The Ancrath Archipelago
The Map of Ancrath
Codex: Ancrath Archipelago
Geographically the Ancrath Archipelago consists of thirteen islands divided into two clusters, with the majority of the islands belonging to the Southern Cluster. The islands form a natural line that separates the lands of Hotsprings and Frost from the Kaizoku Sea and the Eastern Mainland from the Haran Bay. The two islands near the archipelago, though not a part of geographical Ancrath, are both at least partially under the authority of the archipelago. Tenkaichi, located south of the Southern Cluster, has recently been commandeered from the Land of Hotsprings by a faction known as the Brotherhood, while the second island, Takejima, has largely been left to itself because its status as a traditional burial ground for the islanders. The Map of Ancrath
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Codex: Ancrath Archipelago
The archipelago, like most islands, suffers under the wrath of nature. Storms and storm-related accidents cause many deaths annually and the rough weather has affected the architecture of particularly the Southern Cluster, which isn’t protected from the worst winds by Takejima as the Northern Cluster is.
Ancrath has a history of island-to-island independence, internal warfare and isolationistic policies. Historically the two clusters have always been in a state of pseudo-war, only signing temporary truces and treaties to defend against foreign aggressors and immediately discarding them once the threat has been dealt with. This constant threat of violence that can erupt from anywhere at any time has moulded the islanders into a hard and bitter people over the course of generations. The Northerners in particular have gone from cautiously trading and interacting with surrounding nations in the time before the First Shinobi World War, to openly terrorizing settlers and confiscating goods from passing ships as a warning to foreigners. The Southerners, though still wary of strangers, have prospered through trade with the Elemental Nations and thus tolerate its citizens.
Trade is the primary source of income for most of the archipelago’s upper class. The Ancrathi nobility, who have ruled and warred in Ancrath for hundreds of years, claim the lion’s share of the money made on imported and exported goods, but a wealthy upper class consisting of successful merchants and entrepreneurs still exists. Many Southern Lords in particular have made fortunes from taxing passing ships and acting as middlemen for the Northerners, who largely refuse to sell their goods directly to the Elemental Nations. Because of the focus on trade the waters around the Ancrath Islands are almost always teeming with fishing boats, trading galleys and ships in service of the local nobles. Privateers and pirates in search of prey also roam the waters, often freely due to the constant power struggles of local nobles.
Codex: Northern Islands
The Northern Island Cluster is the least populated part of Ancrath, which accounts for five of the thirteen islands that make up the geographical archipelago. The Northern Cluster is generally characterized by its small, almost self-sufficient communities, rocky hills and xenophobic population. It is known for fielding the best non-Shinobi spearmen in the world and never forgetting a slight.
The Northerners are farmers, fishermen, hunters and craftsmen. They are a simple people, a majority of which live in small, close-knitted communities where everyone knows each other. The rest live in or near the few cities the north has to offer, or behind the walls of the local Lord’s castle. The Northerners often live very linear lives, marrying someone from their own community and rarely, if ever, leaving the island of their birth. Deviating from the norm is generally frowned upon and the social pressure from the local community, combined with the hardships involved with moving, ensures that very few Northerners ever move away from their birthplace.
The Northern Cluster has a history of xenophobia, but bad diplomatic experiences with the Elemental Nations and occasional cases of foreign interest influencing the cluster has seen the population go from being unfriendly to strangers to being downright hostile, especially to settlers from the mainland.
The Northerners are generally considered traditional and rural. The cluster’s general lack of densely populated cities has allowed the islanders to grow crops, practice animal husbandry and mine on a much larger scale than would otherwise be possible. It is not uncommon for a village to have its own mines or fields that the inhabitants maintain together and have joint ownership of. The lack of heavy winds and storms, courtesy of Takejima’s forests and hills, along with the high average quality of soil in the Northern Cluster makes it an ideal place for farming, a fact that many inhabitants takes advantage of.
From the top right, the Northern Island Cluster consists of island Rishiri, Nishinomi, Todoko, Hohki and Yamaguchi.
Codex: Southern Islands
The Southern Island Cluster accounts for eight of the thirteen islands that make up the geographical archipelago and houses a majority of those who call Ancrath their home. The Southern Cluster is generally characterized by its autonomous island-states, appreciation of mercantilism and extremely wealthy gentry. It is known for its advanced industrial sector and ruthless tax collection office.
Where the Northern Cluster has generally remained a feudalistic society their southern neighbours have embraced the advantages the archipelago’s strategic position offers and used them to transform the Southern Cluster into a bustling center of culture and business. The Southerners are factory workers, students, clerics and merchants. Like their neighbours in the north the Southerners live simple lives, but unlike the Northerners the Southerners everyday life is heavily influenced by class division and many live in poverty as part of the huge lower middle-class that make up the majority of the workforce.
Where the Northerners embrace a form of joint venture to maximize the output of their primary economic sector, the Southerners embrace a form of state capitalism where the gentry controls most of the corporations and companies that are responsible for much of the cluster’s net income. In simple terms the north could be described with the phrase; ‘from each according to his ability, to each according to his need’ and the south with the phrase; ‘every man for himself and the Devil take the hindmost’.
The south’s economy is dependent upon the north’s ability to produce raw materials. The Southerners buy ore, lumber, fish and crops from the Northerners at a bargain price – since most Northerners refuse to sell to the Elemental Nations – and with their developed industrial sector turn them into goods that they then export for profit. Adhering to the tenets of mercantilism import is discouraged in the cluster and the export of gold and silver is prohibited.
