Nation Name: The Free United Cites (TFUC)
Flag/Banner(s):
Political Environment and Government Type: I'm going to put this in hider dot point things to organise my thoughts a little more.
Location On Map:
Demographics (Racial):
TFUC is a melting pot of different ethnicities. This is a breakdown only of the most common:
Cultural/Social/info in general.
Culture changes significantly as you change city/region, however some culture is universal.
Important States and Cities:
History: (Start of the first year listed to the end of the second.)
Flag/Banner(s):
Political Environment and Government Type: I'm going to put this in hider dot point things to organise my thoughts a little more.
The cities used to be separate nations, but were recently unified by Warlord Seme IV under The Free Uniting Pact. Now they're still considered states in the nation of The Free United Cities. There are no hard rules, except those in TFUP. Everything else is held together by a judgement system explained further below.
The cities have a 'friendly rivalry' type of thing going on. Warring between themselves is not prohibited, but they must do it in good spirit/sport or accept that Jajeme could tell them to resolve it nonviolently if it is weakening TFUC more than a little. War between cities is often encouraged, as it allows for practice. Each city has a certain personality and role, which are explained in more depth below.
Despite all of this, the cities always help each other against or with outside forces. The Warlords are always happy to meet in Jajeme to feast, or whore, or drink. Not that any of those are exclusive of one another. This is because all conflicts the Warlords hold outside of Jajeme must be forgotten, for fear of murder.
The Warlords try to do well by their people for this same reason. More details under 'Warlords'.
Regarding extra-TFUC forces, they decide what to do based on disposition, TFUC gain, personal gain, and personal values. Ie. If a nation is willing to be allies, TFUC will happily trade and defend, until it becomes harmful towards the wellbeing of TFUC. Personal value placed on loyalty is a very minor consideration.
The cities have a 'friendly rivalry' type of thing going on. Warring between themselves is not prohibited, but they must do it in good spirit/sport or accept that Jajeme could tell them to resolve it nonviolently if it is weakening TFUC more than a little. War between cities is often encouraged, as it allows for practice. Each city has a certain personality and role, which are explained in more depth below.
Despite all of this, the cities always help each other against or with outside forces. The Warlords are always happy to meet in Jajeme to feast, or whore, or drink. Not that any of those are exclusive of one another. This is because all conflicts the Warlords hold outside of Jajeme must be forgotten, for fear of murder.
The Warlords try to do well by their people for this same reason. More details under 'Warlords'.
Regarding extra-TFUC forces, they decide what to do based on disposition, TFUC gain, personal gain, and personal values. Ie. If a nation is willing to be allies, TFUC will happily trade and defend, until it becomes harmful towards the wellbeing of TFUC. Personal value placed on loyalty is a very minor consideration.
Warlords act as rulers over their individual cities. They are bound by The Free Uniting Pact (TFUP) to enforce very few laws in their city. By custom, if a Warlord is killed, their killer takes rule. This is unlikely if the Warlord is well liked, which they'd better be for fear of assassination. If a Warlord is not killed and dies of sickness or age, the first person to assume the mark of power for that city becomes the new Warlord (this can be a throne, a staff, a crown, shit like that). This usually has a ritual before it, involving competition with other candidates, but there's nothing apart from stigma to stop someone forgoing this ritual. When someone becomes a Warlord they discard their old name, taking on the name of the city.
So basically justice is fit to be served by any three people not involved in the perceived wrongdoing. If these five people disagree they will have to make the vote unanimous in any way they see fit (debate, murder, threat) Justice is complicated. The large majority of the people follow a loose moral code, generally something along the lines of "Everything is appropriate at different times.". Apart from this strange cultural habit, there is no formal justice system.
This is the only city protected from the inside by TFUP. If anyone within TFUC attacks Jajeme, they will face the wrath of all the other cities. The Warlord of Jajeme doesn't follow normal rules either. The Warlord has several students he has chosen, usually about 5. These students take it in turns to run certain aspects of the city so the Warlord can evaluate them. When the Warlord dies any way the students appeal to the Warlords of the other capitals, who must make a unanimous vote on a student (again, by any means.). The Warlord of Jajeme ensures the safety of TFUC as a whole, and enforces the rules put in place by TFUP.
