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		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=98152</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=98152"/>
		<updated>2008-12-28T23:33:32Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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====Location and Description====&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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====Religion==== &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis, Mo&#039;Krai mountain men, or the famously fierce Thritan soldiers-of-fortune. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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====Currency====&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. &lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles==== &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=98151</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=98151"/>
		<updated>2008-12-28T23:25:58Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
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====Location and Geography====&lt;br /&gt;
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The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
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The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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====People and Culture====&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
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Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
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The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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====Religion====&lt;br /&gt;
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&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
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&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
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The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
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The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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====Language====&lt;br /&gt;
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The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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====Architecture====&lt;br /&gt;
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Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
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Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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====Sports and Leisure====&lt;br /&gt;
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Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
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Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
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When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals.&lt;br /&gt;
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====Domesticated Crops====&lt;br /&gt;
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Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
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====Common Herbs and Spices====&lt;br /&gt;
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Anise, Pepper and Cumin&lt;br /&gt;
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====Domesticated animals====&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
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====Naming conventions====&lt;br /&gt;
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Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
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Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
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====City States====&lt;br /&gt;
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[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
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[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
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[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
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[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
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[[Palinae]]:  (Population: 9,000) spiritual capital of Caulis, and site of grandiose temples and festivals.&lt;br /&gt;
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[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
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[[Weldan]]:  (Population: 6,000) the breadbasket of Northern Caulis.&lt;br /&gt;
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[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
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[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
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[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
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[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
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[[Skelarda]]:  (Population: 5,000) known for its copper mines. Halfway up a mountain, at the mouth of the Deynar River.&lt;br /&gt;
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[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
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[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=96999</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=96999"/>
		<updated>2008-12-15T04:14:49Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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====Location and Description====&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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====Religion==== &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis, Mo&#039;Krai mountain men, or the famously fierce Thritan soldiers-of-fortune. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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====Currency====&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. &lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles==== &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=96425</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=96425"/>
		<updated>2008-12-07T20:28:48Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
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====Location and Description====&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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====Religion==== &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis, Mo&#039;Krai mountain men, or the famously fierce Thritan soldiers-of-fortune. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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====Currency====&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles==== &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=96421</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=96421"/>
		<updated>2008-12-07T20:15:29Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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====Location and Description====&lt;br /&gt;
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Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
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The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak a regional dialect of Caulisian known as Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak. &lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are around two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants; others look to Thritai as a sanctuary of freedom from oppression.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. In about half the cases, the throne is allowed to pass to the son of the previous Archon by acclaim, so long as he is perceived as being fit for the monarchy, or has already proven himself sufficiently strong and capable. &lt;br /&gt;
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====Religion==== &lt;br /&gt;
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Settlers from northern Caulis brought the gods of their pantheon with them to Thritai, and the native Thrit gradually adopted their worship. In addition, the original god of the Thrit, Yuul (or Yuulashaar), is still worshipped by those descended from the remnants of the original Thrit tribe. Yuul is a god of war and conquest, and is commonly depicted as a large, muscular, brown-skinned man with a bull&#039;s head and tail. Thritans believe Yuul protects their city from barbarian attacks, and they invoke his influence and protection before important battles by sacrificing the largest bull available. The temple of Yuul in Thritai rivals that of the temple of Eldraad, and the festival dedicated to him takes place in the late summer.&lt;br /&gt;
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The city has its share of priests dedicated to the gods of the Caulisian pantheon (&#039;&#039;eean&#039;&#039;), but priests of Yuul (&#039;&#039;yuleaan&#039;&#039;) are distinctly different. They are warriors as well as priests, and often lead other fighters into battle. They train alongside other soldiers in addition to their other priestly duties, and are highly respected and venerated by the populace. Candidates for the yuleaan priesthood must undergo physical trials and often die in the process (about half of all those who wish to become yuleaan make it through). Yuleaan are distinguished by their shaved heads and and brown robes; they typically go about their daily business armed with their distinctive curved blades. In battle, they eschew the use of armor and scars are considered a sign of holiness.&lt;br /&gt;
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Legend has it that a race of men with bull&#039;s heads called &#039;&#039;Yuulattim&#039;&#039; (&amp;quot;sons of Yuul&amp;quot;) live in the caves of the Zaendtan Mts. to the east of Thritai. Yuulatim are rumored to be over 7 ft. tall and very aggressive. The mythical Thritan hero Gaarsun is supposed to have battled the bull-men, and defeated the King of the Yuulattim in single combat, returning from the mountains with the magical axe known as &#039;&#039;Kalloxitam&#039;&#039; (the &amp;quot;Bull&#039;s Horns&amp;quot;). The axe has been passed down from Archon to Archon in the hundreds of years since the battle took place.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Thritai is not as rigid or class oriented as other city-states of Caulis, perhaps even radically so when compared with the coastal cities of the north. Every free man is considered a citizen and has the right to own land and move around the city and surrounding area as he wishes. A citizen has the right to a trial should he be accused of a crime, and may own slaves. He may engage in whatever sort of business pursuit he likes, as long as he pays what taxes the Archon requires, and does not commit any crimes in the course of such business (what constitutes a &amp;quot;crime&amp;quot; is a bit more nebulous than in northern Caulis, and is subject to the interpretation of the Archon and his dukes). Citizenship comes with its duties, however. All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes (see &#039;&#039;&#039;Military&#039;&#039;&#039; below). &lt;br /&gt;
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The dukes and their extended families make up about 15% of the population. Citizens and their families account for 65%, with the rest being slaves (10%) and foreigners in semi-permanent or permanent residency (10%). &lt;br /&gt;
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The status of haedar or duke is hereditary and passes to the firstborn son upon the death of a duke. Dukedom is given or taken away at the whim of the Archon and is typically only given as a result of some great accomplishment (military victories, for the most part). Likewise, dukes are only stripped of the title for making the most boneheaded of blunders or massive incompetence. It is considered disgraceful for dukes to flaunt their status or wealth. They are expected to serve as examples of bravery and honor to the men they govern on the Archon&#039;s behalf. They have adopted the custom of other Caulisian nobles of taking the name of the first man of the family elevated to the nobility--e.g. Duke Ramsun of the House of Namimut.&lt;br /&gt;
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Citizens of Thritai enjoy much more freedom than what can be observed in the other city-states of Caulis. They can own property and slaves, and engage in any sort of business they like. The majority (about 60%) of citizens own cattle, do some farming, and live outside the walls of the city itself. Those who live in the city are primarily merchants and artisans/tradesmen (leatherworking, blacksmithing, weaving, etc.). Citizens are typically not wealthy, but neither do they want for anything in particular. Large extended families are the norm in Thritai, and it is not unusal for three generations (as well as uncles, aunts, and cousins) to live in the same dwelling or group of dwellings. The land around Thritai can be unforgiving, but Thritans are resourceful, tough, and persistent, and also generous to those in need.&lt;br /&gt;
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Slaves are not uncommon in Thritai, and are generally criminals or former barbarians of the Vaal Grasslands. They are usually treated as well as in any other city-state. The laws of Thritai state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the permission of the Archon or one of his dukes. Slaves are put to use working the fields, and the typical extended Thritan family has 4 or 5 household slaves. When there are more slaves than work, the excess are taken to Xadir and sold in the slave markets.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes. Those citizens of military age are also expected to keep their arms and armor in good working order and spend at least 2 or 3 days a month training (dukes often make their full-time soldiers available to assist with this). Dukes are expected to organize, equip, train, and maintain the militia for the districts they govern. Many use a portion of the taxes they collect to buy armor and weapons. If absolutely necessary, slaves who are capable will be armed and fight alongside free men.&lt;br /&gt;
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Around 10-15% of the eligible men in a given district are sufficiently tough and skilled at fighting to be made into full-time soldiers. These full-time soldiers split their time between training citizens and patrolling the city and outskirts of Thritai for barbarian raiders. A quarter of soldiers are trained as charioteers, and all are expected to be competant archers. Thritan soldiers--both professional and not--are famous for their courage, disclipine, and ferocity. Thritans value the honor of their tribe above personal glory, and are trained from a young age to feel no fear in the face of battle. Those soldiers for whom the occasional barbarian raid is insufficient often travel abroad as mercenaries. Thritan mercs are among the best-paid, celebrated, and feared fighters in Caulis and beyond.&lt;br /&gt;
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Since the milita of each district is maintained separately, arms and armor of the Thritan military is a patchwork of different styles. Most Thritan soldiers wear breastplates of reinforced leather, as well as leather forearm and leg protection. They are also issued a spear, short sword, dagger, and small, oblong leather shield. Dukes and professional soldiers that can afford and acquire bronze armor do so. Each militia marches into battle behind a unique &#039;&#039;haetu&#039;&#039; (&amp;quot;tribal flag&amp;quot; or &amp;quot;standard&amp;quot;). The yuleaan priests often act as lieutenants within the militias.&lt;br /&gt;
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The Thritan military mainly acts to defend the city from the many barbarian tribes of the Vaal Grasslands. Raids occur as often as every 3-4 months, but up to 2 years can go by between attacks. The Archon and his dukes are always watchful, even if the citizens grow complacent during long stretches of peace. None but the most aggressive (or foolhardly) Archons will attempt to fight the barbarians on their own turf. Tales are still told of the Archon Kaehonymuc II (288-262 BCE), who led a force of 1,500 soldiers deep into the Vaal in an attempt to wipe out the Zihoc tribe. Far from home and running low on supplies, Kaehonymuc and his men were ambushed and slaughtered by a much smaller force of Zihoc warriors. Only 100 men made it back to Thritai alive, and the Zihoc still hold Kaehonymuc&#039;s skull as a great trophy.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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====Currency====&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from [[Jherakeen]] might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles====&lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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====Sports and Leisure====&lt;br /&gt;
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Thritans will brawl at the drop of a hat, and typically over the most inconsequential things. They rarely back down from a fight, but also value honor and fair play. It is no surprise then that Thritans favor physical sports like boxing, wrestling, and gladitorial matches. They also like dancing, drinking, and the telling of tall tales.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=93474</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=93474"/>
		<updated>2008-10-16T02:03:24Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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====Location and Description====&lt;br /&gt;
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Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
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The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak a regional dialect of Caulisian known as Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak. &lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants; others look to Thritai as a sanctuary of freedom from oppression.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. In about half the cases, the throne is allowed to pass to the son of the previous Archon by acclaim, so long as he is perceived as being fit for the monarchy, or has already proven himself sufficiently strong and capable. &lt;br /&gt;
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====Religion==== &lt;br /&gt;
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Settlers from northern Caulis brought the gods of their pantheon with them to Thritai, and the native Thrit gradually adopted their worship. In addition, the original god of the Thrit, Yuul (or Yuulashaar), is still worshipped by those descended from the remnants of the original Thrit tribe. Yuul is a god of war and conquest, and is commonly depicted as a large, muscular, brown-skinned man with a bull&#039;s head and tail. Thritans believe Yuul protects their city from barbarian attacks, and they invoke his influence and protection before important battles by sacrificing the largest bull available. The temple of Yuul in Thritai rivals that of the temple of Eldraad, and the festival dedicated to him takes place in the late summer.&lt;br /&gt;
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The city has its share of priests dedicated to the gods of the Caulisian pantheon (&#039;&#039;eean&#039;&#039;), but priests of Yuul (&#039;&#039;yuleaan&#039;&#039;) are distinctly different. They are warriors as well as priests, and often lead other fighters into battle. They train alongside other soldiers in addition to their other priestly duties, and are highly respected and venerated by the populace. Candidates for the yuleaan priesthood must undergo physical trials and often die in the process (about half of all those who wish to become yuleaan make it through). Yuleaan are distinguished by their shaved heads and and brown robes; they typically go about their daily business armed with their distinctive curved blades. In battle, they eschew the use of armor and scars are considered a sign of holiness.&lt;br /&gt;
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Legend has it that a race of men with bull&#039;s heads called &#039;&#039;Yuulattim&#039;&#039; (&amp;quot;sons of Yuul&amp;quot;) live in the caves of the Zaendtan Mts. to the east of Thritai. Yuulatim are rumored to be over 7 ft. tall and very aggressive. The mythical Thritan hero Gaarsun is supposed to have battled the bull-men, and defeated the King of the Yuulattim in single combat, returning from the mountains with the magical axe known as &#039;&#039;Kalloxitam&#039;&#039; (the &amp;quot;Bull&#039;s Horns&amp;quot;). The axe has been passed down from Archon to Archon in the hundreds of years since the battle took place.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Thritai is not as rigid or class oriented as other city-states of Caulis, perhaps even radically so when compared with the coastal cities of the north. Every free man is considered a citizen and has the right to own land and move around the city and surrounding area as he wishes. A citizen has the right to a trial should he be accused of a crime, and may own slaves. He may engage in whatever sort of business pursuit he likes, as long as he pays what taxes the Archon requires, and does not commit any crimes in the course of such business (what constitutes a &amp;quot;crime&amp;quot; is a bit more nebulous than in northern Caulis, and is subject to the interpretation of the Archon and his dukes). Citizenship comes with its duties, however. All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes (see &#039;&#039;&#039;Military&#039;&#039;&#039; below). &lt;br /&gt;
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The dukes and their extended families make up about 15% of the population. Citizens and their families account for 65%, with the rest being slaves (10%) and foreigners in semi-permanent or permanent residency (10%). &lt;br /&gt;
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The status of haedar or duke is hereditary and passes to the firstborn son upon the death of a duke. Dukedom is given or taken away at the whim of the Archon and is typically only given as a result of some great accomplishment (military victories, for the most part). Likewise, dukes are only stripped of the title for making the most boneheaded of blunders or massive incompetence. It is considered disgraceful for dukes to flaunt their status or wealth. They are expected to serve as examples of bravery and honor to the men they govern on the Archon&#039;s behalf. They have adopted the custom of other Caulisian nobles of taking the name of the first man of the family elevated to the nobility--e.g. Duke Ramsun of the House of Namimut.&lt;br /&gt;
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Citizens of Thritai enjoy much more freedom than what can be observed in the other city-states of Caulis. They can own property and slaves, and engage in any sort of business they like. The majority (about 60%) of citizens own cattle, do some farming, and live outside the walls of the city itself. Those who live in the city are primarily merchants and artisans/tradesmen (leatherworking, blacksmithing, weaving, etc.). Citizens are typically not wealthy, but neither do they want for anything in particular. Large extended families are the norm in Thritai, and it is not unusal for three generations (as well as uncles, aunts, and cousins) to live in the same dwelling or group of dwellings. The land around Thritai can be unforgiving, but Thritans are resourceful, tough, and persistent, but also generous to those in need.&lt;br /&gt;
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Slaves are not uncommon in Thritai, and are generally criminals or former barbarians of the Vaal Grasslands. They are usually treated as well as in any other city-state. The laws of Thritai state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the permission of the Archon or one of his dukes. Slaves are put to use working the fields, and the typical extended Thritan family has 4 or 5 household slaves. When there are more slaves than work, the excess are taken to Xadir and sold in the slave markets.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes. Those citizens of military age are also expected to keep their arms and armor in good working order and spend at least 2 or 3 days a month training (dukes often make their full-time soldiers available to assist with this). Dukes are expected to organize, equip, train, and maintain the militia for the districts they govern. Many use a portion of the taxes they collect to buy armor and weapons. If absolutely necessary, slaves who are capable will be armed and fight alongside free men.&lt;br /&gt;
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Around 10-15% of the eligible men in a given district are sufficiently tough and skilled at fighting to be made into full-time soldiers. These full-time soldiers split their time between training citizens and patrolling the city and outskirts of Thritai for barbarian raiders. A quarter of soldiers are trained as charioteers, and all are expected to be competant archers. Thritan soldiers--both professional and not--are famous for their courage, disclipine, and ferocity. Thritans value the honor of their tribe above personal glory, and are trained from a young age to feel no fear in the face of battle. Those soldiers for whom the occasional barbarian raid is insufficient often travel abroad as mercenaries. Thritan mercs are among the best-paid, celebrated, and feared fighters in Caulis and beyond.&lt;br /&gt;
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Since the milita of each district is maintained separately, arms and armor of the Thritan military is a patchwork of different styles. Most Thritan soldiers wear breastplates of reinforced leather, as well as leather forearm and leg protection. They are also issued a spear, short sword, dagger, and small, oblong leather shield. Dukes and professional soldiers that can afford and acquire bronze armor do so. Each militia marches into battle behind a unique &#039;&#039;haetu&#039;&#039; (&amp;quot;tribal flag&amp;quot; or &amp;quot;standard&amp;quot;). The yuleaan priests often act as lieutenants within the militias.&lt;br /&gt;
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The Thritan military mainly acts to defend the city from the many barbarian tribes of the Vaal Grasslands. Raids occur as often as every 3-4 months, but up to 2 years can go by between attacks. The Archon and his dukes are always watchful, even if the citizens grow complacent during long stretches of peace. None but the most aggressive (or foolhardly) Archons will attempt to fight the barbarians on their own turf. Tales are still told of the Archon Kaehonymuc II (288-262 BCE), who led a force of 1,500 soldiers deep into the Vaal in an attempt to wipe out the Zihoc tribe. Far from home and running low on supplies, Kaehonymuc and his men were ambushed and slaughtered by a much smaller force of Zihoc warriors. Only 100 men made it back to Thritai alive, and the Zihoc still hold Kaehonymuc&#039;s skull as a great trophy.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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====Currency====&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from [[Jherakeen]] might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles====&lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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====Sports and Leisure====&lt;br /&gt;
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Thritans will brawl at the drop of a hat, and typically over the most inconsequential things. They rarely back down from a fight, but also value honor and fair play. It is no surprise then that Thritans favor physical sports like boxing, wrestling, and gladitorial matches. They also like dancing, drinking, and the telling of tall tales.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=93019</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=93019"/>
		<updated>2008-10-04T19:38:20Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
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====Location and Geography====&lt;br /&gt;
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The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
&lt;br /&gt;
The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====People and Culture====&lt;br /&gt;
&lt;br /&gt;
The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
&lt;br /&gt;
Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
&lt;br /&gt;
The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Religion====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
&lt;br /&gt;
The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
&lt;br /&gt;
The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Language====&lt;br /&gt;
&lt;br /&gt;
The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Architecture====&lt;br /&gt;
&lt;br /&gt;
Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
&lt;br /&gt;
Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sports and Leisure====&lt;br /&gt;
&lt;br /&gt;
Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
&lt;br /&gt;
Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Clothing==== &lt;br /&gt;
&lt;br /&gt;
The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
&lt;br /&gt;
Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
&lt;br /&gt;
When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Both men and women wear simple leather sandals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated Crops====&lt;br /&gt;
&lt;br /&gt;
Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Herbs and Spices====&lt;br /&gt;
&lt;br /&gt;
Anise, Pepper and Cumin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated animals====&lt;br /&gt;
&lt;br /&gt;
Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Naming conventions====&lt;br /&gt;
&lt;br /&gt;
Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
&lt;br /&gt;
Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====City States====&lt;br /&gt;
&lt;br /&gt;
[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
&lt;br /&gt;
[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
&lt;br /&gt;
[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
&lt;br /&gt;
[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Palinae]]:  (Population: 9,000) spiritual capital of Caulis, and site of grandiose temples and festivals.&lt;br /&gt;
&lt;br /&gt;
[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Weldan]]:  (Population: 6,000) the breadbasket of Northern Caulis.&lt;br /&gt;
&lt;br /&gt;
[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
&lt;br /&gt;
[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
&lt;br /&gt;
[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
&lt;br /&gt;
[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
&lt;br /&gt;
[[Skelarda]]:  (Population: 5,000) known for its copper mines. Halfway up a mountain, at the mouth of the Deynar River.&lt;br /&gt;
&lt;br /&gt;
[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
&lt;br /&gt;
[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=93018</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=93018"/>
		<updated>2008-10-04T19:31:49Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Location and Geography====&lt;br /&gt;
&lt;br /&gt;
The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
&lt;br /&gt;
The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====People and Culture====&lt;br /&gt;
&lt;br /&gt;
The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
&lt;br /&gt;
Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
&lt;br /&gt;
The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Religion====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
&lt;br /&gt;
The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
&lt;br /&gt;
The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Language====&lt;br /&gt;
&lt;br /&gt;
The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Architecture====&lt;br /&gt;
&lt;br /&gt;
Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
&lt;br /&gt;
Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sports and Leisure====&lt;br /&gt;
&lt;br /&gt;
Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
&lt;br /&gt;
Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Clothing==== &lt;br /&gt;
&lt;br /&gt;
The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
&lt;br /&gt;
Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
&lt;br /&gt;
When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Both men and women wear simple leather sandals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated Crops====&lt;br /&gt;
&lt;br /&gt;
Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Herbs and Spices====&lt;br /&gt;
&lt;br /&gt;
Anise, Pepper and Cumin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated animals====&lt;br /&gt;
&lt;br /&gt;
Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Naming conventions====&lt;br /&gt;
&lt;br /&gt;
Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
&lt;br /&gt;
Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====City States====&lt;br /&gt;
&lt;br /&gt;
[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
&lt;br /&gt;
[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
&lt;br /&gt;
[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
&lt;br /&gt;
[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
&lt;br /&gt;
[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
&lt;br /&gt;
[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
&lt;br /&gt;
[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
&lt;br /&gt;
[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
&lt;br /&gt;
[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
&lt;br /&gt;
[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
&lt;br /&gt;
[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
&lt;br /&gt;
[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Molenor&amp;diff=92936</id>
		<title>Molenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Molenor&amp;diff=92936"/>
		<updated>2008-10-03T01:38:48Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofmolenor.jpg|frame|&#039;&#039;&#039;Map of Molenor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molenor is located on the northwestern edge of the southern continent and the four city-states are located on or near the two major rivers of the region.  The northern river is known as the &#039;&#039;Sonnar River&#039;&#039; or the &amp;quot;River Smoke&amp;quot;, so named because the ice cold waters flowing out of the &#039;&#039;Mo&#039;Krai Mountains&#039;&#039; (&amp;quot;Dragon Home mountains&amp;quot;) often produce thick fog when it enters the warm lowlands of the Molenor region. The Sonnar River flows through the lush Molenor region and empties into &#039;&#039;Ishtoni Bay&#039;&#039; or the &amp;quot;Bay of Turtles.&amp;quot;  To the south, &#039;&#039;the Do&#039;gri River&#039;&#039; flows through Molenor territory and then turns south and meanders through the vast southern jungles, until emptying into &#039;&#039;Mo&#039;Kari Bay&#039;&#039; (&amp;quot;Serpent Home Bay&amp;quot;), where local legends say that a species of 100 ft. long snakes make their home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Cyzerez]]&lt;br /&gt;
&lt;br /&gt;
[[Murunsel]]&lt;br /&gt;
&lt;br /&gt;
[[Ugurol]]&lt;br /&gt;
&lt;br /&gt;
[[Tunui]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Molenor are mostly fair-skinned, with the men generally having dense hair development. The average male height is around 5’7” with women being slightly shorter (5’5”). Most Molenor (as they are called by foreigners) tend to be very broad shouldered and rather stocky.&lt;br /&gt;
&lt;br /&gt;
The women tattoo their mouths, and sometimes the forearms. The mouth tattoos are started at a young age with a small spot on the upper lip, gradually increasing with size. The soot deposited on a pot hung over a fire of misheln bark is used for its deep black color.&lt;br /&gt;
&lt;br /&gt;
The Molenor are traditionally animists, believing that everything in nature has an &#039;&#039;amu&#039;&#039; or spirit-on-the-inside. There is a hierarchy of the amu. The most important is &#039;&#039;Grandmother Earth&#039;&#039;, then amu of the mountains (Dragons), then the amu of animals, and lastly everything else. The Molenor have no priestly profession. The ruler of each city (or the village headmen) perform the required religious ceremonies as necessary and observe all the major and minor religious days. Ceremonies typically include animal sacrifices, libations of beer, uttering of prayers, and burning willow sticks that are bundled with scented wooden shavings and herbs. These sticks are called &#039;&#039;nusa&#039;&#039;. They are placed on an altar and the smoke from these offerings are used to &amp;quot;send back&amp;quot; the amu of killed animals. The Molenor people also give thanks to the gods before eating and pray to the deity of fire in time of sickness. They believe their own spirits are immortal, and that their spirits will be rewarded hereafter by ascending to &#039;&#039;kural misor&#039;&#039; (Land of the Gods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
The people of Molenor refer to themselves as the Lenor or Lenori, and Molenor means &amp;quot;Home of the Lenor.&amp;quot; Their root language is Lenorian, with Molenorian being the modern, commonly spoken form of Lenorian. There are some minor variations in dialects that have arisen.  These dialects are the result of some rural populations being more isolated from the main city states and the rapidly evolving lexicon of city dwellers.  As a result, a native speaker of Molenorian can instantly tell whether someone is from a city or from a small village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Architecture&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rural households revolve around the extended family. Each extended family or clan often lives in a single large house construction of wood and covered with thatch. These houses are built 8-10 ft. off the ground in order to keep the house from flooding during the heavy monsoon rains, and the floods often caused by these rains. During the drier seasons, livestock (mainly pigs, but others also) are kept in pens/corrals located under the house. During floods the animals are brought into the main house. These one room houses can often reach 50-100 ft. in length and can accommodate a large number of people for sleeping and work activities.&lt;br /&gt;
&lt;br /&gt;
Urban houses tend to be somewhat smaller, and cities are constructed on higher ground to minimize flooding problems. Houses are generally two stories, with the bottom floor constructed of thick stone that is accessible only from the second floor. The second floor is constructed of wood with a tile roof and a wooden floor. Large shuttered and slatted windows are common in order to keep the house both cool and dry.&lt;br /&gt;
&lt;br /&gt;