From the top right, the Southern Island Cluster consists of island Nero, Mekkyaku, Jigon, Gōka, Gakiyaru, Oishiden, Izu and Dotai.
Codex: Tenkaichi
The island of Tenkaichi is technically not a part of geographical Ancrath, but the island’s affiliation with the archipelago and its history of diplomatic relations with the Southern Cluster has made it a part of what is known as ‘modern Ancrath’. The island was always semi-autonomous even when it had an official status as a province of the Land of Hotsprings and few Tenkaichians ever felt colonized or oppressed, especially considering the island had its own tax collection office and didn’t pay tribute to the Hotsprings Country. This lack of practical ties to the Land of Hotsprings made the island’s transition from colony to headquarters of the Brotherhood much easier than it would have been otherwise.
Tenkaichi is generally characterized by its unique status as Brotherhood-controlled territory, its fortified settlements and its focus on the production of military hardware. It is known for its universal male conscriptions and permanent war economy.
Before the Brotherhood’s annexation of the island Tenkaichi was almost self-sustaining. The local councils who administered the island at the time carefully managed the production of goods and foodstuff to suit the island’s needs. Little was imported and even less was exported as the island embraced an economy-oriented form of Juche.
The Brotherhood’s sudden annexation radically changed Tenkaichi. The organization’s contacts overseas and its expertise within the field of smuggling led to an influx of cheap goods that flooded the Tenkaichian markets and made much of its industry obsolete. To rebalance the island’s dwindling economy the Brotherhood launched an aggressive expansion of the weapon’s industry and encouraged the natives to join the organization, two key aspects of the process that transformed Tenkaichi into an authoritarian, militant island state. Tenkaichi still maintains Juche as its official political standpoint, but economic independence has been replaced by political and military independence as the focal points of society.
Men are encouraged to join the military or serve as craftsmen while women are pushed towards positions as civilian artisans, bureaucrats and managers. In simple terms men administrate the military industry and women the civilian. It is not forbidden for a woman to join the military – though not as a Brotherhood member - just as it isn’t forbidden for a man to work in the civilian sector, but neither is encouraged by the regime.
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1) Eastcairn – Formerly a single fiefdom Eastcairn and its western cousin are home to the biggest quarries in Ancrath. The two areas’ shore-regions are alike; both sporting flat beaches that run into large, fenced fields. The Cairns are named for the unbroken wall of stones stacked to chest-height that run along the length of the beach and protect the inland from erosion and potential ravages by storm waves. The largest town in Eastcairn is Rockfield, which is built around Bricktooth Keep, but other townships and villages also make their home in Eastcairn’s eastern parts.
2) Westcairn – Formerly a single fiefdom Westcairn and its eastern cousin are home to the biggest quarries in Ancrath. The two areas’ shore-regions are alike; both sporting flat beaches that run into large, fenced fields. The Cairns are named for the unbroken wall of stones stacked to chest-height that run along the length of the beach and protect the inland from erosion and potential ravages by storm waves. The largest town in Westcairn is Brickfield, which is built around Rocktooth Keep, but other townships and villages also make their home in Westcairn’s southern parts.
3) Arlentrench – The fiefdom of Arlentrench rests in a deep depression and consists mostly of marshland. The sea often floods the area, but all settlements in Arlentrench are either built on one of the many hills that litter the area or floating on the water so the flooding never does much damage. The great marsh of Arlentrench is a salt water one and little of value grows there, but the inhabitants are expert fishermen and at high tide there are paths through the marsh that lead directly into the ocean. The largest town in Arlentrench is Ayrith, a collection of floating buildings bound together by wooden walkways and rope.
4) Gelleth – The fiefdom of Gelleth is the home of Tenkaichi’s largest cargo port, a warm-water one of its kind aptly named the Dragon’s Tongue. The port is mainly used for civilian purposes, namely the reception, inspection, sorting, packing and distribution of more than 60% of all goods imported from the Western Mainland. The Dragon’s Tongue is located in the heart of Gelleth and is its metaphorical aorta both economically and culturally: its largest town, Dragonpoint, is built as an extension of the port and serves mainly as the seat of Tenkaichi’s service sector, dealing in wholesale, customs and the refining of goods coming from the port. Outside of the Dragons little is produced in Gelleth. The fiefdom has an advanced infrastructure on account of its role as a distributor of goods, but aside from small villages and the regional fortress – Scalewatch Citadel – in the north-eastern lowlands there are few points of interest in Gelleth.
5) Florenth – The fiefdom of Florenth stands as a testament to modern Tenkaichian militarism. The region itself is mountainous and separated down the middle by a deep ravine running along its longitudinal axis. Most of the mountains in the region have been hollowed out and turned into underground fortresses by the Brotherhood. These subterranean strongholds have given the region its nickname; the ‘Shield of the West’ and are multifunctional, serving as bunkers, living spaces and training areas for the inhabitants of the region. Florenth is mainly populated by military personnel and those who provide them with their equipment. Whole quarters have been devoted to fletchers, blacksmiths and siege engineers. Goods and provisions are mainly brought in from Gelleth. The largest town in Florenth is Sothstess, a settlement built entirely of stone and placed inside Domeskeep, the region’s largest fortress.
