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Post by Snow on Oct 20, 2016 0:55:12 GMT
The Main Idea Most believe all of the volcanoes on Earth; all of them, both active and dormant, erupted spontaneously, which caused the world to be how it is today. Others believe it was a giant solar flare. Some still believe that it had been God's Wrath. But the world ended almost a century ago, reducing the human population from seven point eight billion to just under one billion. The following illnesses, droughts. and famines killed almost two billion more. Those who survived found themselves reverting to their ancestor's native tribal ways. This end became known as The Damnation Event, or just D.E. The generations continued; the memory of the Old World faded, but did not die quite yet. The first generation established basic rules, found the way to grow crops with such little water and helped make the first tribes. These are your generation's great-grandparents, practically legends to you. Now, you have dispersed from your clan to find a mate, and hopefully, make your own clan. You've joined with a couple others to see if you found a spouse in that group, or if it requires more work.
Table of Contents
- Main Idea
- Tribes
- History
- Medicine
- Geography
- Names
- Culture
- Religion
- Misc.
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Post by Snow on Oct 20, 2016 1:37:42 GMT
The TribesThere are five main tribes within the Barrens, with varying degrees of territory. Their numbers and cultures vary; are you one of them, came from them or are you their enemy? Or perhaps none of those? Large tribes range from ten to eight clans. Medium tribes are ranged from seven to five. Small tribes are four to two clans. A single clan is an extended family; a main pair, with their children and grandchildren. Two clans can join to make a small tribe. Two small tribes can join together to make a medium tribe, but no two medium tribes has attempted to join to make a large tribe.
The Mooreland Tribe
Founder: Valentine Mooreland Current Leader: Kanika Gallway Current Council Members: Kanika Gallway, Eneas Mooreland, Almon Carran, Omsua Caborn, Gerald Mussey, Ralf Fannin, Bettina Childress, Rheba Asther, Harvey Duffee Number of Clans: Nine Clan [from highest-ranked to lowest-ranked]: Mooreland, Gallway, Carran, Caborn, Mussey, Fannin, Childress, Asther, Duffee Slaves?: Yes Number of Slaves: Three dozen Major Skills: Agriculture, trading Religious?: Yes Religion: Hybodo Stability: Fair Political Structure: Representative Democracy Motto: Freedom and Faith The Ciard Tribe
Founder: Amber Ciard Current Leader: Donovan Ciard Current Council Members: Donovan Ciard, Tesseract Rentone, Hazel le Cointe, Rune Tomkin, Orion Sayward, Anuva Ducatt Number of Clans: Six Clans: Ciard, Rentone, le Cointe, Tomkin, Sayward, Ducatt Slaves?: No Major Skills: Warcraft/battle Religious?: Yes Religion: The Sect of Dusk Stability: Very Poor Political Structure: Communism Motto: Do it with passion, or not at all.The Valois ClanFounder: Reid ValoisCurrent Leader: Len JennettCurrent Court Members: Len Jennett, Nowel Iku, Rexford Wieber, Aquila Rosseter, Vela O'Reilly, Ripple ShrewsberryNumber of Clans: SevenClans: Valois, Jennett, Iku, Wieber, Rosseter, O'Reilly, ShrewsberrySlaves?: YesNumber of Slaves: A dozen and a halfMajor Skills: AgricultureReligious?: NoStability: Very GoodPolitical Structure: Absolute MonarchyMotto: Life is what you make it.The D'Alloria Clan
Founder: Nadida D'Alloria Current Leader: Aphrodite Beswood Current Advisors: Ambrose D'Alloria, Sina Ducit, Ranon Mintz, Janan Tuppen Number of Clans: Five Clans: D'Alloria, Beswood, Ducit, Mintz, Tuppen Slaves?: No Major Skills: Warcraft/battling, trading Religious?: Yes Religion: Ereni Stability: Fair Political Structure: Dictatorship Motto: Fortune favors the bold
The Wesfield Clan
Founder: Yukio Wesfield Current Leader: Corvus Lasey Current Council Members: Corvus Lasey, Aries Wesfield, Echelon Drees, Kris Brieten, Oriole Niethe, Umber Greatreaks, Sanguine Huzer Number of Clans: Seven Clans: Wesfield, Lasey, Drees, Brieten, Neithe, Greatreaks, Huzer Slaves?: No Major Skills: Trading, diplomacy Religious?: Yes Religion: The Sect of Dusk Stability: Good Political Structure: Representative Democracy Motto: The people rule
Major wandering clans include the Bakers, Hayes, and Dresden clans. There are many clans around; estimated to be about a thousand to a thousand five hundred.
