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{Multi-Racial Culture} The Ka'ar

Blorbis83

Lord of Altera
Legend
Pronouns
He/Him
Blorbis83
Blorbis83
Legend

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- | - The Ka'ar: A People of the Plains- | -

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-|- Introductory Notes -|-

Location and Demographics

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Art by Laeti-Chan
The Ka'ar are a nomadic, mostly pastoralist culture who mainly live in and around the Northwestern Moorlands, just west of Blackrush. Despite being a seemingly barren wasteland to most people, the steppes provide the Ka'ar the perfect environment to practice isolation, shamanism, and general nomadism without being too hindered by the encroachment of settled peoples. Though, this might change if a community decides to venture nearer to wooded areas to hunt or gather valuable commodities. While each community is unique in some way, the Ka'ar are all united through their belief that Shalherana- or Mother Bear- is the All-God of Altera's pantheon. This belief not only shapes their nomadic way of life, but also every other aspect of their culture. This, combined with their relative isolation from other settled communities, has allowed the Ka'ar to develop a culture that is almost wholly unique compared to most Alteran cultures.

Through the Ka’ar’s commerce and trade to the nearby settlements of both Blackrush and Ashtadt- or often called “White Tower”- the nomadic people began to familiarize with settled tendencies and habits. Though most would take the pieces of this settled lifestyle that could benefit their nomadism, a few began to fully embrace the settled lifestyle. Small amounts of Ka’ar are beginning to be seen more among the cities and settlements socializing and integrating. Pieces of Ka’ar cuisine, such as dumplings, which were once rather unknown, have begun to get recognition in various places. Places which have never heard of the Ka’ar are beginning to acknowledge their existence. Horse archery or “Morin Kharvaa” is no longer some rumored martial practice, it’s something strategists are beginning to consider.

Slowly this once small culture is beginning to find its footing in the spotlight. The main stage of Alteran cultural diversity.

Racially, the Ka'ar are mostly human, but also have their fair share of elves, dwarves, and caparii. Racial prejudice is almost non-existent amongst the Ka'ar, as the harsh conditions of the steppe means that every member of a community is valuable. Earthspawn, Halfspawn, and Caparii are considered to be a sort of kin, due to their closeness to the land, even if they are not nomadic.

A typical Ka'ar human usually sports a tan or peachy complexion, broader cheeks and noses, round faces, and almond-shaped eyes. Their hair tends to be long, silky, and colored in hues of red, brown, or black. Lastly, Ka'ar humans are fairly short, usually ranging from 5'4 to 5'6, though they are still a strong, sturdy people. Despite their small frame, humans in this culture are gifted with an exceptionally hardy immune system due to a slightly rougher lifestyle and a diet that often includes the consumption of raw meat and vegetables. Furthermore, Ka'ar tend to be closely connected to the land, giving their senses and instincts an edge when hunting and generally handling animals, especially horses and cattle.


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Origins and the Ka'ar Socio-Political System

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Where and when the Ka'ar came about is difficult to assess, but it is likely that they are simply the result of some isolated groups settlers whose traditions and behavior changed over time. Some theorize that the Ka'ar came from Sooleran caravans who mingled with local shepherds and horse farmers. Others believe that they arose when local settlers- already disillusioned with city or town life- found themselves unable to farm on the rougher lands of the steppe and thusly resorted to shepherdry, radically changing their traditions and outlook on the natural world. Regardless of their true origins, many Ka'ar clans and tribes have their own local origin story, which is usually passed down through oral tradition by way of community elders or shamans.


While they are nomadic, the Ka'ar have formed complex systems of governance and ruling over not just each other, but any Settlers they might have conquered or allowed into their community.

The smallest unit of the Ka'ar political system is a single Ger-Family; a family that titularly lives in a rounded, canvas tent known as a ger. They generally live near other Ger-Families and may or may not be a ruling family. The second unit is the Clan, which is a collection of tight-nit Ger-Families, all of whom see each other as relatives. They may hold other Clans as subordinates or they may be vassals themselves. Generally, when at least four Clans are lead by one or two other Clans, they are now become an Ordon (otherwise known as a Horde or a Tribe). Ordond may be lead by a collection of Clans or by one Clan, and some Ordond can have dozens of minor Clans underneath their rule. Clan and Family leadership can be matrilineal, patrilineal or neither, depending on that family's traditions. Some may have an individual acting as the sole family leader, while other Ger-Families may make decisions collectively.

The average Ka'ar can fall into a variety of four rough groups according to their family occupation; the Herdsman, the Daichid, the Shaman, and the Erkhem. Such groups are recognized as being separate, but are not completely distinct; no one is restricted from becoming apart of one or more groups, so long as they do it well. The first group, Herdsmen, are comprised of anyone whose main occupation is that of a worker. This includes shepherds, potato or rice farmers, foragers, airag-makers, miners, lumberjacks, and any form of artisan. Herdsmen almost never lead other Clans, but they are still highly respected as the providers of the community.


The second group, Daichid (singular Daichin), are comprised of anyone who is a professional- usually mounted- warrior. While Daichid can and will take up skills and occupations that fall into the Herdsman category, what differentiates them is that they have been trained from birth to fight, while Herdsmen have not. Daichid generally serve their immediate Clan leader or the leader of the Ordon. Daichin whose Clan leads maybe one or two clans are called Tolgoilogch (Headmen) and often serve as micromanagers to the Bastynchy (the leader of an Ordon) and the rest of the Erkhem. Unlike knights, Daichid do not inherently hold a higher status than Herdsmen, unless they are Tolgoilogch, instead, Daichin are seen as protectors of the Herdsmen and their livelihoods.

The Shamans (or Shamankas if they are women) are the religious leaders of the Ka'ar, and can be found in almost any group of Ka'ar. They commune with the spirits of the Clan's ancestors or any spirits that roam the land they currently occupy, along with convening with Mother Bear (or what Settlers would call Shalherana) and all her avatars (the rest of the Neutral and Good Deities). Shamans have been trained at a young age to understand the land and how it affects the various duties of the community members, and with this knowledge, they will attempt to appease or at least understand the demands and personalities of the Spirits, Ancestors, and Mother Bear. Occasionally, a particularly influential Shaman can even convince an entire Ordon to pick up and move that very day! Shamans rarely accept payment for their services, as they rely only on the charity of their community and what the earth can provide for them.