Cooking and warmth is provided by a fired clay stove/oven located in the center of the dwelling. Often in a small area covered with clay tiles in order to help prevent accidental fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of an [http://www.geocities.com/kirksmithicus/molenorhouse.JPG urban Lenori House] with a small courtyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The traditional Molenor dress is a robe spun from the inner bark of the bahan tree, called &#039;&#039;atusta&#039;&#039; or &#039;&#039;atushta&#039;&#039; and consists of a simple, short robe with straight sleeves, which is folded around the body, and tied with a band about the waist. The sleeves end at the wrist or forearm and the length generally is to the calves. Women also wear an undergarment of Jheran cloth (silk). Seamstresses are often hired to embroider traditional family and cultural designs onto these garments, with the greatest seamstresses commanding very high prices for their work. Everyday wear consists of plain brown or white, short sleeved tunics and knee-length pants. Younger and affluent Lenori often incorporate foreign clothing into their wardrobe as an indicator of their social status and disdain for the rigid traditional values of Lenori society.&lt;br /&gt;
&lt;br /&gt;
Both sexes are fond of earrings, which are said to have been made of grapevine in former times but are now made of copper, brass, silver or gold. Bead necklaces called &#039;&#039;samatay&#039;&#039;, are a highly prized accessory among female Lenori of all social castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Peas, Millet, Onions, Sorghum, Limes, and Dates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mustard Seed, Dill Weed, Tarragon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Horse, oxen, Sheep, Dog, and Pig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Male names often end in: ast, ver, ero, ame, iate, ern&lt;br /&gt;
      &lt;br /&gt;
Female names often end in: ady, iss, enne, asha, alia, effe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; UR Leader Hobbes (Region and City State names), AmberJack (Location and Geography, Domesticated Animals, Herbs and Spices, Domesticated Crops and Language), Kirk Smith (Naming Conventions  and Architecture)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Molenor&amp;diff=92935</id>
		<title>Talk:Molenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Molenor&amp;diff=92935"/>
		<updated>2008-10-03T01:37:18Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made some minor edits, cleaned up the grammar and punctuation (10/2/2008) --CZ&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Molenor&amp;diff=92934</id>
		<title>Talk:Molenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Molenor&amp;diff=92934"/>
		<updated>2008-10-03T01:36:58Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made some minor edits, cleaned up the grammar and punctuation--CZ&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Molenor&amp;diff=92933</id>
		<title>Molenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Molenor&amp;diff=92933"/>
		<updated>2008-10-03T01:36:16Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofmolenor.jpg|frame|&#039;&#039;&#039;Map of Molenor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molenor is located on the northwestern edge of the southern continent and the four city-states are located on or near the two major rivers of the region.  The northern river is known as the &#039;&#039;Sonnar River&#039;&#039; or the &amp;quot;River Smoke&amp;quot;, so named because the ice cold waters flowing out of the &#039;&#039;Mo&#039;Krai Mountains&#039;&#039; (&amp;quot;Dragon Home mountains&amp;quot;) often produce thick fog when it enters the warm lowlands of the Molenor region. The Sonnar River flows through the lush Molenor region and empties into &#039;&#039;Ishtoni Bay&#039;&#039; or the &amp;quot;Bay of Turtles.&amp;quot;  To the south, &#039;&#039;the Do&#039;gri River&#039;&#039; flows through Molenor territory and then turns south and meanders through the vast southern jungles, until emptying into &#039;&#039;Mo&#039;Kari Bay&#039;&#039; (&amp;quot;Serpent Home Bay&amp;quot;), where local legends say that a species of 100 ft. long snakes make their home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Cyzerez]]&lt;br /&gt;
&lt;br /&gt;
[[Murunsel]]&lt;br /&gt;
&lt;br /&gt;
[[Ugurol]]&lt;br /&gt;
&lt;br /&gt;
[[Tunui]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Molenor are mostly fair-skinned, with the men generally having dense hair development. The average male height is around 5’7” with women being slightly shorter (5’5”). Most Molenor (as they are called by foreigners) tend to be very broad shouldered and rather stocky.&lt;br /&gt;
&lt;br /&gt;
The women tattoo their mouths, and sometimes the forearms. The mouth tattoos are started at a young age with a small spot on the upper lip, gradually increasing with size. The soot deposited on a pot hung over a fire of misheln bark is used for its deep black color.&lt;br /&gt;
&lt;br /&gt;
The Molenor are traditionally animists, believing that everything in nature has an &#039;&#039;amu&#039;&#039; or spirit on the inside. There is a hierarchy of the amu. The most important is &#039;&#039;Grandmother Earth&#039;&#039;, then amu of the mountains (Dragons), then the amu of animals, and lastly everything else. The Molenor have no priestly profession. The ruler of each city (or the village headmen) perform the required religious ceremonies as necessary and observe all the major and minor religious days. Ceremonies typically include animal sacrifices, libations of beer, uttering of prayers, and burning willow sticks that are bundled with scented wooden shavings and herbs. These sticks are called &#039;&#039;nusa&#039;&#039;. They are placed on an altar and the smoke from these offerings are used to &amp;quot;send back&amp;quot; the amu of killed animals. The Molenor people also give thanks to the gods before eating and pray to the deity of fire in time of sickness. They believe their own spirits are immortal, and that their spirits will be rewarded hereafter by ascending to &#039;&#039;kural misor&#039;&#039; (Land of the Gods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
The people of Molenor refer to themselves as the Lenor or Lenori, and Molenor means &amp;quot;Home of the Lenor.&amp;quot; Their root language is Lenorian, with Molenorian being the modern, commonly spoken form of Lenorian. There are some minor variations in dialects that have arisen.  These dialects are the result of some rural populations being more isolated from the main city states and the rapidly evolving lexicon of city dwellers.  As a result, a native speaker of Molenorian can instantly tell whether someone is from a city or from a small village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Architecture&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rural households revolve around the extended family. Each extended family or clan often lives in a single large house construction of wood and covered with thatch. These houses are built 8-10 ft. off the ground in order to keep the house from flooding during the heavy monsoon rains, and the floods often caused by these rains. During the drier seasons, livestock (mainly pigs, but others also) are kept in pens/corrals located under the house. During floods the animals are brought into the main house. These one room houses can often reach 50-100 ft. in length and can accommodate a large number of people for sleeping and work activities.&lt;br /&gt;
&lt;br /&gt;
Urban houses tend to be somewhat smaller, and cities are constructed on higher ground to minimize flooding problems. Houses are generally two stories, with the bottom floor constructed of thick stone that is accessible only from the second floor. The second floor is constructed of wood with a tile roof and a wooden floor. Large shuttered and slatted windows are common in order to keep the house both cool and dry.&lt;br /&gt;
&lt;br /&gt;
Cooking and warmth is provided by a fired clay stove/oven located in the center of the dwelling. Often in a small area covered with clay tiles in order to help prevent accidental fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of an [http://www.geocities.com/kirksmithicus/molenorhouse.JPG urban Lenori House] with a small courtyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The traditional Molenor dress is a robe spun from the inner bark of the bahan tree, called &#039;&#039;atusta&#039;&#039; or &#039;&#039;atushta&#039;&#039; and consists of a simple, short robe with straight sleeves, which is folded around the body, and tied with a band about the waist. The sleeves end at the wrist or forearm and the length generally is to the calves. Women also wear an undergarment of Jheran cloth (silk). Seamstresses are often hired to embroider traditional family and cultural designs onto these garments, with the greatest seamstresses commanding very high prices for their work. Everyday wear consists of plain brown or white, short sleeved tunics and knee-length pants. Younger and affluent Lenori often incorporate foreign clothing into their wardrobe as an indicator of their social status and disdain for the rigid traditional values of Lenori society.&lt;br /&gt;
&lt;br /&gt;
Both sexes are fond of earrings, which are said to have been made of grapevine in former times but are now made of copper, brass, silver or gold. Bead necklaces called &#039;&#039;samatay&#039;&#039;, are a highly prized accessory among female Lenori of all social castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Peas, Millet, Onions, Sorghum, Limes, and Dates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mustard Seed, Dill Weed, Tarragon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Horse, oxen, Sheep, Dog, and Pig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Male names often end in: ast, ver, ero, ame, iate, ern&lt;br /&gt;
      &lt;br /&gt;
Female names often end in: ady, iss, enne, asha, alia, effe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; UR Leader Hobbes (Region and City State names), AmberJack (Location and Geography, Domesticated Animals, Herbs and Spices, Domesticated Crops and Language), Kirk Smith (Naming Conventions  and Architecture)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sarmania&amp;diff=92931</id>
		<title>Sarmania</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sarmania&amp;diff=92931"/>
		<updated>2008-10-03T01:22:02Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofsarmania.jpg|frame|&#039;&#039;&#039;Map of Sarmania&#039;&#039;&#039;:  The canals along the Harstor river are not to scale, but are included on the map to show their locations.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The city states of Sarmania are all located along the &#039;&#039;Harstor river&#039;&#039;.  The Harstor&#039; river flows north along the western edge of the &#039;&#039;Atibul mountains&#039;&#039; and ends in the &#039;&#039;Bay of Menit&#039;&#039;.  On the eastern side of the Atibul mountains lies the &#039;&#039;Thismus Straits&#039;&#039; and across these straits is the land of &#039;&#039;Stavishik&#039;&#039;.  To the west and south of the Harstor river lies the &#039;&#039;Mubitku desert&#039;&#039;.  Most of the population of Sarmania lives within a mile or two of the Harstor river though there are smaller settlements and villages located along the base of the Atibul Mountains. Though the Samanians have explored areas adjacant to the region there are no settlements on the eastern side of the Atibul Mountains. All along the length of the Harstor river both large and small canals have been dug to provide irrigation for fields. These fields mostly lie on the western side of the river while the eastern bank of the Harstor is given over to large tracts of wilderness and forests.  The hot dry winds of the Mubitku desert evaporate large quantities of water from the Harstor river but then these moisture laden winds climb the Atibul mountains and cool.  This cool moist air returns as rain on the western slopes of the Atibul&#039;s thus watering the forests before returning to the Harstor. This cycle is central to the religious pantheons of the Sarmanian city states, and Sarmanian culture in general. The origins of the Harstor river are unknown but near the southern extent of the Atibul range the river suddenly appears out of the desert.  The river, for much of it&#039;s length is an underground river, though to the south of Sarmania there are numerous areas where the river reaches the surface for short periods. These oasis are known as &#039;&#039;Afthusen&#039;&#039; in the Sarmanian tongue and may be as small as a few feet across or as large as 20 miles long.  Though no major cities are found on these oasis, small villages can be found around the larger Afthusen. These villages play a major role in trade with the city states of the The Jhera Valley to the south, and make the desert crossing possible.&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
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[[Atiscalla]]: (Population: 10,000) The second largest city of the region is the only one not located along the Harstor  river.  It is located to the northwest of Tambylia along the coast.&lt;br /&gt;
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[[Tambylia]]: (Population: 11,000) The largest city in the region is located at the mouth of the Harstor river on the Bay of Menit and is a major trade hub between the inland cities and regions outside Sarmania.&lt;br /&gt;
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[[Hamira]]: (Population: 8,000)&lt;br /&gt;
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[[Butroan]]: (Population: 7,000)&lt;br /&gt;
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[[Altenel]]: (Population: 6,000) Is a wealthy city that lies on the eastern bank of the Harstor river and it&#039;s economy is based on the mining of Amber and the logging of &#039;&#039;Atibul Cedar&#039;&#039;.  Both of these resources are abundant in the region between Altenel and the Atibul Mountains to the west. &lt;br /&gt;
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[[Haphtep]]: (Population: 8,000) A city known for its fine beads and jewelery made from the semi-precious lapis lazuli and for it unique fruit tree, the &#039;&#039;Hilavia&#039;&#039; (Apricot).&lt;br /&gt;
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[[Silak]]: (Population: 8,000)&lt;br /&gt;
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[[Estrastos]]: (Population: 4,000)&lt;br /&gt;
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[[Jaratu]]: (Population: 4,000) This city is located where the Harstor river emerges from the desert and is the site of the main Temple of Harstor.  The city is a major pilgrimage site for all Sarmanians.&lt;br /&gt;
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&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sarmanian male population averages around 5&#039;6&amp;quot; tall while females are slightly smaller (5&#039;4&amp;quot;). They commonly have straight black, brown or even very rarely red hair, dark eyes and slight epicanthal folds. They may be distantly related to the Aertepians though they lack the cleft chins and are slightly lighter in color. Sarmanian culture, like other civilzations revolves around agriculture. Sarmania has thousands or miles of small and large canals that irrigate what would otherwise be only marginally productive agricultural land.  The officials who manage these canals have managed to gain a place of prominence in Sarmanian culture and are now considered to be part of the elite aristocracy. The average farmer owns his own land and animals but the aristocracy owns the canals and the water that flows through the canals.  The farmers trade crops and their labor (maintaining the canals) in exchange for water rights. The canals also serve as a means of transportation and could be thought of as the &amp;quot;Sarmanian Interstate&amp;quot;, as lightweight shallow draft boats ferry cargo and people throughout the region via these canals and the &#039;&#039;Harstor&#039;&#039; river. These boats are often pulled by donkeys or oxgangs who pull the boats upstream on the adjacent canal roads, while boats heading down stream use the flow the water and poles to traverse the canals.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sarmanian religion is monotheistic if one does not count the limitless hordes of evil.  Harstor is the protector of Samania the god of sky and water, in Sarmanian mythology it is he alone who faces down the two hordes of evil with his sickle sword, bow and shield.  In this eternal struggle Harstor is often killed but unfortunately for the forces of evil he has the power of regeneration.  Each time he is killed his blood falls to the earth where it flows back into the Harstor river and the land of Sarmania, and he is born anew and takes up his eternal battle again. In each city state Harstor is the principal god, and the only one worshipped openly.  The other gods are actually demons with whom Harstor battles.  The existence of malign spirits led and ruled over by demon warlords plays an important part in the daily lives of the Sarmanians.  It is commonly believed that these demons are divided into two principal groups.  The first group of demons is those who dwell in the Mubitku desert, the second are evil creatures that dwell in the forests and mountains of the Atibul range to the east.  It is between these two groups of evil beings the valiant Harstor is trapped, and without Harstor battling these demons all of Sarmania would be over run with evil.  These demons are collectively know as the Ateko and are divided into two clans, the Horde Atibul  and the Horde of    Mubitku. Each city state in Sarmania has three demon warlords from each of these clans in addition to Harstor in its pantheon.  These warlords are not worshipped except by underground cults as they are to be feared and not revered. In addition to these demonic warlords there may be dozens of local malevolent spirits that citizens acknowledge or blame for misfortune, illness and such.&lt;br /&gt;
&lt;br /&gt;
The [[Hordes of Atibul]] dwell in the mountains and forests of the Atibul mountain range in eastern Sarmania.  These demons and spirits are most often depicted as being a cross between a man and some type of wild animal or insect.  They often have the bodies of men but the heads and or limbs of animals / insects.  &lt;br /&gt;
&lt;br /&gt;
The [[Hordes of Mubitku]] dwell in the deserts west of Sarmania.  These demons are associated with heat, fire and mummified corpses (undead) and lack some feature or have misplaced or exaggerated features, such as large mouths, no mouth, numerous eyes, or no eyes, thousands of teeth, eyes below the mouth etc.  These demons may also have these attributes combined with the features of domesticated animals, such as horns, hooves, etc. &lt;br /&gt;
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In order to protect themselves from these demons and the troubles they cause (bad luck, illness, poverty, starvation etc) the Sarmanian’s have developed numerous signs and symbols of protection.  Each symbol will protect its owner from depredation of one particular demon. As such the Sarmania has devolped an extensive market for protective magical fetishes and talismans.  Some are not simply content to carry one or a dozen charms, and it has become much more economical and practical to have these symbols tattooed on ones body as permanent form of protection.  Tattooing is also used as a means of curing illness and insanity caused by the Ateko. Tattoos can be placed on any part of the body and people who are especially fearful of the Ateko may be covered with them from head to toe.  &lt;br /&gt;
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&#039;&#039;&#039;Architecture&#039;&#039;&#039;&lt;br /&gt;
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The average Samarian dwelling is made of fired mud bricks covered over by plaster.  Houses among the poor and lower class tend to be small single room dwelling.  While the houses of the rich are composed of multi-room dwellings centered around a central courtyard.  Multi-story building are rare, even among the rich.  Stone is used only in the construction of royal, religious or military buildings and irrigation canals. &lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
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Men - The lower classes keep their hair either shoulder length or longer and often keep them pulled back in pony tails.  Sarmanian men generally have little or no facial hair.  Men in the elite caste keep their hair long but shaved off in the back and on the sides and tied in a top knot.&lt;br /&gt;
&lt;br /&gt;
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Women - All women in Sarmanian society keep their hair long and wear it in several styles.  The most common is one or two braids but aristocratic wives and daughters have more elaborate hair styles for formal occasions.  This applies to all women except for widows who cut their hair short as a form of mourning, and may only regrow their hair when they have re-married, if they are allowed to do so.&lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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Chariot racing&lt;br /&gt;
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Foot Races&lt;br /&gt;
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Wrestling&lt;br /&gt;
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Swimming&lt;br /&gt;
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Canal Jumping&lt;br /&gt;
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Bowling&lt;br /&gt;
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Stone throwing&lt;br /&gt;
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&#039;&#039;&#039;Language&#039;&#039;&#039; &lt;br /&gt;
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Sarmanian, though there are slaves who speak a variety of barbarian tongues.  The Sarmanian language&lt;br /&gt;
is linguistically related to the Aertepian language, though very distantly. The two languages share approximately 20% or less of the same words. Along the Markan Road, the southern trade route to [[The Jhera Valley]], Jheran is commonly spoken as a second language.&lt;br /&gt;
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&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
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Pomegranates, Citron, Almonds, Chickpeas, Vetch, Mung beans	&lt;br /&gt;
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&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
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Bay Leaves, Celery Seed, Marjoram&lt;br /&gt;
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&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Donkey&lt;br /&gt;
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&#039;&#039;&#039;Naming conventions&#039;&#039;&#039;&lt;br /&gt;
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Male names often end in: rha, era, tas, vala, tyon, los, bek.&lt;br /&gt;
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Female names often end in: gyao, iana, ona, usa, aris, riga, ella.&lt;br /&gt;
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Surnames often end in:&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; Kirk Smith&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sarmania&amp;diff=92930</id>
		<title>Sarmania</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sarmania&amp;diff=92930"/>
		<updated>2008-10-03T01:21:32Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofsarmania.jpg|frame|&#039;&#039;&#039;Map of Sarmania&#039;&#039;&#039;:  The canals along the Harstor river are not to scale, but are included on the map to show their locations.]]&lt;br /&gt;
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&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The city states of Sarmania are all located along the &#039;&#039;Harstor river&#039;&#039;.  The Harstor&#039; river flows north along the western edge of the &#039;&#039;Atibul mountains&#039;&#039; and ends in the &#039;&#039;Bay of Menit&#039;&#039;.  On the eastern side of the Atibul mountains lies the &#039;&#039;Thismus Straits&#039;&#039; and across these straights is the land of &#039;&#039;Stavishik&#039;&#039;.  To the west and south of the Harstor river lies the &#039;&#039;Mubitku desert&#039;&#039;.  Most of the population of Sarmania lives within a mile or two of the Harstor river though there are smaller settlements and villages located along the base of the Atibul Mountains. Though the Samanians have explored areas adjacant to the region there are no settlements on the eastern side of the Atibul Mountains. All along the length of the Harstor river both large and small canals have been dug to provide irrigation for fields. These fields mostly lie on the western side of the river while the eastern bank of the Harstor is given over to large tracts of wilderness and forests.  The hot dry winds of the Mubitku desert evaporate large quantities of water from the Harstor river but then these moisture laden winds climb the Atibul mountains and cool.  This cool moist air returns as rain on the western slopes of the Atibul&#039;s thus watering the forests before returning to the Harstor. This cycle is central to the religious pantheons of the Sarmanian city states, and Sarmanian culture in general. The origins of the Harstor river are unknown but near the southern extent of the Atibul range the river suddenly appears out of the desert.  The river, for much of it&#039;s length is an underground river, though to the south of Sarmania there are numerous areas where the river reaches the surface for short periods. These oasis are known as &#039;&#039;Afthusen&#039;&#039; in the Sarmanian tongue and may be as small as a few feet across or as large as 20 miles long.  Though no major cities are found on these oasis, small villages can be found around the larger Afthusen. These villages play a major role in trade with the city states of the The Jhera Valley to the south, and make the desert crossing possible.&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
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[[Atiscalla]]: (Population: 10,000) The second largest city of the region is the only one not located along the Harstor  river.  It is located to the northwest of Tambylia along the coast.&lt;br /&gt;
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[[Tambylia]]: (Population: 11,000) The largest city in the region is located at the mouth of the Harstor river on the Bay of Menit and is a major trade hub between the inland cities and regions outside Sarmania.&lt;br /&gt;
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[[Hamira]]: (Population: 8,000)&lt;br /&gt;
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[[Butroan]]: (Population: 7,000)&lt;br /&gt;
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[[Altenel]]: (Population: 6,000) Is a wealthy city that lies on the eastern bank of the Harstor river and it&#039;s economy is based on the mining of Amber and the logging of &#039;&#039;Atibul Cedar&#039;&#039;.  Both of these resources are abundant in the region between Altenel and the Atibul Mountains to the west. &lt;br /&gt;
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[[Haphtep]]: (Population: 8,000) A city known for its fine beads and jewelery made from the semi-precious lapis lazuli and for it unique fruit tree, the &#039;&#039;Hilavia&#039;&#039; (Apricot).&lt;br /&gt;
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[[Silak]]: (Population: 8,000)&lt;br /&gt;
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[[Estrastos]]: (Population: 4,000)&lt;br /&gt;
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[[Jaratu]]: (Population: 4,000) This city is located where the Harstor river emerges from the desert and is the site of the main Temple of Harstor.  The city is a major pilgrimage site for all Sarmanians.&lt;br /&gt;
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&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
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The Sarmanian male population averages around 5&#039;6&amp;quot; tall while females are slightly smaller (5&#039;4&amp;quot;). They commonly have straight black, brown or even very rarely red hair, dark eyes and slight epicanthal folds. They may be distantly related to the Aertepians though they lack the cleft chins and are slightly lighter in color. Sarmanian culture, like other civilzations revolves around agriculture. Sarmania has thousands or miles of small and large canals that irrigate what would otherwise be only marginally productive agricultural land.  The officials who manage these canals have managed to gain a place of prominence in Sarmanian culture and are now considered to be part of the elite aristocracy. The average farmer owns his own land and animals but the aristocracy owns the canals and the water that flows through the canals.  The farmers trade crops and their labor (maintaining the canals) in exchange for water rights. The canals also serve as a means of transportation and could be thought of as the &amp;quot;Sarmanian Interstate&amp;quot;, as lightweight shallow draft boats ferry cargo and people throughout the region via these canals and the &#039;&#039;Harstor&#039;&#039; river. These boats are often pulled by donkeys or oxgangs who pull the boats upstream on the adjacent canal roads, while boats heading down stream use the flow the water and poles to traverse the canals.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
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Sarmanian religion is monotheistic if one does not count the limitless hordes of evil.  Harstor is the protector of Samania the god of sky and water, in Sarmanian mythology it is he alone who faces down the two hordes of evil with his sickle sword, bow and shield.  In this eternal struggle Harstor is often killed but unfortunately for the forces of evil he has the power of regeneration.  Each time he is killed his blood falls to the earth where it flows back into the Harstor river and the land of Sarmania, and he is born anew and takes up his eternal battle again. In each city state Harstor is the principal god, and the only one worshipped openly.  The other gods are actually demons with whom Harstor battles.  The existence of malign spirits led and ruled over by demon warlords plays an important part in the daily lives of the Sarmanians.  It is commonly believed that these demons are divided into two principal groups.  The first group of demons is those who dwell in the Mubitku desert, the second are evil creatures that dwell in the forests and mountains of the Atibul range to the east.  It is between these two groups of evil beings the valiant Harstor is trapped, and without Harstor battling these demons all of Sarmania would be over run with evil.  These demons are collectively know as the Ateko and are divided into two clans, the Horde Atibul  and the Horde of    Mubitku. Each city state in Sarmania has three demon warlords from each of these clans in addition to Harstor in its pantheon.  These warlords are not worshipped except by underground cults as they are to be feared and not revered. In addition to these demonic warlords there may be dozens of local malevolent spirits that citizens acknowledge or blame for misfortune, illness and such.&lt;br /&gt;
&lt;br /&gt;
The [[Hordes of Atibul]] dwell in the mountains and forests of the Atibul mountain range in eastern Sarmania.  These demons and spirits are most often depicted as being a cross between a man and some type of wild animal or insect.  They often have the bodies of men but the heads and or limbs of animals / insects.  &lt;br /&gt;
&lt;br /&gt;
The [[Hordes of Mubitku]] dwell in the deserts west of Sarmania.  These demons are associated with heat, fire and mummified corpses (undead) and lack some feature or have misplaced or exaggerated features, such as large mouths, no mouth, numerous eyes, or no eyes, thousands of teeth, eyes below the mouth etc.  These demons may also have these attributes combined with the features of domesticated animals, such as horns, hooves, etc. &lt;br /&gt;
&lt;br /&gt;
In order to protect themselves from these demons and the troubles they cause (bad luck, illness, poverty, starvation etc) the Sarmanian’s have developed numerous signs and symbols of protection.  Each symbol will protect its owner from depredation of one particular demon. As such the Sarmania has devolped an extensive market for protective magical fetishes and talismans.  Some are not simply content to carry one or a dozen charms, and it has become much more economical and practical to have these symbols tattooed on ones body as permanent form of protection.  Tattooing is also used as a means of curing illness and insanity caused by the Ateko. Tattoos can be placed on any part of the body and people who are especially fearful of the Ateko may be covered with them from head to toe.  &lt;br /&gt;
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&#039;&#039;&#039;Architecture&#039;&#039;&#039;&lt;br /&gt;
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The average Samarian dwelling is made of fired mud bricks covered over by plaster.  Houses among the poor and lower class tend to be small single room dwelling.  While the houses of the rich are composed of multi-room dwellings centered around a central courtyard.  Multi-story building are rare, even among the rich.  Stone is used only in the construction of royal, religious or military buildings and irrigation canals. &lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
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Men - The lower classes keep their hair either shoulder length or longer and often keep them pulled back in pony tails.  Sarmanian men generally have little or no facial hair.  Men in the elite caste keep their hair long but shaved off in the back and on the sides and tied in a top knot.&lt;br /&gt;
&lt;br /&gt;
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Women - All women in Sarmanian society keep their hair long and wear it in several styles.  The most common is one or two braids but aristocratic wives and daughters have more elaborate hair styles for formal occasions.  This applies to all women except for widows who cut their hair short as a form of mourning, and may only regrow their hair when they have re-married, if they are allowed to do so.&lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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Chariot racing&lt;br /&gt;
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Foot Races&lt;br /&gt;
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Wrestling&lt;br /&gt;
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Swimming&lt;br /&gt;
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Canal Jumping&lt;br /&gt;
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Bowling&lt;br /&gt;
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Stone throwing&lt;br /&gt;
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&#039;&#039;&#039;Language&#039;&#039;&#039; &lt;br /&gt;
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Sarmanian, though there are slaves who speak a variety of barbarian tongues.  The Sarmanian language&lt;br /&gt;
is linguistically related to the Aertepian language, though very distantly. The two languages share approximately 20% or less of the same words. Along the Markan Road, the southern trade route to [[The Jhera Valley]], Jheran is commonly spoken as a second language.&lt;br /&gt;
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&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
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Pomegranates, Citron, Almonds, Chickpeas, Vetch, Mung beans	&lt;br /&gt;
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&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
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Bay Leaves, Celery Seed, Marjoram&lt;br /&gt;
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&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Donkey&lt;br /&gt;
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&#039;&#039;&#039;Naming conventions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Male names often end in: rha, era, tas, vala, tyon, los, bek.&lt;br /&gt;
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Female names often end in: gyao, iana, ona, usa, aris, riga, ella.&lt;br /&gt;
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Surnames often end in:&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; Kirk Smith&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Molenor&amp;diff=92929</id>
		<title>Molenor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Molenor&amp;diff=92929"/>
		<updated>2008-10-03T01:17:13Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofmolenor.jpg|frame|&#039;&#039;&#039;Map of Molenor&#039;&#039;&#039;]]&lt;br /&gt;
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&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molenor is located on the northwestern edge of the southern continent and the four city states are located on or near the two major rivers of the region.  The northern river is known as the Sonnar River or &amp;quot;The river Smoke&amp;quot;, so named because the ice cold waters flowing out of the &#039;&#039;Mo&#039;Krai&#039;&#039; Mountains (&amp;quot;Dragon Home mountains&amp;quot;) often produce thick fog when it enters the warm lowlands of the Molenor region. The Sonnar River flows through the lush Molenor region and empties int the Ishtoni Bay or the &amp;quot;Bay of Turtles&amp;quot;.  To the south the Do&#039;gri River flows Molenor territory and then turns south and meanders through the vast southern jungles until emptying into the Mo&#039;Kari Bay (Serpent Home Bay) where local legends say that a species of 100 ft. long snakes make their home.&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
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[[Cyzerez]]&lt;br /&gt;
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[[Murunsel]]&lt;br /&gt;
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[[Ugurol]]&lt;br /&gt;
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[[Tunui]] &lt;br /&gt;
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&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
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The Molenor are mostly fair-skinned, with the men generally having dense hair development. The average male height is around 5’7” with women being slightly shorter (5’5”). Most Molenor (as they are called by most foreigners) tend to be very broad shouldered and rather stocky.&lt;br /&gt;
&lt;br /&gt;
The women tattooed their mouths, and sometimes the forearms. The mouth tattoos were started at a young age with a small spot on the upper lip, gradually increasing with size. The soot deposited on a pot hung over a fire of misheln bark is used for color its deep black color.&lt;br /&gt;
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The Molenor are traditionally animists, believing that everything in nature has an amu or spirit on the inside. There is a hierarchy of the amu. The most important is grandmother earth, then amu of the mountains (Dragons), then the amu of animals, and lastly everything else. The Molenori have no priestly profession. The ruler of each city or the village headmen perform the required religious ceremonies as necessary and observe all the major and minor religious days. Ceremonies typically include animal sacrifices, libations of beer, uttering of prayers, and burning willow sticks that are bundled with scented wooden shavings and herbs. These sticks are called nusa. They are placed on an altar and the smoke from these offering’s are used to &amp;quot;send back&amp;quot; the amu of killed animals. The Molenor people also give thanks to the gods before eating and pray to the deity of fire in time of sickness. They believe their own spirits are immortal, and that their spirits will be rewarded hereafter by ascending to kural misor (Land of the Gods).&lt;br /&gt;
