into the 50's. Villager growth has somewhat slown down, as it's getting hard for them to sustain that many people with the little area that they hold. Villager count is into the 1600's, and it's starting to get noticeable which are the big villages and which are the small ones. Typically these villages form alliances with eachother as they support the same god, but it's not entirely impossible for them to go to argue and skirmish. The warbands would've been averaged at about 20-25 people.

For the villages that support Shen, 40 years ago the village count was very similar to Chon, at a rough estimate of 25 villages. The villages were slightly larger, holding about 550 to 600 people. For some reason, however, some villages held back their warriors completely, giving an average of 2 or 3 people per warband. Since they had not yet started forming alliances at this time on both sides, these parties typically got slaughtered.
20 years later, due to losing most of the fights during the times before, the village count had only risen slightly. They now had about 27-28 villages, but the villager count remained at a steady 600 villagers. As you can see, this is way less than Chon supporting villages. However the reasoning is much different. Due to the losses they took after every time they got slaughtered, and the frequency of battle during a rainy and stormy period, with a lot of thunder, the amount of villagers was only still at 600. The amount of people fighting went up, due to the fact that they had to defend their villages, but since most villages had only 20 people, and some people weren't fighting, it still wasn't enough to gain an advantage over the other villages. The amount of losses was pushed back, but the damage was already done.
Now, they have around 30 villages and tribal settlements, and the amount of villagers has risen slightly to only 1000, and warbands typically number around 20-25 which is about equal to Chon supporting villages. However, the difference in villagers means that the Shen supporters are sending out valuable people that are supposed to tend to other tasks, such as farming to supply food, or hunting.

It's important to note that at the same time, Chon supporters have started trying to 'convert' Shen supporters, and have been seemingly effective in their approach. It seems that power is consolidating on the Chon side of this internal battle, and that centralized powers are starting to rise around their parts of the lands. It has been seen in the past that there were some powerful figures, such as Chon-tin, whose name comes partly from their god, who have tried to centralize power under their rule. Chon-tin was particularily effective because he stated he was the embodiment of Chon on earth, and thus used religion to gain an advantage. Many other village leaders and tribal heads flocked to his side, which consolidated the power of this man. His realm fell apart however, when he unluckily fell in battle.

Another particularily effective person that attempted to effectively centralize their power was a woman named Lao Tze, who used her prowess in battle to convince others to join her new tribal encampment, which quickly formed into a village. Soon enough she was the largest village in the area and started raiding, plundering and stealing from the villages in the area, even when they were supporters of the same god. This was the closest that anyone ever got to establishing an alliance where religion only played a minor role.
Material Culture:

In terms of architecture there is little to say. Their tribal ways have, for now, kept them mostly in huts that are made out of furs. However there's also the villages, which have more elaborate architecture. Here there are houses with a basis of stone, a foundation so to say. It's possible for the first floor to have stone walls, too, but this is reserved mostly for the richer people. For the poorer people, it's mostly walls made out of the planks that are cut from trees in the nearby areas, which give a light colored plank. For the most part, the cornerposts and whatever amount of wooden supports are made out of the log itself, maintaining a darker color than the planks, giving a contrast that is nice to the eye. It's not uncommon to smear plaster over the walls to give them a white color, however this is not necessary and is only done whenever the person living there has some extra trade goods to trade for this service.

The second floor is always made out of wood, even in richer homes. This is due to the labor intensivity of the rock building, which is at it's early stages, so there's no way to make real blocks of stone. The second floor is usually slightly smaller in size, with a door leading to a balcony readily accessible. The balcony will go all around the 2nd floor, giving it a tower-like appearance. There's generally no third floor for the commoners, only for the leaders of a village.

For the leaders there's usually a third 'tower' added to the second one. Alongside that, they have wall surrounding their house, which also acts as a sort of town hall. This wall can be anything from an earthen rampart, to a palisade, to a rock wall.
In the way of dress, it's custom to wear tunics of linen, with a strange habit having settled into this culture. The buttons holding the tunic closed are generally made out of the bones of your deceased parents, or otherwise of that of any deceased family if your parents are still alive. This is testament to the bonecarving that is prominent amongst these people. Sadly for them, however, there's been no real export as they haven't really met any neighbours yet. For women, it's generally considered 'rude' to wear anything but a fine dress in front of men, but there's been exceptions made for women who proved that they weren't 'fine' women, but instead remained true to the warrior side of the religion.