Lastly, there are The Erkhem, who are essentially the ruling class. They consist of the Tolgoilogch, any Clans who hold vassals (the leaders of which are simply called Erkhem), and the Bastynchy; the leader of an Ordon. Anyone can become a part of the Erkhem, though the method varies from community to community. A particularly loyal family might be promoted by their local leader, but they could also be elected or even gain their title through sheer force. Whoever they might be, the Erkhem must lead their various communities to prosperous lands, respect the advice of the Shamans, and generally show wisdom, strength, and honor as leaders. The term "khagan" (or khatun, for women) is reserved for the individual who manages to unite all the Ka'ar Hordes under their rule. Supposedly, the only one to ever achieve this was the semi-divine hero Khagan Ogglai, who became the icon of the ideal Ka'ar tribesperson.
 
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Blorbis83

Lord of Altera
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108188

- | - The Ka'ar Lifestyle - | -

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The Occupations and Importance of the Herdsman Class

Most Ka'ar live a pastoralist or otherwise agriculturalist lifestyle, and as such, most Ka'ar are of the Herdsmen status. While the Ka'ar are known mostly as horse breeders and horse tamers, other herding professions including goatherding, shepherding, reindeer-herding, and cattle-rustling. These Herdsmen are knowledgeable in not only the raising of these animals, but also know how to use every part of their animals; from the wool and meat to the bones and skins. Community members who do not deal in raising herd animals supplement the community by utilizing the raw materials or by taking up some other trade, such as hunting, fishing, or farming. Such duties might even rotate throughout the year, depending on how property is distributed amongst the clan or tribe. As such, specialization in the overall Ka'ar economy is low, as almost every Ka'ar knows how to do what everyone else can do. Once someone in the community learns how to say, work bronze, it is their job to teach everyone, just in case they are away. There are exceptions in the case of high-quality craftsmen, like jewelers, weaponsmiths, armorers, teamakers, and brewers. Further, if your class allows you to control other Ka'ar, you might allocate some of your duties or herds to the rest of your community through some sort of agreement; perhaps a Daichid allows every fifth lamb to be given to the people who shepherd his personal flocks.

While (nomadic) pastoralism is practically cosmopolitan amongst the Ka'ar, full-time farmers do exist. If the territory a community lives in is stable enough, the less-movement inclined members of that community might become farmers. Generally, the windswept plains of the west do not allow for many crops, so potatoes and root-vegetables are most common. However, if a Ka'ar clan finds themselves in possession of a warmer, more temperate land, a farmer might find himself growing rice, ginger, onions, and other crops. Such crops are in high-demand, so an enterprising farmer will generally try to grow as much as they can before their community returns to collect the harvest. There is a catch, however, as farmers are generally thought to be taxing on the land that Mother Bear provided to them. Because of this, more conservative Ka'ar find farmers to be an unnecessary distraction and temptation in life.

Generally, trade agreements are made through the Herdsmen class, and are generally done via bartering. If two Erkhem agree to trade, for example, six herds of goats for twelve flocks of geese, the Herdsmen are told to collect these animals from either their Bastynchy's personal herds, or from their own herds. They will then transport said animals to the respective recipient and return home. It is seen as sacrilegious if someone "steals" their labor in any exchange, be it as a polity or between friends. If a community does not have the materials or animals at hand immediately, Herdsmen will instead deliver bone tablets depicting a certain amount of that good or that animal as an IOU. These bone tablets are cracked and discarded or marked as "Used."

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A crude bone-tablet honoring an agreement between two or more parties, in which someone will receive four maral deer.