6) Gaamran – The fiefdom of Gaamran is the home of Alledon’s Hand, an enormous cliff with a near-vertical drop that constitute the Southernmost point of Tenkaichi. The region is rocky near the coast, but its inland area is considered some of the finest grassland in Ancrath and many inhabitants make a living as shepherds, livestock farmers and butchers. The focus on livestock has made Gaamran a decentralized region with very few towns and its largest settlement, aptly named Shepherd’s Rest, is a bottleneck of butchers, wool processors and loud marketplaces in the region’s north-eastern area. Gaamran is one of the few provinces in Tenkaichi without a regional fortress, but its entire coastline is a natural wall of cliffs and ridges that make a defensive structure all but obsolete.
7) Sussax – The fiefdom of Sussax, though as mountainous as Florenth, is the least militant of the two regions. Few bases are located there, but its inland areas are often used for military exercises and simulations. The province’s coastline is a nightmare of jagged rocks and many an experienced captain has lost both ship and crew trying to navigate past Sussax. Coupled with the infertile soil of the fiefdom most inhabitants are fishermen who engage in wrecking to survive or miners of iron and granite. The largest town in Sussax is Glynnwroth, a paramilitary settlement used by the Ancrathi National Army as a home for its officers and their families. The regional fortress is known as Whitehaven, a work of crude architectural design consisting of three granite ring forts set in layers around a central keep.
Joinable Factions
The Brotherhood
The Qun
Templates & Others
House TemplateThe Brotherhood
The Brotherhood
Gazing Back Into You
History:
Under Samurai Dai
The Brotherhood was founded by Samurai Dai during the Second Shinobi World War as hired muscle for his smuggling operation the River Country. Though the Brotherhood only accepted male members over fifteen and under fifty; the group grew almost exponentially during the war, courtesy of the massive amounts of desperate refugees fleeing the violence in the warring nations, looking for some way feed their families. The Brotherhood offered food and shelter for all Brothers and their families in exchange for loyalty to Dai’s organization, a policy that earned him one of the most zealous group of loyalists in modern history and turned his den in the River Country into a virtually impregnable fortress of men and iron.
Dai had intended for the Brotherhood to be a mobile fighting force that could accompany his ships on their journeys downriver, keeping rivalling smugglers, the authorities and other unwelcome guests away from his cargo until they reached the sea. Many new members, however, had brought their families with them from whichever nation they were fleeing and were both unable and unwilling to leave them for months at a time. Dai’s solution was to settle the new Brothers and their families along the rivers themselves, in shelters close enough to the banks that the members could watch the ships, assists the sailors and help wherever they were needed in their area all without ever leaving their families.
The plan’s success was legendary. Throughout the course of the war Dai controlled every black market from Keishi in the Fire Country to the Claw Country. No shipment was too large or too ludicrous. The sheer number of Brothers guarding the rivers far surpassed that of any task-force the River Nation might have put together to stop the influx of illegal goods and after a Chuunin-ranked Nukenin, who had been hired to solve the problem, was brutally murdered and chopped into pieces by an angry group of almost eighty Brothers; the government at the time decided to leave the Brotherhood and their employer alone.
Samurai Dai’s time as smuggler king came to an abrupt end less than half a year after the armistice treaty was signed. The original members of the Brotherhood had sworn themselves to Dai and his lieutenants, but the flood of refugee-members put an end to the group’s status as an organized institution and turned it into a patchwork fraternity with no common goal among the members other than providing for their families. Though this worked exceptionally well during the war; the peace that followed changed the game completely.
With the violence subsiding and the local governments slowly stabilizing the different regions; many refugees simply packed up and went back home. Over the course of a few weeks much of the so-called ‘Black Wall of the Rivers’ (a reference to the black cloaks many members wore as camouflage) disappeared without a trace, leaving Dai’s ships without protection. The Brotherhood had intimidated and defeated Dai’s enemies by force of numbers and the refugees’ exodus more than halved the smuggler king’s numbers. The result was the collapse of Samurai Dai’s empire.
The Samurai himself tried to cut his losses and gather the wealth he had already amassed, but without hired muscle it was a hopeless endeavour. Before Dai had even finished loading the ships he had left; a pirate captain by the name of Reaver fell upon him and took both ships and cargo for himself, slaying every single one of Dai’s men and the king himself during the ambush.
Under Alart the Old
The death of Samurai Dai would have heralded the end of the Brotherhood were it not for a refugee from the Land of Rain named Alart.
Alart, who had worked as part of the Black Wall of the River, convinced a dozen of his Brothers without any family to speak of to join him in robbing the few ships that still passed unprotected through the rivers of the River Country in the chaotic period that followed the armistice. The Brothers’ endeavours, though amateurish, were largely successful and as the regions slowly stabilized and became policed the Brothers simply moved on, finally ending up in the Land of Noodles.
Alart revealed himself to be a natural leader. Instead of focusing his efforts on one country like his predecessor the 2nd Leader of the Brotherhood sought to form a reliable core of loyal and competent members who could establish footholds in many nations simultaneously and recruit their own men as they pleased. Though this decentralized the Brotherhood and sometimes led to semi-independent factions with little to no relation to the actual Brotherhood the plan was mostly successful and turned the organization into a pulsing, underground organ of guilds that altogether controlled much of the international smuggling industry.
