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|religions = [[Abanir pantheon]]; [[Orcish pantheon]]; [[Elven pantheon]] | |religions = [[Abanir pantheon]]; [[Orcish pantheon]]; [[Elven pantheon]] | ||
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'''Abanir''' {{Pronunciation|ah-bahn-EER}} | '''Abanir''' {{Pronunciation|ah-bahn-EER}} is a seemingly endless expanse of the steppe inhabited by many peoples. Nomadic clans and tribes, renowned as the some of the finest equestrians in the world, follow their herds between far-distant grazing lands. Well-fortified independent cities dot the landscape, especially along the [[Hundred Days Road]], an important trade route that crosses the steppe. | ||
== Geography, flora, and fauna == | == Geography, flora, and fauna == | ||
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[[Elf|Elves]] and orcs have both had long histories in the region. After multiple [[aerolith|aeroliths]] made landfall to the north, in the area now known as [[Yurukan]], their elven populations began to travel and spread out, many joining the nomadic clans or what were at the time fledgling cities. Orcish history in Abanir, not only peaceful trade but also raiding and the laying of sieges to important cities, began somewhat more recently, only after their mass exodus out of [[Thadria]] in the ninth millennium. | [[Elf|Elves]] and orcs have both had long histories in the region. After multiple [[aerolith|aeroliths]] made landfall to the north, in the area now known as [[Yurukan]], their elven populations began to travel and spread out, many joining the nomadic clans or what were at the time fledgling cities. Orcish history in Abanir, not only peaceful trade but also raiding and the laying of sieges to important cities, began somewhat more recently, only after their mass exodus out of [[Thadria]] in the ninth millennium. | ||
== Demographics== | == Demographics == | ||
The inhabitants of Abanir are largely but not entirely human. Many orcs and half-orcs can be found amongst them, especially in the nomadic clans, while elves are not uncommon in the cities and their outlying villages. Kobolds, goblins, and ratfolk included in the population of the region as well. | |||
== Culture== | == Culture== | ||
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== Government == | == Government == | ||
The Targai and Gatai govern themselves in ways that are both different and remarkably similar. Both nomadic and city-dwelling peoples place great emphasis on notions of kinship, which is reflected significantly in how they choose their rulers. To both, the clan is the smallest and arguably most important group to which they owe their loyalty. Above that is the tribe, consisting of multiple clans joined together. It is not common for tribes to break apart or form, but it is not unusual either. Somewhat more ephemeral than the clans and tribes are the confederations. These are alliances of several clans who typically form as a result of shared interests, often as a matter of mutual protection, an arrangement that may persist for only a short time or for generations. Clans are usually ruled somewhat informally by patriarchs or matriarchs, tribes by monarchs, and confederations by consensus within each constituent tribe's king or queen. | |||
==Economy== | Like their people, Targai rulers never remain in one place for too long. Instead they hold itinerant courts, no less stately or grandiose than might be found elsewhere in the world, except that they could be found anywhere in the Aban Steppe as each nomadic king visits their subjects. | ||
The clans, tribes, and confederations remain important to the Gatai, even if they may have left nomadic left behind - the social arrangements are the same, only the context in which they take place is different. Multiple clans may live in one city, which is itself considered a tribe. Confederations, then, are simply alliances of cities. Monarchs of the city-tribes typically rule from the highest and most fortified points within their settlement, in towers strategically placed to give a wide view of the surrounding landscape. | |||
Amongst people of the Aban Steppe, certain clans are considered royal, usually those that descend from particularly famed individuals. When a tribe is in need of a new monarch, and especially when such leadership is heavily disputed between multiple claimants, individuals from these royal clans are sometimes invited to join the tribe as their ruler. Doing so not only brings the tribe legitimacy but also improves their prestige by allowing them to claim the spirits of past heroes, warriors, or witches favor them. Members of the royal clans, while they do enjoy many privileges as a matter of their birth, must be careful to always act in accordance with the spirits, as to do so otherwise not only causes the individual to lose approval but potentially also their entire clan, which would precipitate their collective fall from royalty. | |||
== Economy == | |||
The nomadic peoples of Abanir primarily make their livings as pastoralists, tending to large herds of sheep and horses. They do quite well for themselves as long as they are able to keep their animals safe from the many threats of the steppe, though a pack of opportunistic predators or sudden lightning storm, wildfire, or extreme cold weather can always spell hardship. Many Targai sell their horses to others, whether Gatai or Arvai, though they always keep their finest animals for themselves. Some raid the caravans that travel the Hundred Days Road, using either ambushes in the tall grasses or quick strikes on horseback before retreating with their loot. | |||
The cities, meanwhile, are largely economically based around trade, especially those along the Hundred Days Road. Merchants sell supplies, entertainment, and protection to those crossing the steppe, with a particular eye for the inevitable few who attempt the journey under-prepared. Many cities are regional trade hubs in their own right, bringing together goods from nearby clans and outlying villages into their markets. The smaller cities of the north, which see fewer caravans crossing the steppes, instead base their economies more around agriculture. | |||
{{CitiesAbanir}} | {{CitiesAbanir}} |
Revision as of 03:30, 8 August 2023
Abanir (pronounced ah-bahn-EER) is a seemingly endless expanse of the steppe inhabited by many peoples. Nomadic clans and tribes, renowned as the some of the finest equestrians in the world, follow their herds between far-distant grazing lands. Well-fortified independent cities dot the landscape, especially along the Hundred Days Road, an important trade route that crosses the steppe.