The color of your clothes is usually an indication to the layer of society that you are in, or sometimes can even point out your profession to others. Aside from the obvious, such as a butcherer having an apron of sorts, or a blacksmith having a set of tools on him, something as simple as a blue tunic can imply that you are a farmer. However this isn't true to every village, and is mostly reliant on customs of the area you live in.
As for art, their main source of art is bonecarving. Aside from that, they have some small bussiness making pottery, but most clay is being reserved for the making of bricks in order to make blacksmiths forges and other metal-working related buildings, since they have recently started exploring metalsmithing. Back to the bonecarving, the main creations are simple items like encarving the tusks of a dead elephant, creating pictures of anything that you can imagine on them. Some of the people in the Tao-Zheng culture also let bonecarvers engrave the bones of their deceased parents in order to honor their memory, and asides that they can create meaningful and useful items from these bones such as buttons for pants or tunics and other such items.

As it's still 4000 BC, they have had little chance to experience metalcrafting/smithing, but they are beginning to make some small progress but haven't got much further than attempting to discover how to smelt ores. That aside, the pottery bussiness is going well even with the lessened amount of clay available to them, creating many earthenware products that are both good looking and useful. Many of these pots are used in the kitchens to store stuff like grains and water in them. But also products like plates, bowls and sometimes even some earthenware vases, which can reach the size of a man or even higher in height. Often these vases are engraved by a professional engraver, who often works in close tandem with the potterer himself. They're treated more as the art itself, rather than the items in it. Therefore it's unlikely that they have flowers or any such things in them. The vases are generally the centerpiece of a house, or in case of a richer person, can be used as a big piece of decoration that shows wealth.

The less physical arts such as music, dance and even the 'martial arts' play a large role for the Tao-Zheng, being used for numerous things. For one, they are used to appease the citizens. Music is played using flutes made of bone, drums made out of wood, using darker planks rather than the light planks used in the housing, to make the base of the drum. After that a hide is stretched over the drum very tightly. The drums can be quite gigantic in size, or smaller. Sometimes a mandolin-resembling instrument is played as well. Generally there are 3 people playing the mandolin, 3 on the drums, and one on the flute. The drums play a part in war too, where they are used to motivate the fighters even more.

Usually the music is calm, with moments of speed and adrenaline which represent the culture quite well. Sometimes, when the time is right, the music is joined by singing of at the very least a lady, and sometimes more than one lady. It's possible that in some cases a man joins the singers as well, but this generally only happens when there's 5 or more women singing, in order to bring in a different tone of singing to the table as women generally sing quite high pitched. The lyrics of this music are often about battle, famous historical figures or grand feasts that are remembered for their epicness.

The dances that are danced with this music are performed by women, in beautiful clothes which are bought for them by who ever hired them for the occasion. It's entirely possible that they dance naked, however, as being naked is not a problem for the Tao-Zheng culturally and might benefit the story telling that encompasses the dance, too. The dances are slow, matching the speed of the music. When the music speeds up, so do the women. There's always a story involved in the dance, so it's always about something - whether it be war, battle, political fights, or religious/historical happenings of importance. In that way, the dance is both a mix of theatre and dance.

The martial arts are considered a true art, and one of the highest form at that. It's said that the martial arts that the Tao-Zheng practice are derived from the gods themselves, and thus are the best way to both defend yourself, show others how strong you are and also show the most perfect beauty. Leaving the effectiveness of the martial arts behind us, you'll find many influences of the dance in the martial arts, as these too are often done to music, and match the speed of the music.
The symbolism for the Tao-Zheng is based mainly around people and battle. While the culture lacks any real big battles that are certain to enter the history books in a more modern world, the symbolism is actually based around these battles. While not focussing on an entire battle, often any symbol involving these battles focusses on one person and, mostly the positive feats they achieved in this battle, unless the symbolism were mocking the person in which case the person would likely be shown stumbling around, falling onto their own spears, or even running from battle. While it might not be true that this happened, this shows the usage of symbolism for the Tao-Zheng. It serves mainly as a propaganda tool to the rich, to show how good and perfect they are. And the enemy is usually portrayed as a coward, but there've been cases where they were portrayed as equally heroic, in case the person ordering it be made was less focussed on propaganda, and more on honoring the gods. However this is mostly not the case. The fact that they use this to spread positive feelings about the leadership throughout the villages, even if the info is false, shows that these people already have some form of knowledge about propaganda.
Society:

The way that the classes are structured is based on usefulness to the people - it may vary for every region but it's quite easy to set a general standard that may be varied for the regions.

1. The leader - this person is called the Chonshen-sho in most cases, the 'Earthly advisor of Chonshen' - a replacement of god on earth. He and his family are the highest rank of the classes, and generally have many fingers in many pots. However they are in no way centralized, and only manage their own village first and foremost. Centralization is not yet common place in this culture.

2. The diplomats, tradesmen and warriors - these people are considered most important to a village. The first two because they are what defines the influence of a village. A village that has many diplomats and tradesmen available is obviously both wealthy and influencial, so these men are considered to be equally important to the Chonshen-sho, only below him because of the hierarchy. As for the warriors, it's rather obvious - they are the ones who fight and thus directly show the influence of a village, while the first two only show the indirect influence of a village. For the Tao-Zheng, power lies in bloodshed. For that reason, it's not the diplomats or the tradesmen who are sent to convert villages to the other side of the godly war, but the soldiers. Because who can say no to a god, when his soldiers have shown that their god truly supports them.

3. Craftsmen, farmers, fishermen, supporting warriors and artists - as for the craftsmen, farmers and fishermen, it's obvious that they are what keeps the village going. A village can sustain itself even without a Chonshen-sho, without diplomats, trade or warriors, but a village needs craftsmen, farmers and fishermen to survive. For that reason they are important to the village and have a medium position in the village, even though their influence isn't that big. Supporting warriors meaning the people that support a warband whenever they march to fight, such as wardrummers, the people that carry equipment and food for the warriors, and others such supporting people are quite important too, seen as the people that keep a warband going and alive. The artists also have a favorable position, even though their tasks in society are considered to be.. less than crucial. It takes many years to become proficient at any of the arts, and you generally live in poverty until you truly master the art you wish to partake in. For that reason, they have a favorable position too.

4. Anyone that isn't listed before - hunters, foragers, anything else is generally considered trash of the society and probably doesn't live in favorable conditions at all. The only way for these people to become socially mobile is to learn a profession (which is quite unlikely) or to simply join a warband every now and then, and so become a warrior.

As for subcultures, it's probably easy to see what they are. There's the Chon supporters and the Shen supporters, who are quite the same. The only reason they would be listed as subcultures is because they like to kill eachother. Besides these obvious ones, there are some other subcultures in the Tao-Zheng region.

First, the most prominent one, is a rather tricky one as it's probably not a subculture. Rather it can be seen as the primary culture, who lives in exile. Many of the people have stopped caring for the Chon - Shen war, and only support their god because that's how it's been for ages. It can be said that about 98% of the people living in the villages feel this way, and the remaining 2% who are often the top ranking people in a village, such as the Chonshen-sho and the warriors, who maintain this system in place as it's where most of their power comes from. This subculture can be referred to as the Tao-Zhengists, people who believe that they should not focus on the godly families but rather the earthly families that have formed over the years, believing that everyone in the Tao-Zhengian culture is part of one family. People of this subculture have seen some minor outspokenness, but were met by a swift end as the warriors and leaders saw anyone that was against the religious fights as a heretic of sorts - they met a quick death. It's very likely to assume however that a power struggle will happen, and the 98% of Tao-Zheng population will come out on top, maintaining their likeness for war, bloodshed and martial prowess, however they will be much more centralized, forming several nations within their culture and coming much closer to an actual group of states as we'd know it rather than loose tribal alliances.