Alart’s biggest triumph is credited to his work on transforming the Brotherhood into a tight-knit organization. Samurai Dai allowed the Brothers to roam freely in unorganized bands and rarely directed their efforts. Alart attempted to change this by introducing intricate and almost spiritual joining rituals and symbols to the group. The Brotherhood’s banner was drawn up and applied to all uniforms and equipment. A motto was laid out and local fraternities were introduced. Alart sought to improve the Brotherhood as an organization by encouraging internal competition and contests. Medals and honorary orders were introduced along with an expanded hierarchical ranking system. Like Dai’s Black Wall of the River the foundation laid out by Alart is considered legendary by the Brotherhood.
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Gazing Back Into You
History:
Under Samurai Dai
The Brotherhood was founded by Samurai Dai during the Second Shinobi World War as hired muscle for his smuggling operation the River Country. Though the Brotherhood only accepted male members over fifteen and under fifty; the group grew almost exponentially during the war, courtesy of the massive amounts of desperate refugees fleeing the violence in the warring nations, looking for some way feed their families. The Brotherhood offered food and shelter for all Brothers and their families in exchange for loyalty to Dai’s organization, a policy that earned him one of the most zealous group of loyalists in modern history and turned his den in the River Country into a virtually impregnable fortress of men and iron.
Dai had intended for the Brotherhood to be a mobile fighting force that could accompany his ships on their journeys downriver, keeping rivalling smugglers, the authorities and other unwelcome guests away from his cargo until they reached the sea. Many new members, however, had brought their families with them from whichever nation they were fleeing and were both unable and unwilling to leave them for months at a time. Dai’s solution was to settle the new Brothers and their families along the rivers themselves, in shelters close enough to the banks that the members could watch the ships, assists the sailors and help wherever they were needed in their area all without ever leaving their families.
The plan’s success was legendary. Throughout the course of the war Dai controlled every black market from Keishi in the Fire Country to the Claw Country. No shipment was too large or too ludicrous. The sheer number of Brothers guarding the rivers far surpassed that of any task-force the River Nation might have put together to stop the influx of illegal goods and after a Chuunin-ranked Nukenin, who had been hired to solve the problem, was brutally murdered and chopped into pieces by an angry group of almost eighty Brothers; the government at the time decided to leave the Brotherhood and their employer alone.
Samurai Dai’s time as smuggler king came to an abrupt end less than half a year after the armistice treaty was signed. The original members of the Brotherhood had sworn themselves to Dai and his lieutenants, but the flood of refugee-members put an end to the group’s status as an organized institution and turned it into a patchwork fraternity with no common goal among the members other than providing for their families. Though this worked exceptionally well during the war; the peace that followed changed the game completely.
With the violence subsiding and the local governments slowly stabilizing the different regions; many refugees simply packed up and went back home. Over the course of a few weeks much of the so-called ‘Black Wall of the Rivers’ (a reference to the black cloaks many members wore as camouflage) disappeared without a trace, leaving Dai’s ships without protection. The Brotherhood had intimidated and defeated Dai’s enemies by force of numbers and the refugees’ exodus more than halved the smuggler king’s numbers. The result was the collapse of Samurai Dai’s empire.
The Samurai himself tried to cut his losses and gather the wealth he had already amassed, but without hired muscle it was a hopeless endeavour. Before Dai had even finished loading the ships he had left; a pirate captain by the name of Reaver fell upon him and took both ships and cargo for himself, slaying every single one of Dai’s men and the king himself during the ambush.
Under Alart the Old
The death of Samurai Dai would have heralded the end of the Brotherhood were it not for a refugee from the Land of Rain named Alart.
Alart, who had worked as part of the Black Wall of the River, convinced a dozen of his Brothers without any family to speak of to join him in robbing the few ships that still passed unprotected through the rivers of the River Country in the chaotic period that followed the armistice. The Brothers’ endeavours, though amateurish, were largely successful and as the regions slowly stabilized and became policed the Brothers simply moved on, finally ending up in the Land of Noodles.
Alart revealed himself to be a natural leader. Instead of focusing his efforts on one country like his predecessor the 2nd Leader of the Brotherhood sought to form a reliable core of loyal and competent members who could establish footholds in many nations simultaneously and recruit their own men as they pleased. Though this decentralized the Brotherhood and sometimes led to semi-independent factions with little to no relation to the actual Brotherhood the plan was mostly successful and turned the organization into a pulsing, underground organ of guilds that altogether controlled much of the international smuggling industry.
Alart’s biggest triumph is credited to his work on transforming the Brotherhood into a tight-knit organization. Samurai Dai allowed the Brothers to roam freely in unorganized bands and rarely directed their efforts. Alart attempted to change this by introducing intricate and almost spiritual joining rituals and symbols to the group. The Brotherhood’s banner was drawn up and applied to all uniforms and equipment. A motto was laid out and local fraternities were introduced. Alart sought to improve the Brotherhood as an organization by encouraging internal competition and contests. Medals and honorary orders were introduced along with an expanded hierarchical ranking system. Like Dai’s Black Wall of the River the foundation laid out by Alart is considered legendary by the Brotherhood.
Ranks of the Armed Forces
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The Qun
The Qun
Existence is a Choice
Concepts and Ideological Guidelines
On the Question of Rank
In Qunari society rank describes an individual's purpose in life and is thus synonymous with their identity. Rank is therefore used to refer to oneself in place of one's personal name.
The Qunari are bred, born and trained to fill the lifelong role assigned to them by the Tamassrans and roles are thus clearly defined and formalized. Within the confines of each role, however, the Qunari's practices are meritocratic in nature; a Karashok may become a Karasten, but such an 'advance' is merely seen as the realization of what he has always been and thus never envied or lauded. There is no hierarchy in Qunari society, just a clearly defined set of roles and an acceptance of the duties of those roles: just as the ribcage may break to protect the lungs, but neither is superior to the other.