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&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
The people of Molenor refer to themselves as the Lenor or Lenori , and Molenor means &#039;Home of the Lenor&#039;. Their root language is Lenorian, with Molenorian being the modern commonly spoken form of Lenorian. There are some minor variations in dialects that have arisen.  These dialects are the result of some rural populations being more isolated from the main city states and the rapidly evolving lexicon of city dwellers.  As a result a native speaker of Molenorian can instantly tell whether someone is from a city or from a small village.&lt;br /&gt;
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&#039;&#039;&#039;Architecture&#039;&#039;&#039; &lt;br /&gt;
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Rural households revolve around the extended family. Each extended family or clan often lives in a single large house construction of wood and covered with thatch. These houses are built 8-10 ft. off the ground in order to keep the house from flooding during the heavy monsoon rains, and the floods often caused by these rains. during the drier seasons livestock (mainly pigs, but others also) are kept in pens / corrals located under the house. During floods the animals are brought into the main house. These one room houses can often reach 50-100 ft. in length and can accommodate a large number of people for sleeping and work activities.&lt;br /&gt;
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Urban houses tend to be somewhat smaller and cities are constructed on higher ground to minimize flooding problems. Houses are generally two story, with the bottom floor constructed of thick stone that is accessible only from the second floor. The second floor is constructed of wood with a tile roof and a wooden floor. Large shuttered and slatted windows are common in order to keep the house both cool and dry.&lt;br /&gt;
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Cooking and warmth is provided by a fired clay stove / oven located in the center of the dwelling. Often a small area covered with clay tiles in order to help prevent accidental fires.&lt;br /&gt;
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Here is an example of an [http://www.geocities.com/kirksmithicus/molenorhouse.JPG urban Lenori House] with a small courtyard.&lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
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The traditional Molenor dress is a robe spun from the inner bark of the bahan tree, called atusta or atushta and consist of a simple short robe with straight sleeves, which was folded around the body, and tied with a band about the waist. The sleeves ended at the wrist or forearm and the length generally was to the calves. Women also wear an undergarment of Jheran cloth (silk). Seamstresses are often hired to embroider traditional family and cultural designs onto these garments with the greatest seamstresses commanding very high prices for their work. Everyday wear consists of plain brown or white, short sleeved tunics and knee length pants. Younger and affluent Lenori often incorporate foreign clothing into their wardrobe as an indicator of their social status and disdain for the rigid traditional values of Lenori society.&lt;br /&gt;
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Both sexes are fond of earrings, which are said to have been made of grapevine in former times but are now made of copper, brass, silver or gold. Bead necklaces called samatay, are a highly prized accessory among female Lenori of all social castes.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
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Peas, Millet, Onions, Sorghum, Limes, and Dates&lt;br /&gt;
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&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
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Mustard Seed, Dill Weed, Tarragon&lt;br /&gt;
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&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039; &lt;br /&gt;
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Horse, oxen, Sheep, Dog, and Pig.&lt;br /&gt;
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&#039;&#039;&#039;Naming conventions&#039;&#039;&#039; &lt;br /&gt;
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Male names often end in: ast, ver, ero, ame, iate, ern&lt;br /&gt;
      &lt;br /&gt;
Female names often end in: ady, iss, enne, asha, alia, effe.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; UR Leader Hobbes (Region and City State names), AmberJack (Location and Geography, Domesticated Animals, Herbs and Spices, Domesticated Crops and Language), Kirk Smith (Naming Conventions  and Architecture)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sarmania&amp;diff=92928</id>
		<title>Sarmania</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sarmania&amp;diff=92928"/>
		<updated>2008-10-03T01:15:30Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofsarmania.jpg|frame|&#039;&#039;&#039;Map of Sarmania&#039;&#039;&#039;:  The canals along the Harstor river are not to scale, but are included on the map to show their locations.]]&lt;br /&gt;
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&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
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The city states of Sarmania are all located along the &#039;&#039;Harstor river&#039;&#039;.  The Harstor&#039; river flows north along the western edge of the &#039;&#039;Atibul mountains&#039;&#039; and ends in the &#039;&#039;Bay of Menit&#039;&#039;.  On the eastern side of the Atibul mountains lies the &#039;&#039;Thismus straights&#039;&#039; and across these straights is the land of &#039;&#039;Stavishik&#039;&#039;.  To the west and south of the Harstor river lies the &#039;&#039;Mubitku desert&#039;&#039;.  Most of the population of Sarmania lives within a mile or two of the Harstor river though there are smaller settlements and villages located along the base of the Atibul Mountains. Though the Samanians have explored areas adjacant to the region there are no settlements on the eastern side of the Atibul Mountains. All along the length of the Harstor river both large and small canals have been dug to provide irrigation for fields. These fields mostly lie on the western side of the river while the eastern bank of the Harstor is given over to large tracts of wilderness and forests.  The hot dry winds of the Mubitku desert evaporate large quantities of water from the Harstor river but then these moisture laden winds climb the Atibul mountains and cool.  This cool moist air returns as rain on the western slopes of the Atibul&#039;s thus watering the forests before returning to the Harstor. This cycle is central to the religious pantheons of the Sarmanian city states, and Sarmanian culture in general. The origins of the Harstor river are unknown but near the southern extent of the Atibul range the river suddenly appears out of the desert.  The river, for much of it&#039;s length is an underground river, though to the south of Sarmania there are numerous areas where the river reaches the surface for short periods. These oasis are known as &#039;&#039;Afthusen&#039;&#039; in the Sarmanian tongue and may be as small as a few feet across or as large as 20 miles long.  Though no major cities are found on these oasis, small villages can be found around the larger Afthusen. These villages play a major role in trade with the city states of the The Jhera Valley to the south, and make the desert crossing possible.&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
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[[Atiscalla]]: (Population: 10,000) The second largest city of the region is the only one not located along the Harstor  river.  It is located to the northwest of Tambylia along the coast.&lt;br /&gt;
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[[Tambylia]]: (Population: 11,000) The largest city in the region is located at the mouth of the Harstor river on the Bay of Menit and is a major trade hub between the inland cities and regions outside Sarmania.&lt;br /&gt;
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[[Hamira]]: (Population: 8,000)&lt;br /&gt;
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[[Butroan]]: (Population: 7,000)&lt;br /&gt;
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[[Altenel]]: (Population: 6,000) Is a wealthy city that lies on the eastern bank of the Harstor river and it&#039;s economy is based on the mining of Amber and the logging of &#039;&#039;Atibul Cedar&#039;&#039;.  Both of these resources are abundant in the region between Altenel and the Atibul Mountains to the west. &lt;br /&gt;
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[[Haphtep]]: (Population: 8,000) A city known for its fine beads and jewelery made from the semi-precious lapis lazuli and for it unique fruit tree, the &#039;&#039;Hilavia&#039;&#039; (Apricot).&lt;br /&gt;
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[[Silak]]: (Population: 8,000)&lt;br /&gt;
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[[Estrastos]]: (Population: 4,000)&lt;br /&gt;
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[[Jaratu]]: (Population: 4,000) This city is located where the Harstor river emerges from the desert and is the site of the main Temple of Harstor.  The city is a major pilgrimage site for all Sarmanians.&lt;br /&gt;
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&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
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The Sarmanian male population averages around 5&#039;6&amp;quot; tall while females are slightly smaller (5&#039;4&amp;quot;). They commonly have straight black, brown or even very rarely red hair, dark eyes and slight epicanthal folds. They may be distantly related to the Aertepians though they lack the cleft chins and are slightly lighter in color. Sarmanian culture, like other civilzations revolves around agriculture. Sarmania has thousands or miles of small and large canals that irrigate what would otherwise be only marginally productive agricultural land.  The officials who manage these canals have managed to gain a place of prominence in Sarmanian culture and are now considered to be part of the elite aristocracy. The average farmer owns his own land and animals but the aristocracy owns the canals and the water that flows through the canals.  The farmers trade crops and their labor (maintaining the canals) in exchange for water rights. The canals also serve as a means of transportation and could be thought of as the &amp;quot;Sarmanian Interstate&amp;quot;, as lightweight shallow draft boats ferry cargo and people throughout the region via these canals and the &#039;&#039;Harstor&#039;&#039; river. These boats are often pulled by donkeys or oxgangs who pull the boats upstream on the adjacent canal roads, while boats heading down stream use the flow the water and poles to traverse the canals.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
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Sarmanian religion is monotheistic if one does not count the limitless hordes of evil.  Harstor is the protector of Samania the god of sky and water, in Sarmanian mythology it is he alone who faces down the two hordes of evil with his sickle sword, bow and shield.  In this eternal struggle Harstor is often killed but unfortunately for the forces of evil he has the power of regeneration.  Each time he is killed his blood falls to the earth where it flows back into the Harstor river and the land of Sarmania, and he is born anew and takes up his eternal battle again. In each city state Harstor is the principal god, and the only one worshipped openly.  The other gods are actually demons with whom Harstor battles.  The existence of malign spirits led and ruled over by demon warlords plays an important part in the daily lives of the Sarmanians.  It is commonly believed that these demons are divided into two principal groups.  The first group of demons is those who dwell in the Mubitku desert, the second are evil creatures that dwell in the forests and mountains of the Atibul range to the east.  It is between these two groups of evil beings the valiant Harstor is trapped, and without Harstor battling these demons all of Sarmania would be over run with evil.  These demons are collectively know as the Ateko and are divided into two clans, the Horde Atibul  and the Horde of    Mubitku. Each city state in Sarmania has three demon warlords from each of these clans in addition to Harstor in its pantheon.  These warlords are not worshipped except by underground cults as they are to be feared and not revered. In addition to these demonic warlords there may be dozens of local malevolent spirits that citizens acknowledge or blame for misfortune, illness and such.&lt;br /&gt;
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The [[Hordes of Atibul]] dwell in the mountains and forests of the Atibul mountain range in eastern Sarmania.  These demons and spirits are most often depicted as being a cross between a man and some type of wild animal or insect.  They often have the bodies of men but the heads and or limbs of animals / insects.  &lt;br /&gt;
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The [[Hordes of Mubitku]] dwell in the deserts west of Sarmania.  These demons are associated with heat, fire and mummified corpses (undead) and lack some feature or have misplaced or exaggerated features, such as large mouths, no mouth, numerous eyes, or no eyes, thousands of teeth, eyes below the mouth etc.  These demons may also have these attributes combined with the features of domesticated animals, such as horns, hooves, etc. &lt;br /&gt;
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In order to protect themselves from these demons and the troubles they cause (bad luck, illness, poverty, starvation etc) the Sarmanian’s have developed numerous signs and symbols of protection.  Each symbol will protect its owner from depredation of one particular demon. As such the Sarmania has devolped an extensive market for protective magical fetishes and talismans.  Some are not simply content to carry one or a dozen charms, and it has become much more economical and practical to have these symbols tattooed on ones body as permanent form of protection.  Tattooing is also used as a means of curing illness and insanity caused by the Ateko. Tattoos can be placed on any part of the body and people who are especially fearful of the Ateko may be covered with them from head to toe.  &lt;br /&gt;
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&#039;&#039;&#039;Architecture&#039;&#039;&#039;&lt;br /&gt;
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The average Samarian dwelling is made of fired mud bricks covered over by plaster.  Houses among the poor and lower class tend to be small single room dwelling.  While the houses of the rich are composed of multi-room dwellings centered around a central courtyard.  Multi-story building are rare, even among the rich.  Stone is used only in the construction of royal, religious or military buildings and irrigation canals. &lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
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Men - The lower classes keep their hair either shoulder length or longer and often keep them pulled back in pony tails.  Sarmanian men generally have little or no facial hair.  Men in the elite caste keep their hair long but shaved off in the back and on the sides and tied in a top knot.&lt;br /&gt;
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Women - All women in Sarmanian society keep their hair long and wear it in several styles.  The most common is one or two braids but aristocratic wives and daughters have more elaborate hair styles for formal occasions.  This applies to all women except for widows who cut their hair short as a form of mourning, and may only regrow their hair when they have re-married, if they are allowed to do so.&lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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Chariot racing&lt;br /&gt;
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Foot Races&lt;br /&gt;
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Wrestling&lt;br /&gt;
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Swimming&lt;br /&gt;
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Canal Jumping&lt;br /&gt;
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Bowling&lt;br /&gt;
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Stone throwing&lt;br /&gt;
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&#039;&#039;&#039;Language&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sarmanian, though there are slaves who speak a variety of barbarian tongues.  The Sarmanian language&lt;br /&gt;
is linguistically related to the Aertepian language, though very distantly. The two languages share approximately 20% or less of the same words. Along the Markan Road, the southern trade route to [[The Jhera Valley]], Jheran is commonly spoken as a second language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pomegranates, Citron, Almonds, Chickpeas, Vetch, Mung beans	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bay Leaves, Celery Seed, Marjoram&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses, Oxen, Dogs, Sheep, Goats and Donkey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Male names often end in: rha, era, tas, vala, tyon, los, bek.&lt;br /&gt;
&lt;br /&gt;
Female names often end in: gyao, iana, ona, usa, aris, riga, ella.&lt;br /&gt;
&lt;br /&gt;
Surnames often end in:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; Kirk Smith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mapofmolenor.jpg&amp;diff=92927</id>
		<title>File:Mapofmolenor.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mapofmolenor.jpg&amp;diff=92927"/>
		<updated>2008-10-03T01:12:53Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mapofsarmania.jpg&amp;diff=92926</id>
		<title>File:Mapofsarmania.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mapofsarmania.jpg&amp;diff=92926"/>
		<updated>2008-10-03T01:12:31Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=92533</id>
		<title>Zhosur</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=92533"/>
		<updated>2008-09-25T03:29:31Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MapofZhosur.jpg|frame| &#039;&#039;&#039;Map of the Zhosur Archipelago&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
====Location and Description====&lt;br /&gt;
&lt;br /&gt;
The Zhosur Archipelago is a collection of islands spanning the inner sea from to the south of [[Thelonis]] to the north of [[Aertepia]] and [[Caulis]], and is named for the two largest island kingdoms, [[Zho]] and [[Sur]]. (The area is known to the people of [[Molenor]] as &#039;&#039;Gad Ho&#039;Kari&#039;&#039;--the &amp;quot;Gate of the Inner Sea.&amp;quot;) The Archipelago is made up of roughly 29 inhabited islands, and dozens of smaller, sparsely populated or uninhabited ones. The waters of the region are rife with piracy and war. &lt;br /&gt;
&lt;br /&gt;
The largest island kingdoms of the archipelago are:&lt;br /&gt;
*&#039;&#039;&#039;Zho&#039;&#039;&#039; (incl. Eadu, Eitu, and Nekor)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sur&#039;&#039;&#039; (incl. Oeta and Seak)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ysyha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saxitica&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ilyea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solalusa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onburor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The minor island kingdoms are autonomous to varying degrees, and alliances exist between them and/or the larger islands. The smaller islands include:&lt;br /&gt;
*&#039;&#039;&#039;Whar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesshril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idrae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zheil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kimari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oquai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaesh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thegh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cahad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oisi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the people of the islands of &#039;&#039;&#039;Oturi&#039;&#039;&#039; and &#039;&#039;&#039;Augha&#039;&#039;&#039; consider themselves a part of Greater Aertepia ([[Lutia]], specifically), but some think the islands are--or should be--sovereign. In either case, Lutia does maintain outposts on both islands. &#039;&#039;&#039;Xalyk&#039;&#039;&#039; is little more than a trading outpost for [[Kalrax]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The kingdoms of Zho and Sur are the dominant forces in the region, and the two island nations are in a state of constant conflict. Each believes that the other is the only thing preventing them from total control of the archipelago. There exist several other alliances between the smaller islands, who (for the most part) wait to see whether Zho or Sur will emerge as the victor in their struggle.&lt;br /&gt;
&lt;br /&gt;
[http://www.monkey-bars.net/apfrpg/prometheus/Z_pol.jpg Political Alliances in the Zhosur Archipelago]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dozens of smaller islands are scattered throughout the archipelago; some are sparsely populated fishing villages, but most are barely more than rocky outcroppings. Some are places of legend, home to monstrous creatures or great treasure. Notable smaller islands include Etasi, Sayh, Crol, Sheur, Atasa, Zhaim, H&#039;Sulit, Itori, Iona, Rast, Saydan, Verem, Unan, and Ondan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====People and Culture====&lt;br /&gt;
&lt;br /&gt;
The people of the region are known collectively as Zhosuran, though the inhabitants of each island consider it bad manners (and, in some cases, insulting) to refer to them as such. They are more properly called by their individual cultural names: Zhotian, Surese, Solalusan, Ilyean, Semmar, Saxitican, Yshyi&#039;i, Chelese, etc. They are--by and large-- small and slender. Men average 5&#039;5&amp;quot; and women average 5&#039;2&amp;quot;. Skin color runs the gamut from pale in the north, to olive and light brown in the south. Hair is generally curly and dark brown or black. Eyes are olive-shaped and predominantly brown and green, and noses are typically wide and flat.&lt;br /&gt;
&lt;br /&gt;
Zhosurans are masters of the sea, and are--without a doubt--the finest sailors in the known world. They are known for their curiousity and ingenuity, and many explorers of legend were Zhosuran. Piracy and constant war between Zho and Sur have made many in the region distrustful and quick to fight. Zhosurans are not unfriendly, but they value honesty and plain speaking; because of this, many inhabitants of the surrounding regions find them to be brusque and rude. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hair Styles====&lt;br /&gt;
&lt;br /&gt;
Both men and women of Zhosur take great pride in their appearance. Dirty clothes, unkempt hair, etc. are considered shameful. Men of Zhosur keep their hair short and neatly trimmed. They also prefer to grow beards out once they are married. Women wear their hair long and in simple braids, or covered with colorful head scarves known as &#039;&#039;jisani&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Language====&lt;br /&gt;
&lt;br /&gt;
Each island in the region has its own distinct language. However, the sailors of the region have developed a pidgin language--&#039;&#039;Zosu&#039;&#039;--over the centuries, and this is known on virtually all the islands (even by non-sailors). Sailors and traders on the larger islands are often able to speak and/or understand most of the major languages of the mainland (Sarmanian, Aertepian, Caulisian, Molenorian, etc.) as well as Ilkaran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sports and Leisure====&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, many Zhosuran sports are water-related, such as boat racing, swimming, and diving. Most Zhosurans (men and women) learn to swim at a very early age, and enjoy being in and around the water. They are a competitive people by nature, and like to engage in one-upmanship at every opportunity. &lt;br /&gt;
&lt;br /&gt;
Zhosurans are excellent musicians and storytellers, and community life often revolves around music and dancing and the telling of myths and tall tales. Communities and extended families often gather once or twice a month for a large meal, and the revels extend late into the night.&lt;br /&gt;
&lt;br /&gt;
Men known as &#039;&#039;Seyalu&#039;&#039; (literally, &amp;quot;traveling singers&amp;quot;) sail from island to island, telling tales and singing traditional songs of the heroes and legends of Zhosur and the wider world. These men are highly respected and it is considered an honor to host one in a village for a week or more. Seyalu rarely get rich, as they are often paid only with food and a bed for the length of their stay, but--given the right mix of talent and charisma--Seyalu may become famous throughout the islands and perhaps as far away as the mainland. &lt;br /&gt;
&lt;br /&gt;
Since Zhosuran sailors are so widely traveled, they have brought games such as &#039;&#039;Camtusa&#039;&#039; and &#039;&#039;Yre&#039;&#039; (from Ilkara), or &#039;&#039;rukh&#039;&#039; (from Caulis) back to the islands, though the names and rules of such games may be altered slightly from island to island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated Crops====&lt;br /&gt;
&lt;br /&gt;
Hazel nuts, Dates, Turnips, Apples, Lime, Carrots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Herbs and Spices====&lt;br /&gt;
&lt;br /&gt;
Oregano, cloves, and coriander.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated animals====&lt;br /&gt;
&lt;br /&gt;
Oxen, Sheep, Goat, Dog, Cat, Duck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Naming conventions==== &lt;br /&gt;
&lt;br /&gt;
Zhosurans tend to eschew family names, and often refer to individuals by their given name and place of birth (e.g. [Name] of [Island] : Xartiles of Kimari &#039;&#039;or&#039;&#039; Phoalusa of Zheil).&lt;br /&gt;
&lt;br /&gt;
Male names often end in: eus, os, ian, oran, les, ion, eas. &lt;br /&gt;
&lt;br /&gt;
Female names often end in: ius, osa, inna, lessa, usa, ona, issa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92532</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92532"/>
		<updated>2008-09-25T03:27:37Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
====Location and Description====&lt;br /&gt;
&lt;br /&gt;
Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
&lt;br /&gt;
The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
&lt;br /&gt;
Residents of Thritai refer to themselves as either Thrit or Thritan, and speak a regional dialect of Caulisian known as Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Political System==== &lt;br /&gt;
&lt;br /&gt;
The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
&lt;br /&gt;
Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
&lt;br /&gt;
The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants; others look to Thritai as a sanctuary of freedom from oppression.&lt;br /&gt;
&lt;br /&gt;
The Archon of Thritai is not a hereditary title. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. In about half the cases, the throne is allowed to pass to the son of the previous Archon by acclaim, so long as he is perceived as being fit for the monarchy, or has already proven himself sufficiently strong and capable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Religion==== &lt;br /&gt;
&lt;br /&gt;
Settlers from northern Caulis brought the gods of their pantheon with them to Thritai, and the native Thrit gradually adopted their worship. In addition, the original god of the Thrit, Yuul (or Yuulashaar), is still worshipped by those descended from the remnants of the original Thrit tribe. Yuul is a god of war and conquest, and is commonly depicted as a large, muscular, brown-skinned man with a bull&#039;s head and tail. Thritans believe Yuul protects their city from barbarian attacks, and they invoke his influence and protection before important battles by sacrificing the largest bull available. The temple of Yuul in Thritai rivals that of the temple of Eldraad, and the festival dedicated to him takes place in the late summer.&lt;br /&gt;
&lt;br /&gt;
The city has its share of priests dedicated to the gods of the Caulisian pantheon (&#039;&#039;eean&#039;&#039;), but priests of Yuul (&#039;&#039;yuleaan&#039;&#039;) are distinctly different. They are warriors as well as priests, and often lead other fighters into battle. They train alongside other soldiers in addition to their other priestly duties, and are highly respected and venerated by the populace. Candidates for the yuleaan priesthood must undergo physical trials and often die in the process (about half of all those who wish to become yuleaan make it through). Yuleaan are distinguished by their shaved heads and and brown robes; they typically go about their daily business armed with their distinctive curved blades. In battle, they eschew the use of armor and scars are considered a sign of holiness.&lt;br /&gt;
&lt;br /&gt;
Legend has it that a race of men with bull&#039;s heads called &#039;&#039;Yuulattim&#039;&#039; (&amp;quot;sons of Yuul&amp;quot;) live in the caves of the Zaendtan Mts. to the east of Thritai. Yuulatim are rumored to be over 7 ft. tall and very aggressive. The mythical Thritan hero Gaarsun is supposed to have battled the bull-men, and defeated the King of the Yuulattim in single combat, returning from the mountains with the magical axe known as &#039;&#039;Kalloxitam&#039;&#039; (the &amp;quot;Bull&#039;s Horns&amp;quot;). The axe has been passed down from Archon to Archon in the hundreds of years since the battle took place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Social Structure==== &lt;br /&gt;
&lt;br /&gt;
The social structure of Thritai is not as rigid or class oriented as other city-states of Caulis, perhaps even radically so when compared with the coastal cities of the north. Every free man is considered a citizen and has the right to own land and move around the city and surrounding area as he wishes. A citizen has the right to a trial should he be accused of a crime, and may own slaves. He may engage in whatever sort of business pursuit he likes, as long as he pays what taxes the Archon requires, and does not commit any crimes in the course of such business (what constitutes a &amp;quot;crime&amp;quot; is a bit more nebulous than in northern Caulis, and is subject to the interpretation of the Archon and his dukes). Citizenship comes with its duties, however. All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes (see &#039;&#039;&#039;Military&#039;&#039;&#039; below). &lt;br /&gt;
&lt;br /&gt;
The dukes and their extended families make up about 15% of the population. Citizens and their families account for 65%, with the rest being slaves (10%) and foreigners in semi-permanent or permanent residency (10%). &lt;br /&gt;
&lt;br /&gt;
The status of haedar or duke is hereditary and passes to the firstborn son upon the death of a duke. Dukedom is given or taken away at the whim of the Archon and is typically only given as a result of some great accomplishment (military victories, for the most part). Likewise, dukes are only stripped of the title for making the most boneheaded of blunders or massive incompetence. It is considered disgraceful for dukes to flaunt their status or wealth. They are expected to serve as examples of bravery and honor to the men they govern on the Archon&#039;s behalf. They have adopted the custom of other Caulisian nobles of taking the name of the first man of the family elevated to the nobility--e.g. Duke Ramsun of the House of Namimut.&lt;br /&gt;
&lt;br /&gt;
Citizens of Thritai enjoy much more freedom than what can be observed in the other city-states of Caulis. They can own property and slaves, and engage in any sort of business they like. The majority (about 60%) of citizens own cattle, do some farming, and live outside the walls of the city itself. Those who live in the city are primarily merchants and artisans/tradesmen (leatherworking, blacksmithing, weaving, etc.). Citizens are typically not wealthy, but neither do they want for anything in particular. Large extended families are the norm in Thritai, and it is not unusal for three generations (as well as uncles, aunts, and cousins) to live in the same dwelling or group of dwellings. The land around Thritai can be unforgiving, but Thritans are resourceful, tough, and persistent, but also generous to those in need.&lt;br /&gt;
&lt;br /&gt;
Slaves are not uncommon in Thritai, and are generally criminals or former barbarians of the Vaal Grasslands. They are usually treated as well as in any other city-state. The laws of Thritai state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the permission of the Archon or one of his dukes. Slaves are put to use working the fields, and the typical extended Thritan family has 4 or 5 household slaves. When there are more slaves than work, the excess are taken to Xadir and sold in the slave markets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Military==== &lt;br /&gt;
&lt;br /&gt;
All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes. Those citizens of military age are also expected to keep their arms and armor in good working order and spend at least 2 or 3 days a month training (dukes often make their full-time soldiers available to assist with this). Dukes are expected to organize, equip, train, and maintain the militia for the districts they govern. Many use a portion of the taxes they collect to buy armor and weapons. If absolutely necessary, slaves who are capable will be armed and fight alongside free men.&lt;br /&gt;
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Around 10-15% of the eligible men in a given district are sufficiently tough and skilled at fighting to be made into full-time soldiers. These full-time soldiers split their time between training citizens and patrolling the city and outskirts of Thritai for barbarian raiders. A quarter of soldiers are trained as charioteers, and all are expected to be competant archers. Thritan soldiers--both professional and not--are famous for their courage, disclipine, and ferocity. Thritans value the honor of their tribe above personal glory, and are trained from a young age to feel no fear in the face of battle. Those soldiers for whom the occasional barbarian raid is insufficient often travel abroad as mercenaries. Thritan mercs are among the best-paid, celebrated, and feared fighters in Caulis and beyond.&lt;br /&gt;
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Since the milita of each district is maintained separately, arms and armor of the Thritan military is a patchwork of different styles. Most Thritan soldiers wear breastplates of reinforced leather, as well as leather forearm and leg protection. They are also issued a spear, short sword, dagger, and small, oblong leather shield. Dukes and professional soldiers that can afford and acquire bronze armor do so. Each militia marches into battle behind a unique &#039;&#039;haetu&#039;&#039; (&amp;quot;tribal flag&amp;quot; or &amp;quot;standard&amp;quot;). The yuleaan priests often act as lieutenants within the militias.&lt;br /&gt;
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The Thritan military mainly acts to defend the city from the many barbarian tribes of the Vaal Grasslands. Raids occur as often as every 3-4 months, but up to 2 years can go by between attacks. The Archon and his dukes are always watchful, even if the citizens grow complacent during long stretches of peace. None but the most aggressive (or foolhardly) Archons will attempt to fight the barbarians on their own turf. Tales are still told of the Archon Kaehonymuc II (288-262 BCE), who led a force of 1,500 soldiers deep into the Vaal in an attempt to wipe out the Zihoc tribe. Far from home and running low on supplies, Kaehonymuc and his men were ambushed and slaughtered by a much smaller force of Zihoc warriors. Only 100 men made it back to Thritai alive, and the Zihoc still hold Kaehonymuc&#039;s skull as a great trophy.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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====Currency====&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from [[Jherakeen]] might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles====&lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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====Sports and Leisure====&lt;br /&gt;
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Thritans will brawl at the drop of a hat, and typically over the most inconsequential things. They rarely back down from a fight, but also value honor and fair play. It is no surprise then that Thritans favor physical sports like boxing, wrestling, and gladitorial matches. They also like dancing, drinking, and the telling of tall tales.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=92531</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=92531"/>
		<updated>2008-09-25T03:25:36Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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====Location and Description====&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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====Religion==== &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis or Mo&#039;Krai mountain men. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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====Currency====&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles==== &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xadir&amp;diff=92530</id>
		<title>Xadir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xadir&amp;diff=92530"/>
		<updated>2008-09-25T03:23:55Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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====Location and Description====&lt;br /&gt;
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Xadir is the largest city-state of [[Caulis]], and perhaps the known world as well. It is a bustling port and important center for trade, and is at the crossroads of major land and sea trade routes. It sits on the Bay of Xaan, at the mouth of the River Caul. The waters of the bay are calm for most of the year and well-protected from pirates. The weather in and around Xadir is sunny and pleasant on average. Boats and caravans by the dozen, loaded with goods, enter and leave the city and its port every day. And adventurous souls from hundreds of miles around flock to the city in search of fame and fortune. Some find it; many find only danger and misery.&lt;br /&gt;
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According to legend, the city was founded by the mythical hero and explorer Xad. Depending on the version, he was led to the Bay of Xaan and the location where Xadir now sits by either a gigantic whale or a beautiful fish-woman. Xad found the region to be to his liking, and quite bountiful agriculturally, and so stayed and founded the city that bears his name. (Xar, third son of Xad, supposedly travelled south to the source of the River Caul and founded Xadir&#039;s sister city [[Xaros]].)&lt;br /&gt;
