Jump to content

Civilization III [OOC/Application]


Z3r05t4r
 Share

Recommended Posts

Okay. Good.

Link to post
Share on other sites

Discord: You have it

Civilisation (Name): The Fomorians

Capital (Name): Muineachán

Government (Empire, Republic, etc, you may go into details): A rough confederation of many Fomorian clans, tribes and warbands, loosely ruled by a council of kings, chiefs and warlords.

 

Racial Distribution (Primary Race, probably minorities?): 

Fomorians

The lands of Fomoire are inhabited almost universally by the Fomorians. Fomorians are typically a tall, broad shouldered people, with long, bushy hair that comes in a myriad of colours – from shining gold to burnished copper. Fomorians are largely distinguished by a pair of horns – these horns can take the shape of long, bull like horns, or the curling horns of a ram. Though they dwell on the southern shores of the Old World, they are a people as pale as snow, and do not tan or burn, even if they spend days naked in the blazing sun. Fomorians are exceptionally well traveled and have been seen in all corners of the Old World, as traders, as mercenaries and as raiders. War is, after all, in Fomorian blood, and they travel far and wide to either sell their swords or to simply take whatever isn’t nailed to the floor.

Racial traits (as needed): 

A Nation of Warriors

The Fomorians are, ultimately, a race of warriors. Born to wield the sword and spear in battle, Fomorians are exceptionally skilled in the art of war, and make a great deal of wealth plying that skill as both raiders and sellswords.

 

Mages and Craftsmen

Through the veins of the Men of Fomoire runs great magical talent for the more ancient, primordial magics of the world. Fomorian sorcerors are skilled in bending the elements to their will, twisting wind, summoning rain and forging fire at will. Additionally, Fomorian craftsmen are incredibly skilled in their crafts – though Fomorian smithing and ship building are ancient and closely guarded arts.

 

Bred for the Sea

Fomorians are natural sailors – something of a requirement for a people that makes a living as merchants, raiders and mercenaries.

 

The Old Ways

The Fomorians are a nation stuck in the Old Ways, passed down by their fathers, and their fathers’ fathers. They shun new ways and technologies, preferring to stick firmly to the tried and true method – even if it is slower or less effective. They are a technologically stagnant society.

Religion (Whatever you prefer, you may be creative): Fomorians worship the progenitor of their race – Fomor, son of Bres. Fomorian myth teaches that Bres had two sons, Fomor and Cethlenn. The sons of these two deities came to be known as the Fomorians and the Cethlians. The Cethlians were a tall race, brutish and strong, and waged many wars against their Fomorian cousins. Eventually they were cast down by the Sons of Fomor, who solidified their rule over their joint homelands ever after.

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs): The Fomorians have exceptional skill in elemental magics – having great talent in manipulating the rawest forms of magic and nature. However, the Fomorians also have a great phobia of technology, regarding advancement in technology as a great evil.

Description (Culture, history, politics etc): WIP

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

Link to post
Share on other sites

Discord: You have it 

    Civilisation (Name): The Insimbi

    Capital (Name):Ogun

    Government (Empire, Republic, etc, you may go into details):

 

    The Government of the Insimbi operates on a yearly cycle revolving around a Mlungisi(One who brings order), or an Emperor, born into a lineage of rulers extending back thousands of years in the past. The Mlungisi rules until his death, and is revered amongst the populace as direct descendants of the Mother(Ma). The word of the Mlungisi is supreme, and is final on all matters of state, and he holds utmost power on everything.

 

In Isimbi society, there exists 7 social stratas in the form of clans that every individual is born into based upon the designation of the mother. The clans are as follows: the Breakers(Mvukuzi), the Warriors(Qhawe), the Children(Izingane), the Wroughters(Ngungi), the Brokers(Obhuloka) , the Reapers(Abavuni), and the Builders (Umakhi). These clans all control separate districts of the cities, of which there are 6 in every single one, where the members of their own clan operate under their own set of laws, their own set of local rulers, and their own set of judges, guards, etc. To maintain balance and order, each clan is to labour enough to produce a certain quota, or Mawini(Ma’s share), mandated by the Mlungisi. As such, each Insimbi city is a massive hive like factory, dedicated towards manufacturing. In the eyes of the Insimbi, stratas, coupled with the pressure of complying with the Mawini, allows for order and peace to be maintained. In the absence of them, calamity will surely ensue.

 

Each year, on the seventh month of the year, of which there are eight in the Insimbi year, the various clans of the nation sent 5 delegates to a council named the Komhlambi(Gathering of the Flock)  held in Ogun, the capitol. To be chosen as a delegate by your clan is a massive honour in Insimbi society, and it is a ritual heavy affair, the traditions varying from clan to clan. The Komhlambi is an opportunity for the clans to present their grievances and petition the Mlungisi. It is here where the men of the nation bicker on the affairs of the state, yet it is a highly venerated occurrence. It is the choice of the Mlungisi, a God amongst men, whether or not he decided to heed them or rebuke them.  The council meets for an entire week, sometimes more, not permitted to leave each other’s company in the hall until the Blood Poppies bloom. 