Culture
Duty is paramount in Qunari culture and their society is seen as a living entity, whose well-being is the responsibility of all. Each person is like a drop of blood in the veins of the being and they must do not what is best for them, but what is best for the creature.
The Qunari do not have a concept of personal identity and use titles rather than names to identify and present themselves. Their ‘names’ are in fact strings of genealogical information used by the Tamassrans for record-keeping and marque-creation.
A Qunari's personal name is not what we think of as a name. It is more like a social security number, information which the Tamassrans use to keep track of breeding and is thus not something the Qunari use to refer to one another. What a Qunari instead thinks of as their name is, in fact, their job title, which is differentiated by rank and task.
Trueborn Qunari have no ‘family units’: they do not marry, choose partners, or even know to whom they are related. A Qunari's ‘family’ consists of his or her co-workers.
Qunari generally do not associate mating with love. They feel love, they have friends, they form emotional bonds with one another. However, they simply do not sleep with each other to express it. If they do they are sent to be reeducated by the Ben-Hassrath. If a child is produced the same thing happens as with all other Qunari children; it is sent to be raised by the Tamassrans, evaluated, and assigned a path. Qunari do not waste resources unnecessarily, people included.
A corpse is considered an insignificant husk that is no longer the individual that it once was and thus is afforded no special treatment, rather disposed of whatever manner is most practical.
Clothing & Identification
The Qun dictates that wasting resources is an abominable act, thus beyond wearing clothes to keep themselves warm and armor to keep themselves alive the Qunari view clothes as an unnecessary, cumbersome burden that Bas wear in disgust of their own bodies. Likewise, luxury goods like make-up and perfume are abhorred as symbols of Bas lavishness and thus never used by the Qunari.
To differentiate between true Qunari and imposters the Qun advocates marques as the primary means of identification. The marque is the Qunari’s elaborate version of a social security number, consisting of a set of lines and patterns tattooed on every Qunari’s back. The marque describes one’s sexual information (whether one is fertile or not), purpose (education, specializations, experience) and health (medical history, blood type, hereditary traits). With the information constantly changing new lines and patterns are constantly added to the marque, making it a symbol of one’s dedication to the Qun.
Genetics
Qunari are bred for specific roles. Parentage is no longer the issue, more like pedigree. However, breeding does not determine a Qunari's assigned task.
Qunari strongly believe that the genders are inherently and intuitively better at certain tasks. No matter how much aptitude and promise a male shows for management, he will never be considered as good at it as a female, therefore it would be considered inefficient and a waste of resources to place him in a role where a woman might serve better. Instead, the Tamassrans find another role that he shows aptitude for and will place him there instead. The same goes for females; most Qunari will find it odd if a female becomes a warrior. The odd, very rare exception is made however. A male Qunari will farm if he must, just as a female will fight, depending on the circumstance. If a female shows sincere interest in - and outstanding talent at - fighting she will be considered male, regardless of her biological gender. The phenomenon is called Aqun-Athlok. For the Qunari gender is a secondary trait compared to their duty to the Qun.
There are fields like philosophy or sciences that make use of both genders, but even then there is division by discipline. Men will do one kind of research and women another. The Ben-Hassrath also count both genders among their ranks, but they too are separated by specialization.
Economy
The Qunari reject private property. They do not have currency, nor do they engage in direct bartering: they do not buy and sell things amongst one another. ‘Merchants’ in Qunari cities have the job of making sure goods are distributed appropriately. Basra can be issued tokens that can be exchanged for goods in Qunari settlements, but these are not used internally.
Efficiency is the primary concern in the economy. The Qunari actively work to improve methods of production via research and borrowing from conquered people and neighboring cultures. On the other hand, demands of the individuals are quite limited, as having ‘more houses and clothes’ would mean more work to maintain them.
Outsiders and Converts
The Qunari view other nations as inferiors, Bas (things) who are to be conquered and converted to the Qun. In the newly subdued areas they dismantle families: children are torn away from their parents and raised as Qunari while adults are sent to camps for re-education performed by a branch of the Ben-Hassrath. If an individual does not resist the re-education a new convert, or Viddathari, may be assigned a position in the Qunari society. Refusal to cooperate, however, is seen as illness to be cured and those who resist are taken to the viddathlok, institutions dedicated to healing.
The Qunari consider outsiders unfortunate beings that have a potential to grow if the Qun's wisdom is imparted upon them. The best an outsider can hope for among the Qunari is to be considered a basalit-an, ‘an honorable thing’. A basalit-an is a worthy foe and one that can be negotiated with to an extent, but is still Bas regardless.
Education
Qunari society is based upon learning as well as military might. The Tamassrans wield a great deal of influence in Qunari society. As it is primarily a female gender role - as all administrative tasks are - this might lead an outsider to believe that their society is female-dominated. Qunari do not, however, look upon government in quite the same way. The brain could be said to rule the body, but so too does the heart, the lungs, the stomach. All are part of the greater whole.
The Tamassrans raise all the children, give them their general education and evaluate them. Qunari are officially assigned their roles when they are twelve years old. The Tamassrans do conduct some tests, but nothing that requires a pencil. They also have something of a head start on the process, as they are the ones who control the Qunari selective breeding program.