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Residents of Xadir refer to themselves as Xadiri. The population of the city and the small towns and villages surrounding it is approximately 30,000, with 15% (4,500) of that made up by slaves, and another 10-15% (3,000-4,500) at any given time being foreigners in permanent or semi-permanent residence. Of the remainder, around 2,000 Caulisian residents of Xadir are citizens and have the appropriate rights (see &#039;&#039;&#039;Social Structure&#039;&#039;&#039; below). Though the wealth of the city and surrounding area is quite considerable, it is concentrated in the hands of the 10% of the population that are citizens.&lt;br /&gt;
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[[Image:Xadir_seal.png|thumb|200px|right|Seal of the Archon and City of Xadir]]&lt;br /&gt;
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====Political System==== &lt;br /&gt;
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The ruling monarch of Xadir is known as the &#039;&#039;Archon&#039;&#039;. The Archon is undisputed master of Xadir and the towns and villages adjacent to it. He makes all the laws and has the power of life and death over every man, woman, and child within the city and its environs. The monarchy is hereditary and can only be held by a man.  The Archon rules from his stone palace atop Xado Hill, just west of the River Caul. It looks down on the waterfront and main market square, and is situated in the midst of a lush, three-acre garden. The palace and its grounds are off limits to everyone save the Archon, his family, advisors, and slaves, noblemen (and their slaves), and the army unit assigned to be the Archon&#039;s personal guard. Treasures from across the region including weapons, armor, and coffers full of coins and precious stones are housed within the palace. The Archon&#039;s scribes and their ledgers and records (primarily scrolls) are kept in buidling adjacent to the palace.&lt;br /&gt;
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The Archon has very few real duties to fulfill. He hosts visiting royalty and dignitaries from foreign lands, and holds a large banquet for his nobles and other men of importance once or twice a week, where matters of state, trade, and alliances are discussed.  Some archons of the more recent past have spent most of their time in the pursuit of leisure activities such as hunting, dining, and amassing wives and concubines. Others have been more interested in amassing knowledge and exploring lands beyond the borders of Caulis.&lt;br /&gt;
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Men of the noble houses are constantly vying for position and favor in the Archon&#039;s court. There is no real political power to be gained by such games, though the Archon has the ability to grant lands and such lucrative positions as &#039;&#039;sinar&#039;&#039; (judge) and &#039;&#039;olaghi&#039;&#039; (port official) to those nobles he favors. &lt;br /&gt;
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Should the Archon die without a male heir, the noble houses gather behind two or three likely candidates from within the nobility and vote for a new Archon; a simple majority among the 200 or so nobles is sufficient to take the throne. The process is always full of intrigue and power brokering, as well as the occasional violent episode.&lt;br /&gt;
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Archons up until &#039;&#039;Attamun IV&#039;&#039; (297-252 BCE) have claimed direct descent from Xad, the founder of the city. Some Archons since have said they are of the House of Xad, but none has been able to substantiate the claim.&lt;br /&gt;
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====Social Structure==== &lt;br /&gt;
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The social structure of Xadir is made up of a small group of nobles (1%); a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders; and commoners (approx. 90%). Commoners include tradespeople, sailors, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or privileges. &lt;br /&gt;
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&#039;&#039;Nobility&#039;&#039; -- The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. As a result, the nobility remains securely under the Archon&#039;s thumb and wield no real power or influence beyond what they are given. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Hirmun of the House of Zulbek). and can be identified by a large, bronze crescent moon pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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&#039;&#039;Citizens&#039;&#039; -- In order to be considered a citizen of Xadir, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Xadiri army of not less than 20 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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&#039;&#039;Commoners&#039;&#039; -- The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest shopkeepers. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Xadiri social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court. There are many tales in Xadiri folklore of men from the lowliest levels of society rising to the highest heights of nobility.&lt;br /&gt;
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&#039;&#039;Slaves&#039;&#039; -- The slave trade flourishes in Xadir. Slaves are typically imported from other regions, and the majority are barbarians captured through the conquests or military actions of more warlike city-states. A quarter of slaves in Xadir are former residents convicted of crimes or enslaved as a result of debt. Noble houses and citizens generally keep a household staff of 4 to 6 slaves of either gender, but the majority of slaves labor in the fields surrounding the city, or building and maintaining structures and roads. Dealers from the other coastal city-states of Caulis travel to Xadir for the monthly slave market held in the main square of the city. The cities of Southern Caulis do not typically acquire slaves in Xadir, as it is considered far too costly to transport them to the south. Slaves are easily identified by the leather collars they must wear at all times; to remove a slave collar is a serious crime. A slave-owner may treat a slave as well or poorly as he likes, but it is considered a minor crime (though generally unenforced) to beat or kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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====Military==== &lt;br /&gt;
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Xadir maintains a relatively small professional military (about 2,000 men) made up of men from the city and the surrounding towns and villages. Soldiers enlist for life, but can be discharged after fulfilling 20 years of service, upon which time they are granted citizenship and a small plot of land somewhere on the outskirts of the city. The vast majority of men who enlist in the army (75%) come from the lowest levels of commoners--those who have no money and no prospect of a life better than grueling labor. Men who commit crimes not punishable by death are given the option of military service or enslavement, and always choose the army. Any man over the age of 14 can enlist, but must pass a physical test to be admitted, The Xadiri army is primarily for the defense of the city and almost never engages in military conquest. If necessary, any suitable man may be drafted or pressganged into service in the army for as long as necessary; citizens and nobles are exempt from such involuntary service. &lt;br /&gt;
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The Archon is the supreme commander of the military. He defers the day-to-day administration of the army to 4 generals (all nobles as well) who each command a legion of approximately 500 men. Each legion is divided into 10 companies of 50 men, each led by a &#039;&#039;hattar&#039;&#039; (captain). A company is further subdivided into units of 10 soldiers, with a unit commander called a &#039;&#039;zattar&#039;&#039; (sergeant) that reports to the &#039;&#039;hattar&#039;&#039;. Since the army does not engage in any significant regular combat, it is employed generally in patrolling the city streets, the areas surrounding the outskirts of the city, and the port. A soldier has the power to arrest any man, woman, or child on suspicion of having committed a crime. One unit is charged with guarding the main entrance to Xadir, and inspecting the goods or travellers who come into the city every day. Another unit is considered the Archon&#039;s personal guard and is permanently stationed at the palace on Xado Hill. If necessary, units of the army can be used to build or maintain roads, the city walls, or structures within the city.&lt;br /&gt;
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Xadiri soldiers are competent, though not particularly experienced or well trained. A typical soldier&#039;s equipment includes a short sword, spear, and medium-sized round leather shield. Armor consists of greaves, breastplate, and a helmet. The helmet of any soldier ranking higher than &#039;&#039;zattar&#039;&#039; includes a horsehair crest. About one-third of soldiers are trained as archers, and there are no significant horse-mounted units or charioteers.&lt;br /&gt;
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The Xadiri navy (not considered a seperate entity from the army) is made up of 20 medium-sized galleys and a handful of smaller boats. The navy rarely sails out of the Bay of Xaan, but will occasionally escort an important shipment to a neighboring region, or accompany the Archon on state visits to major trade partners like [[Hellianoptis]] or [[Lutia]]. The navy may comandeer any civilian vessel at any time and use it as long as is deemed necessary.&lt;br /&gt;
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[http://www.monkey-bars.net/apfrpg/prometheus/xadir_soldier.jpg Arms and Armor of a Xadiri Soldier]&lt;br /&gt;
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====Religion====&lt;br /&gt;
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The people of Xadir, like the rest of Caulis, worship Eldraad and the other gods of the Caulisian pantheon. Due to Xadir&#039;s proximity to the water, Hommut has a more prominent position in the pantheon than Zithna (who tends to have more importance in cities farther inland and more dependent on farming).&lt;br /&gt;
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&#039;&#039;Eean&#039;&#039; have no particular social standing or privileges in Xadir. They serve the gods first, the Archon second, and the people third. The Archon is considered the Supreme Religious Authority in Xadir, though this status is largely ceremonial and everyone knows it. The largest temple is the one dedicated to Eldraad and the Head Priest of that temple is called the Eldreeanos; he is considered the wisest and most learned man in the city. There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and shrines to various foreign deities erected by expatriate merchants can be found if one looks hard enough. As in other cities of the region, the eean are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for himself.&lt;br /&gt;
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As elsewhere in Caulis, The major religious festival takes place at midsummer. There are great processions through the city from temple to temple and down to the waterfront. Offerings are made to Eldraad, and great feasts are enjoyed by all. The Festival of Hommut in the third month is the second most holy day of the year.&lt;br /&gt;
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====Trade====&lt;br /&gt;
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There is an old saying in and around Caulis: &amp;quot;If it can be found, you&#039;ll find it in Xadir.&amp;quot; The city-state has grown to be one of the largest in the known world because of its ravenous appetite for trade. Its somewhat central location on the continent and at the crossroads of major land and maritime trade routes means boats and caravans are entering and leaving the city nearly constantly. &lt;br /&gt;
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Xadir is full of craftsmen who produce tools, weapons, clothing, household goods, etc.; these durable goods are made well enough, if lacking in artistry or refinement. A large portion of durable goods manufactured in the city are transported to the primarily agricultural city-states further south, or to neighboring regions.&lt;br /&gt;
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====Currency====&lt;br /&gt;
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The main currency of Xadir is a copper coin known as the &#039;&#039;tek&#039;&#039;. Also in circulation is a smaller coin known as a &#039;&#039;bel&#039;&#039; (or &#039;&#039;abbel&#039;&#039;), valued at 1/6th of a tek (i.e. 6 bels to the tek). The economy of Xadir (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with a small turkey or pound of chickpeas; likewise, a shipment of lemons from Ilkara might be paid for with an agreed-upon amount of Caulisian pepper.&lt;br /&gt;
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====Education==== &lt;br /&gt;
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There is no Xadir-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. Among the nobility, having an [[Ilkara]]n tutor for one&#039;s son(s) is considered absolutely necessary. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. &lt;br /&gt;
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====Clothing==== &lt;br /&gt;
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The men of Xadir wear the traditional Caulisian light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest merchants and nobles like to wear colorful Hurkits imported from [[Ilkara]] (they are usually far too expensive an item for any but the richest men, and as such serve as a status symbol as well). Ona and Hurkits are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Like their men, well-to-do women prefer the colorful garments of [[Ilkara]] and acquire them whenever (and wherever) possible. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion for themselves tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Xadiri men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Due to the large number of foreigners, it is not uncommon to see clothing and fashions from all corners of the known world, but Xadiri do not, in general, adopt non-Caulisian fashions readily.&lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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====Hair Styles==== &lt;br /&gt;
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Xadiri men of all social classes, like other Caulisians, wear their hair cropped short (hair that hangs down past the shoulders is considered effeminate). Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Xadiri women wear their hair long, but do not otherwise fuss over it much. Wealthy Xadiri women with an excess of free time enjoy elaborate hairstyles and braiding techniques.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92529</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92529"/>
		<updated>2008-09-25T03:20:42Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
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====Location and Geography====&lt;br /&gt;
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The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
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The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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====People and Culture====&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
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Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
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The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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====Religion====&lt;br /&gt;
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&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
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&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
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The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
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The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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====Language====&lt;br /&gt;
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The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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====Architecture====&lt;br /&gt;
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Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
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Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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&lt;br /&gt;
====Sports and Leisure====&lt;br /&gt;
&lt;br /&gt;
Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
&lt;br /&gt;
Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Clothing==== &lt;br /&gt;
&lt;br /&gt;
The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
&lt;br /&gt;
Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
&lt;br /&gt;
When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Both men and women wear simple leather sandals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated Crops====&lt;br /&gt;
&lt;br /&gt;
Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Herbs and Spices====&lt;br /&gt;
&lt;br /&gt;
Anise, Pepper and Cumin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Domesticated animals====&lt;br /&gt;
&lt;br /&gt;
Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Naming conventions====&lt;br /&gt;
&lt;br /&gt;
Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
&lt;br /&gt;
Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====City States====&lt;br /&gt;
&lt;br /&gt;
[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
&lt;br /&gt;
[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
&lt;br /&gt;
[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
&lt;br /&gt;
[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
&lt;br /&gt;
[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
&lt;br /&gt;
[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
&lt;br /&gt;
[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
&lt;br /&gt;
[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
&lt;br /&gt;
[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
&lt;br /&gt;
[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
&lt;br /&gt;
[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
&lt;br /&gt;
[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
&lt;br /&gt;
[[Morgar]]:  (Population: 6,000)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aertepia&amp;diff=92528</id>
		<title>Aertepia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aertepia&amp;diff=92528"/>
		<updated>2008-09-25T03:16:19Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofaertepia.jpg|frame| &#039;&#039;&#039;Map of Aertepia&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center of the continent on the southern edge of the Sea of Aertepia. The region&#039;s southern border is defined by the Sultay Mountains; the eastern border is the Yelina Mountains, which are the source of the mighty Yelina River which empties into Sultay Lake in the Sultay foothills; and the western border is defined by one of the continent&#039;s longest rivers, the Aeleny (Yellow) River. The Neba Suma (New Winter) peninsula in the west of the region juts into the Aertepian sea. The Lutians claim some of the islands in the archipelago of [[Zhosur]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People and culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The common term for a person of this region is Aertepian (Aertepians, plural). These are relatively short people, the males rarely exceeding 5&#039; 6&amp;quot; while the females are on average 3 inches shorter. Their skin, hair, and eyes are dark coloured. A common physical trait is epicanthal folds and a majority seem to have cleft chins.&lt;br /&gt;
&lt;br /&gt;
These people are not given to war, however, war is something they have been traditionally successful at.&lt;br /&gt;
&lt;br /&gt;
Much value is placed on the afterlife. When a master dies, his favoured servants commit suicide so that they may continue to serve their master in the afterlife. Inhumations are primarily catacombs with the occasional animal remains buried with the deceased along with prized possessions and texts and prayers to help him through his journey in the next life - in the form of praise, advice, humour, and memories. The more he takes with him, the easier his life will be.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Aertepian, although Lutian is a strongly distinct dialect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticate Crops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region is fertile ground for grapes, figs, pistachios, dates, cherries, and tangerines.&lt;br /&gt;
&lt;br /&gt;
The Sultamenians of the Sultay Mountains control the pistachio crop.&lt;br /&gt;
&lt;br /&gt;
The vast majority of grapes grown (75%) are used for wine making. While 20% is used for fresh fruits (5% of that for making grape fruit juice) and the remaining 5% are dried to produce raisins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common herbs and spices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chamomile and peppermint, which are used for flavouring teas and in some medicinal applications such as upset stomaches and for the menthol in peppermint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chicken, Horses, Oxen, Dogs, Sheep and Goats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The given name is the common name which identifies the person. The family name identifies the person&#039;s family, which always ends with &amp;quot;nen&amp;quot; - if the last letter is &amp;quot;n&amp;quot;, then the ending becomes &amp;quot;inen&amp;quot;. The person will have at least two middle names: the name of his father and the name of his family&#039;s urheimat or homeland. For example, Maranik Stepanik Lutia Maraninen identifies a male named Maranik; his father is Stepanik; his homeland is Lutia; and his family&#039;s name is Maraninen.&lt;br /&gt;
&lt;br /&gt;
Male names often end in: the letters ik. Such as the name Maranik.&lt;br /&gt;
&lt;br /&gt;
Female names often end in: the vowel a or o. Such as the name Marana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The predominate armour is padding and leather while hard core infantry units often wear bronze helmets, body armour, and carry shields. By far the most common weapon is the antenna-hilted sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City-states&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are three city-states in the region:&lt;br /&gt;
&lt;br /&gt;
[[Lutia]]: located along the &amp;quot;North Coast&amp;quot;, concentrated on the western peninsula called Neba Suma.&lt;br /&gt;
&lt;br /&gt;
[[Sulamenia]]: located in the Sultay Mountains are well known for their pistachios.&lt;br /&gt;
&lt;br /&gt;
[[Cenplia]]: located in the central plains. They are known for their human sacrifice rituals (although this primarily the execution of criminals offered to the gods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Created by:&#039;&#039;&#039; Natasha&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=92524</id>
		<title>Zhosur</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=92524"/>
		<updated>2008-09-25T02:05:17Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MapofZhosur.jpg|frame| &#039;&#039;&#039;Map of the Zhosur Archipelago&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
===Location and Description===&lt;br /&gt;
&lt;br /&gt;
The Zhosur Archipelago is a collection of islands spanning the inner sea from to the south of [[Thelonis]] to the north of [[Aertepia]] and [[Caulis]], and is named for the two largest island kingdoms, [[Zho]] and [[Sur]]. (The area is known to the people of [[Molenor]] as &#039;&#039;Gad Ho&#039;Kari&#039;&#039;--the &amp;quot;Gate of the Inner Sea.&amp;quot;) The Archipelago is made up of roughly 29 inhabited islands, and dozens of smaller, sparsely populated or uninhabited ones. The waters of the region are rife with piracy and war. &lt;br /&gt;
&lt;br /&gt;
The largest island kingdoms of the archipelago are:&lt;br /&gt;
*&#039;&#039;&#039;Zho&#039;&#039;&#039; (incl. Eadu, Eitu, and Nekor)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sur&#039;&#039;&#039; (incl. Oeta and Seak)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ysyha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saxitica&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ilyea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solalusa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onburor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The minor island kingdoms are autonomous to varying degrees, and alliances exist between them and/or the larger islands. The smaller islands include:&lt;br /&gt;
*&#039;&#039;&#039;Whar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesshril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idrae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zheil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kimari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oquai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaesh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thegh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cahad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oisi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the people of the islands of &#039;&#039;&#039;Oturi&#039;&#039;&#039; and &#039;&#039;&#039;Augha&#039;&#039;&#039; consider themselves a part of Greater Aertepia ([[Lutia]], specifically), but some think the islands are--or should be--sovereign. In either case, Lutia does maintain outposts on both islands. &#039;&#039;&#039;Xalyk&#039;&#039;&#039; is little more than a trading outpost for [[Kalrax]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The kingdoms of Zho and Sur are the dominant forces in the region, and the two island nations are in a state of constant conflict. Each believes that the other is the only thing preventing them from total control of the archipelago. There exist several other alliances between the smaller islands, who (for the most part) wait to see whether Zho or Sur will emerge as the victor in their struggle.&lt;br /&gt;
&lt;br /&gt;
[http://www.monkey-bars.net/apfrpg/prometheus/Z_pol.jpg Political Alliances in the Zhosur Archipelago]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dozens of smaller islands are scattered throughout the archipelago; some are sparsely populated fishing villages, but most are barely more than rocky outcroppings. Some are places of legend, home to monstrous creatures or great treasure. Notable smaller islands include Etasi, Sayh, Crol, Sheur, Atasa, Zhaim, H&#039;Sulit, Itori, Iona, Rast, Saydan, Verem, Unan, and Ondan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===People and Culture===&lt;br /&gt;
&lt;br /&gt;
The people of the region are known collectively as Zhosuran, though the inhabitants of each island consider it bad manners (and, in some cases, insulting) to refer to them as such. They are more properly called by their individual cultural names: Zhotian, Surese, Solalusan, Ilyean, Semmar, Saxitican, Yshyi&#039;i, Chelese, etc. They are--by and large-- small and slender. Men average 5&#039;5&amp;quot; and women average 5&#039;2&amp;quot;. Skin color runs the gamut from pale in the north, to olive and light brown in the south. Hair is generally curly and dark brown or black. Eyes are olive-shaped and predominantly brown and green, and noses are typically wide and flat.&lt;br /&gt;
&lt;br /&gt;
Zhosurans are masters of the sea, and are--without a doubt--the finest sailors in the known world. They are known for their curiousity and ingenuity, and many explorers of legend were Zhosuran. Piracy and constant war between Zho and Sur have made many in the region distrustful and quick to fight. Zhosurans are not unfriendly, but they value honesty and plain speaking; because of this, many inhabitants of the surrounding regions find them to be brusque and rude. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hair Styles===&lt;br /&gt;
&lt;br /&gt;
Both men and women of Zhosur take great pride in their appearance. Dirty clothes, unkempt hair, etc. are considered shameful. Men of Zhosur keep their hair short and neatly trimmed. They also prefer to grow beards out once they are married. Women wear their hair long and in simple braids, or covered with colorful head scarves known as &#039;&#039;jisani&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Each island in the region has its own distinct language. However, the sailors of the region have developed a pidgin language--&#039;&#039;Zosu&#039;&#039;--over the centuries, and this is known on virtually all the islands (even by non-sailors). Sailors and traders on the larger islands are often able to speak and/or understand most of the major languages of the mainland (Sarmanian, Aertepian, Caulisian, Molenorian, etc.) as well as Ilkaran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sports and Leisure===&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, many Zhosuran sports are water-related, such as boat racing, swimming, and diving. Most Zhosurans (men and women) learn to swim at a very early age, and enjoy being in and around the water. They are a competitive people by nature, and like to engage in one-upmanship at every opportunity. &lt;br /&gt;
&lt;br /&gt;
Zhosurans are excellent musicians and storytellers, and community life often revolves around music and dancing and the telling of myths and tall tales. Communities and extended families often gather once or twice a month for a large meal, and the revels extend late into the night.&lt;br /&gt;
&lt;br /&gt;
Men known as &#039;&#039;Seyalu&#039;&#039; (literally, &amp;quot;traveling singers&amp;quot;) sail from island to island, telling tales and singing traditional songs of the heroes and legends of Zhosur and the wider world. These men are highly respected and it is considered an honor to host one in a village for a week or more. Seyalu rarely get rich, as they are often paid only with food and a bed for the length of their stay, but--given the right mix of talent and charisma--Seyalu may become famous throughout the islands and perhaps as far away as the mainland. &lt;br /&gt;
&lt;br /&gt;
Since Zhosuran sailors are so widely traveled, they have brought games such as &#039;&#039;Camtusa&#039;&#039; and &#039;&#039;Yre&#039;&#039; (from Ilkara), or &#039;&#039;rukh&#039;&#039; (from Caulis) back to the islands, though the names and rules of such games may be altered slightly from island to island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Domesticated Crops===&lt;br /&gt;
&lt;br /&gt;
Hazel nuts, Dates, Turnips, Apples, Lime, Carrots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Herbs and Spices===&lt;br /&gt;
&lt;br /&gt;
Oregano, cloves, and coriander.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Domesticated animals===&lt;br /&gt;
&lt;br /&gt;
Oxen, Sheep, Goat, Dog, Cat, Duck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Naming conventions=== &lt;br /&gt;
&lt;br /&gt;
Zhosurans tend to eschew family names, and often refer to individuals by their given name and place of birth (e.g. [Name] of [Island] : Xartiles of Kimari &#039;&#039;or&#039;&#039; Phoalusa of Zheil).&lt;br /&gt;
&lt;br /&gt;
Male names often end in: eus, os, ian, oran, les, ion, eas. &lt;br /&gt;
&lt;br /&gt;
Female names often end in: ius, osa, inna, lessa, usa, ona, issa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92523</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92523"/>
		<updated>2008-09-25T01:59:44Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
===Location and Description===&lt;br /&gt;
&lt;br /&gt;
Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
&lt;br /&gt;
The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak a regional dialect of Caulisian known as Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak. &lt;br /&gt;
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===Political System=== &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants; others look to Thritai as a sanctuary of freedom from oppression.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. In about half the cases, the throne is allowed to pass to the son of the previous Archon by acclaim, so long as he is perceived as being fit for the monarchy, or has already proven himself sufficiently strong and capable. &lt;br /&gt;
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===Religion=== &lt;br /&gt;
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Settlers from northern Caulis brought the gods of their pantheon with them to Thritai, and the native Thrit gradually adopted their worship. In addition, the original god of the Thrit, Yuul (or Yuulashaar), is still worshipped by those descended from the remnants of the original Thrit tribe. Yuul is a god of war and conquest, and is commonly depicted as a large, muscular, brown-skinned man with a bull&#039;s head and tail. Thritans believe Yuul protects their city from barbarian attacks, and they invoke his influence and protection before important battles by sacrificing the largest bull available. The temple of Yuul in Thritai rivals that of the temple of Eldraad, and the festival dedicated to him takes place in the late summer.&lt;br /&gt;
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The city has its share of priests dedicated to the gods of the Caulisian pantheon (&#039;&#039;eean&#039;&#039;), but priests of Yuul (&#039;&#039;yuleaan&#039;&#039;) are distinctly different. They are warriors as well as priests, and often lead other fighters into battle. They train alongside other soldiers in addition to their other priestly duties, and are highly respected and venerated by the populace. Candidates for the yuleaan priesthood must undergo physical trials and often die in the process (about half of all those who wish to become yuleaan make it through). Yuleaan are distinguished by their shaved heads and and brown robes; they typically go about their daily business armed with their distinctive curved blades. In battle, they eschew the use of armor and scars are considered a sign of holiness.&lt;br /&gt;
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Legend has it that a race of men with bull&#039;s heads called &#039;&#039;Yuulattim&#039;&#039; (&amp;quot;sons of Yuul&amp;quot;) live in the caves of the Zaendtan Mts. to the east of Thritai. Yuulatim are rumored to be over 7 ft. tall and very aggressive. The mythical Thritan hero Gaarsun is supposed to have battled the bull-men, and defeated the King of the Yuulattim in single combat, returning from the mountains with the magical axe known as &#039;&#039;Kalloxitam&#039;&#039; (the &amp;quot;Bull&#039;s Horns&amp;quot;). The axe has been passed down from Archon to Archon in the hundreds of years since the battle took place.&lt;br /&gt;
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===Social Structure=== &lt;br /&gt;
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The social structure of Thritai is not as rigid or class oriented as other city-states of Caulis, perhaps even radically so when compared with the coastal cities of the north. Every free man is considered a citizen and has the right to own land and move around the city and surrounding area as he wishes. A citizen has the right to a trial should he be accused of a crime, and may own slaves. He may engage in whatever sort of business pursuit he likes, as long as he pays what taxes the Archon requires, and does not commit any crimes in the course of such business (what constitutes a &amp;quot;crime&amp;quot; is a bit more nebulous than in northern Caulis, and is subject to the interpretation of the Archon and his dukes). Citizenship comes with its duties, however. All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes (see &#039;&#039;&#039;Military&#039;&#039;&#039; below). &lt;br /&gt;
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The dukes and their extended families make up about 15% of the population. Citizens and their families account for 65%, with the rest being slaves (10%) and foreigners in semi-permanent or permanent residency (10%). &lt;br /&gt;
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The status of haedar or duke is hereditary and passes to the firstborn son upon the death of a duke. Dukedom is given or taken away at the whim of the Archon and is typically only given as a result of some great accomplishment (military victories, for the most part). Likewise, dukes are only stripped of the title for making the most boneheaded of blunders or massive incompetence. It is considered disgraceful for dukes to flaunt their status or wealth. They are expected to serve as examples of bravery and honor to the men they govern on the Archon&#039;s behalf. They have adopted the custom of other Caulisian nobles of taking the name of the first man of the family elevated to the nobility--e.g. Duke Ramsun of the House of Namimut.&lt;br /&gt;
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Citizens of Thritai enjoy much more freedom than what can be observed in the other city-states of Caulis. They can own property and slaves, and engage in any sort of business they like. The majority (about 60%) of citizens own cattle, do some farming, and live outside the walls of the city itself. Those who live in the city are primarily merchants and artisans/tradesmen (leatherworking, blacksmithing, weaving, etc.). Citizens are typically not wealthy, but neither do they want for anything in particular. Large extended families are the norm in Thritai, and it is not unusal for three generations (as well as uncles, aunts, and cousins) to live in the same dwelling or group of dwellings. The land around Thritai can be unforgiving, but Thritans are resourceful, tough, and persistent, but also generous to those in need.&lt;br /&gt;
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Slaves are not uncommon in Thritai, and are generally criminals or former barbarians of the Vaal Grasslands. They are usually treated as well as in any other city-state. The laws of Thritai state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the permission of the Archon or one of his dukes. Slaves are put to use working the fields, and the typical extended Thritan family has 4 or 5 household slaves. When there are more slaves than work, the excess are taken to Xadir and sold in the slave markets.&lt;br /&gt;
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===Military=== &lt;br /&gt;
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All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes. Those citizens of military age are also expected to keep their arms and armor in good working order and spend at least 2 or 3 days a month training (dukes often make their full-time soldiers available to assist with this). Dukes are expected to organize, equip, train, and maintain the militia for the districts they govern. Many use a portion of the taxes they collect to buy armor and weapons. If absolutely necessary, slaves who are capable will be armed and fight alongside free men.&lt;br /&gt;