Geography, flora, and fauna
History
The history of Abanir is that of multiple peoples coming into contact with each other, peacefully or otherwise, as they cross the steppe, some doing so as part of their constant migrations and others simply traveling to more populated lands to the east or west. The nomadic clans of the steppe have lived on the endless grasslands for as long as their oral and written histories recount, certainly for many thousands of years, though the various fortified cities that now dot the landscape are considerably newer. Primarily found along the major trade routes across the Aban, these cities were established within the last two milleniums to take advantage of increased mercantile traffic making the journey between Rovakhit and the nations to the west.
Elves and orcs have both had long histories in the region. After multiple aeroliths made landfall to the north, in the area now known as Yurukan, their elven populations began to travel and spread out, many joining the nomadic clans or what were at the time fledgling cities. Orcish history in Abanir, not only peaceful trade but also raiding and the laying of sieges to important cities, began somewhat more recently, only after their mass exodus out of Thadria in the ninth millennium.
Demographics
The inhabitants of Abanir are largely but not entirely human. Many orcs and half-orcs can be found amongst them, especially in the nomadic clans, while elves are not uncommon in the cities and their outlying villages. Kobolds, goblins, and ratfolk included in the population of the region as well.
Culture
Religion
Society
The people of Abanir generally consider themselves to fall into one of three broad groups:
- The Targai (pronounced TAR-guy) are the nomadic peoples of the Aban Steppe, traditionally pastoralists and skilled equestrians. To the broader world they are perhaps the best known of Abanir's inhabitants, renowned and sometimes feared for their skills on horseback.
- The Gatai (pronounced GAH-tie) are the descendants of Targai clans that have settled in one of the cities that dot the steppe. Gatai may be those whose families have lived in the cities for centuries, or those who only recently left their nomadic ways behind - the term is used to refer to all settled Targai.
- The Arvai (pronounced AR-vai) are a loosely defined group, perhaps better described by who they are not than by who they are. Any inhabitants of the steppe who are not Targai or Gatai are generally considered to be Arvai. The term is mostly used to refer to travelers or those who settled in the region from elsewhere. Arvai who adopt the lifestyles and culture of the Targai or Gatai usually find themselves relatively quickly considered to be one of these groups instead.
Traditions
Languages
Arts
Architecture and urbanization
Migration
Food and cuisine
Travel
Magic
Burial practices
Government
The Targai and Gatai govern themselves in ways that are both different and remarkably similar. Both nomadic and city-dwelling peoples place great emphasis on notions of kinship, which is reflected significantly in how they choose their rulers. To both, the clan is the smallest and arguably most important group to which they owe their loyalty. Above that is the tribe, consisting of multiple clans joined together. It is not common for tribes to break apart or form, but it is not unusual either. Somewhat more ephemeral than the clans and tribes are the confederations. These are alliances of several clans who typically form as a result of shared interests, often as a matter of mutual protection, an arrangement that may persist for only a short time or for generations. Clans are usually ruled somewhat informally by patriarchs or matriarchs, tribes by monarchs, and confederations by consensus within each constituent tribe's king or queen.
Like their people, Targai rulers never remain in one place for too long. Instead they hold itinerant courts, no less stately or grandiose than might be found elsewhere in the world, except that they could be found anywhere in the Aban Steppe as each nomadic king visits their subjects.
The clans, tribes, and confederations remain important to the Gatai, even if they may have left nomadic left behind - the social arrangements are the same, only the context in which they take place is different. Multiple clans may live in one city, which is itself considered a tribe. Confederations, then, are simply alliances of cities. Monarchs of the city-tribes typically rule from the highest and most fortified points within their settlement, in towers strategically placed to give a wide view of the surrounding landscape.
Amongst people of the Aban Steppe, certain clans are considered royal, usually those that descend from particularly famed individuals. When a tribe is in need of a new monarch, and especially when such leadership is heavily disputed between multiple claimants, individuals from these royal clans are sometimes invited to join the tribe as their ruler. Doing so not only brings the tribe legitimacy but also improves their prestige by allowing them to claim the spirits of past heroes, warriors, or witches favor them. Members of the royal clans, while they do enjoy many privileges as a matter of their birth, must be careful to always act in accordance with the spirits, as to do so otherwise not only causes the individual to lose approval but potentially also their entire clan, which would precipitate their collective fall from royalty.
Economy
The nomadic peoples of Abanir primarily make their livings as pastoralists, tending to large herds of sheep and horses. They do quite well for themselves as long as they are able to keep their animals safe from the many threats of the steppe, though a pack of opportunistic predators or sudden lightning storm, wildfire, or extreme cold weather can always spell hardship. Many Targai sell their horses to others, whether Gatai or Arvai, though they always keep their finest animals for themselves. Some raid the caravans that travel the Hundred Days Road, using either ambushes in the tall grasses or quick strikes on horseback before retreating with their loot.
The cities, meanwhile, are largely economically based around trade, especially those along the Hundred Days Road. Merchants sell supplies, entertainment, and protection to those crossing the steppe, with a particular eye for the inevitable few who attempt the journey under-prepared. Many cities are regional trade hubs in their own right, bringing together goods from nearby clans and outlying villages into their markets. The smaller cities of the north, which see fewer caravans crossing the steppes, instead base their economies more around agriculture.