Societal Structure
The Triumvirate
The Triumvirate, or ’Salasari’ in Qunlat, is the guiding body of the Qunari. The three members of the Triumvirate are each considered the ideal representative of one of the three paths of Qunari society, but they are not technically ranked as commanders of their respective paths since their every decision must be in accordance with the Qun, which acts as the final authority on any and all decisions. Being a member of the Triumvirate is not a proof of excellence, but one of proficiency in mediating solutions between the roles belonging to their path and in making difficult choices.
The body is represented by the Arishok, who guides the army.
The mind is represented by the Arigena, who guides the craftsmen.
The soul is represented by the Ariqun, who guides the educators.
The Arishok
One of the three members of the Triumvirate; the Arishok is considered the primary guide of the antaam (armed forces) and has practical authority over the army on the level of a Commander-in-Chief. As dictated by the Qun the Arishok is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arishok is more than qualified to steer the ‘body’ of Qunari society along the right path and insubordination of any kind is extremely rare.
The Arigena
One of the three members of the Triumvirate; the Arigena is considered the primary guide of all matters pertaining to industrial, agricultural and mercantile aspects of Qunari society and has practical authority over these elements on the level of a Commander-in-Chief. As dictated by the Qun; the Arigena is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arigena is more than qualified to handle all matters of distribution and construction associated with the ‘mind’ of Qunari society.
The Ariqun
One of the three members of the Triumvirate; the Ariqun is considered the Primary Guide of the Ben-Hassrath and has practical authority over it on the level of a Commander-in-Chief. As dictated by the Qun; the Ariqun is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Ariqun is more than qualified to oversee the ‘soul’ of Qunari society and handle all matters of breeding, education and law enforcement.
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Existence is a Choice
Concepts and Ideological Guidelines
On the Question of Rank
In Qunari society rank describes an individual's purpose in life and is thus synonymous with their identity. Rank is therefore used to refer to oneself in place of one's personal name.
The Qunari are bred, born and trained to fill the lifelong role assigned to them by the Tamassrans and roles are thus clearly defined and formalized. Within the confines of each role, however, the Qunari's practices are meritocratic in nature; a Karashok may become a Karasten, but such an 'advance' is merely seen as the realization of what he has always been and thus never envied or lauded. There is no hierarchy in Qunari society, just a clearly defined set of roles and an acceptance of the duties of those roles: just as the ribcage may break to protect the lungs, but neither is superior to the other.
Culture
Duty is paramount in Qunari culture and their society is seen as a living entity, whose well-being is the responsibility of all. Each person is like a drop of blood in the veins of the being and they must do not what is best for them, but what is best for the creature.
The Qunari do not have a concept of personal identity and use titles rather than names to identify and present themselves. Their ‘names’ are in fact strings of genealogical information used by the Tamassrans for record-keeping and marque-creation.
A Qunari's personal name is not what we think of as a name. It is more like a social security number, information which the Tamassrans use to keep track of breeding and is thus not something the Qunari use to refer to one another. What a Qunari instead thinks of as their name is, in fact, their job title, which is differentiated by rank and task.
Trueborn Qunari have no ‘family units’: they do not marry, choose partners, or even know to whom they are related. A Qunari's ‘family’ consists of his or her co-workers.
Qunari generally do not associate mating with love. They feel love, they have friends, they form emotional bonds with one another. However, they simply do not sleep with each other to express it. If they do they are sent to be reeducated by the Ben-Hassrath. If a child is produced the same thing happens as with all other Qunari children; it is sent to be raised by the Tamassrans, evaluated, and assigned a path. Qunari do not waste resources unnecessarily, people included.
A corpse is considered an insignificant husk that is no longer the individual that it once was and thus is afforded no special treatment, rather disposed of whatever manner is most practical.
Clothing & Identification
The Qun dictates that wasting resources is an abominable act, thus beyond wearing clothes to keep themselves warm and armor to keep themselves alive the Qunari view clothes as an unnecessary, cumbersome burden that Bas wear in disgust of their own bodies. Likewise, luxury goods like make-up and perfume are abhorred as symbols of Bas lavishness and thus never used by the Qunari.
To differentiate between true Qunari and imposters the Qun advocates marques as the primary means of identification. The marque is the Qunari’s elaborate version of a social security number, consisting of a set of lines and patterns tattooed on every Qunari’s back. The marque describes one’s sexual information (whether one is fertile or not), purpose (education, specializations, experience) and health (medical history, blood type, hereditary traits). With the information constantly changing new lines and patterns are constantly added to the marque, making it a symbol of one’s dedication to the Qun.
Genetics
Qunari are bred for specific roles. Parentage is no longer the issue, more like pedigree. However, breeding does not determine a Qunari's assigned task.
Qunari strongly believe that the genders are inherently and intuitively better at certain tasks. No matter how much aptitude and promise a male shows for management, he will never be considered as good at it as a female, therefore it would be considered inefficient and a waste of resources to place him in a role where a woman might serve better. Instead, the Tamassrans find another role that he shows aptitude for and will place him there instead. The same goes for females; most Qunari will find it odd if a female becomes a warrior. The odd, very rare exception is made however. A male Qunari will farm if he must, just as a female will fight, depending on the circumstance. If a female shows sincere interest in - and outstanding talent at - fighting she will be considered male, regardless of her biological gender. The phenomenon is called Aqun-Athlok. For the Qunari gender is a secondary trait compared to their duty to the Qun.