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Around 10-15% of the eligible men in a given district are sufficiently tough and skilled at fighting to be made into full-time soldiers. These full-time soldiers split their time between training citizens and patrolling the city and outskirts of Thritai for barbarian raiders. A quarter of soldiers are trained as charioteers, and all are expected to be competant archers. Thritan soldiers--both professional and not--are famous for their courage, disclipine, and ferocity. Thritans value the honor of their tribe above personal glory, and are trained from a young age to feel no fear in the face of battle. Those soldiers for whom the occasional barbarian raid is insufficient often travel abroad as mercenaries. Thritan mercs are among the best-paid, celebrated, and feared fighters in Caulis and beyond.&lt;br /&gt;
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Since the milita of each district is maintained separately, arms and armor of the Thritan military is a patchwork of different styles. Most Thritan soldiers wear breastplates of reinforced leather, as well as leather forearm and leg protection. They are also issued a spear, short sword, dagger, and small, oblong leather shield. Dukes and professional soldiers that can afford and acquire bronze armor do so. Each militia marches into battle behind a unique &#039;&#039;haetu&#039;&#039; (&amp;quot;tribal flag&amp;quot; or &amp;quot;standard&amp;quot;). The yuleaan priests often act as lieutenants within the militias.&lt;br /&gt;
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The Thritan military mainly acts to defend the city from the many barbarian tribes of the Vaal Grasslands. Raids occur as often as every 3-4 months, but up to 2 years can go by between attacks. The Archon and his dukes are always watchful, even if the citizens grow complacent during long stretches of peace. None but the most aggressive (or foolhardly) Archons will attempt to fight the barbarians on their own turf. Tales are still told of the Archon Kaehonymuc II (288-262 BCE), who led a force of 1,500 soldiers deep into the Vaal in an attempt to wipe out the Zihoc tribe. Far from home and running low on supplies, Kaehonymuc and his men were ambushed and slaughtered by a much smaller force of Zihoc warriors. Only 100 men made it back to Thritai alive, and the Zihoc still hold Kaehonymuc&#039;s skull as a great trophy.&lt;br /&gt;
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===Trade===&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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===Currency===&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from [[Jherakeen]] might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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===Hair Styles===&lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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===Education=== &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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===Sports and Leisure===&lt;br /&gt;
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Thritans will brawl at the drop of a hat, and typically over the most inconsequential things. They rarely back down from a fight, but also value honor and fair play. It is no surprise then that Thritans favor physical sports like boxing, wrestling, and gladitorial matches. They also like dancing, drinking, and the telling of tall tales.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=92522</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=92522"/>
		<updated>2008-09-25T01:59:11Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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===Location and Description===&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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===Political System=== &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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===Religion=== &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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===Social Structure=== &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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===Military=== &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis or Mo&#039;Krai mountain men. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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===Trade===&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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===Currency===&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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===Hair Styles=== &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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===Education=== &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92521</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92521"/>
		<updated>2008-09-25T01:58:44Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
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===Location and Geography===&lt;br /&gt;
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The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
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The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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===People and Culture===&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
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Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
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The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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===Religion===&lt;br /&gt;
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&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
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&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
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The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
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The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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===Language===&lt;br /&gt;
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The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
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Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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===Sports and Leisure===&lt;br /&gt;
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Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
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Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
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When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals.&lt;br /&gt;
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===Domesticated Crops===&lt;br /&gt;
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Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
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===Common Herbs and Spices===&lt;br /&gt;
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Anise, Pepper and Cumin&lt;br /&gt;
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===Domesticated animals===&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
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===Naming conventions===&lt;br /&gt;
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Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
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Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
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===City States===&lt;br /&gt;
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[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
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[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
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[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
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[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
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[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
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[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
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[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
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[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
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[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
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[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
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[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
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[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
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[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
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[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
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[[Morgar]]:  (Population: 6,000)&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92520</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92520"/>
		<updated>2008-09-25T01:58:03Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Location and Geography===&lt;br /&gt;
&lt;br /&gt;
The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
&lt;br /&gt;
The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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===People and Culture===&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
&lt;br /&gt;
Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
&lt;br /&gt;
The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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===Religion===&lt;br /&gt;
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&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
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&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
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The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
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The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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===Language===&lt;br /&gt;
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The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
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Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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===Sports and Leisure===&lt;br /&gt;
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Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
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Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
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When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals.&lt;br /&gt;
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===Domesticated Crops===&lt;br /&gt;
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Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
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===Common Herbs and Spices===&lt;br /&gt;
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Anise, Pepper and Cumin&lt;br /&gt;
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===Domesticated animals===&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
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===Naming conventions===&lt;br /&gt;
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Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
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Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
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===City States===&lt;br /&gt;
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[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
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[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
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[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
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[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
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[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
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[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
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[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
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[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
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[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
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[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
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[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
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[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
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[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
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[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
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[[Morgar]]:  (Population: 6,000)&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92519</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92519"/>
		<updated>2008-09-25T01:53:45Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;===Location and Description===&lt;br /&gt;
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Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
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The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak a regional dialect of Caulisian known as Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak. &lt;br /&gt;
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===Political System=== &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants; others look to Thritai as a sanctuary of freedom from oppression.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. In about half the cases, the throne is allowed to pass to the son of the previous Archon by acclaim, so long as he is perceived as being fit for the monarchy, or has already proven himself sufficiently strong and capable. &lt;br /&gt;
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===Religion=== &lt;br /&gt;
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Settlers from northern Caulis brought the gods of their pantheon with them to Thritai, and the native Thrit gradually adopted their worship. In addition, the original god of the Thrit, Yuul (or Yuulashaar), is still worshipped by those descended from the remnants of the original Thrit tribe. Yuul is a god of war and conquest, and is commonly depicted as a large, muscular, brown-skinned man with a bull&#039;s head and tail. Thritans believe Yuul protects their city from barbarian attacks, and they invoke his influence and protection before important battles by sacrificing the largest bull available. The temple of Yuul in Thritai rivals that of the temple of Eldraad, and the festival dedicated to him takes place in the late summer.&lt;br /&gt;
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The city has its share of priests dedicated to the gods of the Caulisian pantheon (&#039;&#039;eean&#039;&#039;), but priests of Yuul (&#039;&#039;yuleaan&#039;&#039;) are distinctly different. They are warriors as well as priests, and often lead other fighters into battle. They train alongside other soldiers in addition to their other priestly duties, and are highly respected and venerated by the populace. Candidates for the yuleaan priesthood must undergo physical trials and often die in the process (about half of all those who wish to become yuleaan make it through). Yuleaan are distinguished by their shaved heads and and brown robes; they typically go about their daily business armed with their distinctive curved blades. In battle, they eschew the use of armor and scars are considered a sign of holiness.&lt;br /&gt;
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Legend has it that a race of men with bull&#039;s heads called &#039;&#039;Yuulattim&#039;&#039; (&amp;quot;sons of Yuul&amp;quot;) live in the caves of the Zaendtan Mts. to the east of Thritai. Yuulatim are rumored to be over 7 ft. tall and very aggressive. The mythical Thritan hero Gaarsun is supposed to have battled the bull-men, and defeated the King of the Yuulattim in single combat, returning from the mountains with the magical axe known as &#039;&#039;Kalloxitam&#039;&#039; (the &amp;quot;Bull&#039;s Horns&amp;quot;). The axe has been passed down from Archon to Archon in the hundreds of years since the battle took place.&lt;br /&gt;
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===Social Structure=== &lt;br /&gt;
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The social structure of Thritai is not as rigid or class oriented as other city-states of Caulis, perhaps even radically so when compared with the coastal cities of the north. Every free man is considered a citizen and has the right to own land and move around the city and surrounding area as he wishes. A citizen has the right to a trial should he be accused of a crime, and may own slaves. He may engage in whatever sort of business pursuit he likes, as long as he pays what taxes the Archon requires, and does not commit any crimes in the course of such business (what constitutes a &amp;quot;crime&amp;quot; is a bit more nebulous than in northern Caulis, and is subject to the interpretation of the Archon and his dukes). Citizenship comes with its duties, however. All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes (see &#039;&#039;&#039;Military&#039;&#039;&#039; below). &lt;br /&gt;
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The dukes and their extended families make up about 15% of the population. Citizens and their families account for 65%, with the rest being slaves (10%) and foreigners in semi-permanent or permanent residency (10%). &lt;br /&gt;
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The status of haedar or duke is hereditary and passes to the firstborn son upon the death of a duke. Dukedom is given or taken away at the whim of the Archon and is typically only given as a result of some great accomplishment (military victories, for the most part). Likewise, dukes are only stripped of the title for making the most boneheaded of blunders or massive incompetence. It is considered disgraceful for dukes to flaunt their status or wealth. They are expected to serve as examples of bravery and honor to the men they govern on the Archon&#039;s behalf. They have adopted the custom of other Caulisian nobles of taking the name of the first man of the family elevated to the nobility--e.g. Duke Ramsun of the House of Namimut.&lt;br /&gt;
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Citizens of Thritai enjoy much more freedom than what can be observed in the other city-states of Caulis. They can own property and slaves, and engage in any sort of business they like. The majority (about 60%) of citizens own cattle, do some farming, and live outside the walls of the city itself. Those who live in the city are primarily merchants and artisans/tradesmen (leatherworking, blacksmithing, weaving, etc.). Citizens are typically not wealthy, but neither do they want for anything in particular. Large extended families are the norm in Thritai, and it is not unusal for three generations (as well as uncles, aunts, and cousins) to live in the same dwelling or group of dwellings. The land around Thritai can be unforgiving, but Thritans are resourceful, tough, and persistent, but also generous to those in need.&lt;br /&gt;
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Slaves are not uncommon in Thritai, and are generally criminals or former barbarians of the Vaal Grasslands. They are usually treated as well as in any other city-state. The laws of Thritai state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the permission of the Archon or one of his dukes. Slaves are put to use working the fields, and the typical extended Thritan family has 4 or 5 household slaves. When there are more slaves than work, the excess are taken to Xadir and sold in the slave markets.&lt;br /&gt;
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===Military=== &lt;br /&gt;
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All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes. Those citizens of military age are also expected to keep their arms and armor in good working order and spend at least 2 or 3 days a month training (dukes often make their full-time soldiers available to assist with this). Dukes are expected to organize, equip, train, and maintain the militia for the districts they govern. Many use a portion of the taxes they collect to buy armor and weapons. If absolutely necessary, slaves who are capable will be armed and fight alongside free men.&lt;br /&gt;
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Around 10-15% of the eligible men in a given district are sufficiently tough and skilled at fighting to be made into full-time soldiers. These full-time soldiers split their time between training citizens and patrolling the city and outskirts of Thritai for barbarian raiders. A quarter of soldiers are trained as charioteers, and all are expected to be competant archers. Thritan soldiers--both professional and not--are famous for their courage, disclipine, and ferocity. Thritans value the honor of their tribe above personal glory, and are trained from a young age to feel no fear in the face of battle. Those soldiers for whom the occasional barbarian raid is insufficient often travel abroad as mercenaries. Thritan mercs are among the best-paid, celebrated, and feared fighters in Caulis and beyond.&lt;br /&gt;
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Since the milita of each district is maintained separately, arms and armor of the Thritan military is a patchwork of different styles. Most Thritan soldiers wear breastplates of reinforced leather, as well as leather forearm and leg protection. They are also issued a spear, short sword, dagger, and small, oblong leather shield. Dukes and professional soldiers that can afford and acquire bronze armor do so. Each militia marches into battle behind a unique &#039;&#039;haetu&#039;&#039; (&amp;quot;tribal flag&amp;quot; or &amp;quot;standard&amp;quot;). The yuleaan priests often act as lieutenants within the militias.&lt;br /&gt;
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The Thritan military mainly acts to defend the city from the many barbarian tribes of the Vaal Grasslands. Raids occur as often as every 3-4 months, but up to 2 years can go by between attacks. The Archon and his dukes are always watchful, even if the citizens grow complacent during long stretches of peace. None but the most aggressive (or foolhardly) Archons will attempt to fight the barbarians on their own turf. Tales are still told of the Archon Kaehonymuc II (288-262 BCE), who led a force of 1,500 soldiers deep into the Vaal in an attempt to wipe out the Zihoc tribe. Far from home and running low on supplies, Kaehonymuc and his men were ambushed and slaughtered by a much smaller force of Zihoc warriors. Only 100 men made it back to Thritai alive, and the Zihoc still hold Kaehonymuc&#039;s skull as a great trophy.&lt;br /&gt;
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===Trade===&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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===Currency===&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from [[Jherakeen]] might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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===Hair Styles===&lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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===Education=== &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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===Sports and Leisure===&lt;br /&gt;
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Thritans will brawl at the drop of a hat, and typically over the most inconsequential things. They rarely back down from a fight, but also value honor and fair play. It is no surprise then that Thritans favor physical sports like boxing, wrestling, and gladitorial matches. They also like dancing, drinking, and the telling of tall tales.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=92518</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=92518"/>
		<updated>2008-09-25T01:52:06Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;===Location and Description===&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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===Political System=== &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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===Religion=== &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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===Social Structure=== &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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===Military=== &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis or Mo&#039;Krai mountain men. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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===Trade===&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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===Currency===&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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===Hair Styles=== &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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===Education=== &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xadir&amp;diff=92517</id>
		<title>Xadir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xadir&amp;diff=92517"/>
		<updated>2008-09-25T01:49:59Z</updated>

		<summary type="html">&lt;p&gt;Count zero: /* Location and Description */&lt;/p&gt;
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===Location and Description===&lt;br /&gt;
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Xadir is the largest city-state of [[Caulis]], and perhaps the known world as well. It is a bustling port and important center for trade, and is at the crossroads of major land and sea trade routes. It sits on the Bay of Xaan, at the mouth of the River Caul. The waters of the bay are calm for most of the year and well-protected from pirates. The weather in and around Xadir is sunny and pleasant on average. Boats and caravans by the dozen, loaded with goods, enter and leave the city and its port every day. And adventurous souls from hundreds of miles around flock to the city in search of fame and fortune. Some find it; many find only danger and misery.&lt;br /&gt;
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According to legend, the city was founded by the mythical hero and explorer Xad. Depending on the version, he was led to the Bay of Xaan and the location where Xadir now sits by either a gigantic whale or a beautiful fish-woman. Xad found the region to be to his liking, and quite bountiful agriculturally, and so stayed and founded the city that bears his name. (Xar, third son of Xad, supposedly travelled south to the source of the River Caul and founded Xadir&#039;s sister city [[Xaros]].)&lt;br /&gt;
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Residents of Xadir refer to themselves as Xadiri. The population of the city and the small towns and villages surrounding it is approximately 30,000, with 15% (4,500) of that made up by slaves, and another 10-15% (3,000-4,500) at any given time being foreigners in permanent or semi-permanent residence. Of the remainder, around 2,000 Caulisian residents of Xadir are citizens and have the appropriate rights (see &#039;&#039;&#039;Social Structure&#039;&#039;&#039; below). Though the wealth of the city and surrounding area is quite considerable, it is concentrated in the hands of the 10% of the population that are citizens.&lt;br /&gt;
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[[Image:Xadir_seal.png|thumb|200px|right|Seal of the Archon and City of Xadir]]&lt;br /&gt;
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===Political System=== &lt;br /&gt;
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The ruling monarch of Xadir is known as the &#039;&#039;Archon&#039;&#039;. The Archon is undisputed master of Xadir and the towns and villages adjacent to it. He makes all the laws and has the power of life and death over every man, woman, and child within the city and its environs. The monarchy is hereditary and can only be held by a man.  The Archon rules from his stone palace atop Xado Hill, just west of the River Caul. It looks down on the waterfront and main market square, and is situated in the midst of a lush, three-acre garden. The palace and its grounds are off limits to everyone save the Archon, his family, advisors, and slaves, noblemen (and their slaves), and the army unit assigned to be the Archon&#039;s personal guard. Treasures from across the region including weapons, armor, and coffers full of coins and precious stones are housed within the palace. The Archon&#039;s scribes and their ledgers and records (primarily scrolls) are kept in buidling adjacent to the palace.&lt;br /&gt;
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The Archon has very few real duties to fulfill. He hosts visiting royalty and dignitaries from foreign lands, and holds a large banquet for his nobles and other men of importance once or twice a week, where matters of state, trade, and alliances are discussed.  Some archons of the more recent past have spent most of their time in the pursuit of leisure activities such as hunting, dining, and amassing wives and concubines. Others have been more interested in amassing knowledge and exploring lands beyond the borders of Caulis.&lt;br /&gt;
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Men of the noble houses are constantly vying for position and favor in the Archon&#039;s court. There is no real political power to be gained by such games, though the Archon has the ability to grant lands and such lucrative positions as &#039;&#039;sinar&#039;&#039; (judge) and &#039;&#039;olaghi&#039;&#039; (port official) to those nobles he favors. &lt;br /&gt;
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Should the Archon die without a male heir, the noble houses gather behind two or three likely candidates from within the nobility and vote for a new Archon; a simple majority among the 200 or so nobles is sufficient to take the throne. The process is always full of intrigue and power brokering, as well as the occasional violent episode.&lt;br /&gt;
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Archons up until &#039;&#039;Attamun IV&#039;&#039; (297-252 BCE) have claimed direct descent from Xad, the founder of the city. Some Archons since have said they are of the House of Xad, but none has been able to substantiate the claim.&lt;br /&gt;
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===Social Structure=== &lt;br /&gt;
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The social structure of Xadir is made up of a small group of nobles (1%); a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders; and commoners (approx. 90%). Commoners include tradespeople, sailors, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or privileges. &lt;br /&gt;
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&#039;&#039;Nobility&#039;&#039; -- The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. As a result, the nobility remains securely under the Archon&#039;s thumb and wield no real power or influence beyond what they are given. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Hirmun of the House of Zulbek). and can be identified by a large, bronze crescent moon pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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&#039;&#039;Citizens&#039;&#039; -- In order to be considered a citizen of Xadir, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Xadiri army of not less than 20 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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&#039;&#039;Commoners&#039;&#039; -- The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest shopkeepers. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Xadiri social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court. There are many tales in Xadiri folklore of men from the lowliest levels of society rising to the highest heights of nobility.&lt;br /&gt;
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&#039;&#039;Slaves&#039;&#039; -- The slave trade flourishes in Xadir. Slaves are typically imported from other regions, and the majority are barbarians captured through the conquests or military actions of more warlike city-states. A quarter of slaves in Xadir are former residents convicted of crimes or enslaved as a result of debt. Noble houses and citizens generally keep a household staff of 4 to 6 slaves of either gender, but the majority of slaves labor in the fields surrounding the city, or building and maintaining structures and roads. Dealers from the other coastal city-states of Caulis travel to Xadir for the monthly slave market held in the main square of the city. The cities of Southern Caulis do not typically acquire slaves in Xadir, as it is considered far too costly to transport them to the south. Slaves are easily identified by the leather collars they must wear at all times; to remove a slave collar is a serious crime. A slave-owner may treat a slave as well or poorly as he likes, but it is considered a minor crime (though generally unenforced) to beat or kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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===Military=== &lt;br /&gt;
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Xadir maintains a relatively small professional military (about 2,000 men) made up of men from the city and the surrounding towns and villages. Soldiers enlist for life, but can be discharged after fulfilling 20 years of service, upon which time they are granted citizenship and a small plot of land somewhere on the outskirts of the city. The vast majority of men who enlist in the army (75%) come from the lowest levels of commoners--those who have no money and no prospect of a life better than grueling labor. Men who commit crimes not punishable by death are given the option of military service or enslavement, and always choose the army. Any man over the age of 14 can enlist, but must pass a physical test to be admitted, The Xadiri army is primarily for the defense of the city and almost never engages in military conquest. If necessary, any suitable man may be drafted or pressganged into service in the army for as long as necessary; citizens and nobles are exempt from such involuntary service. &lt;br /&gt;
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The Archon is the supreme commander of the military. He defers the day-to-day administration of the army to 4 generals (all nobles as well) who each command a legion of approximately 500 men. Each legion is divided into 10 companies of 50 men, each led by a &#039;&#039;hattar&#039;&#039; (captain). A company is further subdivided into units of 10 soldiers, with a unit commander called a &#039;&#039;zattar&#039;&#039; (sergeant) that reports to the &#039;&#039;hattar&#039;&#039;. Since the army does not engage in any significant regular combat, it is employed generally in patrolling the city streets, the areas surrounding the outskirts of the city, and the port. A soldier has the power to arrest any man, woman, or child on suspicion of having committed a crime. One unit is charged with guarding the main entrance to Xadir, and inspecting the goods or travellers who come into the city every day. Another unit is considered the Archon&#039;s personal guard and is permanently stationed at the palace on Xado Hill. If necessary, units of the army can be used to build or maintain roads, the city walls, or structures within the city.&lt;br /&gt;
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Xadiri soldiers are competent, though not particularly experienced or well trained. A typical soldier&#039;s equipment includes a short sword, spear, and medium-sized round leather shield. Armor consists of greaves, breastplate, and a helmet. The helmet of any soldier ranking higher than &#039;&#039;zattar&#039;&#039; includes a horsehair crest. About one-third of soldiers are trained as archers, and there are no significant horse-mounted units or charioteers.&lt;br /&gt;
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The Xadiri navy (not considered a seperate entity from the army) is made up of 20 medium-sized galleys and a handful of smaller boats. The navy rarely sails out of the Bay of Xaan, but will occasionally escort an important shipment to a neighboring region, or accompany the Archon on state visits to major trade partners like [[Hellianoptis]] or [[Lutia]]. The navy may comandeer any civilian vessel at any time and use it as long as is deemed necessary.&lt;br /&gt;
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[http://www.monkey-bars.net/apfrpg/prometheus/xadir_soldier.jpg Arms and Armor of a Xadiri Soldier]&lt;br /&gt;
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===Religion===&lt;br /&gt;
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The people of Xadir, like the rest of Caulis, worship Eldraad and the other gods of the Caulisian pantheon. Due to Xadir&#039;s proximity to the water, Hommut has a more prominent position in the pantheon than Zithna (who tends to have more importance in cities farther inland and more dependent on farming).&lt;br /&gt;
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&#039;&#039;Eean&#039;&#039; have no particular social standing or privileges in Xadir. They serve the gods first, the Archon second, and the people third. The Archon is considered the Supreme Religious Authority in Xadir, though this status is largely ceremonial and everyone knows it. The largest temple is the one dedicated to Eldraad and the Head Priest of that temple is called the Eldreeanos; he is considered the wisest and most learned man in the city. There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and shrines to various foreign deities erected by expatriate merchants can be found if one looks hard enough. As in other cities of the region, the eean are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for himself.&lt;br /&gt;
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As elsewhere in Caulis, The major religious festival takes place at midsummer. There are great processions through the city from temple to temple and down to the waterfront. Offerings are made to Eldraad, and great feasts are enjoyed by all. The Festival of Hommut in the third month is the second most holy day of the year.&lt;br /&gt;
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===Trade===&lt;br /&gt;
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There is an old saying in and around Caulis: &amp;quot;If it can be found, you&#039;ll find it in Xadir.&amp;quot; The city-state has grown to be one of the largest in the known world because of its ravenous appetite for trade. Its somewhat central location on the continent and at the crossroads of major land and maritime trade routes means boats and caravans are entering and leaving the city nearly constantly. &lt;br /&gt;