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Post by Snow on Oct 20, 2016 2:03:35 GMT
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Post by Snow on Oct 20, 2016 2:04:20 GMT
Medicinewip
The medicine in the Barrens is not what you could call 'sanitary'. Most surgeries must be done immediately, and doctors must use whatever they can to make sure their patients survive. In some of the larger tribes, it is easier to keep everything clean and safe, but with little or no anesthesia, everyone must use whatever they can to help a patient. The tools are rudimentary, the number of amputations high and gangrene running rampant. Those who are doctors usually would have learned through their parents or grandparents, who were taught the basis of modern medicine. This is an example of a doctor's tool kit, especially if they live in a larger tribe. The following list is of medicinal herbs and what they can be used for. Name: what it does. what part to use- Aloe Vera: Soothes burns and is anti-bacterial. Sap
- Marsh Mallow: Soothes bruises, aching muscles, bug bites, and splinters. Root
- Peppermint: Treats fevers, calms an upset stomach. Infuse the leaf in tea
- Ginseng: Can help fight disease, treats insomnia, treats lack of appetite. Root
- Sage: Internally used for anxiety, depression, menopausal problems. Used externally for skin infections, throat infections, mouth infections, bug bites, gum infections. Can also be used as a seasoning. Leaf
- Milk Thistle: Treats poisoning, jaundice and hangovers. Flower.
- Feverfew: Tea made of whole plant can help arthritis, colds and fevers. An external tincture can heal bruises. Infused water can help swollen feet. Can also be used as a sedative. Chewing 1-4 leaves a day can help with migraine headaches. Can use the whole plant
- Stinging Nettle: Nutritious addition to a diet. Can be used for chickenpox, burns, bruises and anemia, among other things. Leaves
- Thyme: Can be used as an antiseptic. Treats coughs, stomach gas and congestion. Leaves
- Basil: Can be used to treat cuts and scrapes. Leaves
- Turkey Rhubarb: Constipation, menstrual problems and bladder problems. Leaves
[This list is wip, but you can suggest some to me!]
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Post by Snow on Oct 20, 2016 2:08:15 GMT
Geography of the BarrenswipThe Barrens is what used to be called the Great American Plains; most of central United States, part of Canada and some of northern Mexico. The climate is hot and dry in the summer and cool and wet in the winter. Most of the Barrens is desert, but the northern region and eastern region is grassland. The mountain ranges whose names were lost long ago are now prime positions to have because you can block access to other regions, such as the East and West coasts. There are six major cities; Kaima, New Chicago, New Boston, Jeso, New Austin and New Miami. There are four major outposts.Map
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Post by Snow on Oct 20, 2016 2:08:52 GMT
Names in the Barrenswip
The names of the people are important to all; your clan name shows where you were from, and your given name is unique to you. People will have the same name as you. Here is a list of common names for both males and females.