The rules enforced by TFUP are as follows:
- It is our responsibility to punish any Warlord who neglects his responsibilities.
- It is our responsibility to defend Jajeme.
- It is our responsibility to forget conflict if Jajeme asks, until Jajeme sees fit to resume the conflict.
- It is our responsibility to defend cities of TFUN from outside forces.
- It is a Warlord's responsibility to only control one capital at once.
- It is a Warlord's responsibility to enforce a minimum of rules in their city.
- It is a citizen's responsibility to dethrone an unworthy Warlord.
Location On Map:
Demographics (Racial):
TFUC is a melting pot of different ethnicities. This is a breakdown only of the most common:
- East African (28%)
- Arabic (22%)
- Eastern European (15%)
- Central African (12%)
- West Asian (14%)
- Other (9%)
Cultural/Social/info in general.
Culture changes significantly as you change city/region, however some culture is universal.
Clothing is largely a practical choice in TFUC. The lighter and more breathable a cloth, the more value it holds. Raime, Silk, and Linen are the most prized fabrics.
The style of clothing worn is adapted to the heat. Items listed below.
Calatobea - A very large hat, often spanning a meter in diameter, though wealthier people may have larger ones. They're made of heavy fabric stretched over a light metal, wooden, or plastic frame. In some cases the frames can fold together, like a hand fan, for easy carry or storage indoors. They often have drapes of translucent fabric hanging from the center of the brim, for full sun protection. They're the heaviest piece of common clothing worn.
Calanada - A long, sleeveless, voluminous robe made of the lightest fabric you can afford. Shoulder to knee-level, which buttons all the way down. In the absence of sleeves there are square flaps of fabric sewn onto the top of the shoulder seam, to offer a place to hide your arms from the sun. Usually unfitted, to add breathability. Outermost layer worn, and often the only thing worn on the chest.
Ada - A long-sleeved shirt, usually loose fitting with no buttons. Only extends down to the waist. Made of medium weight fabric with holes in the back, inner elbows, wrists, and armpits. Holeless ones are worn in winter and at night, and holed ones are worn when a Calanada is just impractical.
Calanakabira - Very baggy pants. Often made out of a medium weight material that gathers at the mid calf-ankles. Fastened around the waist with a sewn-in sash, often in a contrasting colour to the legs. This sash can be various widths. Wider sashes extend further up the waist, and even into the chest area. The wider ones are worn in winter or at night.
Akabira - Tighter pants. Usually buttoned up the side of the legs. Similar variances to the Ada, ie. holes, thick versus thin fabric etc.
Leukam - Sleeves that are buttoned on at the bicep. These are usually only worn during winter.
Leusar - Basically underpants of any variety. Only worn to catch sweat, and as such aren't worn too often, as sweating helps cool you off. What a surprise.
Obviously there are more types of clothing, (Male/Female specific, finery, travelwear, and military), but the listed items can be found in almost any household, for every body type, and almost all occasions.
The style of clothing worn is adapted to the heat. Items listed below.
Calatobea - A very large hat, often spanning a meter in diameter, though wealthier people may have larger ones. They're made of heavy fabric stretched over a light metal, wooden, or plastic frame. In some cases the frames can fold together, like a hand fan, for easy carry or storage indoors. They often have drapes of translucent fabric hanging from the center of the brim, for full sun protection. They're the heaviest piece of common clothing worn.
Calanada - A long, sleeveless, voluminous robe made of the lightest fabric you can afford. Shoulder to knee-level, which buttons all the way down. In the absence of sleeves there are square flaps of fabric sewn onto the top of the shoulder seam, to offer a place to hide your arms from the sun. Usually unfitted, to add breathability. Outermost layer worn, and often the only thing worn on the chest.