Warriors and Warfare

Top to bottom, left to right; A Herdsmen acting as light cavalry, a lightly armored, mounted Druzhina, a Foot Druzhina, and a Mounted, Heavy Druzhina.
The Ka'ar do not always get along with each other for a variety of reasons; resources can be scarce and populations too close together, or vice versa, personal squabbles can spiral out of control, or shamans can get into arguments with each other. Warfare tends to be on a smaller scale compared to the warfare of settled individuals, though clashes between Ordond almost always end in a large, full-scale battle or even raids of the "main" settlement of an opponent. Generally, once an Erkhem is under the control of an Ordon, in-fighting is intensely discouraged and heavily policed by the Ordon's enforcers, though raids against external enemies- be they Ka'ar or Settlers- may be allowed, depending on the circumstances.
When war does strike, though, all the members of a community become involved, regardless of age, gender, or class. Herdsmen generally carry on with their daily tasks, but with the added work of supplying their fighting force with whatever food and materials they might need. Herdsmen also take on roles as Bambarchin, meaning "torchbearers", and are responsible for burning enemy settlements, looting the dead, robbing other Herdsmen, and raiding cattle. Other duties of the Bambarchin involve creating siegeworks in the event that the enemy has created some set of fortifications, or even espionage. Meanwhile, shamans tend to remain unarmed, and assist their Erkhem by acting as diviners and as mouthpieces for their ancestors, whom may have good strategic or tactical advice for their descendants.
Yet amongst all the Classes, none are so more obviously important in Ka'ar warfare than the Daichid class. Without the Daichid, Herdsmen live in fear of marauders, Shamans have no one to give counsel to, and Erkhem have no one to send to settle disputes. Indeed, Daichid are one of the most powerful cornerstones in Ka'ar societies, so much so that even peaceable communities will have at least one capable individual to help protect them. Daichid are the only professional fighters in Ka'ar culture, so as a result, members of this class are expected to know how to conduct themselves in almost every combat situation and to do so in an honorable fashion. It is not just enough to know how to ride and shoot a bow, or toss a javelin, or how to brace one's lance or glaive on the back of a horse, they must also know when it is appropriate to praise and insult their foe. Such "honor" will be covered later (See: Etiquette.)
Honor aside, Daichid are expected to be experts in the Four Weapons before anything; the Bow, the Two-Handed Axe, the Sword, and the Lasso. Archery, specifically, horse-archery (Morin Kharvaa) is an art form for the Ka'ar, who have learned to loose their arrows from the back of their horse and as soon as all four hooves have left the ground in each gallop. It is said that a masterful Ka'ar horse-archer can loose at least six arrows from their quiver in the span of ten seconds; a feat that becomes much harder when one realizes that a warrior's recurve bow has a draw-weight of at least 170+ pounds. Daichid go to battle armored and unarmored, and use a variety of mounts.
The second weapon, the Two-Handed Axe or Sükh, which can actually be defined as any weapon requiring the use of both hands, but mainly means spears or lances, two-handed scimitars, dane axes, bardiches, glaives, and halberds. Such weapons are generally used on foot, of course, but as the Ka'ar are a deeply equestrian folk, it is also expected that a good warrior can utilize such weapons on horseback. Two-handed weapons are the preferred choice when warriors take part in ritualized combat, such as Honor Duels and Champion-to-Champion Combat.A finely armored Daichid. Note the use of bright colors.
The third weapon is the Sword or Selem, which- unlike in many Settled cultures- the Ka'ar do not see as a status item, meaning that anyone can carry a sword, regardless of their part of the caste system. Ka'ar prefer scimitars and sabers when on horseback, but also use straight, short swords as secondary melee weapons when on foot.
The fourth and final weapon is the Lasso, is used less as a lethal weapon more than it is as a way of humiliating and terrifying one's enemies. The Ka'ar lasso can double as a whip for their horses (though it is not used to actually sting the horses more than to tap them), but also as a way to lash out at opponents, ensnare them, and drag them across the muddy plains. Crueler warriors may use a war-lasso, which is a lasso with sharp barbs attached to the entirety of the rope.
Only when one has mastered these four weapons can they then be considered a full Daichid, until then, they will remain a Dagaldgach, or an apprentice. Dagaldgach are not allowed to take part in actual combat until they have finished their training and instead are relegated to taking squire-like duties to the Daichid they are assigned to. Other weapons a warrior may be seen using include the sagaris axe, war hammers, horseman's picks, maces, lances, javelins, and even their own horses, which can be trained to bite and trample and some warriors even bard their horses with spikes to prevent infantry from getting too close!
In terms of armor, many Herdsmen go to battle in tough, rawhide lamellar or in thick, fur-lined gambesons, while the Daichid can be found in steel or bronze lamellar, brigandine, mail, or plated-mail. Materials available to Daichid include rawhide, wrought iron, bronze, and steel, depending on their community's wealth, with steel being the most extravagant material and rawhide being the cheapest. Helmets vary from full-face lamellar helmets, lamenellenhelms, open-faced, lamellar bascinets, or spangenhelms, all of which might be lavishly decorated with colorful strips of cloth, bronze and bone bangles, and even functional, fearsome, warmasks.

- | - Mythology and Religion of the Ka'ar - | -






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Ka'ar Creation Myth



While the religious beliefs of the Ka'ar are not uniform across every community, the basic tenants are essentially the same. Firstly, the Ka'ar do not believe that the Pantheon is composed of separate gods and goddesses. Rather, they believe that in creating the world, the Mother Bear (Shalherana) created various avatars out of the different facets of Her personality in order to more easily carry out Her Will and guide all mortals. After plants, animals, and mortals were created, Mother Bear gave life to the rivers and rocks. Meanwhile, Ignis gave life to the fires and storms of the world, as well as molding her Brother, the Sun, out of a burning ball of beeswax and yak tallow, and Sister Moon out of a ball of ice with a candle in it, and finally, the Eternal Sky out of a sheet of the silk of a giant goat, known as Ichilai.
The Eternal Sky then watched over the world and told Mother Bear what beauty there was. Hearing of this beauty enraged the envious Crusade (now Valiant) who then lit the heart of every being on fire, giving all beings an unquenchable rage. Mother Bear tempered this anger by creating Sallana, who imbued the world with the ability to love, and when the world began to crowd, she created the Grey Lady (Mother Death) so that plants, animals, and mortals would suffer the consequences of eternal life with all of its strife. To ensure that life on Altera would thrive and not simply extinguish themselves through the rage of Valiant, Theodra was born, and given dominion over the instincts of all life. With instincts, all plants and animals would live in a balanced, ever-moving dance of life and death, growth and decay; no living thing would be able to dominate the rest of the world. To further enrich and temper life, Mother Bear created Rahas (Uncle Temperance) to help arbitrate disputes between life, and Silas (The Great Owl) who gave mortals and animals alike the trait of curiosity, so that existence would consist of more than just fulfilling their basest instincts.
As to the creation of the wicked gods, the Ka'ar believe that they were created when Mother Bear- in the throes of rage and sadness- cried into a puddle of oil, which accidentally splashed onto the other Gods. Visage sprung from Uncle Temperance, Skraag from Mother Death, and Jishrim from Sallana. These beings were furious that they were created on accident and when they were mocked for their hideous appearance, they all vowed to taint the land wherever they went. Humanity in particular would be in constant danger of being corrupted by the allures of the so-called "Wicked Gods."
With the world and Her avatars created, Mother Bear went about finding the most virtuous of mortals and teaching them how to thrive in accordance with Her Will, which would help them attain happiness in this life and the next. Yet, when she began her search, she did not know who to look for, and so she instead watched the world for many generations, disguising herself as various animals and travellers to ask questions. These questions and conversations have been immortalized in many Ka'ar Long-Songs, in which shamans take the roles of Mother Bear and the people, plants, animals, and natural features she queries. She discovered that those who travelled much and gave back to the earth were often the happiest, as were those who followed a code of honor and moral integrity. Mother Bear then gathered these people and told them all she could about good living, and when she was done, she called them "Ka'ar", meaning "Virtuous People." Thus, to this day, the phrases "it is not of the Ka'ar" or more simply "it is not Ka'ar" are used to express disapproval about a particular behavior or practice.

Shamans and Their Rituals







Shamanic processions are often intense affairs with an emphasis on the spectacle & storytelling.