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Xadir is full of craftsmen who produce tools, weapons, clothing, household goods, etc.; these durable goods are made well enough, if lacking in artistry or refinement. A large portion of durable goods manufactured in the city are transported to the primarily agricultural city-states further south, or to neighboring regions.&lt;br /&gt;
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===Currency===&lt;br /&gt;
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The main currency of Xadir is a copper coin known as the &#039;&#039;tek&#039;&#039;. Also in circulation is a smaller coin known as a &#039;&#039;bel&#039;&#039; (or &#039;&#039;abbel&#039;&#039;), valued at 1/6th of a tek (i.e. 6 bels to the tek). The economy of Xadir (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with a small turkey or pound of chickpeas; likewise, a shipment of lemons from Ilkara might be paid for with an agreed-upon amount of Caulisian pepper.&lt;br /&gt;
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===Education=== &lt;br /&gt;
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There is no Xadir-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. Among the nobility, having an [[Ilkara]]n tutor for one&#039;s son(s) is considered absolutely necessary. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. &lt;br /&gt;
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===Clothing=== &lt;br /&gt;
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The men of Xadir wear the traditional Caulisian light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest merchants and nobles like to wear colorful Hurkits imported from [[Ilkara]] (they are usually far too expensive an item for any but the richest men, and as such serve as a status symbol as well). Ona and Hurkits are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Like their men, well-to-do women prefer the colorful garments of [[Ilkara]] and acquire them whenever (and wherever) possible. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion for themselves tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Xadiri men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Due to the large number of foreigners, it is not uncommon to see clothing and fashions from all corners of the known world, but Xadiri do not, in general, adopt non-Caulisian fashions readily.&lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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===Hair Styles=== &lt;br /&gt;
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Xadiri men of all social classes, like other Caulisians, wear their hair cropped short (hair that hangs down past the shoulders is considered effeminate). Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Xadiri women wear their hair long, but do not otherwise fuss over it much. Wealthy Xadiri women with an excess of free time enjoy elaborate hairstyles and braiding techniques.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xadir&amp;diff=92516</id>
		<title>Xadir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xadir&amp;diff=92516"/>
		<updated>2008-09-25T01:49:24Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;(zah-DEER)&lt;br /&gt;
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===Location and Description===&lt;br /&gt;
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Xadir is the largest city-state of [[Caulis]], and perhaps the known world as well. It is a bustling port and important center for trade, and is at the crossroads of major land and sea trade routes. It sits on the Bay of Xaan, at the mouth of the River Caul. The waters of the bay are calm for most of the year and well-protected from pirates. The weather in and around Xadir is sunny and pleasant on average. Boats and caravans by the dozen, loaded with goods, enter and leave the city and its port every day. And adventurous souls from hundreds of miles around flock to the city in search of fame and fortune. Some find it; many find only danger and misery.&lt;br /&gt;
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According to legend, the city was founded by the mythical hero and explorer Xad. Depending on the version, he was led to the Bay of Xaan and the location where Xadir now sits by either a gigantic whale or a beautiful fish-woman. Xad found the region to be to his liking, and quite bountiful agriculturally, and so stayed and founded the city that bears his name. (Xar, third son of Xad, supposedly travelled south to the source of the River Caul and founded Xadir&#039;s sister city [[Xaros]].)&lt;br /&gt;
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Residents of Xadir refer to themselves as Xadiri. The population of the city and the small towns and villages surrounding it is approximately 30,000, with 15% (4,500) of that made up by slaves, and another 10-15% (3,000-4,500) at any given time being foreigners in permanent or semi-permanent residence. Of the remainder, around 2,000 Caulisian residents of Xadir are citizens and have the appropriate rights (see &#039;&#039;Social Structure&#039;&#039; below). Though the wealth of the city and surrounding area is quite considerable, it is concentrated in the hands of the 10% of the population that are citizens.&lt;br /&gt;
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[[Image:Xadir_seal.png|thumb|200px|right|Seal of the Archon and City of Xadir]]&lt;br /&gt;
===Political System=== &lt;br /&gt;
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The ruling monarch of Xadir is known as the &#039;&#039;Archon&#039;&#039;. The Archon is undisputed master of Xadir and the towns and villages adjacent to it. He makes all the laws and has the power of life and death over every man, woman, and child within the city and its environs. The monarchy is hereditary and can only be held by a man.  The Archon rules from his stone palace atop Xado Hill, just west of the River Caul. It looks down on the waterfront and main market square, and is situated in the midst of a lush, three-acre garden. The palace and its grounds are off limits to everyone save the Archon, his family, advisors, and slaves, noblemen (and their slaves), and the army unit assigned to be the Archon&#039;s personal guard. Treasures from across the region including weapons, armor, and coffers full of coins and precious stones are housed within the palace. The Archon&#039;s scribes and their ledgers and records (primarily scrolls) are kept in buidling adjacent to the palace.&lt;br /&gt;
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The Archon has very few real duties to fulfill. He hosts visiting royalty and dignitaries from foreign lands, and holds a large banquet for his nobles and other men of importance once or twice a week, where matters of state, trade, and alliances are discussed.  Some archons of the more recent past have spent most of their time in the pursuit of leisure activities such as hunting, dining, and amassing wives and concubines. Others have been more interested in amassing knowledge and exploring lands beyond the borders of Caulis.&lt;br /&gt;
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Men of the noble houses are constantly vying for position and favor in the Archon&#039;s court. There is no real political power to be gained by such games, though the Archon has the ability to grant lands and such lucrative positions as &#039;&#039;sinar&#039;&#039; (judge) and &#039;&#039;olaghi&#039;&#039; (port official) to those nobles he favors. &lt;br /&gt;
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Should the Archon die without a male heir, the noble houses gather behind two or three likely candidates from within the nobility and vote for a new Archon; a simple majority among the 200 or so nobles is sufficient to take the throne. The process is always full of intrigue and power brokering, as well as the occasional violent episode.&lt;br /&gt;
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Archons up until &#039;&#039;Attamun IV&#039;&#039; (297-252 BCE) have claimed direct descent from Xad, the founder of the city. Some Archons since have said they are of the House of Xad, but none has been able to substantiate the claim.&lt;br /&gt;
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===Social Structure=== &lt;br /&gt;
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The social structure of Xadir is made up of a small group of nobles (1%); a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders; and commoners (approx. 90%). Commoners include tradespeople, sailors, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or privileges. &lt;br /&gt;
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&#039;&#039;Nobility&#039;&#039; -- The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. As a result, the nobility remains securely under the Archon&#039;s thumb and wield no real power or influence beyond what they are given. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Hirmun of the House of Zulbek). and can be identified by a large, bronze crescent moon pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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&#039;&#039;Citizens&#039;&#039; -- In order to be considered a citizen of Xadir, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Xadiri army of not less than 20 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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&#039;&#039;Commoners&#039;&#039; -- The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest shopkeepers. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Xadiri social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court. There are many tales in Xadiri folklore of men from the lowliest levels of society rising to the highest heights of nobility.&lt;br /&gt;
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&#039;&#039;Slaves&#039;&#039; -- The slave trade flourishes in Xadir. Slaves are typically imported from other regions, and the majority are barbarians captured through the conquests or military actions of more warlike city-states. A quarter of slaves in Xadir are former residents convicted of crimes or enslaved as a result of debt. Noble houses and citizens generally keep a household staff of 4 to 6 slaves of either gender, but the majority of slaves labor in the fields surrounding the city, or building and maintaining structures and roads. Dealers from the other coastal city-states of Caulis travel to Xadir for the monthly slave market held in the main square of the city. The cities of Southern Caulis do not typically acquire slaves in Xadir, as it is considered far too costly to transport them to the south. Slaves are easily identified by the leather collars they must wear at all times; to remove a slave collar is a serious crime. A slave-owner may treat a slave as well or poorly as he likes, but it is considered a minor crime (though generally unenforced) to beat or kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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===Military=== &lt;br /&gt;
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Xadir maintains a relatively small professional military (about 2,000 men) made up of men from the city and the surrounding towns and villages. Soldiers enlist for life, but can be discharged after fulfilling 20 years of service, upon which time they are granted citizenship and a small plot of land somewhere on the outskirts of the city. The vast majority of men who enlist in the army (75%) come from the lowest levels of commoners--those who have no money and no prospect of a life better than grueling labor. Men who commit crimes not punishable by death are given the option of military service or enslavement, and always choose the army. Any man over the age of 14 can enlist, but must pass a physical test to be admitted, The Xadiri army is primarily for the defense of the city and almost never engages in military conquest. If necessary, any suitable man may be drafted or pressganged into service in the army for as long as necessary; citizens and nobles are exempt from such involuntary service. &lt;br /&gt;
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The Archon is the supreme commander of the military. He defers the day-to-day administration of the army to 4 generals (all nobles as well) who each command a legion of approximately 500 men. Each legion is divided into 10 companies of 50 men, each led by a &#039;&#039;hattar&#039;&#039; (captain). A company is further subdivided into units of 10 soldiers, with a unit commander called a &#039;&#039;zattar&#039;&#039; (sergeant) that reports to the &#039;&#039;hattar&#039;&#039;. Since the army does not engage in any significant regular combat, it is employed generally in patrolling the city streets, the areas surrounding the outskirts of the city, and the port. A soldier has the power to arrest any man, woman, or child on suspicion of having committed a crime. One unit is charged with guarding the main entrance to Xadir, and inspecting the goods or travellers who come into the city every day. Another unit is considered the Archon&#039;s personal guard and is permanently stationed at the palace on Xado Hill. If necessary, units of the army can be used to build or maintain roads, the city walls, or structures within the city.&lt;br /&gt;
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Xadiri soldiers are competent, though not particularly experienced or well trained. A typical soldier&#039;s equipment includes a short sword, spear, and medium-sized round leather shield. Armor consists of greaves, breastplate, and a helmet. The helmet of any soldier ranking higher than &#039;&#039;zattar&#039;&#039; includes a horsehair crest. About one-third of soldiers are trained as archers, and there are no significant horse-mounted units or charioteers.&lt;br /&gt;
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The Xadiri navy (not considered a seperate entity from the army) is made up of 20 medium-sized galleys and a handful of smaller boats. The navy rarely sails out of the Bay of Xaan, but will occasionally escort an important shipment to a neighboring region, or accompany the Archon on state visits to major trade partners like [[Hellianoptis]] or [[Lutia]]. The navy may comandeer any civilian vessel at any time and use it as long as is deemed necessary.&lt;br /&gt;
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[http://www.monkey-bars.net/apfrpg/prometheus/xadir_soldier.jpg Arms and Armor of a Xadiri Soldier]&lt;br /&gt;
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===Religion===&lt;br /&gt;
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The people of Xadir, like the rest of Caulis, worship Eldraad and the other gods of the Caulisian pantheon. Due to Xadir&#039;s proximity to the water, Hommut has a more prominent position in the pantheon than Zithna (who tends to have more importance in cities farther inland and more dependent on farming).&lt;br /&gt;
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&#039;&#039;Eean&#039;&#039; have no particular social standing or privileges in Xadir. They serve the gods first, the Archon second, and the people third. The Archon is considered the Supreme Religious Authority in Xadir, though this status is largely ceremonial and everyone knows it. The largest temple is the one dedicated to Eldraad and the Head Priest of that temple is called the Eldreeanos; he is considered the wisest and most learned man in the city. There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and shrines to various foreign deities erected by expatriate merchants can be found if one looks hard enough. As in other cities of the region, the eean are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for himself.&lt;br /&gt;
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As elsewhere in Caulis, The major religious festival takes place at midsummer. There are great processions through the city from temple to temple and down to the waterfront. Offerings are made to Eldraad, and great feasts are enjoyed by all. The Festival of Hommut in the third month is the second most holy day of the year.&lt;br /&gt;
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===Trade===&lt;br /&gt;
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There is an old saying in and around Caulis: &amp;quot;If it can be found, you&#039;ll find it in Xadir.&amp;quot; The city-state has grown to be one of the largest in the known world because of its ravenous appetite for trade. Its somewhat central location on the continent and at the crossroads of major land and maritime trade routes means boats and caravans are entering and leaving the city nearly constantly. &lt;br /&gt;
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Xadir is full of craftsmen who produce tools, weapons, clothing, household goods, etc.; these durable goods are made well enough, if lacking in artistry or refinement. A large portion of durable goods manufactured in the city are transported to the primarily agricultural city-states further south, or to neighboring regions.&lt;br /&gt;
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===Currency===&lt;br /&gt;
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The main currency of Xadir is a copper coin known as the &#039;&#039;tek&#039;&#039;. Also in circulation is a smaller coin known as a &#039;&#039;bel&#039;&#039; (or &#039;&#039;abbel&#039;&#039;), valued at 1/6th of a tek (i.e. 6 bels to the tek). The economy of Xadir (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with a small turkey or pound of chickpeas; likewise, a shipment of lemons from Ilkara might be paid for with an agreed-upon amount of Caulisian pepper.&lt;br /&gt;
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===Education=== &lt;br /&gt;
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There is no Xadir-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. Among the nobility, having an [[Ilkara]]n tutor for one&#039;s son(s) is considered absolutely necessary. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. &lt;br /&gt;
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===Clothing=== &lt;br /&gt;
&lt;br /&gt;
The men of Xadir wear the traditional Caulisian light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest merchants and nobles like to wear colorful Hurkits imported from [[Ilkara]] (they are usually far too expensive an item for any but the richest men, and as such serve as a status symbol as well). Ona and Hurkits are secured around the waist by a leather or cloth belt.&lt;br /&gt;
&lt;br /&gt;
Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Like their men, well-to-do women prefer the colorful garments of [[Ilkara]] and acquire them whenever (and wherever) possible. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion for themselves tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Xadiri men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Due to the large number of foreigners, it is not uncommon to see clothing and fashions from all corners of the known world, but Xadiri do not, in general, adopt non-Caulisian fashions readily.&lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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===Hair Styles=== &lt;br /&gt;
&lt;br /&gt;
Xadiri men of all social classes, like other Caulisians, wear their hair cropped short (hair that hangs down past the shoulders is considered effeminate). Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Xadiri women wear their hair long, but do not otherwise fuss over it much. Wealthy Xadiri women with an excess of free time enjoy elaborate hairstyles and braiding techniques.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92515</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92515"/>
		<updated>2008-09-25T01:47:16Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Location and Geography===&lt;br /&gt;
&lt;br /&gt;
The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
&lt;br /&gt;
The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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===People and Culture===&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
&lt;br /&gt;
Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
&lt;br /&gt;
The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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===Religion===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
&lt;br /&gt;
The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
&lt;br /&gt;
The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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===Language===&lt;br /&gt;
&lt;br /&gt;
The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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===Architecture===&lt;br /&gt;
&lt;br /&gt;
Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
&lt;br /&gt;
Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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===Sports and Leisure===&lt;br /&gt;
&lt;br /&gt;
Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
&lt;br /&gt;
Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
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===Clothing=== &lt;br /&gt;
&lt;br /&gt;
The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
&lt;br /&gt;
Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
&lt;br /&gt;
When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Both men and women wear simple leather sandals.&lt;br /&gt;
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===Domesticated Crops===&lt;br /&gt;
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Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
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===Common Herbs and Spices===&lt;br /&gt;
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Anise, Pepper and Cumin&lt;br /&gt;
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===Domesticated animals===&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
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===Naming conventions===&lt;br /&gt;
&lt;br /&gt;
Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
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Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
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===City States===&lt;br /&gt;
&lt;br /&gt;
[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
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[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
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[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
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[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
&lt;br /&gt;
[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
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[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
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[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
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[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
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[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
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[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
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[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
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[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
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[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
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[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
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[[Morgar]]:  (Population: 6,000)&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thelonis&amp;diff=92513</id>
		<title>Thelonis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thelonis&amp;diff=92513"/>
		<updated>2008-09-25T01:29:41Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofthelonis.JPG|frame|&#039;&#039;&#039;Map of Thelonis&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ipebol]]&lt;br /&gt;
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[[Kolonor]]&lt;br /&gt;
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[[Jenping]]&lt;br /&gt;
&lt;br /&gt;
[[Elibnor]]&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thelonis&amp;diff=92512</id>
		<title>Thelonis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thelonis&amp;diff=92512"/>
		<updated>2008-09-25T01:27:03Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofthelonis.JPG|frame|&#039;&#039;&#039;Map of Thelonis&#039;&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mapofthelonis.JPG&amp;diff=92511</id>
		<title>File:Mapofthelonis.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mapofthelonis.JPG&amp;diff=92511"/>
		<updated>2008-09-25T01:26:25Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mapofthelonis.jpg&amp;diff=92510</id>
		<title>File:Mapofthelonis.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mapofthelonis.jpg&amp;diff=92510"/>
		<updated>2008-09-25T01:24:40Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Jhera_Valley&amp;diff=92509</id>
		<title>The Jhera Valley</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Jhera_Valley&amp;diff=92509"/>
		<updated>2008-09-25T01:21:37Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofjhera.jpg|frame| &#039;&#039;&#039;Map of The Jhera Valley&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Bordered on the north by the Deshret Mountains, the main river that runs south through the region is called the Lioness River. Their region is bordered on the west by the Taraz River. The northern part of the region has some sparse grassland. Everything else not immediately near a river is desert, or scrub land, called by the inhabitant the Great Sea of Sand. Great Sea of Sand is considered by most to be the southern extreme of the known world, although the Jheramen claim to have crossed the Great Sea of Sand on their way to the Jhera region. Foreigners consider Jhera to be sunny, hot, and dusty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People and Culture:&#039;&#039;&#039; The Jhera people, called the Jheramen, are not native to the current region in which they have settled. They actually were nomads from a land far away, and have only settled in what is now called the Jhera region, in the last few hundred years, after leaving their homeland and travelling through the desert. The Jhera people take their name from one of their deities, specifically their desert god, as they travelled extensively in the desert as they travelled to the current Jhera region. The male populace tends to be around 5’ 9” in height, and the females around 5’ 6” on average. Their skin colour is light brown, and hair sandy brown or more often black. Eye colour is blue, hazel or green. Facial features include epicanthic folds, high cheekbones, and aquiline noses.&lt;br /&gt;
&lt;br /&gt;
They use a stringed instrument, called the Dombra for most of their music. Travelling musicians and bards who sing historical accounts of the Jheramen journey are common in the culture, as well as festivals with folk dancing. Other cultural values include respect to elders and hospitality to strangers.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Language:&#039;&#039;&#039; Jherakh&lt;br /&gt;
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&#039;&#039;&#039;Regional Crops:&#039;&#039;&#039; Dates, chickpeas, cotton, figs, lentil, ensete.&lt;br /&gt;
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&#039;&#039;&#039;Domesticated animals:&#039;&#039;&#039; Horses, Oxen, Sheep, Goats, Dogs and Camel&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Naming conventions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Male names often end in: ol, agu, an, laos, irk and gis&lt;br /&gt;
&lt;br /&gt;
Female names often end in: Ulu, ai, ert, ala, and ana&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Jherakeen]]&lt;br /&gt;
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Creator/s:  Jerell&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mapofjhera.jpg&amp;diff=92508</id>
		<title>File:Mapofjhera.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mapofjhera.jpg&amp;diff=92508"/>
		<updated>2008-09-25T01:20:49Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92284</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92284"/>
		<updated>2008-09-20T21:09:21Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
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Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
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The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak a regional dialect of Caulisian known as Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak. &lt;br /&gt;
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&#039;&#039;&#039;Political System&#039;&#039;&#039; &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants; others look to Thritai as a sanctuary of freedom from oppression.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. In about half the cases, the throne is allowed to pass to the son of the previous Archon by acclaim, so long as he is perceived as being fit for the monarchy, or has already proven himself sufficiently strong and capable. &lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039; &lt;br /&gt;
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Settlers from northern Caulis brought the gods of their pantheon with them to Thritai, and the native Thrit gradually adopted their worship. In addition, the original god of the Thrit, Yuul (or Yuulashaar), is still worshipped by those descended from the remnants of the original Thrit tribe. Yuul is a god of war and conquest, and is commonly depicted as a large, muscular, brown-skinned man with a bull&#039;s head and tail. Thritans believe Yuul protects their city from barbarian attacks, and they invoke his influence and protection before important battles by sacrificing the largest bull available. The temple of Yuul in Thritai rivals that of the temple of Eldraad, and the festival dedicated to him takes place in the late summer.&lt;br /&gt;
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The city has its share of priests dedicated to the gods of the Caulisian pantheon (&#039;&#039;eean&#039;&#039;), but priests of Yuul (&#039;&#039;yuleaan&#039;&#039;) are distinctly different. They are warriors as well as priests, and often lead other fighters into battle. They train alongside other soldiers in addition to their other priestly duties, and are highly respected and venerated by the populace. Candidates for the yuleaan priesthood must undergo physical trials and often die in the process (about half of all those who wish to become yuleaan make it through). Yuleaan are distinguished by their shaved heads and and brown robes; they typically go about their daily business armed with their distinctive curved blades. In battle, they eschew the use of armor and scars are considered a sign of holiness.&lt;br /&gt;
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Legend has it that a race of men with bull&#039;s heads called &#039;&#039;Yuulattim&#039;&#039; (&amp;quot;sons of Yuul&amp;quot;) live in the caves of the Zaendtan Mts. to the east of Thritai. Yuulatim are rumored to be over 7 ft. tall and very aggressive. The mythical Thritan hero Gaarsun is supposed to have battled the bull-men, and defeated the King of the Yuulattim in single combat, returning from the mountains with the magical axe known as &#039;&#039;Kalloxitam&#039;&#039; (the &amp;quot;Bull&#039;s Horns&amp;quot;). The axe has been passed down from Archon to Archon in the hundreds of years since the battle took place.&lt;br /&gt;
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&#039;&#039;&#039;Social Structure&#039;&#039;&#039; &lt;br /&gt;
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The social structure of Thritai is not as rigid or class oriented as other city-states of Caulis, perhaps even radically so when compared with the coastal cities of the north. Every free man is considered a citizen and has the right to own land and move around the city and surrounding area as he wishes. A citizen has the right to a trial should he be accused of a crime, and may own slaves. He may engage in whatever sort of business pursuit he likes, as long as he pays what taxes the Archon requires, and does not commit any crimes in the course of such business (what constitutes a &amp;quot;crime&amp;quot; is a bit more nebulous than in northern Caulis, and is subject to the interpretation of the Archon and his dukes). Citizenship comes with its duties, however. All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes (see &#039;&#039;&#039;Military&#039;&#039;&#039; below). &lt;br /&gt;
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The dukes and their extended families make up about 15% of the population. Citizens and their families account for 65%, with the rest being slaves (10%) and foreigners in semi-permanent or permanent residency (10%). &lt;br /&gt;
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The status of haedar or duke is hereditary and passes to the firstborn son upon the death of a duke. Dukedom is given or taken away at the whim of the Archon and is typically only given as a result of some great accomplishment (military victories, for the most part). Likewise, dukes are only stripped of the title for making the most boneheaded of blunders or massive incompetence. It is considered disgraceful for dukes to flaunt their status or wealth. They are expected to serve as examples of bravery and honor to the men they govern on the Archon&#039;s behalf. They have adopted the custom of other Caulisian nobles of taking the name of the first man of the family elevated to the nobility--e.g. Duke Ramsun of the House of Namimut.&lt;br /&gt;
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Citizens of Thritai enjoy much more freedom than what can be observed in the other city-states of Caulis. They can own property and slaves, and engage in any sort of business they like. The majority (about 60%) of citizens own cattle, do some farming, and live outside the walls of the city itself. Those who live in the city are primarily merchants and artisans/tradesmen (leatherworking, blacksmithing, weaving, etc.). Citizens are typically not wealthy, but neither do they want for anything in particular. Large extended families are the norm in Thritai, and it is not unusal for three generations (as well as uncles, aunts, and cousins) to live in the same dwelling or group of dwellings. The land around Thritai can be unforgiving, but Thritans are resourceful, tough, and persistent, but also generous to those in need.&lt;br /&gt;
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Slaves are not uncommon in Thritai, and are generally criminals or former barbarians of the Vaal Grasslands. They are usually treated as well as in any other city-state. The laws of Thritai state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the permission of the Archon or one of his dukes. Slaves are put to use working the fields, and the typical extended Thritan family has 4 or 5 household slaves. When there are more slaves than work, the excess are taken to Xadir and sold in the slave markets.&lt;br /&gt;
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&#039;&#039;&#039;Military&#039;&#039;&#039; &lt;br /&gt;
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All able-bodied citizens between the ages of 14 and 40 are expected to serve in the military whenever called upon to do so by the Archon or any of his dukes. Those citizens of military age are also expected to keep their arms and armor in good working order and spend at least 2 or 3 days a month training (dukes often make their full-time soldiers available to assist with this). Dukes are expected to organize, equip, train, and maintain the militia for the districts they govern. Many use a portion of the taxes they collect to buy armor and weapons. If absolutely necessary, slaves who are capable will be armed and fight alongside free men.&lt;br /&gt;
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Around 10-15% of the eligible men in a given district are sufficiently tough and skilled at fighting to be made into full-time soldiers. These full-time soldiers split their time between training citizens and patrolling the city and outskirts of Thritai for barbarian raiders. A quarter of soldiers are trained as charioteers, and all are expected to be competant archers. Thritan soldiers--both professional and not--are famous for their courage, disclipine, and ferocity. Thritans value the honor of their tribe above personal glory, and are trained from a young age to feel no fear in the face of battle. Those soldiers for whom the occasional barbarian raid is insufficient often travel abroad as mercenaries. Thritan mercs are among the best-paid, celebrated, and feared fighters in Caulis and beyond.&lt;br /&gt;
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Since the milita of each district is maintained separately, arms and armor of the Thritan military is a patchwork of different styles. Most Thritan soldiers wear breastplates of reinforced leather, as well as leather forearm and leg protection. They are also issued a spear, short sword, dagger, and small, oblong leather shield. Dukes and professional soldiers that can afford and acquire bronze armor do so. Each militia marches into battle behind a unique &#039;&#039;haetu&#039;&#039; (&amp;quot;tribal flag&amp;quot; or &amp;quot;standard&amp;quot;). The yuleaan priests often act as lieutenants within the militias.&lt;br /&gt;
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The Thritan military mainly acts to defend the city from the many barbarian tribes of the Vaal Grasslands. Raids occur as often as every 3-4 months, but up to 2 years can go by between attacks. The Archon and his dukes are always watchful, even if the citizens grow complacent during long stretches of peace. None but the most aggressive (or foolhardly) Archons will attempt to fight the barbarians on their own turf. Tales are still told of the Archon Kaehonymuc II (288-262 BCE), who led a force of 1,500 soldiers deep into the Vaal in an attempt to wipe out the Zihoc tribe. Far from home and running low on supplies, Kaehonymuc and his men were ambushed and slaughtered by a much smaller force of Zihoc warriors. Only 100 men made it back to Thritai alive, and the Zihoc still hold Kaehonymuc&#039;s skull as a great trophy.&lt;br /&gt;
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&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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&#039;&#039;&#039;Currency&#039;&#039;&#039;&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from [[Jherakeen]] might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039; &lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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&#039;&#039;&#039;Education&#039;&#039;&#039; &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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Thritans will brawl at the drop of a hat, and typically over the most inconsequential things. They rarely back down from a fight, but also value honor and fair play. It is no surprise then that Thritans favor physical sports like boxing, wrestling, and gladitorial matches. They also like dancing, drinking, and the telling of tall tales.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92262</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92262"/>
		<updated>2008-09-20T16:50:53Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
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The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak.&lt;br /&gt;