There are fields like philosophy or sciences that make use of both genders, but even then there is division by discipline. Men will do one kind of research and women another. The Ben-Hassrath also count both genders among their ranks, but they too are separated by specialization.
Economy
The Qunari reject private property. They do not have currency, nor do they engage in direct bartering: they do not buy and sell things amongst one another. ‘Merchants’ in Qunari cities have the job of making sure goods are distributed appropriately. Basra can be issued tokens that can be exchanged for goods in Qunari settlements, but these are not used internally.
Efficiency is the primary concern in the economy. The Qunari actively work to improve methods of production via research and borrowing from conquered people and neighboring cultures. On the other hand, demands of the individuals are quite limited, as having ‘more houses and clothes’ would mean more work to maintain them.
Outsiders and Converts
The Qunari view other nations as inferiors, Bas (things) who are to be conquered and converted to the Qun. In the newly subdued areas they dismantle families: children are torn away from their parents and raised as Qunari while adults are sent to camps for re-education performed by a branch of the Ben-Hassrath. If an individual does not resist the re-education a new convert, or Viddathari, may be assigned a position in the Qunari society. Refusal to cooperate, however, is seen as illness to be cured and those who resist are taken to the viddathlok, institutions dedicated to healing.
The Qunari consider outsiders unfortunate beings that have a potential to grow if the Qun's wisdom is imparted upon them. The best an outsider can hope for among the Qunari is to be considered a basalit-an, ‘an honorable thing’. A basalit-an is a worthy foe and one that can be negotiated with to an extent, but is still Bas regardless.
Education
Qunari society is based upon learning as well as military might. The Tamassrans wield a great deal of influence in Qunari society. As it is primarily a female gender role - as all administrative tasks are - this might lead an outsider to believe that their society is female-dominated. Qunari do not, however, look upon government in quite the same way. The brain could be said to rule the body, but so too does the heart, the lungs, the stomach. All are part of the greater whole.
The Tamassrans raise all the children, give them their general education and evaluate them. Qunari are officially assigned their roles when they are twelve years old. The Tamassrans do conduct some tests, but nothing that requires a pencil. They also have something of a head start on the process, as they are the ones who control the Qunari selective breeding program.
Societal Structure
The Triumvirate
The Triumvirate, or ’Salasari’ in Qunlat, is the guiding body of the Qunari. The three members of the Triumvirate are each considered the ideal representative of one of the three paths of Qunari society, but they are not technically ranked as commanders of their respective paths since their every decision must be in accordance with the Qun, which acts as the final authority on any and all decisions. Being a member of the Triumvirate is not a proof of excellence, but one of proficiency in mediating solutions between the roles belonging to their path and in making difficult choices.
The body is represented by the Arishok, who guides the army.
The mind is represented by the Arigena, who guides the craftsmen.
The soul is represented by the Ariqun, who guides the educators.
The Arishok
One of the three members of the Triumvirate; the Arishok is considered the primary guide of the antaam (armed forces) and has practical authority over the army on the level of a Commander-in-Chief. As dictated by the Qun the Arishok is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arishok is more than qualified to steer the ‘body’ of Qunari society along the right path and insubordination of any kind is extremely rare.
The Arigena
One of the three members of the Triumvirate; the Arigena is considered the primary guide of all matters pertaining to industrial, agricultural and mercantile aspects of Qunari society and has practical authority over these elements on the level of a Commander-in-Chief. As dictated by the Qun; the Arigena is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arigena is more than qualified to handle all matters of distribution and construction associated with the ‘mind’ of Qunari society.
The Ariqun
One of the three members of the Triumvirate; the Ariqun is considered the Primary Guide of the Ben-Hassrath and has practical authority over it on the level of a Commander-in-Chief. As dictated by the Qun; the Ariqun is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Ariqun is more than qualified to oversee the ‘soul’ of Qunari society and handle all matters of breeding, education and law enforcement.
Templates & Others
Name:
Motto:
Public History:
Heraldry/Sigil:
Family Head:
Family Members:
Lands:
Alignment:
Renown/Infamy Level:
PHP:
[B]Name:[/B]
[B]Motto:[/B]
[B]Public History:[/B]
[B]Heraldry/Sigil:[/B]
[B]Family Head:[/B]
[B]Family Members:[/B]
[B]Lands:[/B]
[B]Alignment:[/B]
[B]Renown/Infamy Level:[/B]
Character Template
Given Name:
Family Name:
Title:
Lands:
Alignment:
Renown/Infamy Level:
Important Information:
PHP:
[B]Given Name:[/B]
[B]Family Name:[/B]
[B]Title:[/B]
[B]Lands:[/B]
[B]Alignment:[/B]
[B]Renown/Infamy Level:[/B]
[B]Important Information:[/B]
House Template (explained)
Name: The name of your House. Always write it as ‘House X’ where ‘X’ is the name of your House. If you need a little help finding the right name for your House; try visiting (
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) and clicking ‘fantasy surnames’. Motto: A short motto that captures the spirit of your House. A motto should never be more than ten words long. If you need a little help finding the right motto for your House; try visiting (
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). Some of the mottos might need a well-placed comma. Public History: The short version of your House’s history. You should only add information that is to be considered common knowledge of your House.
Heraldry/Sigil: The symbol of your House. Your House’s heraldry will adorn your banners and even your clothes. You can choose to describe the sigil, if you want, but simply using a picture is perfectly acceptable. There are also a number of websites where you can create your own coat of arms.