Shamans do not have a uniform set of rituals between various tribes, clans, or even within local communities. As such, it is difficult to describe every practice, ritual, or holiday amongst the shaman caste. That being said, there are often many similarities in ritual practices across Ka'ar communities, such as their usage of drums, mantras, sensory deprivation, and throat-singing. Many rituals are centered around mundane events like harvests, the births of animals and people, the passings of seasons, and mourning the dead. Unlike many Settled cultures, shamans or medicinemen generally make no distinction between themselves and laypeople in terms of executive power. However, only those who have been deemed to be "with spirit" can become shamans. To be with spirit often comes in the form of having had visions or preternatural knowledge as children. Further, shamans do not go through formal seminary schools like priests or other Settled clergy; they are usually chosen as being "with spirit" by other shamans or are self-appointed. Apprentice shamans generally form their own practices by combining their experiences with the traditions and lessons of older shamans. This means that rituals are less based on theological doctrine and more on what the local community believes to be true.
With this in mind, it should be noted that the usage of hallucinogenic or oneirogenic substances is a controversial matter amongst the shaman class. Some shamans rely on fasting, ecstatic dancing, mantras, and general meditation to reach a vision-state, maintaining that the usage of mind-altering substances create less discipline in one's mind, meaning that the resulting visions are less accurate to the outside world and instead reflect one's inner psyche. Regardless, oneirogens, special teas or brews are occasionally used by some shamans or as folk medicine. Alcohol such as vodka and inhalants such as scented smoke are also used more rarely. Other times, shamans will induce hallucinations by breathing in smoke from sacred fires, although these are caused by oxygen-deprivation and not necessarily by any property of the smoke itself.
Other common ritual practices include:
- The spreading of milk, alcohol, or soup into the air as a libation to the Gods or to local spirits.
- The imitation of animals to increase the chances of a good hunt or cattle-migration.
- The imitation of warriors in battle to guarantee victory in battle.
- Blessing newly born animals and people and the gers that they live in by calling on their ancestors to speak their wisdom to them.
- Bone-casting or bone-readings, in which shamans toss bones into a fire and read the cracks to predict the future or simply tell someone's fortunes.
- Creating Ovoos; shrines made of stacked rocks and prayer flags. These are created by circling a particular area and throwing rocks into a pile until they are as tall as possible. Blessings on the land, spirits, animals, and people in the form of mantras are often spoken while these ovoos are constructed. These structures act as "homes" for the ancestors of the community who travel with them in death. They also act as points where local spirits can attach themselves during rituals, as well as sites for annual ceremonies.
Traditionally, shamans who worship good or neutral spirits and deities (such as Shalherana, Ignis, Theodra, etcera) are known as "white shamans" and are considered to be the most trustworthy, safest shaman to approach within a community. Those who worship Jishrim, Visage, Skraag, or Manggusses (demons) are known as "black shamans." Those found to be practicing black shamanism can often face dire consequences, such as exile, torture, or death.


Settled People and the Ka'ar








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The Ka'ar practice of nomadism goes beyond simple necessity and into the realm of doctrinal beliefs. Such beliefs might vary slightly between tribes, but ultimately they revolve around two main ideas. First, there is the belief that the natural world does not recognize the superiority of any form of life, as every being plays a necessary role in keeping Altera in a state of constant balance. For example, a bear who slays a man is simply playing its role in the world with just as much impunity as a man who slays a bear. Further, to take revenge on that bear would not disrupt the balance so long if it is within reason. Lastly, it is thought that settled life is a product of mortalkind's higher intelligence, but also of their greed. Their ability to sense what role they need to play in maintaining the world's vitality can be lost if they are separated from their roots. Settled life puts a barrier from mortals to the rest of world, and because they do not wish to leave the confines of their cities or towns, they never come to understand their roles, and instead, continue to grow like a cancer as they sap the lands of their resources without ever giving back. Trees that are cut down are not replanted, water that is used is returned contaminated with slag and waste, and those who die try to keep their bodies preserved forever rather than letting it return to the earth. Some semblance of balance might be present, as Mother Bear will always have her due, but due to the cunning of mortalkind, it is more difficult for her to restore order in settled lands. It is for this reason that Settled Peoples are regarded by some Ka'ar as greedy, underhanded, and wasteful.
This distrust of "Settlers" (meaning permanently settled people) while certainly not universal amongst all Ka'ar- can quickly chafe relations between local clans and permanent settlements. While many Ka'ar might simply try to isolate themselves, other clans might seek to "cleanse" their herding grounds of Settlers. This might mean destroying dams on drinking rivers, collapsing mines set on sacred mountains, stealing cattle, burning fields, and of course, outright warfare or even massacring Settled peoples. Furthermore, most traditional clans or hordes attempt to remain as self-sufficient as possible by having many members of their community take on multiple trades. If nearly everyone can help mend your horse's ailment or smith basic tools, then why visit a settled person and risk falling into their ways?
However, many, many more Ka'ar are more open-minded, recognizing that Settlers have goods, ideas, and tradesmen that may be more difficult or even impossible for nomads to produce. Usually, these Ka'ar will attempt to live in peace with them and participate in simple trades. For example, if a Shaman cannot heal a sick person, tribes might ask a settled doctor for their assistance in exchange for some other service or good. Such transactions almost never use money, as it is relatively useless in the nomadic economy (except perhaps to be melted down into jewelry) where trading takes place on an as-needed basis. Oftentimes, Ka'ar will even intermingle with settled populations, resulting in further positive relations. All in all, it should be understood that the "proper" relationship the Ka'ar should have with settled people is a matter of controversy and debate, and that most Ka'ar communities prefer to remain friendly with Settlers and enjoy meeting strangers.
If a clan finds themselves unable to create something- such as a siege engine- then they may either consider it not necessary to their way of life (there are no walled settlements amongst the Ka'ar) or they may learn from a settled person, volunteered or otherwise so that they can replicate it later on (to besiege a walled settlement) if and when needed. Sometimes, things like precious metals* or valuable plants may not be easily found in a clan's particular location, in which case a similar choice is presented; move and find it elsewhere and remain true to the tenets of Mother Bear, or ask settled peoples for it. For those clans who feel conflicted about encouraging settlers to profit from their ways, a good compromise is to claim that it is the right of the Ka'ar to take from their enemies by force.
*It should be noted that most Ka'ar clans do, in fact, set up small mines that they return to when needed. Others are able to find surface-level ore deposits in abundance. Like farming, there is much debate amongst the Ka'ar as to whether this is acceptable behavior.
 