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&#039;&#039;&#039;Political System&#039;&#039;&#039; &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title, though it can pass from father to son. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. &lt;br /&gt;
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&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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&#039;&#039;&#039;Currency&#039;&#039;&#039;&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from  Jherakeen might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
&lt;br /&gt;
Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Thritan men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039; &lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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&#039;&#039;&#039;Education&#039;&#039;&#039; &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92128</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=92128"/>
		<updated>2008-09-19T01:32:27Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
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&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
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The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
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The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of [[Thritai]] in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
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Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
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The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
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&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
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The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
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The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
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The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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&#039;&#039;&#039;Architecture&#039;&#039;&#039;&lt;br /&gt;
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Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
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Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
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Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
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When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals.&lt;br /&gt;
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&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
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Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
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&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
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Anise, Pepper and Cumin&lt;br /&gt;
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&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
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&#039;&#039;&#039;Naming conventions&#039;&#039;&#039;&lt;br /&gt;
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Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
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Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
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[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
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[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
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[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
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[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
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[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
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[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
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[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
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[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
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[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
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[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
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[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
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[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
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[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
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[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
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[[Morgar]]:  (Population: 6,000)&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92127</id>
		<title>Thritai</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thritai&amp;diff=92127"/>
		<updated>2008-09-19T01:30:31Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
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Thritai is the southernmost city-state of [[Caulis]] and a major trade hub. It is located in the extreme south of Caulis, on the banks of the Deynar River and west of the Zaendtan Mts. It has a fairly sizable population (14,000) but is not as wealthy as the other major Caulisian trade centers of [[Xadir]] and [[Kalrax]]. It is famous for its leather goods, and is seen by many as a perilous and anarchic place, constantly harassed by barbarians of the Vaal Grasslands to the west.&lt;br /&gt;
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The city was founded by the remnants of a barbarian tribe called the Thrit. The Thrit were the largest and most warlike of the nomadic tribes in and around the Vaal Grasslands. It is suspected that the Thrit were decimated by a plague in the late 6th/early 5th Century BCE; what was left of the tribe migrated east and settled in the area near the Deynar River where Thritai now stands. The city was little more than a lawless frontier town until trade caravans started to travel through on their way to or from [[The Jhera Valley]], and merchants and other settlers from northern Caulis came in the hopes of profit and freedom.&lt;br /&gt;
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Residents of Thritai refer to themselves as either Thrit or Thritan, and speak Samredan. Some residents are able to speak and understand Caulisian, as well as rudimentary [[Molenor]]ian and Jherak.&lt;br /&gt;
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&#039;&#039;&#039;Political System&#039;&#039;&#039; &lt;br /&gt;
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The ruling monarch of Thritai and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;; residents of the city also refer to the Archon as &#039;&#039;Haetahn&#039;&#039;, a Samredan word meaning either &amp;quot;tribal leader&amp;quot; or &amp;quot;warlord.&amp;quot; The Archon is undisputed master of Thritai and the surrounding towns and villages, and it is his responsibility (by Thritan law) to protect the area from barbarians. He is supreme commander of the Thritan military, and makes the law for the area, handing out judgement on those under his dominion. Since Thritai is such a hardscrabble place, the Archon is not as rich as his counterparts in such city-states as Xadir or Kalrax. Most of the tax revenue brought in is from traders and merchants passing through.&lt;br /&gt;
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Under the Archon are the noble families (known to Thritans as &#039;&#039;hae&#039;&#039; or &amp;quot;tribes&amp;quot;), each lead by a &#039;&#039;haedar&#039;&#039; (&amp;quot;duke&amp;quot; or &amp;quot;tribal father&amp;quot;). Many of these noble families stretch back to before the founding of the city. The dukes are each given control of a certain area in or around the city, and are responsible for maintaining whatever sort of order they see fit, as well as equipping, training, and leading their own military units in the defense of the city. The dukes collect taxes from their districts and pass them along to the Archon. The cagiest of the dukes advise the Archon on matters of trade and war. At any given time, there are aound two dozen dukes.&lt;br /&gt;
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The Archon and his dukes are content to let their people do as they like (for the most part), and this has led many in other parts of Caulis see Thritai as a lawless hive of criminals and miscreants.&lt;br /&gt;
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The Archon of Thritai is not a hereditary title, though it can pass from father to son. Upon the death of the Archon, all men who believe they can (or should) rule Thritai may stake a claim. The monarchy is bestowed upon the one who can defeat all the other claimants in single combat. This is often a long and bloody affair; killing one&#039;s opponent is not required, but many men will fight to the death to become Archon. The process is not limited to members of noble families; any man with the right combination of skill and ambition can join the fray. &lt;br /&gt;
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&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
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The economy of Thritai relies heavily on cattle. The fields around the city are covered in fast-growing grass called &#039;&#039;gokkai&#039;&#039;, and the herds of Thritan cattle graze year round. Thritans use nearly every part of the cow, and export about 60% of the leather they produce. A good portion moves overland to [[Xaros]], and down the River Caul from there to the markets of Xadir and to the rest of the known world. Half of the leather is made into durable goods before export. Thritan leather goods are durable and artfully made. Meat does not travel nearly as well as leather, but jerky made from Thritan beef can be found as far away as [[Zhosur]] and [[Sarmania]].&lt;br /&gt;
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Thritai trades heavily with neighboring city-states [[Onaar]] and [[Sekray]], and ships significant amounts of cattle to those cities in exchange for grain and vegetables. &lt;br /&gt;
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&#039;&#039;&#039;Currency&#039;&#039;&#039;&lt;br /&gt;
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Thritai has no official currency. Coins from all areas of Caulis--and, indeed, the rest of the known world--are generally accepted as payment. The economy of Thritai relies more heavily on barter and the any other city-state of Caulis. It is expected that most transactions will consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of cotton from  Jherakeen might be paid for with an agreed-upon amount of Thritan leather.&lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Thritai wear light, thigh-length tunics known locally as &#039;&#039;notah&#039;&#039; (&#039;&#039;ona&#039;&#039; in Caulisian). Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear notah with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Notah in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. &lt;br /&gt;
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Women wear a lightweight garment similar to the notah, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Thritan women are not terribly concerned with jewelry or elaborate hairstyles, as the majority cannot afford such luxuries, or see them as indicative of the amoral decadence of the north.&lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;ni&#039;notah&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039; &lt;br /&gt;
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Thritan men descended from settlers wear their hair cropped short, as is the style in the rest of Caulis. Those men descended from the original, barbarian Thrit prefer shoulder-length or longer hair, as well as long moustaches or beards. Thritan women wear their hair long, and often tie it back in ponytails or simple braids.&lt;br /&gt;
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&#039;&#039;&#039;Education&#039;&#039;&#039; &lt;br /&gt;
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There is no Thritai-wide system of education. Fathers are responsible for educating their sons in whatever way they deem appropriate, and rarely delve too deeply into academic subjects. The education of Thritan boys generally consists of the handling and butchering of cattle, animal husbandry, simple leather working, horsemanship, and fighting. Mothers teach their daughters household tasks such as cooking, sewing, and simple farming techniques. Residents of Thritai are, by and large, the least formally educated of Caulisians, and are often viewed as country bumpkins. They are not stupid however, and are very adaptable and clever.&lt;br /&gt;
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Those citizens who can afford to do so hire may hire priests as tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. This is considered a luxury that only the wealthiest of dukes and merchants can afford, though it can be relatively inexpensive depending on the curriculum.&lt;br /&gt;
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Creator/s:  count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=91995</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=91995"/>
		<updated>2008-09-15T01:06:47Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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&#039;&#039;&#039;Political System&#039;&#039;&#039; &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039; &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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&#039;&#039;&#039;Social Structure&#039;&#039;&#039; &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Kalracian army of not less than 5 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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&#039;&#039;&#039;Military&#039;&#039;&#039; &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis or Mo&#039;Krai mountain men. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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&#039;&#039;&#039;Currency&#039;&#039;&#039;&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039; &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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&#039;&#039;&#039;Education&#039;&#039;&#039; &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xadir&amp;diff=91826</id>
		<title>Xadir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xadir&amp;diff=91826"/>
		<updated>2008-09-12T23:16:51Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;(zah-DEER)&lt;br /&gt;
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&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
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Xadir is the largest city-state of [[Caulis]], and perhaps the known world as well. It is a bustling port and important center for trade, and is at the crossroads of major land and sea trade routes. It sits on the Bay of Xaan, at the mouth of the River Caul. The waters of the bay are calm for most of the year and well-protected from pirates. The weather in and around Xadir is sunny and pleasant on average. Boats and caravans by the dozen, loaded with goods, enter and leave the city and its port every day. And adventurous souls from hundreds of miles around flock to the city in search of fame and fortune. Some find it; many find only danger and misery.&lt;br /&gt;
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According to legend, the city was founded by the mythical hero and explorer Xad. Depending on the version, he was led to the Bay of Xaan and the location where Xadir now sits by either a gigantic whale or a beautiful fish-woman. Xad found the region to be to his liking, and quite bountiful agriculturally, and so stayed and founded the city that bears his name. (Xar, third son of Xad, supposedly travelled south to the source of the River Caul and founded Xadir&#039;s sister city [[Xaros]].)&lt;br /&gt;
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Residents of Xadir refer to themselves as Xadiri. The population of the city and the small towns and villages surrounding it is approximately 30,000, with 15% (4,500) of that made up by slaves, and another 10-15% (3,000-4,500) at any given time being foreigners in permanent or semi-permanent residence. Of the remainder, around 2,000 Caulisian residents of Xadir are citizens and have the appropriate rights (see &#039;&#039;Social Structure&#039;&#039; below). Though the wealth of the city and surrounding area is quite considerable, it is concentrated in the hands of the 10% of the population that are citizens.&lt;br /&gt;
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[[Image:Xadir_seal.png|thumb|200px|right|Seal of the Archon and City of Xadir]]&lt;br /&gt;
&#039;&#039;&#039;Political System&#039;&#039;&#039; &lt;br /&gt;
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The ruling monarch of Xadir is known as the &#039;&#039;Archon&#039;&#039;. The Archon is undisputed master of Xadir and the towns and villages adjacent to it. He makes all the laws and has the power of life and death over every man, woman, and child within the city and its environs. The monarchy is hereditary and can only be held by a man.  The Archon rules from his stone palace atop Xado Hill, just west of the River Caul. It looks down on the waterfront and main market square, and is situated in the midst of a lush, three-acre garden. The palace and its grounds are off limits to everyone save the Archon, his family, advisors, and slaves, noblemen (and their slaves), and the army unit assigned to be the Archon&#039;s personal guard. Treasures from across the region including weapons, armor, and coffers full of coins and precious stones are housed within the palace. The Archon&#039;s scribes and their ledgers and records (primarily scrolls) are kept in buidling adjacent to the palace.&lt;br /&gt;
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The Archon has very few real duties to fulfill. He hosts visiting royalty and dignitaries from foreign lands, and holds a large banquet for his nobles and other men of importance once or twice a week, where matters of state, trade, and alliances are discussed.  Some archons of the more recent past have spent most of their time in the pursuit of leisure activities such as hunting, dining, and amassing wives and concubines. Others have been more interested in amassing knowledge and exploring lands beyond the borders of Caulis.&lt;br /&gt;
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Men of the noble houses are constantly vying for position and favor in the Archon&#039;s court. There is no real political power to be gained by such games, though the Archon has the ability to grant lands and such lucrative positions as &#039;&#039;sinar&#039;&#039; (judge) and &#039;&#039;olaghi&#039;&#039; (port official) to those nobles he favors. &lt;br /&gt;
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Should the Archon die without a male heir, the noble houses gather behind two or three likely candidates from within the nobility and vote for a new Archon; a simple majority among the 200 or so nobles is sufficient to take the throne. The process is always full of intrigue and power brokering, as well as the occasional violent episode.&lt;br /&gt;
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Archons up until &#039;&#039;Attamun IV&#039;&#039; (297-252 BCE) have claimed direct descent from Xad, the founder of the city. Some Archons since have said they are of the House of Xad, but none has been able to substantiate the claim.&lt;br /&gt;
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&#039;&#039;&#039;Social Structure&#039;&#039;&#039; &lt;br /&gt;
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The social structure of Xadir is made up of a small group of nobles (1%); a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders; and commoners (approx. 90%). Commoners include tradespeople, sailors, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or privileges. &lt;br /&gt;
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&#039;&#039;Nobility&#039;&#039; -- The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. As a result, the nobility remains securely under the Archon&#039;s thumb and wield no real power or influence beyond what they are given. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Hirmun of the House of Zulbek). and can be identified by a large, bronze crescent moon pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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&#039;&#039;Citizens&#039;&#039; -- In order to be considered a citizen of Xadir, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Xadiri army of not less than 20 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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&#039;&#039;Commoners&#039;&#039; -- The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest shopkeepers. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Xadiri social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court. There are many tales in Xadiri folklore of men from the lowliest levels of society rising to the highest heights of nobility.&lt;br /&gt;
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&#039;&#039;Slaves&#039;&#039; -- The slave trade flourishes in Xadir. Slaves are typically imported from other regions, and the majority are barbarians captured through the conquests or military actions of more warlike city-states. A quarter of slaves in Xadir are former residents convicted of crimes or enslaved as a result of debt. Noble houses and citizens generally keep a household staff of 4 to 6 slaves of either gender, but the majority of slaves labor in the fields surrounding the city, or building and maintaining structures and roads. Dealers from the other coastal city-states of Caulis travel to Xadir for the monthly slave market held in the main square of the city. The cities of Southern Caulis do not typically acquire slaves in Xadir, as it is considered far too costly to transport them to the south. Slaves are easily identified by the leather collars they must wear at all times; to remove a slave collar is a serious crime. A slave-owner may treat a slave as well or poorly as he likes, but it is considered a minor crime (though generally unenforced) to beat or kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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&#039;&#039;&#039;Military&#039;&#039;&#039; &lt;br /&gt;
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Xadir maintains a relatively small professional military (about 2,000 men) made up of men from the city and the surrounding towns and villages. Soldiers enlist for life, but can be discharged after fulfilling 20 years of service, upon which time they are granted citizenship and a small plot of land somewhere on the outskirts of the city. The vast majority of men who enlist in the army (75%) come from the lowest levels of commoners--those who have no money and no prospect of a life better than grueling labor. Men who commit crimes not punishable by death are given the option of military service or enslavement, and always choose the army. Any man over the age of 14 can enlist, but must pass a physical test to be admitted, The Xadiri army is primarily for the defense of the city and almost never engages in military conquest. If necessary, any suitable man may be drafted or pressganged into service in the army for as long as necessary; citizens and nobles are exempt from such involuntary service. &lt;br /&gt;
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The Archon is the supreme commander of the military. He defers the day-to-day administration of the army to 4 generals (all nobles as well) who each command a legion of approximately 500 men. Each legion is divided into 10 companies of 50 men, each led by a &#039;&#039;hattar&#039;&#039; (captain). A company is further subdivided into units of 10 soldiers, with a unit commander called a &#039;&#039;zattar&#039;&#039; (sergeant) that reports to the &#039;&#039;hattar&#039;&#039;. Since the army does not engage in any significant regular combat, it is employed generally in patrolling the city streets, the areas surrounding the outskirts of the city, and the port. A soldier has the power to arrest any man, woman, or child on suspicion of having committed a crime. One unit is charged with guarding the main entrance to Xadir, and inspecting the goods or travellers who come into the city every day. Another unit is considered the Archon&#039;s personal guard and is permanently stationed at the palace on Xado Hill. If necessary, units of the army can be used to build or maintain roads, the city walls, or structures within the city.&lt;br /&gt;
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Xadiri soldiers are competent, though not particularly experienced or well trained. A typical soldier&#039;s equipment includes a short sword, spear, and medium-sized round leather shield. Armor consists of greaves, breastplate, and a helmet. The helmet of any soldier ranking higher than &#039;&#039;zattar&#039;&#039; includes a horsehair crest. About one-third of soldiers are trained as archers, and there are no significant horse-mounted units or charioteers.&lt;br /&gt;
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The Xadiri navy (not considered a seperate entity from the army) is made up of 20 medium-sized galleys and a handful of smaller boats. The navy rarely sails out of the Bay of Xaan, but will occasionally escort an important shipment to a neighboring region, or accompany the Archon on state visits to major trade partners like [[Hellianoptis]] or [[Lutia]]. The navy may comandeer any civilian vessel at any time and use it as long as is deemed necessary.&lt;br /&gt;
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[http://www.monkey-bars.net/apfrpg/prometheus/xadir_soldier.jpg Arms and Armor of a Xadiri Soldier]&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
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The people of Xadir, like the rest of Caulis, worship Eldraad and the other gods of the Caulisian pantheon. Due to Xadir&#039;s proximity to the water, Hommut has a more prominent position in the pantheon than Zithna (who tends to have more importance in cities farther inland and more dependent on farming).&lt;br /&gt;
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&#039;&#039;Eean&#039;&#039; have no particular social standing or privileges in Xadir. They serve the gods first, the Archon second, and the people third. The Archon is considered the Supreme Religious Authority in Xadir, though this status is largely ceremonial and everyone knows it. The largest temple is the one dedicated to Eldraad and the Head Priest of that temple is called the Eldreeanos; he is considered the wisest and most learned man in the city. There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and shrines to various foreign deities erected by expatriate merchants can be found if one looks hard enough. As in other cities of the region, the eean are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for himself.&lt;br /&gt;
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As elsewhere in Caulis, The major religious festival takes place at midsummer. There are great processions through the city from temple to temple and down to the waterfront. Offerings are made to Eldraad, and great feasts are enjoyed by all. The Festival of Hommut in the third month is the second most holy day of the year.&lt;br /&gt;
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&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
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There is an old saying in and around Caulis: &amp;quot;If it can be found, you&#039;ll find it in Xadir.&amp;quot; The city-state has grown to be one of the largest in the known world because of its ravenous appetite for trade. Its somewhat central location on the continent and at the crossroads of major land and maritime trade routes means boats and caravans are entering and leaving the city nearly constantly. &lt;br /&gt;
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Xadir is full of craftsmen who produce tools, weapons, clothing, household goods, etc.; these durable goods are made well enough, if lacking in artistry or refinement. A large portion of durable goods manufactured in the city are transported to the primarily agricultural city-states further south, or to neighboring regions.&lt;br /&gt;
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&#039;&#039;&#039;Currency&#039;&#039;&#039;&lt;br /&gt;
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The main currency of Xadir is a copper coin known as the &#039;&#039;tek&#039;&#039;. Also in circulation is a smaller coin known as a &#039;&#039;bel&#039;&#039; (or &#039;&#039;abbel&#039;&#039;), valued at 1/6th of a tek (i.e. 6 bels to the tek). The economy of Xadir (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with a small turkey or pound of chickpeas; likewise, a shipment of lemons from Ilkara might be paid for with an agreed-upon amount of Caulisian pepper.&lt;br /&gt;
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&#039;&#039;&#039;Education&#039;&#039;&#039; &lt;br /&gt;
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There is no Xadir-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their fathers believe are most important. Among the nobility, having an [[Ilkara]]n tutor for one&#039;s son(s) is considered absolutely necessary. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. &lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Xadir wear the traditional Caulisian light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest merchants and nobles like to wear colorful Hurkits imported from [[Ilkara]] (they are usually far too expensive an item for any but the richest men, and as such serve as a status symbol as well). Ona and Hurkits are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Like their men, well-to-do women prefer the colorful garments of [[Ilkara]] and acquire them whenever (and wherever) possible. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion for themselves tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Xadiri men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Due to the large number of foreigners, it is not uncommon to see clothing and fashions from all corners of the known world, but Xadiri do not, in general, adopt non-Caulisian fashions readily.&lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039; &lt;br /&gt;
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Xadiri men of all social classes, like other Caulisians, wear their hair cropped short (hair that hangs down past the shoulders is considered effeminate). Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Xadiri women wear their hair long, but do not otherwise fuss over it much. Wealthy Xadiri women with an excess of free time enjoy elaborate hairstyles and braiding techniques.&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=91825</id>
		<title>Kalrax</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kalrax&amp;diff=91825"/>
		<updated>2008-09-12T23:07:22Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
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Kalrax is the second largest city-state of [[Caulis]] and a major trade hub. It is located at the western end of the Bay of Xaan, in the crescent of land between the Bay and the northeastern slopes of the Mo&#039;Krai Mts. It has a fairly large population (18,000) and is considerably wealthy.&lt;br /&gt;
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The city was founded by a Xadiri nobleman named Miliga of the House of Kalriga, circa 325 BCE. Miliga, an ambitious man, was banished from Xadir for attempting to overthrow Archon &#039;&#039;Hettimun I&#039;&#039; (354-297 BCE). He journeyed west, intending to leave Caulis altogether, and came to a small village in the area where Kalrax nows stands. He and his family and followers settled there and began to grow and expand the city. The Archons and nobility of Kalrax still hold a grudge against Xadir and attempt to disrupt their trade whenever possible. There are signs that outright war may erupt in the decades to come.&lt;br /&gt;
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Residents of Kalrax refer to themselves as Kalracian, and speak Caulisian. Some residents are able to understand and speak Samredan, as well as rudimentary [[Ilkara]]n, [[Lutia]]n, [[Molenor]]ian, and Zosu. Kalracians are--like other Caulisians--a friendly people, but are very distrustful of of Xadir and its satellites. Merchants and travellers from other lands are always welcome in Kalrax; but like other such large and densely populated cities, danger abounds.&lt;br /&gt;
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&#039;&#039;&#039;Political System&#039;&#039;&#039; &lt;br /&gt;
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The ruling monarch of Kalrax and the surrounding area is known as the &#039;&#039;Archon&#039;&#039;. Unlike the other city-states of Caulis, the throne may be held by either a man or a woman, and the current ruling dynasty is descended directly from its first Archon, Miliga. &lt;br /&gt;
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The Archon&#039;s duties are similar to those of other Caulisian city-states, and takes in large amounts of wealth through taxes, tributes, and the like. The Archon &#039;&#039;Ninenna&#039;&#039; (320-269 BCE), daughter of Miliga, set up what she called the  &#039;&#039;Uncael Renna&#039;&#039; (or Council of Twelve) to advise her on matters of state, and subsequent Archons have continued the tradition. The Council of Twelve is made up of the heads of the twelve oldest and wealthiest noble houses of Kalrax. Both men and women sit on the council, and offer advice to the Archon on such matters as trade, the military, and alliances.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039; &lt;br /&gt;
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Kalracians worship the gods of the Caulisian pantheon in the same way as the other city-states, with one major exception. Somehow, the god Gemmuc has undergone as transformation from a malevolent trickster and souce of ill fortune to a benevolent force--the god of wisdom and of magic. He has taken a position equal to Hommut (though still below Eldraad). Priests of Gemmuc (also known as &#039;&#039;eetari&#039;&#039; or &amp;quot;magi&amp;quot;) believe they posses magical knowledge obtained directly from Gemmuc, and can use this magic to affect such things as the weather or the sea, portend the future, perform enchantments, and transmute materials. The Archons of Kalrax have typically been very interested in magic and mysticism, and spend a great deal of time studying with the magi. A highly secretive school of magic--the &#039;&#039;Gemukaria&#039;&#039;--was formed in Kalrax circa 80 BCE, but it is notoriously difficult to gain entrance.&lt;br /&gt;
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Eetari are known by their distinctive black ona and black cloaks. As a symbol of their dedication to the mystic arts, they forgo shaving and cutting their hair (&amp;quot;He is as wise as his beard is long.&amp;quot;) The eetari are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies, as well as perform magical ceremonies for a variety of purposes (the stronger the magic, the higher the cost). As such, the priesthood is fairly lucrative, though the Archon takes a healthy portion for him/herself.&lt;br /&gt;
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There are temples and shrines dedicated to all the major gods and goddesses of Caulis throughout the city, and the temple to Gemmuc nearly rivals the temple of Eldraad. Thanks to Kalrax&#039;s status as a major trade hub, shrines to various foreign deities can be found throughout the city. &lt;br /&gt;
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The major religious festival of Eldraad takes place at midsummer. The Festival of Gammuc takes place at midwinter; the highlight is a massive bonfire in the main square.&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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&#039;&#039;&#039;Social Structure&#039;&#039;&#039; &lt;br /&gt;
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The social structure of Kalrax is nearly identical to that of Xadir (Miliga did not hate Xadir so much as to invent a new society from the ground up). It is made up of a small group of nobles (1%), a larger--but still relatively small--group of citizens (10%) consisting of landowners and wealthy merchants/traders, and commoners (approx. 90%). Commoners include tradespeople, fishermen, shop owners, laborers, and so on. Soldiers, priests, bureaucrats, and scholars are generally included within the ranks of commoners, as individuals in those positions seldom possess any special rights or priveleges. &lt;br /&gt;
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The nobility are granted their status by the Archon, generally as a reward for enriching the Archon&#039;s coffers by a significant amount, or some other lavish gift. Great military victories or feats of heroism can secure noble status for a man, but such occurences are quite rare. Members of the twelve oldest and wealthiest noble families (the &#039;&#039;Uncael Renna&#039;&#039;) have a not insignificant amount of influence over the Archon, though they are generally careful not to overreach. The families of the Council of Twelve have not changed since the council&#039;s formation in the late 3rd Century BCE. There are no ranks or titles within the nobility, though those who have been granted noble status are referred to using the designation &amp;quot;seffut&amp;quot; (e.g. Seffut Varsun of the House of Chonumi). and can be identified by a large, bronze fish pendant given to them by the Archon. It is a crime for anyone other than a noble to posses or wear this pendant, though a nobleman&#039;s wives or children may wear a small replica to indicate their status as a member of a noble family. The status of noble is hereditary, and passes to a noble&#039;s firstborn son upon his death. If a noble has no sons, the status may pass to a suitable male relative, solely at the Archon&#039;s discretion. Noble houses generally take the name of the first man elevated to the nobility. &lt;br /&gt;
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In order to be considered a citizen of Kalrax, a man must:&lt;br /&gt;
:*own land, or &lt;br /&gt;
:*have his business entered in the Archon&#039;s ledgers and be current on his taxes, or&lt;br /&gt;
:*have served a term in the Xadiri army of not less than 20 years.&lt;br /&gt;
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Citizenship grants a man the right to own slaves, and confers a certain legal status, such as the right to a trial should he be accused of a crime. Citizenship is hereditary insofar as it can be passed down to a son in the same manner as noble status. Citizenship can be stripped by the Archon or one of his high-ranking officials for any reason they should deem fitting (convicted of a crime, failure to pay taxes, etc.).&lt;br /&gt;