Family Head: Which character is the current patriarch of matriarch of your House? If you’re the House’s only non-NPC it is a good idea to set your own character as the Family Head.
Family Members: Put all relevant members of your House here, players and NPCs, dead and alive alike. If there are a lot of names you might want to create a family tree and post the link to a picture instead of listing them all.
Lands: All the lands your House control should be put here. You should list larger areas first, then castles and cities. Alternately you can name and mark your area off on the ‘Map of Ancrath’ and post the link. You’ll have to make up some names for your lands and a short description of how the lands, castles and cities look is encouraged. If you need a little help finding the right name for an area, castle or city; try visiting (
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) and clicking ‘Place Names’. Alignment: The general moral standpoint of your House. Are you a group of villains, or perhaps a band of heroes? Use (
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) to learn about the different alignments and put one of them here. It’s perfectly fine if the alignment you choose doesn’t fit your House perfectly. If you’re unsatisfied with your alignment you can put a ‘+’ or a ‘-‘ at the end of it to respectively mark a tendency towards the lighter or darker side of the alignment. Renown/Infamy Level: See 'Renown/Infamy Levels.'
Character Template (explained)
Given Name: Your character’s first name. If you need a little help finding the right name for your House; try visiting (
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) and clicking ‘Fantasy Names’ or ‘Real Names’. Family Name: The name of the House your character belongs to. If your character doesn’t belong to a noble House; don’t fill out this field.
Title: Your character’s official title, following the guide below. Your character’s title depends on how much land he or she controls personally, not how much the family controls. If your character controls a city or a castle you’re free to choose between Shishaku and Viscount, as they signify the same status, but most Houses will pick one ‘title tree’ and stick to it
Lands: All the lands your character controls should be put here. You should list larger areas first, then castles and cities. Alternately you can name and mark your area off on the ‘Map of Ancrath’ and post the link. You’ll have to make up some names for your lands and a short description of how the lands, castles and cities look is encouraged. If you need a little help finding the right name for an area, castle or city; try visiting (
You must be registered for see links
) and clicking ‘Place Names’.Alignment: The general moral standpoint of your character. Are you a villain, or perhaps a hero? Use (
You must be registered for see links
) to learn about the different alignments and put one of them here. It’s perfectly fine if the alignment you choose doesn’t fit your character perfectly. If you’re unsatisfied with your alignment you can put a ‘+’ or a ‘-‘ at the end of it to respectively mark a tendency towards the lighter or darker side of the alignment.Renown/Infamy Level: See 'Renown/Infamy Levels.'
Important Information: General information about your character that you feel should be mentioned. You should only add information that is to be common knowledge about your character.
Example Templates
House Template (example)
Name: House Hawke
Motto: Whatever It Takes
Public History: A very new noble House that came to Ancrath with the Brotherhood, which the current patriarch leads. The House has made a small fortune through the Brotherhood’s activities, but the internal struggle between the patriarch and his daughter has kept the House from using the money to expand.
Heraldry/Sigil: Two black, twining birds facing each other on a field of matte grey. (
Family Head: Garrett ‘Inuzuka’ Hawke
Family Members: Garrett Hawke, Lucinda Hawke (deceased), Laura Hawke (former).
Lands: All of Tenkaichi
Alignment: Lawful Evil
Renown/Infamy Level: Infamous 7
Character Template (example)
Given Name: Garrett
Family Name: Hawke
Title: Lamane
Lands: All of Tenkaichi
Alignment: Lawful Evil
Renown/Infamy Level: Infamous 7
Important Information: Hawke is the current leader of the Brotherhood and a member of the Akatsuki
Name: House Hawke
Motto: Whatever It Takes
Public History: A very new noble House that came to Ancrath with the Brotherhood, which the current patriarch leads. The House has made a small fortune through the Brotherhood’s activities, but the internal struggle between the patriarch and his daughter has kept the House from using the money to expand.
Heraldry/Sigil: Two black, twining birds facing each other on a field of matte grey. (
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) Family Head: Garrett ‘Inuzuka’ Hawke
Family Members: Garrett Hawke, Lucinda Hawke (deceased), Laura Hawke (former).
Lands: All of Tenkaichi
Alignment: Lawful Evil
Renown/Infamy Level: Infamous 7
Character Template (example)
Given Name: Garrett
Family Name: Hawke
Title: Lamane
Lands: All of Tenkaichi
Alignment: Lawful Evil
Renown/Infamy Level: Infamous 7
Important Information: Hawke is the current leader of the Brotherhood and a member of the Akatsuki
Renown/Infamy Levels:
0) Completely unknown. You’ve never done anything, or you’ve purposely kept yourself, or been kept, out of sight.
1) Recognized domestically. Your family and their closest friends know about you.
2) Recognized around town. You’re known around town, like every run-of-the-mill farmer is.
3) Recognized in the region. You’re known in the area, but only on a part of the island.
4) Recognized on the island. You’re known to most people who live on the island.
5) Recognized in the cluster. Whether you’re a northerner or a southerner; your name is known by most in the cluster.
6) Recognized in the archipelago. Your name is known to most in the Ancrath Archipelago.
7) Recognized in the surrounding nations. Beyond the islands of Ancrath; the people of nations close by know of you.
8) Recognized in most nations. Except for a few countries far away; most nations and their people know your name.
9) Recognized globally. The whole world knows you.
Note that infamy is simply a generally negative, fear-related type of fame, whereas renown is a generally positive, admiration-related type.
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