On the other hand, there is some other subculture who have a medium amount of followers. They are the Tongists, following the teachings of a man long dead named Tong-zha. They are a people who believe in a more monotheistic religion, and they believe that there is one, giant all-being creature who oversees everything. He controls numerous spirits that inhabit the world, but who cannot be seen. These spirits are supposed to collect information on all human beings to judge whether they are worthy of joining the all-being or whether they should be purged. Purging would mean your soul is crushed into nothingness, which is said to be extremely painful. The follower basis for this group is around 20% of the total population, and they are a large part of the Tao-Zhengists, too, forming the more radical outspoken group of these people. Besides argueing for the end of the useless bloodshed of their own people, they also argue for a Tongist religion instead of the Chonshen religion. It could be said that, if they follow through with the Tao-Zhengist plans to take over and centralize under a cultural banner and form nations, it's likely that the Tong-religion will take over as these radical members will probably be the first to take control.
Geography:

The area of this culture is focussed mainly on the bordering Shinchua river, which has created a natural border for the culture up until now. The areas to the North of the river are referred to as the Taotao lands, named after the man that had tried to move there with his tribe, and failed miserably. South of the river is the rich, bountiful flatlands called the Shonshin Kwan, which is divided into numerous regions. In the south eastern bit of Shonshin Kwan, there's the Tororo, where most of the Shen followers live. The territory of the Tororo has been shrinking as villages are being converted to the Chon side of the conflict. The remaining part of Shonshin Kwan is the Laoten Shoshi region, the region where the Chon villages have the most influence, and which is most bountiful in terms of land.

Local Influences: None yet, as they have no neighburs as of now.[/quote]
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The Byrn-Na Settlements (Byrn People)

Mythos:
The Byrn people are a confederation of kin groups, so origin myths tend to vary. Their common thread begins with the goddess Apademi of seasons, water, agriculture, and protection: She is said to have brought the clans of Byrn-Na to the Awud Delta for mutual aid, safety, and the development of a settled society. It is notable that none of the clans trace their origins to hunters or pastoralists, only semi-sedentary gatherers and slash-and-burn agriculturalists. They have a firmer attachment to location than many other societies, which allows them to transcend kin divisions at the expense of nomads, whom they tend to view as uncivilized leeches. This is especially so because there are no universal gods in the Byrn pantheon: Every god is local, ranging from a village's patron to Apademi herself, who is rooted in the Awud Delta. Thus, nomads are abusers of the gods' hospitality, going from home to home taking from the land but giving back nothing. The Byrn, in contrast, build villages and plant crops to form Byrn-Na, that which is (properly) of the Byrn.

The decentralized nature of Byrn religion means that worship practices vary by village. There is no formal priestly caste to speak of, though every village tends to have a priest or shaman respected by both residents and outsiders. However, there are two common sacred rituals that unite the confederation. The first is the collection of a portion of dead stalks and chaff on specialized bowl-like altars atop hills, where they are burned in honor of Apademi. These sacred hill fires represent both a cleansing of the land she has graciously leased to her people, as well as an offering reminiscent of many clans' slash-and-burn roots. The second ritual is the cordoning off of certain sections of land into "sacred groves," where wild berries and nuts are left to grow with little human intervention. This serves as a reminder that the land ultimately belongs to Apademi; cultivating all the fertile ground might deceive the Byrn into thinking themselves ultimate masters of Awud. As a form of tribute to Apademi, the dead are buried in sacred groves so they can fertilize her land.

Recently, a new concept has crept into Byrn popular theology. Saints, mystics thought to have a special connection with the divine, have joined and occasionally even usurped patron gods. Those who live gather throngs of devotees, while those who are dead have shrines built in their honor.

Basic History:
What drew the many people to the Awud Delta was most likely the village originally known as Byrn, an unusually large settlement in the area with sturdy palisades that offered protection to semi-sedentary peoples from hostile nomads known to steal their harvests. It became a virtual town of refugees as more and more clans settled around it, but the newcomers were welcome because the region was so fertile that additional cultivators provided more than they took. By the year 4600, "Byrn" was no longer the name of the settlement, but rather a new confederate people. Two-hundred years later, agriculture advanced to the point where primitive granaries appeared. The original village, which became known as Byrnis, had well outgrown its palisades, and the growing population was beginning to spread out into satellite villages. By this point, all of the former "newcomer" clans had adopted the worship of Apademi, and in turn they had brought to Byrnis the practices of hill fires and sacred groves.