Ada - A long-sleeved shirt, usually loose fitting with no buttons. Only extends down to the waist. Made of medium weight fabric with holes in the back, inner elbows, wrists, and armpits. Holeless ones are worn in winter and at night, and holed ones are worn when a Calanada is just impractical.
Calanakabira - Very baggy pants. Often made out of a medium weight material that gathers at the mid calf-ankles. Fastened around the waist with a sewn-in sash, often in a contrasting colour to the legs. This sash can be various widths. Wider sashes extend further up the waist, and even into the chest area. The wider ones are worn in winter or at night.
Akabira - Tighter pants. Usually buttoned up the side of the legs. Similar variances to the Ada, ie. holes, thick versus thin fabric etc.
Leukam - Sleeves that are buttoned on at the bicep. These are usually only worn during winter.
Leusar - Basically underpants of any variety. Only worn to catch sweat, and as such aren't worn too often, as sweating helps cool you off. What a surprise.
Obviously there are more types of clothing, (Male/Female specific, finery, travelwear, and military), but the listed items can be found in almost any household, for every body type, and almost all occasions.
Song and story are incredibly important within TFUC. No feast is a feast without at least one song and one recital of Seme I.
Sometimes these stories focus on those who somehow revolutionised TFUC, listed under 'Notable Leaders' below. Mostly they're fictitious or religious, focusing on ancient heroes who did well by their god and were granted some boon. Some are well-structured, and more are shitty, but entertaining. Kinda like a cheesy action movie.
Songs are performed on large brass drums, clay or reed pipes, fretless string instruments with 20+ strings, wooden horns, and wooden percussion. They follow all kinds of storylines, and are sometimes even there only to accompany sung poetry. The genre is similar to acoustic art noise. They tend to focus on intricate melodies and shifting rhythm, rather than harmony or pulse. This is danced to in a style resembling a mashup of swing and waltz.
The main spoken language is an Arabic/English Pidgin hybrid dialect called Die Allugha. The refugees had to learn new languages as they fled, and English was one of the most common. They still talked to each other in native tongues, but eventually English wormed it's way into their communications. They can usually speak simple English, Arabic and Afrikaans, too.
Sometimes these stories focus on those who somehow revolutionised TFUC, listed under 'Notable Leaders' below. Mostly they're fictitious or religious, focusing on ancient heroes who did well by their god and were granted some boon. Some are well-structured, and more are shitty, but entertaining. Kinda like a cheesy action movie.
Songs are performed on large brass drums, clay or reed pipes, fretless string instruments with 20+ strings, wooden horns, and wooden percussion. They follow all kinds of storylines, and are sometimes even there only to accompany sung poetry. The genre is similar to acoustic art noise. They tend to focus on intricate melodies and shifting rhythm, rather than harmony or pulse. This is danced to in a style resembling a mashup of swing and waltz.
The main spoken language is an Arabic/English Pidgin hybrid dialect called Die Allugha. The refugees had to learn new languages as they fled, and English was one of the most common. They still talked to each other in native tongues, but eventually English wormed it's way into their communications. They can usually speak simple English, Arabic and Afrikaans, too.
The culture surrounding Jajeme is a peaceful one. At least as peaceful as it gets within TFUC. Jajemites tend to have inflated egos, and consider themselves more entitled than others. Then again, they've not needed to live in fear.
Seme culture is best described as condescending. They tend to see themselves as the superior city within TFUC because they've been around longest. When it comes to interacting with nations outside TFUC, they become self-conscious. Wanting to flaunt wealth and power to prove themselves.
Jajanhart culture is aggressively progressive. They're always looking to advance their knowledge and technology. They also tend to be straight up aggressive when confronted. If some city withholds goods, they will be warned, then attacked. There's also an element of pride surrounding their landborne army.
Eljawheran culture is supportive. A leader is considered good if they're in a place to help others at little expense, or even gain, to the city. Passive manipulation is the game.
Sevre culture appreciates the working class. Oxymoronically, they're almost the nobles of Sevre. The harder you work, the more you are respected.