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Blorbis83

Lord of Altera
Legend
Pronouns
He/Him
Blorbis83
Blorbis83
Legend
- | - The Material Culture of the Ka'ar - | -


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Some Ka'ar men popping aruul (dried curds) into their mouth while out on a hunt.
They are dressed in plain, casual deels, save for the leftmost man, whose deel is more elaborate and lavishly made.
Art by phobs.

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Clothing and Fashion Styles

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A member of the Erkhem class wearing a silk deel, art by phobs

As with most things in the Ka'ar culture, fashion tends to differ depending on the local conditions and available materials as well as a given clan's sensibilities. By and large, however, there are commonalities that allow the Ka'ar to recognize who is one of their own and who is an outsider. Some tribes use vibrant patterns in their clothing- such as these reindeer herders from the mountains- while some do not.

A typical deel and pair of gutuls. Note the use of varying textures & stitching that provides flair to an otherwise plain garment.The most ubiquitous item of clothing is a sort of overcoat known as a "deel", which often goes past the wearer's knees and to their shins. Often, the deel is adhered to the body by fastening the right flap to the left flap by the breast, and can be further secured by the usage of pins and buttons. Sashes or belts are also tied to the wearer's hips or their chests and are often decorated with symbols and colors denoting the wearer's clan or liege. Deels are often made of wool or linen, but can also be made of silk, cotton, and cashmere.

Another common piece of clothing are the boots or "gutuls". These boots are of rugged construction and are meant to be as easy to construct as possible with each boot being for either foot rather than specifically for the left or right foot. Due to being made of padded leather, they are also warm and provide a fair bit of comfort while riding horses. Gutuls often have pointed tips and smooth soles which prevent the wearer from tearing up soil that is already heavily trodden upon by their horse which allows the Ka'ar to respect the environment even in the smallest of ways.

Among the Erkhem and Daichid, garments become larger, thicker, and more colorful the wealthier they are. This includes the use of huge fur hats and scarves made from the furs of minks, bears & wolves or the downy feathers of eaglets, eiderducks, or even emberlarks. Their deels also become more colorful or are entirely dyed in a single expensive shade of purple or blue. The use of silk and golden jewelry is not unheard of either, especially with the latter being turned into buttons or beads to fasten garments.



Further, among some more settled Ka'ar, there is a drift towards garments that are not necessarily practical for everyday life which points to a more sedentary, luxurious lifestyle. This might include massive, braided hairdos & long, cumbersome dresses of silk for women while men may wear heavy, ornamental robes or stylized, pointed slippers rather than gutuls. Like all fashion trends it is a cause for disapproval by more traditional, nomadic Ka'ar.

Like settled knights, many Daichid also use forms of heraldry to identify their allegiance to their Erkhem or to which clan they belong. These symbols include ancestral phrases, animals, plants, or interlocking shapes, all of which can be sewn into their deel or embossed on their breastplate. Unlike most Alteran heraldry, however, there are no set rules or terminology and so Ka'ar war-symbols are often left up to the creativity of the clan or individual warrior. Some may even choose to promote their own individual prowess as a champion by inventing their own devices to put upon their arms and armor. Amongst warriors there is also a habit of creating imposing masks and facepaints to make themselves look more like animals, demons, or their family's ancestral champions. These masks may be a part of their helmets and therefore may be constructed of metal, while others may simply be decorative devices put on right before battle.




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Music and Singing


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Of any given aspect of Ka'ar culture, their style of music is by far the aspect they most identify with and find solidarity in as a people. A tribesman dropped in even the most far-flung Ka'ar community will at least be able to find common ground within their songs. Part of this solidarity comes from their unique style of overtone singing, or "throat singing", in which the singer produces multiple pitches at once by tightening their larynx and adjusting the note they're singing and the shape of their mouth. Such throat singing is done for entertainment, but also is frequently utilized by shamans in various ceremonies as well as by tribesmen as a form of prayer and meditation. There are also various forms of throat singing, though the most common are called khoomei (a softer form, in which the singer produces a pitch lower or around the middle of their normal speaking range), sygyt (akin to whistling with the back of the throat), and kargyraa (producing a vibrating growl). Other forms imitate the sounds of horseback riding, birds, water traveling through streams, and even crickets. For many throat singers, practice begins at an early age, often times at the age of ten or twelve, with techniques and songs being taught almost exclusively from oral tradition. Other forms of singing are practiced, as well as the imitation of animals and ventriloquism, both of which are used in traditional hunting.

The usage of music is present in almost every part of the Ka'ar daily lifestyle; from funerals, inter-tribal meetings, to feasts and tea ceremonies. Indeed, so strong is the presence of music in Ka'ar culture that many children learn to sing and play instruments as soon as or even before they can talk, making music linked to the way a Ka'ar tribesperson communicates. The likely cause for music's near omnipresence in Ka'ar life is the need to communicate in an otherwise harsh, isolating environment, where communities may not see each other for weeks, or even months. Furthermore, their musical form makes communication across wider distances easier rather than simply yelling across the giant, windy fields of the western moorlands.

As for musical instruments, the Ka'ar prefer to use stringed instruments made of rawhide and wood, but are also partial to other instruments, such as transverse flutes, longitudinal flutes, wooden or animal horns, cymbals, and large drums. Pianos and brass instruments are quite rare. Below is a list of commonly used instruments (
Source):

- The Igil: Also called the horsehead fiddle, this Igil is a type of fiddle with two-strings made of horse tails. It has a trapezoidal or squareish box and the head of the instrument is often shaped like a horse's head, hence the name. Often times, the bow can be flourished in such a way to create the sound of a horse's neigh or winnie. The Ka’ar also use another, similar instrument called a Morin khuur. An Example of an Igil. And now a Morin Khuur.