Andromeda Antlia Apus Aquarius Aquila Ara Aries Auriga Boötes Caelum Cancer Capricornus Carina Cassiopeia Centaurus Cepheus Cetus Chameleon Circinus Columba Corvus Crater Crux Cygnus Delphinus Dorado Draco Equuleus Eridanus Fornax Gemini Grus Hercules Horologium Hydra Hydrus Indus Lacerta Leo Lepus Libra Lupus Lynx Lyra Mensa Musca Norma Octans Ophiuchus Orion Pavo Pegasus Perseus Phoenix Pictor Pisces Pyxis Reticulum Sagitta Sagittarius Scorpius Scutum Serpens Taurus Tucana Vela Virgo Volans Vulpecula Aftermath Apex Arrowhead Artifice Aura Axon Backfire Backlash Barrage Bloodhound Brink Cacophony Caldera Cameo Cascade Cataclysm Catalyst Charade Chasm Chronicle Chrysalis Cobalt Coil Collagen Contrail Covenant Crossfire Crystalline Cutlass Daybreak Daydream Deadlock Deviant Dilatant Discord Dryad Echelon Eclipse Envoy Epicenter Equinox Fable Factor Felonwood Flak Foxtail Fracture Freestyle Gallant Gauntlet Glitch Glyph Hailstorm Halogen Hazard Heathen Helix Hoax Horizon Jackpot Jettison Kris Lattice Lesion Lockdown Lodestar Manifold Mantle Mantra Malevolence Masquerade Masterpiece Mayhem Medallion Meridian Monarch Morpheme Mosaic Myriad Neon Nuance Obelisk Opal Paradigm Paradox Pathogen Pinnacle Pylon Racket Radix Recoil Relic Resin Rhythm Rift Ripple Rune Salvo Scepter Scimitar Scramjet Sequoia Seismic Shiv Silo Silverback Silverfish Sinew Slime Slurry Socket Solstice Spasm Spectacle Spectrum Spinneret Squall Starlet Stimulus Strand Stratus Summit Sunshade Synth Synthesis Tapestry Tephra Tesseract Thrash Tonic Torrent Ultraviolet Vapor Vertex Vortex Warhead Wildcard Hazel Wraith Vera Anya Jackdaw Robin Crane Hummingbird Owl Oriole Tern Hawk Falcon Sparrow Kestrel Auburn Cardinal Crimson Sanguine Azure Cobalt Indigo Midnight Sapphire Navy Olive Jade Viridescent Verdant Umber Mahogany Sepia Ebony Sable Ink Ivory Rose Rosy Coral
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Post by Snow on Oct 20, 2016 2:14:52 GMT
The Culture in the Barrenswip
Culture in the Barrens is unique compared to the past, with a general culture with several subcultures for each tribe, which I will not go into. I will start from the beginning of one's life going all the way to old age and death.
Before a child is born, the mother's eldest brother will find a leather strip to give to the mother before the woman gives birth. If she has no brothers, then her eldest sister shall do it. If she has no sisters, then her father. If her father is missing or deceased, then the mother shall do it. If both of her parents are dead, it is up to any remaining family members or friends to do so. A particular charm is chosen for the child's tribe, then their clan. For example, the Ciard tribe has a piece of sea glass and the Sayward clan has a small key charm. These charms will go on to speak of accomplishments during their life. For example, a scribe would have a metal book charm, and if one is expunged from their tribe, they would have a pair of metal wings on their bracelet. Now, onto childhood. Every child is cared for by the entire clan, and certain groups even betroth their children to children of other clans. When they turn eight, they are expected to join in on housework or join a specific school for a job. They receive basic writing and math skills whether or not they go into the specific schooling. They also receive a charm depending on which path they take, and another kind saying which school they went to. At age ten, working children are sent to a standard school, which expands on general knowledge. At age sixteen, the childhood ends and turns them to a true career. When they turn eighteen, they may be removed from the clan or stay. If they choose to stay, they typically stay within one career until they die. When they die, death rites are typical according to their religion and tribal culture. If they are expunged and find a spouse, they may make a small clan for themselves. Death rites are carried out by their spouse.
[If anyone desires to help add to this, go ahead.]
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Post by Snow on Oct 20, 2016 2:22:37 GMT
ReligionReligion is important in the Barrens, and most tribes and clans take part in one religion or another. Which one do you choose? There are three major ones, each with their own unique culture.