Religion is quite diverse here. In general there are 6 main religions, listed and explained below. Due to hundreds of years passing and cultural mingling these religions are quite different to those around today.
(nol-ZEE-veh) Worship life in all forms. An Omnitheist religion that believes life is one entity with many facets. Life is all powerful, and the highest priority for followers of Nolzive. Capital punishment is thoroughly wrong, even if the perpetrator had committed murder. This religion demands total pacifism, and as such is quite unpopular among the anarchists of TFUN. About 4% of the population.
Yeah, I know it's a philosophical position and not a religion. I thought I'd put it here as a majority of the population fall under this, and Existentialism rejects gods for the most part. Google what it is if you don't know, it's mostly the same here. About 47% of the population
Rather than naming the innumerable versions of this present, I'll lump them under this. Generally follows a moral code along the lines of 'Be a good person by following. Take comfort in faith and knowledge of the afterlife.'. About 9% of the population.
A strange and mingled version of Monotheism. This is the religion of the refugees who fled north. It teaches that it is holy to be a part of a larger group(s), and contribute to it's survival. Aiding those in your group is the main consideration of this religion, and the more you aid the higher you go in heaven. It teaches that everyone goes to heaven, and that no hell exists. But there are different levels of heaven, the lowest being a void of infinite nothing, and the highest being a space for you and your group to do as you please. Acting selfishly or cowardly reduces your merits, and acting altruistically increases them. about 9% of the population.
A polytheistic religion that mainly advocates acceptance. It is a religion that accepts the notion that all gods can coexist, and each is equally valid as another. Those who are religious are most likely to fall under this religion. I guess you could say it's the cultural parallel to casual Christianity. About 20% of the population.
(hi-WOO-an) A religion that worships Haiweuh (hi-WOO), the god of Chaos. Followers of this religion believe that luck is the most desirable and holy attribute. They also believe that Good Luck is a gift from Haiweuh, as a reward for doing extraordinary things. Their morals are very odd. They believe that magnitude and predictability is a direct measure of morality. The less predictable, and the larger the magnitude, the more good it is. When something becomes utterly predictable, and/or when something is tediously subtle is when it becomes wrong. As such it is rather simple. About 11% of the population.
Important States and Cities:
The capital of TFUC, and founded as the free uniting pact was formed. A city large enough to be a state itself. Centerpoint of all other TFUC cities. No special trade or wealth, as a central location was prioritised over a wealthy one. Finished being built on 2400, started in 2373. Located in what was northeast Sudan, near the Red Sea.
Originally a mining encampment controlled by Jajanhart, it was declared independent after TFUP was founded. Owns farms and mines all along the Nile, and produces a wealth of food. Trades in Petroleum, Iron, Tungsten, Precious Gems, and Sulphite. Located by what was Lake Victoria, and following the Nile up through Sudan.
The gateway to the east, Eljawhera is a very diverse city. The center of trade with the east, if trade is occurring. Anything that wants to get to TFUCs core by sea has to get past Eljawhera and Jajanhart. Has a broad spread of semi-valuable resources rather than a wealth in anything in particular. This includes, but is not limited to; Orange-spectrum dyes (from Chromium), Petroleum, and Copper. Has a fairly strong navy. Located in what was East Oman.
Easily one of the more wealthy cities in TFUC. Jajanhart benefits heavily from resources which were untapped before the war. The more valuable of these include; Iron, Tin and copper (by extension, bronze), and salt. They developed advanced blacksmithing, and military tactics fairly early on. Has a very strong ground army. Located in what was central Somalia.
(Pronounced SH-ehm) Is a largely agricultural city due to the minerals found in the soil. However, as the main defense against the North it still holds an army comparable in size to Jajanhart. Center of trade for eastern and southern Europe. It also holds decent quantities of Gold, Silver, Iron, and due to sulphur deposits, has recently rediscovered basic guns and gunpwder. Located in what was northwest Saudi Arabia, bordering Jordan and Egypt.
History: (Start of the first year listed to the end of the second.)