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The ranks of commoners include everyone not noble or a citizen, and includes men and women from all levels of the social scale, from the poorest beggars to the wealthiest merchants. Commoners are expected to pay one quarter of all they earn in taxes to the Archon (on penalty of death or enslavement) and have no legal rights whatsoever. However, given the right mix of ambition, skill, and luck, commoners can ascend the ranks of Kalracian social strucure at any time, as long as they can meet the criteria of citizenship or make a big enough splash in the Archon&#039;s court.&lt;br /&gt;
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Slaves are not as common in Kalrax as in other city-states of Caulis, mainly because the city relies less on agriculture and more on fishing. Slaves are typically imported from other regions, and the majority are barbarians or criminals of other lands brought in by Zhosuran slave traders. Noble houses and citizens generally keep a household staff of 2 or 3 slaves of either gender, but the majority of slaves labor in the fishmarkets, or building and maintaining structures and roads. When demand is higher, dealers sometimes travel to Xadir for the monthly slave market held in the main square of that city. The laws of Kalrax state that a slave-owner may beat a slave as often as he likes, but not to the point that it endangers the slave&#039;s life. It is considered a crime--punishable by fine--to kill a slave for any reason. A slave may be freed only with the Archon&#039;s permission.&lt;br /&gt;
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&#039;&#039;&#039;Military&#039;&#039;&#039; &lt;br /&gt;
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Professional soldiers are a rare breed in Kalrax. The laws of the city do not require military service, and able-bodied men find fishing in the Bay of Xaan to be much more lucrative (not to mention less life-threatening). Despite this, the city does maintain a small army of soldiers (anywhere from 750-1,000 men) from the city and surrounding villages. Kalracian soldiers are competent and disclipined, if not particularly fierce. Any able-bodied man between the ages of 14 and 40 is eligible to join the army, and can enlist for a stint of 5, 10, or 20 years. Men convicted of non-capital crimes are given the option of slavery or military service; around 30% of Kalracian soldiers are convicted criminals. A man who serves his time honorably is given a small amount of money and a plot of land commensurate with the length of his stint upon leaving the army.&lt;br /&gt;
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In times of need, any man suitable to serve may be conscripted for as long as is necessary. However, the Archon and higher-ranking officers have found success in military matters by hiring foreigners to fight for the city when warranted. Kalrax has approximately 1,000-2,000 mercenaries on its payroll from year to year. These mercenaries are mostly barbarians from the south of Caulis or Mo&#039;Krai mountain men. They are generally well-paid and not kept on a particularly tight leash. Archons have also been known to hire pirates of the northern [[Zhosur]] Archipelago to do Kalrax&#039;s maritime dirty work. &lt;br /&gt;
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The officer class is made up entirely of nobles. While nobles are no more required to serve than commoners, at least one son of every noble is expected--by tradition and unwritten rule--to serve at least 5 years as an officer. Those who serve for more than 10 years or who have proven themselves as clever (or ruthless) enough are elevated to the rank of &#039;&#039;malkao&#039;&#039; (general) and typically serve for the rest of their lives. There are around 10 generals of the army at any given time.&lt;br /&gt;
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Soldiers are outiftted with a breastplate of overlapping leather panels, as well as brass greaves and a brass helmet. Typical weaponry includes a javelin and curved cutlass known in the area as a &#039;&#039;lekiis&#039;&#039;. They also favor medium-sized round leather shields of the kind found in Xadir. Around 20% of soldiers are trained and equipped as archers.&lt;br /&gt;
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&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
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The waters of the Bay of Xaan teem with sea life, so the Kalracian diet consists mainly of seafood, as well as vegetables grown on farms surrounding the city or brought in from Dyrrha. Some of the fish brought in from the bay is salted and traded to neighboring city or regions. Goats are herded in the hills to the west of the city, but are typically only eaten on special occasions.&lt;br /&gt;
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The neighboring city-state of [[Dyrrha]] is a tributary of Kalrax. In 156 BCE, its Archon was assassinated by soldiers in the employ of Kalrax, and a puppet Archon installed on the throne. Dyrrha pays taxes to the Archon of Kalrax, and supplies the city with a significant amount of food, grain, and wood. A small garrison of 50 Kalracian soldiers is maintained there as well. &lt;br /&gt;
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The current Archon of Kalrax is exploring ways by which [[Palinae]] might be brought under her control as well, in order to further erode the power and wealth of Xadir.&lt;br /&gt;
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&#039;&#039;&#039;Currency&#039;&#039;&#039;&lt;br /&gt;
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The main currency of Kalrax is a copper coin known as the kalix (or kalish). Also in circulation is a smaller coin known as a chen, valued at 1/5th of a kalix (i.e. 5 chens to the kalix). The economy of Kalrax (as with most Caulisian city-states) relies heavily on barter and the trading of goods (moreso than on minted currency), and it is not uncommon for transactions to consist entirely of goods or services. Workers may be paid for a day or week&#039;s work with fresh fish or pound of chickpeas; likewise, a shipment of dates from Molenor might be paid for with an agreed-upon amount of Caulisian olives.&lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Kalrax wear light, thigh- or knee-length tunics known locally as ona. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Those men for whom appearance is more than a rudimentary concern tend to set themselves apart through ornamentation--rings, necklaces, armbands, etc. Slaves are prohibited from wearing ornamentation of any kind. The wealthiest Kalracians have rejected the Xadiri obsession with Hurkits and have established a small community of garment makers to provide them with luxurious, expensive clothing. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. Women are even more focused on ornamentation, and the wealthiest merchants&#039; wives and noble ladies drape themselves with as many pieces of jewelry as they can afford and stand to wear at any given time. Women of more modest means will pass down items of jewelry from one generation to the next, or fashion tasteful decoration from cheap, semi-precious stones or seashells and such. &lt;br /&gt;
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When the weather turns cool, Kalracian men and women wrap themselves in rough woolen cloaks known as niona. &lt;br /&gt;
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Both men and women wear simple leather sandals. Slaves and poor residents of the city go shoeless.&lt;br /&gt;
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&#039;&#039;&#039;Hair Styles&#039;&#039;&#039; &lt;br /&gt;
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Kalracian men of all social classes, like other Caulisians, wear their hair cropped short; however, the Caulisian cultural bias against hair that hangs down past the shoulders has relaxed somewhat. It is not uncommon to see men of the city with longer hair, often braided. Beards, also well trimmed and maintained, are common. Soldiers prefer to shave their heads and faces, but are not required to do so.  Kalracian women wear their hair long, and women of all social classes enjoy elaborate hairstyles and braiding techniques. &lt;br /&gt;
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&#039;&#039;&#039;Education&#039;&#039;&#039; &lt;br /&gt;
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There is no Kalrax-wide system of education. Noble houses and those citizens who can afford to do so hire tutors to instruct male children from the age of 6 or 7 until adulthood at age 14. There is no standardized set of subjects, and boys are instructed in whatever subjects their parents believe are most important. Children of commoners receive no formal education, and literacy is very nearly unheard of outside the nobility and the upper tier of the citizenry. Those children who show intelligence at an early age are often given over to the eetari, who educate such children not only in the realms of magic, but also in more mundane tasks as literacy, mathematics, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=91824</id>
		<title>Zhosur</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=91824"/>
		<updated>2008-09-12T22:54:38Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MapofZhosur.jpg|frame| &#039;&#039;&#039;Map of the Zhosur Archipelago&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zhosur Archipelago is a collection of islands spanning the inner sea from to the south of [[Thelonis]] to the north of [[Aertepia]] and [[Caulis]], and is named for the two largest island kingdoms, [[Zho]] and [[Sur]]. (The area is known to the people of [[Molenor]] as &#039;&#039;Gad Ho&#039;Kari&#039;&#039;--the &amp;quot;Gate of the Inner Sea.&amp;quot;) The Archipelago is made up of roughly 29 inhabited islands, and dozens of smaller, sparsely populated or uninhabited ones. The waters of the region are rife with piracy and war. &lt;br /&gt;
&lt;br /&gt;
The largest island kingdoms of the archipelago are:&lt;br /&gt;
*&#039;&#039;&#039;Zho&#039;&#039;&#039; (incl. Eadu, Eitu, and Nekor)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sur&#039;&#039;&#039; (incl. Oeta and Seak)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ysyha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saxitica&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ilyea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solalusa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onburor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The minor island kingdoms are autonomous to varying degrees, and alliances exist between them and/or the larger islands. The smaller islands include:&lt;br /&gt;
*&#039;&#039;&#039;Whar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesshril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idrae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zheil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kimari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oquai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaesh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thegh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cahad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oisi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the people of the islands of &#039;&#039;&#039;Oturi&#039;&#039;&#039; and &#039;&#039;&#039;Augha&#039;&#039;&#039; consider themselves a part of Greater Aertepia ([[Lutia]], specifically), but some think the islands are--or should be--sovereign. In either case, Lutia does maintain outposts on both islands. &#039;&#039;&#039;Xalyk&#039;&#039;&#039; is little more than a trading outpost for [[Kalrax]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The kingdoms of Zho and Sur are the dominant forces in the region, and the two island nations are in a state of constant conflict. Each believes that the other is the only thing preventing them from total control of the archipelago. There exist several other alliances between the smaller islands, who (for the most part) wait to see whether Zho or Sur will emerge as the victor in their struggle.&lt;br /&gt;
&lt;br /&gt;
[http://www.monkey-bars.net/apfrpg/prometheus/Z_pol.jpg Political Alliances in the Zhosur Archipelago]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dozens of smaller islands are scattered throughout the archipelago; some are sparsely populated fishing villages, but most are barely more than rocky outcroppings. Some are places of legend, home to monstrous creatures or great treasure. Notable smaller islands include Etasi, Sayh, Crol, Sheur, Atasa, Zhaim, H&#039;Sulit, Itori, Iona, Rast, Saydan, Verem, Unan, and Ondan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the region are known collectively as Zhosuran, though the inhabitants of each island consider it bad manners (and, in some cases, insulting) to refer to them as such. They are more properly called by their individual cultural names: Zhotian, Surese, Solalusan, Ilyean, Semmar, Saxitican, Yshyi&#039;i, Chelese, etc. They are--by and large-- small and slender. Men average 5&#039;5&amp;quot; and women average 5&#039;2&amp;quot;. Skin color runs the gamut from pale in the north, to olive and light brown in the south. Hair is generally curly and dark brown or black. Eyes are olive-shaped and predominantly brown and green, and noses are typically wide and flat.&lt;br /&gt;
&lt;br /&gt;
Zhosurans are masters of the sea, and are--without a doubt--the finest sailors in the known world. They are known for their curiousity and ingenuity, and many explorers of legend were Zhosuran. Piracy and constant war between Zho and Sur have made many in the region distrustful and quick to fight. Zhosurans are not unfriendly, but they value honesty and plain speaking; because of this, many inhabitants of the surrounding regions find them to be brusque and rude. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both men and women of Zhosur take great pride in their appearance. Dirty clothes, unkempt hair, etc. are considered shameful. Men of Zhosur keep their hair short and neatly trimmed. They also prefer to grow beards out once they are married. Women wear their hair long and in simple braids, or covered with colorful head scarves known as &#039;&#039;jisani&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each island in the region has its own distinct language. However, the sailors of the region have developed a pidgin language--&#039;&#039;Zosu&#039;&#039;--over the centuries, and this is known on virtually all the islands (even by non-sailors). Sailors and traders on the larger islands are often able to speak and/or understand most of the major languages of the mainland (Sarmanian, Aertepian, Caulisian, Molenorian, etc.) as well as Ilkaran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, many Zhosuran sports are water-related, such as boat racing, swimming, and diving. Most Zhosurans (men and women) learn to swim at a very early age, and enjoy being in and around the water. They are a competitive people by nature, and like to engage in one-upmanship at every opportunity. &lt;br /&gt;
&lt;br /&gt;
Zhosurans are excellent musicians and storytellers, and community life often revolves around music and dancing and the telling of myths and tall tales. Communities and extended families often gather once or twice a month for a large meal, and the revels extend late into the night.&lt;br /&gt;
&lt;br /&gt;
Men known as &#039;&#039;Seyalu&#039;&#039; (literally, &amp;quot;traveling singers&amp;quot;) sail from island to island, telling tales and singing traditional songs of the heroes and legends of Zhosur and the wider world. These men are highly respected and it is considered an honor to host one in a village for a week or more. Seyalu rarely get rich, as they are often paid only with food and a bed for the length of their stay, but--given the right mix of talent and charisma--Seyalu may become famous throughout the islands and perhaps as far away as the mainland. &lt;br /&gt;
&lt;br /&gt;
Since Zhosuran sailors are so widely traveled, they have brought games such as &#039;&#039;Camtusa&#039;&#039; and &#039;&#039;Yre&#039;&#039; (from Ilkara), or &#039;&#039;rukh&#039;&#039; (from Caulis) back to the islands, though the names and rules of such games may be altered slightly from island to island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazel nuts, Dates, Turnips, Apples, Lime, Carrots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oregano, cloves, and coriander.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxen, Sheep, Goat, Dog, Cat, Duck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zhosurans tend to eschew family names, and often refer to individuals by their given name and place of birth (e.g. [Name] of [Island] : Xartiles of Kimari &#039;&#039;or&#039;&#039; Phoalusa of Zheil).&lt;br /&gt;
&lt;br /&gt;
Male names often end in: eus, os, ian, oran, les, ion, eas. &lt;br /&gt;
&lt;br /&gt;
Female names often end in: ius, osa, inna, lessa, usa, ona, issa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=90465</id>
		<title>Zhosur</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zhosur&amp;diff=90465"/>
		<updated>2008-08-25T02:52:10Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MapofZhosur.jpg|frame| &#039;&#039;&#039;Map of the Zhosur Archipelago&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location and Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zhosur Archipelago is a collection of islands spanning the inner sea from to the south of [[Thelonis]] to the north of [[Aertepia]] and [[Caulis]], and is named for the two largest island kingdoms, [[Zho]] and [[Sur]]. (The area is known to the people of [[Molenor]] as &#039;&#039;Gad Ho&#039;Kari&#039;&#039;--the &amp;quot;Gate of the Inner Sea.&amp;quot;) The Archipelago is made up of roughly 29 inhabited islands, and dozens of smaller, sparsely populated or uninhabited ones. The waters of the region are rife with piracy and war. &lt;br /&gt;
&lt;br /&gt;
The largest island kingdoms of the archipelago are:&lt;br /&gt;
*&#039;&#039;&#039;Zho&#039;&#039;&#039; (incl. Eadu, Eitu, and Nekor)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sur&#039;&#039;&#039; (incl. Oeta and Seak)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ysyha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saxitica&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ilyea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solalusa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onburor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The minor island kingdoms are autonomous to varying degrees, and alliances exist between them and/or the larger islands. The smaller islands include:&lt;br /&gt;
*&#039;&#039;&#039;Whar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesshril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idrae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zheil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kimari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oquai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaesh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thegh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cahad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oisi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the people of the islands of &#039;&#039;&#039;Oturi&#039;&#039;&#039; and &#039;&#039;&#039;Augha&#039;&#039;&#039; consider themselves a part of Greater Aertepia ([[Lutia]], specifically), but some think the islands are--or should be--sovereign. In either case, Lutia does maintain outposts on both islands. &#039;&#039;&#039;Xalyk&#039;&#039;&#039; is little more than a trading outpost for [[Kalrax]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The kingdoms of Zho and Sur are the dominant forces in the region, and the two island nations are in a state of constant conflict. Each believes that the other is the only thing preventing them from total control of the archipelago. There exist several other alliances between the smaller islands, who (for the most part) wait to see whether Zho or Sur will emerge as the victor in their struggle.&lt;br /&gt;
&lt;br /&gt;
[http://www.monkey-bars.net/apfrpg/prometheus/Z_pol.jpg Political Alliances in the Zhosur Archipelago]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dozens of smaller islands are scattered throughout the archipelago; some are sparsely populated fishing villages, but most are barely more than rocky outcroppings. Some are places of legend, home to monstrous creatures or great treasure. Notable smaller islands include Etasi, Sayh, Crol, Sheur, Atasa, Zhaim, H&#039;Sulit, Itori, Iona, Rast, Saydan, Verem, Unan, and Ondan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the region are known collectively as Zhosuran, though the inhabitants of each island consider it bad manners (and, in some cases, insulting) to refer to them as such. They are more properly called by their individual cultural names: Zhotian, Surese, Solalusan, Ilyean, Semmar, Saxitican, Yshyi&#039;i, Chelese, etc. They are--by and large-- small and slender. Men average 5&#039;5&amp;quot; and women average 5&#039;. Skin color runs the gamut from pale in the north, to olive and light brown in the south. Hair is generally curly and dark brown or black. Eyes are olive-shaped and predominantly brown and green, and noses are typically wide and flat.&lt;br /&gt;
&lt;br /&gt;
Zhosurans are masters of the sea, and are--without a doubt--the finest sailors in the known world. They are known for their curiousity and ingenuity, and many explorers of legend were Zhosuran. Piracy and constant war between Zho and Sur have made many in the region distrustful and quick to fight. Zhosurans are not unfriendly, but they value honesty and plain speaking; because of this, many inhabitants of the surrounding regions find them to be brusque and rude. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both men and women of Zhosur take great pride in their appearance. Dirty clothes, unkempt hair, etc. are considered shameful. Men of Zhosur keep their hair short and neatly trimmed. They also prefer to grow beards out once they are married. Women wear their hair long and in simple braids, or covered with colorful head scarves known as &#039;&#039;jisani&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each island in the region has its own distinct language. However, the sailors of the region have developed a pidgin language--&#039;&#039;Zosu&#039;&#039;--over the centuries, and this is known on virtually all the islands (even by non-sailors). Sailors and traders on the larger islands are often able to speak and/or understand most of the major languages of the mainland (Sarmanian, Aertepian, Caulisian, Molenorian, etc.) as well as Ilkaran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not surprisingly, many Zhosuran sports are water-related, such as boat racing, swimming, and diving. Most Zhosurans (men and women) learn to swim at a very early age, and enjoy being in and around the water. They are a competitive people by nature, and like to engage in one-upmanship at every opportunity. &lt;br /&gt;
&lt;br /&gt;
Zhosurans are excellent musicians and storytellers, and community life often revolves around music and dancing and the telling of myths and tall tales. Communities and extended families often gather once or twice a month for a large meal, and the revels extend late into the night.&lt;br /&gt;
&lt;br /&gt;
Men known as &#039;&#039;Seyalu&#039;&#039; (literally, &amp;quot;traveling singers&amp;quot;) sail from island to island, telling tales and singing traditional songs of the heroes and legends of Zhosur and the wider world. These men are highly respected and it is considered an honor to host one in a village for a week or more. Seyalu rarely get rich, as they are often paid only with food and a bed for the length of their stay, but--given the right mix of talent and charisma--Seyalu may become famous throughout the islands and perhaps as far away as the mainland. &lt;br /&gt;
&lt;br /&gt;
Since Zhosuran sailors are so widely traveled, they have brought games such as &#039;&#039;Camtusa&#039;&#039; and &#039;&#039;Yre&#039;&#039; (from Ilkara), or &#039;&#039;rukh&#039;&#039; (from Caulis) back to the islands, though the names and rules of such games may be altered slightly from island to island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazel nuts, Dates, Turnips, Apples, Lime, Carrots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oregano, cloves, and coriander.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxen, Sheep, Goat, Dog, Cat, Duck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zhosurans tend to eschew family names, and often refer to individuals by their given name and place of birth (e.g. [Name] of [Island] : Xartiles of Kimari &#039;&#039;or&#039;&#039; Phoalusa of Zheil).&lt;br /&gt;
&lt;br /&gt;
Male names often end in: eus, os, ian, oran, les, ion, eas. &lt;br /&gt;
&lt;br /&gt;
Female names often end in: ius, osa, inna, lessa, usa, ona, issa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caulis&amp;diff=90464</id>
		<title>Caulis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caulis&amp;diff=90464"/>
		<updated>2008-08-25T02:49:06Z</updated>

		<summary type="html">&lt;p&gt;Count zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mapofcaulis.jpg|frame| &#039;&#039;&#039;Map of Caulis&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location and Geography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The city states of Caulis are concentrated on the coast along the Bay of Xaan, or in the fertile river valleys of the Rivers Caul and Deynar. The Caul runs north into the Bay of Xaan from the Seymar (Golden) Mountains. The mighty Deynar runs south out of the Mo&#039;Krai Mountain range (the &#039;&#039;Daarat&#039;&#039; Mountains in the Caulisian tongue) and along the western slopes of the Zaendtan Mountains in the south of Caulis, eventually emptying into Lake Delaen. The Aeleny River seperates Caulis from [[Aertepia]] to the east, while the Mo&#039;Krai Mountains seperate Caulis from [[Molenor]] to the west.&lt;br /&gt;
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The large port city of [[Xadir]] sits at the mouth of the River Caul on the Bay of Xaan. It is the major center of trade and commerce for the region, a large metropolis of close to 30,000 residents, including many from the surrounding regions and cultures. The other major port city of Caulis is [[Kalrax]]. Kalrax sits at the western end of the Bay of Xaan, in the crescent between the bay and the eastern slopes of the Mo&#039;Krai Mountains. The city state of Thritai in the south of Caulis was settled by the remnants of a barbarian tribe and is world-renowned for its leather goods. The south of Caulis is constantly harassed by the nomadic barbarian tribes of the Vaal Grasslands.&lt;br /&gt;
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&#039;&#039;&#039;People and Culture&#039;&#039;&#039;&lt;br /&gt;
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The people of Caulis are commonly referred to as Caulisian, though the residents of each city-state tend to identify themselves by that place (i.e. Xadiri, Kalracian, Xarosian, Onaari, Zhethian, etc). They are--in general--tall and slender; the average male stands 5&#039;7&amp;quot;, females 5&#039;5&amp;quot;. Hair typically is straight and tends toward black or brown, while skin tones are olive to light brown. Eyes are predominantly brown. Men prefer to maintain some kind of facial hair, always neatly trimmed, and wear their hair cropped short. Caulisian women are reknowned for their beauty, especially those from the Zaendtan Mountain region.&lt;br /&gt;
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Caulisians are a friendly people, though they are tenacious traders and savor the art of haggling. They are not particularly aggressive, but will defend themselves and their lands when called upon to do so.&lt;br /&gt;
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The city-states of Caulis are connected by bonds of commerce more than political or cultural ties. Northern Caulisians are predominantly traders and craftsman, relying on goods and raw materials from the southern part of Caulis and abroad; the city-states along the Bay of Xaan are among the wealthiest on the continent, offering great opportunity (and peril) to enterprising individuals. The city-states of Southern Caulis (south and east of the Mo&#039;Krai Mts.) produce about 75% of the domesticated crops for the region, transporting the bulk of their agricultural goods north to sell in the ports or trade for more durable goods.&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Eldraad&#039;&#039;--Creator of All &lt;br /&gt;
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&#039;&#039;Zithna&#039;&#039;--Goddess of Agriculture &amp;amp; Domestic Life&lt;br /&gt;
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&#039;&#039;Hommut&#039;&#039;--God of the Sea&lt;br /&gt;
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&#039;&#039;Cyarnis&#039;&#039;--Goddess of Wisdom, Learning &amp;amp; Trade&lt;br /&gt;
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&#039;&#039;Fulmaarsun&#039;&#039;--The Artificer (God of Craftsmen)&lt;br /&gt;
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&#039;&#039;Einenna&#039;&#039;--Goddess of Love &amp;amp; Beauty&lt;br /&gt;
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&#039;&#039;Gammuc&#039;&#039;--The Trickster&lt;br /&gt;
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&#039;&#039;Creation Myth (abridged)&#039;&#039;: Eldraad rose from the sea in time immemorial, when there was nothing but water. He willed the other gods of the pantheon into existence, created the land so that the gods might have somewhere to stand, and set the sun in the sky so that they might have warmth and light. Zithna spread her seeds and vegetation sprung forth everwhere. Eldraad commanded Fulmaarsun to fashion animals, birds, and sea life from clay. When none of the other gods were looking, Gammuc placed a figure shaped like the gods themselves in with the rest of the animals, hoping that an animal with reason and emotion like the gods would vex Eldraad and the others no end. With all the creatures spread out before him, Eldraad blew the breath of  life over them. Being satisified with this state of affairs, Eldraad and the other gods (save Gammuc) ascended to &#039;&#039;Aeshaa&#039;&#039; (the &amp;quot;Higher World&amp;quot;) where they observe goings-on in the material world, and affect events to a greater or lesser degree. Gammuc retreated to &#039;&#039;Mareshaa&#039;&#039; (the &amp;quot;Lower World&amp;quot;) to plot his mischief and weave his evil magic.&lt;br /&gt;
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While Eldraad is the Supreme Deity, other gods/goddesses take precedence depending on the city-state. In coastal areas, Hommut is more revered, whereas Zithna is worshipped more widely in agricultural areas further inland. Caulisians in cities with a significant foreign population have also assimilated some of the gods of other regions where it suits them (and usually as minor deities), most notably in Thritai, where the descendents of barbarian tribes still worship the god Yuul (aka Yuulashaar).&lt;br /&gt;
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The social status and power of priests (&#039;&#039;eean&#039;&#039;) vary from city-state to city-state. The eean are responsible for building and maintaining temples, overseeing festivals, and are given money and gifts by the populace to pray on their behalf, to bless marriages, births, business undertakings, and perform healing ceremonies. Eean wear knee-length red ona. The dye is made from the crushed shells of the beetle known locally as the &#039;&#039;kerdal&#039;&#039;.&lt;br /&gt;
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The major religious festival takes place at midsummer. Sailors pray and make offerings to Hommut before each voyage, and many larger vessels carry a small shrine to him onboard. There are two Festivals of Zithna: one just prior to planting (to ensure an adundance of food for the year) and one after harvest (in thanks for a successful crop). Gammuc has no temples or festivals. He is blamed for ill fortune and disaster and the people pray to the other gods for protection against his capriciousness (or &#039;&#039;to&#039;&#039; him in order to curse or bring bad luck to enemies or rivals).&lt;br /&gt;
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The calendar year is 365 days, divided into 10 months of 36 days. A week is 6 days (and thus, 6 weeks per month), each devoted to a different god. Midsummer&#039;s Day and the 2 days preceeding and following--5 days that are essentially a month unto itself--are considered the end of one year and the beginning of the next, and are filled with festivals, feasting, and worship.&lt;br /&gt;
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&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
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The main language is Caulisian. A regional dialect, Samedran, is spoken in the Deynar River valley and the southern foothills of the Mo&#039;Krai (Daarat) Mountains, which includes the city states of Samorad, Sekray, Thritai, Aldo, and Onaar. Many residents in the major trading ports of Xadir and Kalrax understand and/or speak rudimentary Ilkarian, Aertepian, Zosu, and [[Lutia]]n (in addition to Caulisian and Samredan).&lt;br /&gt;
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&#039;&#039;&#039;Architecture&#039;&#039;&#039;&lt;br /&gt;
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Caulisian architecture varies widely from city to city. Buildings in the cities of the coast are generally made from wood and/or bricks of baked mud, while buildings in the cities of the mountains and foothills are either entirely wood or stone and mortar. In the extreme south of Caulis (Onaar, Thritai, et al), buildings are made of any combination of wood, thatch, or bricks of river clay. &lt;br /&gt;
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Dwellings of the common folk tend to be simple, single-story homes with 3 to 4 rooms surrounding a central living and dining area. Wealthier families may build homes as tall as two stories and as many as 6 to 8 rooms, with seperate quarters for slaves. &lt;br /&gt;
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&#039;&#039;&#039;Sports and Leisure&#039;&#039;&#039;&lt;br /&gt;
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Caulisians prefer sporting activities of an adversarial nature, such as boxing, wrestling, and the occasional gladitorial match. They are inveterate gamblers and will place wagers on practically anything, especially races (footraces, horse races, chariot races, dog races, even turkey races). Many city-states hold sporting events in arenas or large, open city squares once or twice a month, or as part of religious festivals. &lt;br /&gt;
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Caulisians of all rungs of society love simple dice games. Members of the upper tiers also enjoy a chess-like game called &#039;&#039;rukh&#039;&#039;, though the rules and pieces vary from city to city. &lt;br /&gt;
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&#039;&#039;&#039;Clothing&#039;&#039;&#039; &lt;br /&gt;
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The men of Caulis wear a light, thigh- or knee-length tunic known as the &#039;&#039;ona&#039;&#039;. Sleeve length varies, usually based on occupation or social class. Tradesmen, common laborers, and slaves wear ona with no sleeves; merchants and the wealthy prefer elbow-length sleeves. Ona in general tend to be rather plain, undyed, and without any but the most basic of decoration. Ona are secured around the waist by a leather or cloth belt.&lt;br /&gt;
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Women wear a lightweight garment similar to the ona, but ankle-length and sleeveless. Like the male counterpart, they tend to be rather plain and undyed. &lt;br /&gt;
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When the weather turns cool, Caulisian men and women wrap themselves in rough woolen cloaks known as &#039;&#039;niona&#039;&#039;. &lt;br /&gt;
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Both men and women wear simple leather sandals.&lt;br /&gt;
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&#039;&#039;&#039;Domesticated Crops&#039;&#039;&#039;&lt;br /&gt;
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Olives, Chickpeas, Lentils, Onion, Eggplant, Pomegranates.&lt;br /&gt;
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&#039;&#039;&#039;Common Herbs and Spices&#039;&#039;&#039;&lt;br /&gt;
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Anise, Pepper and Cumin&lt;br /&gt;
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&#039;&#039;&#039;Domesticated animals&#039;&#039;&#039;&lt;br /&gt;
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Horses, Oxen, Dogs, Sheep, Goats and Turkey&lt;br /&gt;
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&#039;&#039;&#039;Naming conventions&#039;&#039;&#039;&lt;br /&gt;
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Male names often end in: umi, mut, muc, mun, ita, iga, isa, ust, suc, sun, isu.&lt;br /&gt;
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Female names often end in: ina, ima, em, su, enna, ery&lt;br /&gt;
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&#039;&#039;&#039;City States&#039;&#039;&#039;&lt;br /&gt;
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[[Xadir]]: (Population: 30,000) the largest city-state in Caulis, and perhaps the known world. A major trade hub.&lt;br /&gt;
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[[Kalrax]]:  (Population: 18,000) second-largest city-state, and another major port city.&lt;br /&gt;
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[[Leyshôn]]:  (Population: 7,000)&lt;br /&gt;
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[[Dyrrha]]:  (Population: 8,000)&lt;br /&gt;
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[[Palinae]]:  (Population: 9,000)&lt;br /&gt;
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[[Sekray]]:  (Population: 8,000)&lt;br /&gt;
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[[Weldan]]:  (Population: 6,000)&lt;br /&gt;
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[[Xaros]]:  (Population: 6,000)&lt;br /&gt;
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[[Samorad]]:  (Population: 7,000)&lt;br /&gt;
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[[Thritai]]: (Population: 14,000) southernmost city-state. Major agricultural center, and famous for its leather goods.&lt;br /&gt;
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[[Zhethis]]:  (Population: 7,000) &lt;br /&gt;
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[[Skelarda]]:  (Population: 5,000)&lt;br /&gt;
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[[Onaar]]:  (Population: 9,000)&lt;br /&gt;
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[[Aldo]]:  (Population: 4,000) smallest of the Caulisian city-states. A major producer of pepper.&lt;br /&gt;
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[[Morgar]]:  (Population: 6,000)&lt;br /&gt;
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&#039;&#039;&#039;Creator/s:&#039;&#039;&#039; count zero (Geography, Culture, Language), Amberjack (Crops, Spices, Animals)&lt;br /&gt;
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&#039;&#039;&#039;[[Prometheus_Project:Main_Page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Count zero</name></author>
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