The Sect of Dusk
Type: monotheism (moderately patriarchal) Direction: inwards Focus: increasing empathy
Deity: The Goddess of Dawn and Dusk Titles: None Divine Interaction: only on specific days (holidays, etc)
Involves: a rich mythology Afterlife: none Supernatural: monsters, angels (benevolent ghosts), mischievious spirits
Worship: solemn group daily prayers at home Holidays: few Holidays Celebrate: great rulers, historical events, past miracles Major Holiday(s): are very solemn times
Clergy: both genders Function: community leaders, ceremonial leaders Lifestyle: average Family: rare (chastity encouraged) Chosen: appointed by head of clergy Distinguished By: special powers Cultural Aspects
Symbol: a representation of a deity and a hand making a sign Holy Color: vermillion
Passed Down: via one holy book and some oral tradition Creation Myth Type: order from void/chaos Mortals' Origin: divine bones Major Myth/Symbol(s): the dragonslayer
Deadly Sins: selfishness, envy, blasphemy and malice High Virtues: humility, diligence and tolerance
Associated Artform: ballads
Coming of Age: 21 years old Coming of Age Rite: involves a separation from parents
Marriage: is often arranged from birth Marriage Rites: generally take place on holidays
Death Rites: involve extensive eulogies
Major Taboo: none
Prevalence: believed by some Outsiders: are shunned
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Hybodo
Type: henotheism (slightly matriarchal) Direction: inwards Focus: positive relationships
Deity: The Goddess of Disease and Luck Titles: The Foreteller, She Who Decrees, The Name, The Crippler
Divine Interaction: is relatively commonplace
Involves: the possibility of excommunication Afterlife: is a peaceful place for the good and cannot be reached while alive Supernatural: demons (evil's minions), benevolent nature spirits
Worship: joyous group prayer at shrines Holidays: fairly often Holidays Celebrate: past revalations, new moons, the solstices, prophets Major Holiday(s): are week-long celebrations
Clergy: both genders Function: spiritual advisors, connection to spirits/deceased, community leaders, judges Lifestyle: spartan Family: normal size Chosen: hereditary (somehow related to other clergy) Distinguished By: dyed/shaven hair Cultural Aspects
Symbol: the stars and is asymmetrical Holy Color: teal
Passed Down: via several versions of one holy book Creation Myth Type: succession Mortals' Origin: fallen deities Major Myth/Symbol(s): the struggle, the river, the sacrifice
Deadly Sins: pride, wrath and cowardice High Virtues: abstinence, piety and diligence
Associated Artform: stories/parables
Coming of Age: 14 years old Coming of Age Rite: is not celebrated
Marriage: is for the purpose of building families Marriage Rites: include ritual tattooing
Death Rites: are performed immediately after death Major Taboo: none
Prevalence: believed by most Outsiders: are tolerated
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Ereni
Type: monotheism (slightly matriarchal) Direction: inwards Focus: improved reincarnation
Deity: The Goddess of Law and Abundance Titles: The Truth-Giver, The Queen, The Feast-Giver
Divine Interaction: only with leaders/clergy
Involves: an incarnate god Afterlife: none Supernatural: demons (tricksters), cursed ghosts
Worship: joyous group prayer, mostly on holidays Holidays: very often Holidays Celebrate: heroes, past battles, the equinoxes, prophets, full moons, new moons Major Holiday(s): are very solemn times
Clergy: both genders Function: maintain temples/shrines, ceremonial leaders, missionaries, helpers to the poor Lifestyle: below average Family: somewhat large Chosen: via divine revelation Distinguished By: special powers
Symbol: appears very complex and a chalice Holy Color: white
Passed Down: via many holy books with some commentary Creation Myth Type: succession Mortals' Origin: dust Major Myth/Symbol(s): the struggle, the ascension
Deadly Sins: despair, dishonesty, neglect and pride High Virtues: piety, moderation, honesty, thoughtfulness, bravery, dilligence, wisdom and humility
Associated Artform: songs
Coming of Age: 20 years old Coming of Age Rite: involves a test of knowledge
Marriage: can involve up to eight people Marriage Rites: involve a transfer of wealth
Death Rites: are performed by close friends and family
Prevalence: believed by most Outsiders: are respected
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Post by Snow on Oct 20, 2016 2:23:22 GMT
Miscellaneous Information wip
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