The Arabian Plateau was too close to Syria. It was hit with extreme nuclear fallout, and a large crater near it's north. After this, an extreme amount of once-citizens sought asylum in central/southern Africa, which wasn't a huge target. Only a few thousand made it through, however. Non nuclear bombs were falling all over the horn of Africa, making it extremely dangerous to pass through, and radically changing the landscape.
Those who couldn't make it into Africa tried to go northeast. Many died from hunger, and many more from fallout. Only a small number made it through. The refugees who fled both ways attempted to keep their culture alive, but through the ages change had a word or two to say about that.
The separate groups of refugees split into subgroups, and eventually went separate ways.
Their once-home was never forgotten, though. One day they'd have it back.
Those who couldn't make it into Africa tried to go northeast. Many died from hunger, and many more from fallout. Only a small number made it through. The refugees who fled both ways attempted to keep their culture alive, but through the ages change had a word or two to say about that.
The separate groups of refugees split into subgroups, and eventually went separate ways.
Their once-home was never forgotten, though. One day they'd have it back.
Through the years a few groups tried to go back, but ultimately met their end by the hand of radiation or undetonated warheads. In 2038 Seme was settled, and to the great surprise of others, useful resources and farm-able land were discovered there. Word leaked, and Seme attracted the attention of the refugee groups who fled so long ago. For just a few years everyone was only happy to be back...
After this 'grace period' people started fighting over power, siting pure descent, resource control, previous experience, and wealth as their reasons for deserving more. Eventually resource control won out, and the first Warlord took power. She renamed herself after her fine city as a means of gloating, and banished her rivals. This shattered the budding nation of Seme, and with the powers growing in the north, they could only go south.
Power was found in two other resource rich locations, which were dubbed Eljawhera, and Jajanhart. Each city rose to gain significant power through different means.
Eljawhera used wood gathered from nearby forests to craft boats. This led to an 'advanced' navy, and an immense boom in the trade of salt, Dyes, and Petroleum. They developed a keen trade sense, and are almost always able to gain the upper hand in a trade.
Jajanhart recovered ancient information on metallurgy, and was able to create bronze and steel surprisingly suddenly. This led to advancements in arms and armor, often based on pictures in ancient books. They truly took blacksmithing to a new level of advanced. They found rich deposits of gemstones in the southwest, and started mining there.
Meanwhile, Seme was all too aware of the rise of these two cities, which seemed almost too happy to work with each other. An attack was launched against Eljawhera. The outcome was disastrous for Seme, however. The army was sent down the east coast of the Red Sea, only to be met with a blockade set by Eljawhera. The blockade kited Seme's ships into the coast, forcing them to beach. Much to their dismay they were met here by the Jajanhart army, who forced their backs to the sea. It was rumored that the stink by that sea was great indeed.
Warring continued for many years, crippling each city. Jajanhart and Eljawhera eventually turned against each other. Basically, shit happens. People died, territory is gained, and I don't have enough time to write a simple descriptor of all the battles that happened.
After this 'grace period' people started fighting over power, siting pure descent, resource control, previous experience, and wealth as their reasons for deserving more. Eventually resource control won out, and the first Warlord took power. She renamed herself after her fine city as a means of gloating, and banished her rivals. This shattered the budding nation of Seme, and with the powers growing in the north, they could only go south.
Power was found in two other resource rich locations, which were dubbed Eljawhera, and Jajanhart. Each city rose to gain significant power through different means.
Eljawhera used wood gathered from nearby forests to craft boats. This led to an 'advanced' navy, and an immense boom in the trade of salt, Dyes, and Petroleum. They developed a keen trade sense, and are almost always able to gain the upper hand in a trade.
Jajanhart recovered ancient information on metallurgy, and was able to create bronze and steel surprisingly suddenly. This led to advancements in arms and armor, often based on pictures in ancient books. They truly took blacksmithing to a new level of advanced. They found rich deposits of gemstones in the southwest, and started mining there.
