Post by Eloell on Sept 19, 2022 13:11:42 GMT -5
SOCIETY & CULTURE IN DRESMOND
FREEDOM
Citizens of Dresmond value freedom above all else. This is, most simply, the right to act, speak, and think however they choose to without restraint. They are free birds, ever wandering in every aspect of their lives. They are a people of individuality, where everything has a place because there is no determiner of weird or normal. Inevitably, this sense of self and independence renders them lacking in regards to unity and collaboration; thus, they are a kingdom divided among itself.* Under Eldouir rule this is still mostly true, though the fact that they are ruled by the Eldouirs doesn't sit well with most.
MATURITY
The most significant age in the life of a child of Dresmond is 12. This is the age that citizens who choose to undergo the ceremony that calls forth their dyr (read magic below). Upon the successful completion of the ceremony, the dyr names his/her child. This is the age at which the existence of children is acknowledged and embraced. They begin training with their dyrs to learn how to control their element, and upon turning 18 the children are considered adults and have full liberty to do as they please.Some children choose not to partake of the Naming ceremony. These individuals live nameless, performing tasks for their caravan as a servant, their existence hardly acknowledged. They are called the Nameless, and are disdained for their cowardice.
* Since the disappearance of the Medallion there is no longer a Naming Ceremony. Children have now started naming themselves.
GENDER ROLES
For those who choose not to be a part of a caravan, their occupation would simply be "Rogue", which implies that because they live alone they do all that is necessary for themselves.
* This is still true under Eldouir rule, though some people have been given necessary jobs by Eldouirs whether they like it or not.
FAMILY
In Dresmond, while children under twelve remain with one or both of their parents, after being named their caravan becomes their family. They quarrel with, protect, love, hate, trust, and betray the people in their caravan. Citizens of Dresmond have great pride in those whom they live among. It is not uncommon for an 18 year old to find a new caravan, but typically, once a citizen settles in with a caravan, they do not leave. Those who make a habit of jumping caravans are frowned at.* Under Eldouir rule it is now more common for Dresmondi to either keep their children close or else abandon them altogether. Abandoned children are often taken to The Temple of Eldouir, either to serve or be sacrificed.
CITIZEN STATUS
Caravans are akin to villages on wheels. There are somewhere between thirty and fifty caravans throughout Dresmond of varying sizes, though there are four that are the largest and most well-established, called Mother Caravans. All other caravans associate with one of these four in some way, and are given names according to sizes (Sister/Brother Caravan, Baby Caravan).The four Mother Caravans are exclusive with the kind of dyr elementalists they allow to join and travel with them (see magic below). Opposite elementalists would prevent productivity, and can be especially dangerous with untrained children/dyrs, thus they do not mix. If a child in a particular caravan receives a dyr whose element conflicts with the caravan the child is a part of, then he/she is taken to a caravan that better suits his/her element.
THE ADOI (ah-doy) { Fire. Electric. Light. }
Edgy. Competitive. United.
The Adoi travel up and down the borders of Dresmond, seeking to keep enemies out of their territory. They are the kingdom's primary defense against invasion. The Adoi are highly combative, training their people to use both weapons and their dyrs' elements offensively. Sports are a favorite pastime among the Adoi; they are a highly competitive people who strive to be the best at everything, even among themselves. They possess a distinct pride in their elements, welcoming those of other elements to pop in and compete just so they can show their superiority.
THE DIJILA (d’jee-luh) { Water. Ice. }
Sagely. Discerning. Exclusive.
The Dijila move throughout all the lands of Dresmond, creating an intricate yet not random pattern through the kingdom. They are the real powerhouse from a military standpoint, as they train their people for battle, and are easily the most severe of all the caravans. Aside from aiding the Adoi by providing the punch that has kept enemies from overpowering Dresmond, Dijila also aids Kushti's efforts by watering the lands. The Dijila are planners, resulting in a more calculated culture within the caravan. In general, they are the most unfriendly and militant of all the Mother caravans.