- The Byzaanchy: This is another stringed instrument, with a cylindrical base and two to four strings. It is played when the musician touches his bow against two strings tuned in unison, while his other hand is placed beneath the strings, so that the resulting contact creates noise. An Example.

-The Doshpuluur: This is a lute with two to three strings, and is strummed and plucked at, like a guitar. It often has a rectangular or rounded base. An Example.

- The Chadagan: This instrument- also called a chatkhan- is a type of zither made of mahogany or dark oak wood. It consists of sixteen strings. There is another variant type (in Mongolia) called the Yatga, which consists of twelve or thirteen strings. Here is an example of the Chadagan.

- The Amyrga: The amyrga is a hunting horn meant to imitate the sound of a male deer calling out for a mate. It is tapered in shape and played by sucking in air, not by blowing. It is made of two wooden halves covered in animal gut and fastened together by animal tendons. You can hear it being played here!

- The Khomuz: The khomuz is a small iron or steel instrument that one places in their mouth and plucks at. It creates a springy, boinging, reverberating noise not unlike when one plucks at a doorstop. It is also called the jaw harp or mouth harp. Example.

- The Duyug:
These are reindeer or horse hooves that the musician has tied together so that when "clapped" they create the sound of, well, hooves!

- The Dungur: A one-sided drum with handles on the back. It is used by shamans in ritualistic songs and dances, and it is often made of horsehide to represent its role as the shaman's "spirit horse" that carries them to and from the spirit world and the material world.

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Cuisine and Diet

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An Erkhem's meal of roast duck, mutton soup, and buuz (steamed dumplings stuffed with meat).
Art by my brother,
moss_cola. Follow him on Instagram!

For the average herdsman, the diet of the Ka'ar consists mainly of meat and dairy, and is supplemented with wild (or bartered) fruits and vegetables, and the occasional bit of grain or rice. Spices are sparsely used, save for salt (for its preservative value), black pepper, caraway, and herbs such as mint, ginger, garlic, and wild onions, all of which can be tossed into dishes without much preparation. Meat dishes (usually goat, mutton, reindeer or beef) are often cooked through the usage of hot stones, boiling, roasting, or frying them in their own fats. However, in the winter, it is not rare for the Ka'ar to simply eat some or all their fresh meat completely raw, with the remains turned into jerky or pemmican. Much to the horror of Settlers, Ka'ar will also eat dying or elderly workhorses regularly, though it is often done as a sort of mercy-killing rather than as a last resort. Seafood is rarely eaten by the few communities who go out to sea, though freshwater fish are eaten smoked or raw. Grains consist of steamed rice, rice porridge, and more rarely, rye bread. Most Ka'ar are lactose intolerant, but they still eat quite a bit of dairy, including smoked cheese curds and boiled milk. What few vegetables Herdsmen do eat include cabbages, turnips, radishes, beets, and potatoes. Save for special occasions, little effort goes into making meals aesthetically pleasing and often they are quite grey or bland.

The tastes of the Erkhem, meanwhile, can become quite exotic; rare fruits, pricy liquors, and spices like chili peppers, turmeric, cinnamon, curry, and cloves are highly prized amongst Ka'ar gourmands. Dishes amongst the wealthy include far more vegetables (carrots, sugar peas, onions, lettuce, and broccoli, usually) and carbohydrates, such as rice, noodles, dumplings, and buns. While more commonplace meats are still eaten, things like poultry, shrimp, and molluscs are almost exclusively eaten by the rich, mostly due to how costly it is to get any of these on the steppe. Fruits like apples, oranges, mangos, and bananas are preferred, and are usually preserved if they aren't gobbled up immediately. Meals are usually arranged in a more pleasing fashion, and good food-stylists are prized among the Erkhem.


Despite the culinary differences between the Herdsmen and the Erkhem, there are still cooking practices that connect the two classes, such as their habit of nose-to-tail eating. Amongst both classes, every part of the animal is eaten or used, from the choicest cuts to the hairs, which are used to make toothbrushes. Blood is preserved and made into puddings, organs are eaten raw or cooked, scraps are turned into sausage meat, and bones are split for their marrow and turned into knife handles. If there are leftover cuts of meat or offal, they are often wrapped in dough and deep fried into small pies called khuushuur or placed in dumplings called buuz and frozen overnight to be steamed or fried the next day.

Beverage choices and the love of sweets also unite the Erkhem and the Herdsmen, with both classes having a heavy preference for fermented horse milk (airag)
or tea (jasmine, green, and herbal brews are favored), which can be served plain or with butter, salt, sugar, and/or milk. Liquors, whiskeys, and vodkas are usually imbibed for special occasions or toasts, though wines, beers, and ciders are usually eschewed. As for sweets, cakes, sweet rice, and cookies are present at nearly every meal, and are often powdered with sugar, dipped in clotted cream, or even deep fried and rolled in even more sugar.

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Recreation and Holidays

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Mounted archery contests are the most common pastime amongst Ka'ar warriors..

Boredom is deadly in the wilderness, as it first leads to foolhardiness, then to arguments, then to boasts, and then to disaster. Therefore, keeping oneself occupied and entertained is important as a Ka'ar tribesman. Most forms of recreation amongst the Ka'ar have obvious, practical purposes; horse racing, mounted archery or lasso contests, and wrestling all prepare the average tribesperson for a life of ranching, hunting, and wrangling animals, as well preparing young warriors for a life of combat. Even less physically intensive activities such as writing poetry, composing or reciting odes, and playing music, serve as ways to pass down traditional tales and as a way of practicing the niceties of the Ka'ar lifestyle.

As Ordond, communities frequently hold inter-tribal celebrations, a majority of which are religious in nature. During these gatherings, wars and feuds are to be halted as neighboring Ger-families, clans, and Ordond converge towards and live in a central point for days or even weeks as the celebrations take place. Depending on the gathering, certain activities like trading, hunting, or meeting with Settlers may be strictly prohibited. Below are a few major holidays along with their activities and observations.

