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consolidated:sakar:start [2024/05/29 14:27] – [The Market Place] johnbconsolidated:sakar:start [2025/05/10 09:24] (current) – [Sakar] johnb
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 ====== Sakar ====== ====== Sakar ======
  
-Sakar isn’t really a single nation, but a region of independent city states and tribes bound together by shared cultural rules and philosophies, as defined by The Loregiver, generations ago.  They aren’t organised to make a strong national force (anymore), however they are generally on good terms with each other, and they would probably come together to defend their way of life.  This sense of togetherness is fostered by The Mamluka, a pseudo-religious military organization with centres in the major settlements.+Sakar isn’t really a single nation, but a region of independent city states and tribes bound together by shared cultural rules and philosophies, as defined by The Loregiver, generations ago.  They aren’t organised to make a strong national force (anymore), however they are generally on good terms with each other, and they would probably come together to defend their way of life.   
 + 
 +//"Sakhar consists of small city states and semi nomadic tribes, drawn together by ‘enlightenment’.  People who follow the ‘lore’ are enlightened, and you must treat them with respect.  Leaving the Enlightened Faith is breaking the Lore, and Lore breakers may well be executed.  Philosophically, it means that enlightened cities and individuals treat each other with respect but the non-enlightened are fair game  …"//  
 + 
 +Once there was a Caliph, but since defeat by the Hann Empire during the Far Coast Expansion, no new Caliph has been ratified by the Temple of the Enlightened Gods.  However, ratification will happen at some point, so the command to obey The Caliph remains as part of The Lore.  The nearest thing to an overall ruler is the Mamluka Sultanwho acts as the national guardian of the Lore. 
  
-Technically, there is an overall ruler, known as The Grand Caliph.  However, since the loss of their colonies in western Hann, the Caliph has become much more of a figurehead than a real leader.  While there is a caliph, and he is still classified as leader of the nation under The Lore, he doesn't have a lot of power or authority.  However, everyone gives the position basic respect, and it is not a good idea to criticise, or belittle, him in public. 
  
 ===== Enlightenment ===== ===== Enlightenment =====
  
-Sakaran identity is based on the social and cultural guidance of The Lore Giver, which defines Sakaran culture in terms of religion and expected behaviour, known as Enlightenment.  It defines the Sakaran law and pantheon.+Sakaran identity is based on the social and cultural guidance of The Lore Giver, which defines Sakaran culture in terms of religion and expected behaviour, known as Enlightenment.  This philosophy lies behind the whole Sakharan identity.  Sakharans are Enlightened, heathens aren't.
   * [[Deities| The Deities of Sakar]]   * [[Deities| The Deities of Sakar]]
   * [[consolidated:sakar:the_law|Law and the Lore Giver]]   * [[consolidated:sakar:the_law|Law and the Lore Giver]]
  
-Sakharan recognize SarenraeVataqatal & Kor as their main deities Sarenrae is the Patron of Sakar, while Kor tempers her kindness with pragmatism and family values.  Vataqatal teaches that lawsresponsibility and duties are paramount - but is also a war god  Sakhar, as a whole, is pragmatic, with a strong sense of duty, family and loyalty -  with a shared pantheon of Enlightened deities. +HoweverSakharans recognize other deities as well  Sarenrae is the Patron of Sakar, Pharasma is the fatalistic deity of the end of life and other deities have local influence - so long as the temple accepts enlightened philosophiesthey are acceptable.  
  
-While there aren't great numbers of slaves, slavery is legal in Sakhar.  Slavery can come in a number of ways -  some people sell their children (often into the Mamluka Slave-soldier chapters), a criminal can be condemned to slavery as a punishment, or unenlightened slaves can be brought into the area as a slave.  However, there is common understanding that slaves are to be treated relatively well -  owners who do not feed, clothe and house their slaves properly, are seen as 'not enlightened' and may be subject to ostracization or even punishment.+While there aren't great numbers of slaves, slavery is legal in Sakhar. Slavery can come in a number of ways - some people sell their children into the Mamluka Slave-soldier chapters, a criminal can be condemned to slavery as a punishment, or unenlightened slaves can be brought into the area as a slave. However, there is common understanding that slaves are to be treated relatively well - owners who do not feed, clothe and house their slaves properly, are seen as 'not enlightened' and may be subject to ostracization or even punishment.  
 + 
  
 ===== Geography ===== ===== Geography =====
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   * [[SakarGeography|The Geography of Sakar]]   * [[SakarGeography|The Geography of Sakar]]
  