THE KUSHTI (koosh-ti) { Air. Plant. Water. Earth. Light. }
Peaceful. Warm. Inviting.
The Kushti are always on the move, covering every inch of Dresmond, working to maintain the kingdom's lands. They create new patterns after every conclave based on reports given about what is needed where in the land. They are the primary producers of food for the kingdom, and are particularly generous, working well together in teams for the benefit of Dresmond. Kushti is the largest of all the caravans.
THE RASHAI (ruh-shy) { Earth. Metal. Fire. Dark. }
Industrious. Loud. Communal.
The Rashai travel the interior of Dresmond, following the paths of caverns and mines. Unlike the other caravans, the Rashai will settle in areas for up to a month at a time to tunnel new shafts when untapped ore deposits are found or to replenish their stores of minerals, gemstones, and metals from existing mines. Blacksmiths use this time to craft new weapons, armor, jewelry, and other goods to be sold when the caravan disembarks once more. The Rashai announce their routes at the beginning of each Conclave so that caravans know where to find them, should they have need of the goods they produce. The Rashai are a communal people, prone to dance, song, drink, and storytelling. The Rashai are a welcoming caravan, open to all those willing and able to carry their own weight.
* The caravans combined (Dijila with Rashai, Kushti with Adoi) prior to Eldouir invasion, and post Eldouir invasion all caravans are now fixed in the city. Now, the citizen status 'Rogue' refers to those Dresmondi who still travel in caravans across Coheed, Lorendale, and Arynn Frey. A new status, 'Refugee', is for those who have taken up residence in Arynn Frey. Those who remain in Dresmond and live under Eldouir rule are simply 'citizens'.
STANDARD OF LIVING
The Eldouirs own and control all property in Elderkeep. This includes food, medicine, and other living essentials. Though many people scavenge and trade what they have amongst themselves, they are ultimately dependent on rations distributed by soldiers. Dresmondi with more tribute marks are wealthier, in that they receive more high quality and plentiful rations than others. Conversely, Dresmondi without tribute marks are given worse/fewer rations. Soldiers are also better off, as many take more rations than they are technically allowed. There is no strict system of supervision, so there are few (if any) consequences for this kind of behavior.* No matter where you fall on the scale, under Eldouir rule all Dresmondi are objectively poor. Even the richest among them live in a manner that would make commoners of Lorendale or Nevermere seem like high nobility.
LIFE EXPECTANCY
The citizens of Dresmond experience a very high child mortality rate, as only about half of the children who participate in the Naming Ceremony ever wake up again. Their numbers remain strong, however, because citizens, on average, live to 100, with those of who practice the water (ice) and earth elements (earth, plant, ore) living to be as old as 120.* Since the disappearance of the Medallion and the lack of ceremony there is now a greater number of living children in Dresmond than ever before.
FUNERALS
Traditionally, Dresmondi funerals are not somber affairs. Instead, they are raucous parties that celebrate the person’s life (or death, if they are someone despised. Either way, it’s a good excuse to throw a party). There are no standard funerary practices honored across caravans. The body is disposed of in whatever way the recently deceased wished it or their immediate family decides. * Under Eldouir rule, the festivities have vanished. Bodies are disposed of by soldiers and dumped into mass graves. They are treated like garbage and nothing more.
TECHNOLOGY
Citizens of Dresmond are afforded what most are in medieval times, with some exceptions due to what element manipulation affords them. They also, being people of wagons and accustomed to the wheel, have many cog-driven, tinker-type items in their possessions.LAND
The land of Dresmond is higher in altitude than the other parts of Terra Nova, thus rendering their air thinner and their land drier. Whatever it ought to look like is affected by the elementalists, who can grow trees and foster life where there should be none. The land has a particularly dense forest, small lakes and rivers, and a coast, though most it is a drop off instead of beaches.* Since Eldouir rule, and because Dresmondi are no longer permitted to travel throughout the land, the plains have become far less lush and far more desertous.
RELATIVE ERA
Romani meets nomad in the medieval era.