JohnB's Games

Role-Playing, my way.

User Tools

Site Tools


consolidated:sakar:start

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.

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

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.

Sakharan recognize Sarenrae, Vataqatal & Kor as their main deities. Sarenrae is the Patron of Sakar, while Kor tempers her kindness with pragmatism and family values. Vataqatal teaches that laws, responsibility 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.

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.

Geography

Sakar is a dry land, set between the mountains and the Hann Sea. Its main towns and cities are spread along the coastal plains, normally where a river meets the sea, where the land is greener and more suitable for agriculture. Further south, the Bad Lands, with its rocky scrubland and desert, is home to semi-nomadic family-based tribes. Even further south, the Bad Lands give way to high mountains, hope to bandits, barbarians and monsters.

Culture

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 herds, 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 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.

One important cultural 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:

  • Pirates - spread along the coastal region.
  • Mamluks - Slave warriors who maintain Law, Order and Enlightenment.
  • Tribes - Bad Land Nomads who live a semi-nomadic existence raising herd animals
  • Cities - Farming and Industry dominate city life, under the watchful eyes of the Amir (ruler) and the City God's Pyramid.
  • Outcasts - often found in the margins between the Bad Lands and the mountains, but sometimes found closer to the cities.

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 coins are called Dinar (GP), Dirham (SP), and Bits (CP). They will, of course, take any coins , although there is a 5% Money Changer's fee, for non-Sakaran coins.

  • Weapons and Armour have a distinctly Sakaran feels about them. Swords are generally curved, wile lighter armour and shields are popular.
  • Ships and boats, known as Dhows, are immediately recognizable by their sleek lines, high prow and lateen sails. Many have an eye, said to be an ancient symbol of good luck, painted on the prow
  • 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.
  • Food, Drinks & Herbs - Common meals, local drinks and herbs with both culinary and medical uses.
consolidated/sakar/start.txt · Last modified: 2024/05/29 14:31 by johnb