Hearthweek: A week-long observation of the Winter Solstice in which Ignis, Fire Elementals, and one's Ancestors are all given homage. During the first two days, generous trades between clans are encouraged and feuds should be settled as best as possible. On the third, fourth, and fifth days, offerings of fat, incense, and vodka are placed in the family hearth as a way of thanking the generational fire elementals that supposedly live in them. Such offerings are also a way of ensuring that their Ger remains warm throughout the winter, even when fuel becomes low. On the fifth and sixth days, massive feasts are held between neighboring clans; pigs and fattened animals are slaughtered, weddings are held, and heavy drinking is encouraged.

The seventh day is called "Hearthday", held on the winter solstice, the night of which is believed to signify a momentary weakening of the barrier between the Mortal Plane and the Planar. Here, shamans take up the strenuous task of visiting every Ger-family and allowing the spirits of that family's ancestor possess them. Through the shaman, the ancestor feasts on offerings and provides the family with advice and even portents of the future, before moving onto the next family. The morning after, just before sunrise, communities gather one last time for a breakfast made in honor of the Ignis and her brother, the Sun, who has feasted on the good cheer of the previous week so that he may continue to provide light throughout the year.


The Month of Rain and Clear Skies: On the first month of Spring, offerings and praise are sent to Mother Bear and Sallana as well as the Eternal Sky and his Four Winds. The first two weeks are dedicated to Mother Bear and Sallana, and in this time hunting is prohibited and sobriety is encouraged. Shamans gather in low places such as valleys and plains and set out offerings of melted snow and milk, which represent the renewal and rebirth of the landscape. They seek out the Mother's blessing in the hopes that she will send her Rain Maidens to wash away the impurities of the previous seasons and prevent possible droughts. Then, invoking the avatar Sallana, shamans list the names of expecting mothers so that they will have painless births and strong, healthy children. Livestock herds are also blessed, with some herdsmen even taking them to sacred grounds to receive (supposed) personal attention from the Gods themselves.

On the last two weeks, the Eternal Sky are given offerings of eagle feathers (the patron animal of the Sky) dipped in vodka and flutes made of spring reeds, which are left atop mountains and on the summits of valleys. Shamans assemble in a circle and invoke the Sky and His Four Winds, pleading them to spread the rain and blessings all across the land so that they do not become humid and stagnant nor dry and parched. They also remind the Eternal Sky of His duty to watch over the world so that He and Mother Bear note who is deserving of reward and punishment, and this can only be achieved through cloudless days. Other Gods such as Ignis and Theodra may be given homage on this Month, as both respectively provide the sunlight and wild beasts that nourish the land.

Non-shamans generally take part in these ceremonies by performing dances that supposedly mimic the melting of snow, the coming of rain, warmth, the opening of the skies, and the blowing of the winds. Before or during the month, many Ka'ar might not bathe, drink, or eat (unless they are pregnant or infirm) until certain natural phenomena in this month, such as the thawing of rivers, the first rains, or when the eagle commits its first hunt. Such practices are in accordance with the idea of becoming synchronous with the natural world.

The Epic of Ogglai: Ogglai was a legendary warrior who was said to have united the Ka'ar tribes when they began to squabble shortly after being gathered by Mother Bear, and is seen as the ideal Ka'ar for many communities. His tale takes the form of a Long Song (known as "The Ogglai Epic") which can take as long as three hours (or even two days) to complete due to the slow, syllabic nature of the song. It begins with Ogglai's birth, in a small, poor family who live far from the heartlands of the Ka'ar due to the constant warfare disrupting the flow of life. Ogglai emerges from the womb carrying the "Heavenly Jade Sword" forged by Korog in one hand, and the "Bridle of Exuberant Light", which belonged to one of Ignis's Stellar Horses. Throughout the rest of the Epic, Ogglai continues to humiliate or awe various characters (often pompous Erkhem) with feats of strength or clever turns-of-phrase until he gathers such a following that he becomes an Erkhem of his very own Ordond at the age of twenty. He then defeats his opponents in bloody duels and chastises those of his people that have gone astray from the way of the Ka'ar, becoming the Khagan of all Ka'ar. There are various endings to the Epic depending on who tells it. In some endings, Ogglai is called to the Palace of the Sky by Mother Bear, while others say he fell asleep in a tree or boulder and will be awakened when the Ka'ar are in crisis. The most popular ending is that he was murdered by his closest friend and that his spirit will one day reincarnate and exact revenge on all those who were dishonorable or did not follow Ka'ar traditions.

The Epic is only told in the winter, and only when the winds are howling and when a bison freezes to death, as it was in these conditions that Ogglai was born. Throughout the tale, singers and listeners alike take on the role of the various characters of the story. Sometimes, competitions are put on, where the person who plays Ogglai has to perform some sort of feat, such as wrestling dozens of people or hitting targets with their eyes closed. If they lose, the outcome of the story may change or the stanzas will repeat until the performer completes the feat or drops from exhaustion, in which case the audience is reminded that "none of us could be half as strong as Ogglai!"



Births and Adoptions: The birth or adoption of a new family member is always a joyous and august occasion amongst the Ka'ar, but special rituals and celebrations are performed even before a child is actually born. When a mother discovers that she is pregnant, she first reports to a shamanka (or medicine-man/woman) who specializes as a nursemaid, who will then try to predict the baby's gender, appearance, and personality through various forms of divination. Then, the families of both the mother and her spouse are informed, who now must send the oldest women in the family to assist the mother throughout her pregnancy. Auspicious signs are recorded by local shamans and healers, as they are believed to inform on the mother and child's health as well as the child's destiny or vocation. Throughout the pregnancy, the mother may not ride a horse, wear armor, drink alcohol, or engage in any combat unless it is in self-defence. If she must move long distances, the mother is to sit in a wagon (or in the ger, if it is attached to wheels) and the travelling party must not display any improper behavior (swearing, boasting, or generally being rude), lest it affect the behavior of the child.

Once the mother is in labor, her entire family must gather around the mother's ger to protect the child from physical threats as well as spiritual ones. Usually, loud celebrations are held to scare away evil spirits and potentially predatory animals, and local shamans bless the family and their ger through the usage of mantras and paper or linen talismans made to resemble any auspicious signs that were previously recorded during the mother's pregnancy. When the child is born, a period of silence must be held to let the mother rest, though members of the family may visit her and the child. Children are named after auspicious symbols, after their perceived personality, or even after inauspicious things or traits to fool evil spirits.