Within the next few-hundred years, the Byrn people experienced a demographic and geographic explosion; now they were displacing nomads, and not the other way around. Naturally, this entailed fierce warfare, and this hardened the disdain for nomads prevalent in Byrn-Na. They developed a particular warrior practice of burning the enemy dead in hill fires rather than sacred groves, treating them like dead stalks to be cleansed. The war was long and difficult, and nomad counter-attacks could be devastating. It was during this time that Byrnis transformed its palisade into a proper wooden wall and added a second wooden wall to encompass its growth since 4500.

In the last century, villages have begun to sprout further from Byrnis than ever before, particularly in the North. With the beginnings of trade with the Vargnis and Bypine, the Byrn have even founded ports along the northern coast. In the wake of this expansion, Byrnis has developed a caste of nobles including both notable townsfolk and village representatives.

Material Culture:
Byrn food production is done exclusively by farmers and sedentary gatherers. Small game hunting is accepted as a supplement to nutrition, but big game hunting is looked down upon as unclean. Only desperation is a valid excuse for temporarily adopting the ways of the nomads. Taking it on as a way of life is anathema.

The primary crops of Byrn-Na are sorghum, wheat, yams, and millet. In addition to this, common foods are berries, nuts, wild fruit, birds, and river fish. Recently, cattle have made their way into Byrn-Na agriculture via trade with their Northeastern neighbors, and sea fishing has become a common source of nutrition on the northern coast. Because the Byrn class structure is less stratified than most and relatively decentralized, it is not uncommon to see the full panoply of Byrn-Na foods in the meal of a peasant family. Whenever feasible, meals are eaten outside among fellow villagers or neighbors. Utensils are used for cooking, but rarely for eating, and food is served from collective pots onto individual plates or bowls (usually wooden).

Most Byrn-Na buildings are made of mud-brick, but Byrnis' walls and high-ground location allow the selective use of timber and stone. Now that Byrn civilization has spread far enough, certain villages can devote themselves to quarrying, bringing stone into Byrnis. Furthermore, metalworking has begun to expand throughout the Byrn-Na settlements. This has allowed architects to begin experimenting with stone and gold. Great shrines to Apademi have been built: Small crowds of statues lifting up a rising sun covered in gold. Other patron deities have gotten attention as well, and some of the older satellites of Byrnis boast their own stone monuments. The motif of a crowd of people lifting up a symbol is the most common. However, the concept of Saints has allowed for some more anthropomorphic sculptures, often mixing human characteristics with those of plants or (non-migratory) birds. Sculptures of saints are generally painted entirely black save for some elements of gold and blue. White, the color of death, is employed only in "basins" or accompanying sculptures where stalks and chaff are collected and burned as sacred hill fires.

Byrn weaving is perhaps the people's strongest craft. Clothing is one of the most visible distinctions between proper settled peoples and nomad barbarians, and thus essential to Byrn identity. Vibrant colors, especially deep blue, and geometric patterning are hallmarks of Byrn dress. Even villagers make a point of layering colors, sometimes wearing multiple robes in contrast with one another. Nobles and prominent townsfolk add to this gold and silver embroidery. Jewelry, made of beads and colorful stones, is also common in Byrn-Na for all genders and classes. Gold and silver jewelry is unique to Byrnis, and available only to priests and nobles.

Society:
The stratification of Byrn-Na society is irregular, ambiguous, and relatively limited. The clearest elite is that of nobles, which include the Village Nobles and the Byrnis Nobles. The Village Nobles are selected by elders, and the Byrnis Nobles represent the Five Heroic Dynasties of Byrnis, descendants of champions of the long war against the nomads. The nobles meet regularly in Byrnis to bring the many Byrn-Na settlements together, but their formal authority is limited to military matters for the common defense. Naturally, all nobles are capable warriors and strategists.