 

Each Clan is governed differently, a principal established long before their forefathers grazed the very lands they too walked upon. However, each has the same foundational principles. Each has Umbonisi(Overseer), with 7 lesser officials beneath him, elected every 3-5 years directly by the male land owning population. These lesser officials are the supervisors of the day to day affairs in each district, the handle disputes, collect taxes, and enact the will of the Overseer. Most importantly, these officials are usually popular or well-known individuals from the clan, not of the the Children, which is what the Overseer belongs too. The position of Overseer is hereditary, and they are not Idwala, but they are Izingane, having disposal to their attributes and perks.


 

    Racial Distribution (Primary Race, probably minorities?):

The Insimbi are a dark skinned race, with wooly hair, white stained palms and feet, and usually very lean and slender. Within the Insimbi people, there are two different ‘ethnicities’.

 

Izingane

: The Izingane are a very small minority within the nation, numbering not even .1% of the nations population. Usually, there are no more than 300 Izingane alive at a time. However, it is they who control the nations affairs. The Izingane all belong to the Clan of the Children, and the Mlungisi and all the other Overseers of the clans are Izingane.

 

The Izingane rarely mix with the Idawli, and they are regarded as near-Gods, but not such. They are simply descended directly from the Mother. They live in opulence, completely separated from the Idawli. As such, the Izingane have developed specific traits that distinguish them from the lesser Idwali. Physically, they usually have more blemishes or marks on their skin, and are lighter on average, having a caramel complexion more often than not. The Izingane live exclusively in cities, in opulent villas surrounding the Forge. 

 

Idwali

The Idawli make up the vast majority of the population of the Insimbi, and they are your common folk. They occupy all the clans of society, except the Izingane, or the Children. The phenotype of the Idwali may vary from person to person, but many boast the same characteristics. They have a leaner physique on average, and they are of darker complexion then the Izingane, usually ranging around a dark chocolate colour. Moreover, every Idawli is branded upon birth with the sign of their clan, on their right wrist.

 

    Racial traits (as needed):

 

The single most dividing trait that separates the Izingane from the Idwali is their Isipho, or gift. All Izingane are born with the ability to manipulate all metals to their will,they are able to conform it and mold it with their very thoughts. From this blessing stems their power and their supremacy, as the Idawli revere this as a trait passed on to them as a result of their lineage from Ma. However, this trait can only be passed from mother to child, not from father to child, and no Izingane woman has ever birthed more than two children in her lifetime.

 

The Idawli, do not escape themselves from Ma’s blessing. They have magnetic abilities that allow them to attract or repel basic metals, such as iron, copper, bronze, etc. These traits are passed to all whose mother bears the trait, and Idwali mothers have no known restrictions on their fertility, bearing from 4-10 children on average, more in rare cases.

 

    Religion (Whatever you prefer, you may be creative):

The Insimbi mythology revolves closely around metallurgy. Their religion is monotheistic, and they believe that all metals, and stones have a portion of the soul of Ma, or the mother, and different metals have different amounts of Ma’s soul, as well as varying degrees of purity as well. 


 

    Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):

Masonry, and smithing, are ritualistic activities, with smithing being conducted exclusively by priests dedicating their entire lives to the task. As such, in every city there is one communal forge which serves as a central place of worship, in which 10-20 priest-smiths work tirelessly to forge metal to perfection.

 

Masonry and construction also is a highly skill as a result of its religious importance. The Masons are a very proud and respected household, and each Mason undergoes extremely extensive training and practice. As such, buildings and public works in the Insimbi culture are unrivaled in magnificence and longevity, but it is often times a painstaking process as a result of the high attention to detail. 

    Description (Culture, history, politics etc):

The Insimbi live a live dedicated to labour, and as such have a culturally promoted high work ethic. Their history spans back thousands of years, and as such, so do their cities, great wonders of ancient works spanning back thousands of years. They are not a seafaring people, instead catering to people's needs who enter their ports and trade with the traders. They choose to stay inside their great stone buildings and work.

 

The typical Insimbi is lightly clothed, the men commonly wearing short robes to cover their genitals, and rarely anything else. Women commonly wear airy or light robes spanning most of their body. Accessories are an important part of Insimbi life, each clan having access to wear different accessories. Only the Izingane can wear gems and precious rocks, as well as metal on the head, and accessories wherever they wish.  The Wroughters and Builders can wear gold metals, and accessories everywhere except the head, but they may don metals on their earlobes. The Breakers can wear gold metals, and can wear accessories anywhere baring the head. The Warriors and Brokers may wear metal anywhere baring the head, but not gold metals. The Reapers may only wear any metals not silver, or gold, and only on their hands, feet, and attached to their clothing.

 

The Insimbi language is a notoriously difficult one, including clicking, whistles, and whoops within its phonetics. Education is also scarce, with individuals rarely learning anything outside of the skills needed for their profession.

 

Women in general are highly respected in society, succession is done through them, and they have the right to hold property and to divorce a man. However, men still have dominance in the day to day affairs of the state and primacy when it comes to social affairs.


 

    Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

 

The Insimbi inhabit a dense jungle biome, knowing nothing else. They are usually concentrated within large cosmopolitan cities, save the reapers which find themselves outside of the city walls, straddling the banks of the River Gbule.

 

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

 

nQL1xucwR0Bz2WGJegbUbLsHtpHqerJisO6y9jP_VH-f2PSqiNqPOEsxlYMTQ3JKZSrrIpFsD15vx0EiUcVG-PXbrjBJSODEkqwpTRZ0eKDhsjsNdYC-Zb0WBmHm7NL7VUYRAelm 

 

Edited by Alfonso X el Sabio
Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...