Meanwhile, Seme was all too aware of the rise of these two cities, which seemed almost too happy to work with each other. An attack was launched against Eljawhera. The outcome was disastrous for Seme, however. The army was sent down the east coast of the Red Sea, only to be met with a blockade set by Eljawhera. The blockade kited Seme's ships into the coast, forcing them to beach. Much to their dismay they were met here by the Jajanhart army, who forced their backs to the sea. It was rumored that the stink by that sea was great indeed.
Warring continued for many years, crippling each city. Jajanhart and Eljawhera eventually turned against each other. Basically, shit happens. People died, territory is gained, and I don't have enough time to write a simple descriptor of all the battles that happened.
After far too long warring, these nations were slowly realising that they could very well see a repeat of past events. Seme sent a peaceful messenger to Eljawhera for the first time. Niceties and gifts were exchanged in a solemn shame, both seeing the horrors of war. Jajanhart was harder to convince, but it eventually calmed.
The Free Uniting Pact was formed, the Sevre region mines were declared independent of Jajanhart, and the only internal problem left was what was to be the capital of The Free United Cities. Seme argued that they should be the capital, because they were the original nation; Jajanhart argued they should be the capital because they had the most formidable military; and Eljawhera proposed they work together to build a city specifically to be a capital. Eljawhera's idea was accepted, and Jajeme was built.
Not long after Jajeme was finished, Sevre made a land grab northwards. It claimed a large swathe of land rich in Iron, Petroleum, and Tungsten. Most importantly though, it gained control of the Nile, and established many farms along it. This established Sevre as an important force, where it was previously a backwater. The other cities were utterly surprised, and Jajanhart was proud it had 'birthed' such an ambitious city.
Warring continued, but mainly as a way to train their troops. Some battles went bad and caused hostilities. These were allowed to play out under the watch of Jajeme.
Resources and knowledge was freely shared between the cities, through Jajeme.
The Free Uniting Pact was formed, the Sevre region mines were declared independent of Jajanhart, and the only internal problem left was what was to be the capital of The Free United Cities. Seme argued that they should be the capital, because they were the original nation; Jajanhart argued they should be the capital because they had the most formidable military; and Eljawhera proposed they work together to build a city specifically to be a capital. Eljawhera's idea was accepted, and Jajeme was built.
Not long after Jajeme was finished, Sevre made a land grab northwards. It claimed a large swathe of land rich in Iron, Petroleum, and Tungsten. Most importantly though, it gained control of the Nile, and established many farms along it. This established Sevre as an important force, where it was previously a backwater. The other cities were utterly surprised, and Jajanhart was proud it had 'birthed' such an ambitious city.
Warring continued, but mainly as a way to train their troops. Some battles went bad and caused hostilities. These were allowed to play out under the watch of Jajeme.
Resources and knowledge was freely shared between the cities, through Jajeme.
"When life seems stable, you will be taken off-guard"
- Seme I: She was the first Warlord in TFUC area. Banished the people who would become Jajanhart & Eljawhera I. ruled from 2240 to 2263. Murdered.
- Seme IV: Was the Warlord who sought to end the Resource wars. Ruled from 2360 to 2381. Crushed by construction materials.
- Seme X: The current Warlord in Seme. Ruled from 2402 to present.
- Jajanhart I: First warlord in Jajanhart. Reign 2242 to 2270. Knife to the neck.
- Jajanhart XI: Current Warlord of Jajanhart. Reign from 2419.
- Sevre I: The Warlord who was raised after Sevre became independent. Did the land-grab. 2410-2415. Publicly executed for enforcing too many rules.
- Sevre II: Current Warlord in Sevre. Reign 2415-present.
- Eljawhera I: First Warlord in Eljawhera. 2243-2247. Killed for incompetency.
- Eljawhera II: Got shit started in Eljawhera. Started multiple trade routes, and communicated with Jajanhart. 2247-2283. Old age.
- Eljawhera IIX: Current Warlord in Eljawhera. Known for her high standards. 2390-present.
- Jajeme I: First and current warlord of Jajeme. Keeps peace between TFUC, likely to last a while. 2400-present.