-===== Culture =====+===== Everyday Life =====
  
-While Enlightenment informs every part of life in Sakhar, there are five specific ‘cultural’ groups who dominate the population.  City Dwellers tend to be quiet, industrious individuals, who make a living farming or working in craft-based industries.  Their lives, as a whole, are generally well-ordered with work, home life and regular worship.  That said, the souks can appear chaotic to an outsider, and there are still the many orphans and itinerants that you would expect in any town.  Tribesmen are loyal to their families, and will protect their family interests passionately, but they often move around their land, with their herdsto find decent pasture.   Along the margins you will find pirates and outcasts - both groups are Enlightened, and perform the Required Acts - but, they are much more inclined to behave in discouraged ways.  They probably don’t be murdered or rob people blind, but they get pretty close.  Mamluks, on the other hand, are completely the opposite.  Slave Soldiers dedicated to Vataqatal they are among the most Lore Abiding citizens, and expect everyone else to follow their example.+While Enlightenment informs every part of life in Sakhar, there are five specific ‘cultural’ groups who dominate the population.  City Dwellers tend to be quiet, industrious individuals, who make a living farming or working in craft-based industries.  Their lives, as a whole, are generally well-ordered with work, home life and regular worship.  That said, the souks can appear chaotic to an outsider, and there are still the many orphans and itinerants that you would expect in any town.  Tribesmen are loyal to their families, and will protect their family interests passionately, but they often move their herds around the family land to find decent pasture.   Along the margins you will find pirates and outcasts - both groups are Enlightened, and perform the Required Acts - but, they are much more inclined to behave in discouraged ways.  They probably don’t  murder the enlightened or rob them blind, but they get pretty close.  Mamluks, on the other hand, are completely the opposite.  Slave Soldiers dedicated to Vataqatal they are among the most Lore Abiding citizens, and expect everyone else to follow their example.
  
-One important cultural oddity is The Salt Bond -  Offering food or drink, or consuming it, is the equivalent of a short term peace bond.+One important social oddity is The Salt Bond -  Offering food or drink, or consuming it, is the equivalent of a short term peace bond.
  
  
 There are five distinct cultural groups: There are five distinct cultural groups:
-  * Pirates spread along the coastal region. +  * Cities Farming and Industry dominate city life, under the watchful eyes of the Amir (ruler) and the [[CityGodsPyramid|City God's Pyramid]].  Cities are mainly coastal, and often located at a river mouth, or in a delta, where fresh water can be collected / diverted to irrigate crops
-  * [[The Mamluka|Mamluks]] - Slave warriors who maintain LawOrder and Enlightenment+  * Tribes -  Bad Land Nomads who live a semi-nomadic existence raising herd animals and travelling between Oases.  They are proud, enlightened and self-sufficient - each tribe is led by a Sheik.  
-  * Tribes -  Bad Land Nomads who live a semi-nomadic existence raising herd animals +  * [[The Mamluka|Mamluks]] Slave warriors who maintain LawOrder and Enlightenment. Local Chapters are led by Aghas. 
-  * Cities Farming and Industry dominate city lifeunder the watchful eyes of the Amir (rulerand the [[CityGodsPyramid|City God's Pyramid]]+  * Pirates - based in the coastal cities, they are tolerated, so long as they aren't caught in any 'Forbidden Acts' Enlightened shipping is treated lightly -  non-enlightened ships can expect to be stripped of anything valuable, and (perhapssenior members of the crew ransomed, while non-enlightened crew can be enslaved
-  * Outcasts -  often found in the margins between the Bad Lands and the mountains, but sometimes found closer to the cities.+  * Outcasts -  Bands of Bandits, robbers, thieves and, perhaps, murders - who have somehow escaped enlightened justice - and are shunned by the rest of the poulation. They often found in the margins between the Bad Lands and the Mountains, but sometimes found closer to the cities.   
  
  
 ===== The Market Place ===== ===== The Market Place =====
  
-The Sakaran markets (often known as souks or bazaars) tend to be loud and busy, but stock many items that you are familiar with from other areas, however many of them have a distinctly Sakaran look to them.  Merchants prefer to take locally minted coins, as they can be used freely for trade.  Sakaran Gold Pieces are called //Dinar//, Silver Pieces are //Dirham//, and Coppers are known as //Bits// They will, of course, take any ++coins|(if they are satisfied the coins are genuine)++, although there is a 5% Money Changer's fee, for non-Sakaran coins. +The Sakaran markets (often known as souks or bazaars) tend to be loud and busy, but stock many items that you are familiar with from other areas, however many of them have a distinctly Sakaran look to them.  Merchants prefer to take locally minted coins, as they can be used freely for trade.  Sakaran coins are called //Dinar// (GP), //Dirham// (SP), and //Bits// (CP). They will, of course, take any ++coins|(if they are satisfied the coins are genuine)++, although there is a 5% Money Changer's fee, for non-Sakaran coins. 
  
  
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   * [[Clothes]] are very different, and often consist of long flowing robes.  Day clothes are often light, to counter the great heat, although it can get surprisingly cold (especially in The Bad Lands and Mountains) at night.   * [[Clothes]] are very different, and often consist of long flowing robes.  Day clothes are often light, to counter the great heat, although it can get surprisingly cold (especially in The Bad Lands and Mountains) at night.
   * [[Animals]] - Mounts, Pets and farm animals.   * [[Animals]] - Mounts, Pets and farm animals.
-  * [[Herbsm Food & Lodging|Food, Drinks & Herbs]]+  * [[Herbsm Food & Lodging|Food, Drinks & Herbs]] - Common meals, local drinks and herbs with both culinary and medical uses.
consolidated/sakar/start.1716985656.txt.gz · Last modified: by johnb