There is no rigid priestly caste, but spiritual leaders still wield significant power. The priests of Apademi in Byrnis are the town's main patrons of the arts and architecture, save for the walls which fall under noble authority. In villages, the priests or shamans are almost always the most powerful Elders, and in local matters their authority often surpasses that of the Village Noble.

Byrnis has a special Warrior class, tied to the Five Great Dynasties and enjoying spectacular respect. But in the rest of Byrn-Na, the military is generally comprised of militas that drill regularly. They are often trained by Warriors and receive weapons from Byrnis, but their status is that of ordinary villagers.

Peasants and artisans occupy roughly the same rung of Byrn-Na's loose social ladder. Peasant communities are essentially autonomous except for their Noble and some merchant connections, but they are expected to respond to Nobles' calls to arms for the common defense of the people. Artisans do not have military duties except to concentrate on military production in times of war, but as residents of Byrnis they do pay taxes for the maintenance of the town walls and the Warriors.

Merchants, because of their quasi-nomadic lifestyle, are considered below ordinary freefolk. However, the wealth some accumulate is a certain compensation, and the niche they occupy as go-betweens is appreciated.

Finally, true nomads in the region of Byrn-Na are systematically captured and enslaved. Most work difficult jobs in mines and quarries, though the lucky ones with useful knowledge may find work as slave apothecaries or advisors.

There is not a very sharp division between men and women in Byrn society. Warriors do tend to be men, but nobles are more often women. In particular, the Byrnis Nobles are all women, as family matriarchs and representatives of the crown city of Apademi. But, the priests of Apademi are mostly men, to highlight the contrast between the humble Byrn people and the great Apademi. Shamans and village priests vary in gender. There is also a special place for those considered neither men nor women (or both), Gakir, which confers extra spiritual authority that leads many to become Saints.

Geography:
The North of Byrn-Na, its most densely populated region, is a delta of flood plains with a relatively humid climate. Despite much clearing for agriculture and villages, dense forests cover more than half of the total land area. But as one moves south and delta merges into a single river, the climate becomes drier and generally hotter. The landscape here is generally clearer and more desert-like, except along the edges of the river. The river floods seasonally, meaning that villages must be built either some distance from the water or as temporary settlements. The one major exception is Byrnis, which enjoys rare high ground just West of where the delta converges.

Local Influences: The growing class of Byrn-Na merchants has developed contacts with the Bypine and Vargnis peoples. The Vargnis are considered a little uncouth because of their nomadic roots, but generally both peoples are considered civilized. Byrn-Na has incorporated livestock from these neighbors, and it has even adopted the Bypine alphabet. Nobles have employed and adapted the alphabet for the Byrnis Dialect, while merchants are increasingly mixing linguistic elements from all three civilizations to form a common trade language.

The Byrn take no issue with their neighbors' gods, and many are even happy to know that other deities have seen fit to form civilizations like Apademi. Many merchants look up to the Bypine religion for its strong emphasis on mutual aid, and a few have even implanted themselves in Bypine towns and adopted their gods. Yet, almost all Byrn strongly dislike the Bypine and Vargnis insistence on a "true faith." The concept makes no sense to a people who sees every deity as attached to a particular locale.

The Byrn have more extensive contact with the Akir. Some Byrn-Na clans share family ties with their Southern neighbors, and it is likely that these share historical origins with certain Akir Kabals. The Byrn and Akir languages even share many words and grammatical structures, and the southern Byrn dialects and northern Akir dialects are particularly close. However, though some common ancestors are acknowledged, no Byrn-Na clan recognizes ties to the ancient, nomadic Akir. Contact more often takes the form of trading: Akir lands lack forests but are rich in minerals, while Byrn-Na has plenty of forests to exploit but less in the way of metal. Some of the most successful and respectable Byrn merchants are those who maintain these commercial links with their Southern neighbors. A few of the southernmost Byrn villages have even adopted the worship of Di'een, particularly since Akir religion is perfectly compatible with the worship of Apademi and other local patron gods.
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Sooo...do we have an ETA for the IC?
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Captios

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Update 0 will arrive Wednesday November 12th, after which IC posts will begin.
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