In the case of adoptions or inductions into families, the rituals are far simpler, though still just as meaningful. If the adopted party consists of adults, then the leader of the family offers them necklaces bearing the family zodiac, deels with their family colors, or the key to the chest where the family keeps their treasured heirlooms. They are then thrown a feast in their honor where a shaman sprinkles the adopted members with milk from a pregnant mare, symbolizing their rebirth into their new family. If the adopted member is a child or an infant, then the procedure is the same, though they may also receive a new or an additional name. Some families, however, do not perform the ritual for children for fear of an evil spirit (or disapproving members of the community) taking notice.


Weddings: Weddings are quite informal compared to those held by other cultures and may be as simple as the couple agreeing to be married. Formalized courtship is almost unknown to the Ka'ar as most marriages are between childhood or longtime friends who have grown affectionate with one another. At their most complex, weddings involve a feast between the two (or more) families, the gifting of a new ger, and blessings from shamans. Polyamory is common and accepted amongst all parts of Ka'ar society, partly because it is considered natural, and partly because large families make work easier for everyone involved. Divorces are also rather informal decisions, legally speaking, with the displeased parties simply seeking out the nearest authority to act as an arbiter.

Funerals and Burial Rites: Funerals are also simple affairs for the most part. When someone has died, their family is informed as soon as possible and local shamans gather the friends and families of the deceased so that they may all grieve and bid their spirit farewell. Because it is considered necessary for one to give back to the earth what they took in life, the body is generally cleaned and left either in a tree or on a mountaintop so that they may decay. Some wealthier Erkhem may arrange to have their bodies entombed in stones, but this is typically seen as a gross form of arrogance. Burial grounds are left undisturbed for a period of one year; nothing may be eaten from this area, nor may cattle be allowed to graze here. When all but the bones remain, these too are burned or scattered to further the rate of decay. During battles, corpses are generally blessed by shamans on either side, and the families may gather their beloved's arms, armor, or horses, but the bodies themselves are left where they are, though they may be cleaned and placed in a more peaceful position.

If the deceased was a fellow warrior killed in a champion's duel or killed in revenge, their skull may be taken as a trophy, though it (and any loot taken from the corpse) must be blessed first to prevent it from being cursed by the dead person's spirit.

If the deceased was a Settler, then their is an implicit assumption made that the spirit wanted their body buried, and as such, the body is sent to the nearest relatives of the deceased. Graves made by Settlers are not to be disturbed, as it is believed that their spirits will take offense due to them being more materially attached to their corpses.

If the deceased was someone who was widely hated or considered evil, then the body is burned completely and their ashes are placed in a hemp sack. This hemp sack is then placed in a white urn, which is "locked" by chains made from birchwood and sage meant to keep the spirit inside their urn. In black or gold ink, criticisms, lessons, or mantras are written on the urn to explain the crimes the spirit committed, as well as the lessons they must learn before they will be freed and/or reincarnated. Until the person has learned the error of their ways, neither they or their remains will be considered "clean" enough to return to the earth or the Planar. These lessons may range from general advice such as "Greed is the essence of evil." or something more specific to the deceased, such as "You should not have abused your power."


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Daily Customs & General Etiquette

Ka'ar Ger Construction

A family of herdsmen set up their ger for the day.


Many settlers may mistakenly assume that the Ka'ar are roving barbarians, bereft of civilized traits and etiquette; this could not be further from the truth. The Ka'ar hold themselves to a strict code of manners, routines, and values just like any other Alteran culture.

Daily Routine: For many Ka'ar, their days begin and end with their herds, which are integral to their survival. Each day before sunrise, the oldest family member will awaken the rest of the family by stoking the hearth, usually clanging an iron poker against it as they do so. At this signal, the person in charge of guarding the livestock for the night is allowed to enter the ger and have someone else take their place for the day. This replacement is tasked with inspecting the health of the family's animals as well as feeding, cleaning, and treating any sick animals. Meanwhile, the rest of the family prepares a simple breakfast, usually of milk-tea, fried dough, and any leftovers.

The rest of the day is spent shepherding the family's flocks towards the rivers and ideal pastures or tending to any specific obligations assigned to the Herdsmen, Daichad, Shamans, and Erkhem.

At the end of each ger is a small altar dedicated to the family's ancestors, whom are bestowed offerings of milk-tea and freshly lit candles or incense before the family eats. If the family is camped near an ovoo, then offerings are likewise placed upon one of the rocks. If any of the family members intend on traveling far away from this ovoo, they must circle it counter-clockwise three times while ringing a bell; this is done in order to ask the spirits or deities for their protection whilst they are on the move.

Etiquette: The etiquette of the Ka'ar revolves around their veneration of nature, respect of their ancestors, and the Ka'ar socio-political system. To have a blatant disregard for nature or it's creations in the presence of a Ka'ar is to directly insult them. There is a certain air of respect when it comes to something even as trivial as harvesting the land of food or resources, and one must hold that respect if they aim to be seen as a friend by the Ka'ar people. Elders and the honored dead are always to be given distinct respect. To intrude upon an altar uninvited, disturb an ovoo, or any honorary object is unacceptable. As fragments of the Ka'ar people begin to move towards settled living some of these values shift and change. Tension rises, and what is considered 'good manners' contorts to something different per tribe. Below are a few general rules that most Ka'ar follow:


General Etiquette:

  • If a shaman is present, offer them tea and airag before speaking to them. Do not contradict any commands they give you.
  • Do not bathe in rivers unless absolutely necessary. Use a washbasin instead lest you risk dirtying and polluting the water that gives life to everyone. If you must wash in a river, make an offering to the river's spirit first.
  • Do not bathe unclothed. The Ka'ar are extraordinarily prudish people in this and other regards.
  • If you have greatly offended someone and wish to apologize, offer them your hat or another article of warm clothing. Failing this, bring them livestock.
  • If you wish to speak with a Ka'ar person and are arranging a meeting, do not be specific with the time. Allow them to choose the time or leave it open so that it is not a strict appointment.
  • Sleep with your feet pointing to the door of the room.
  • Keep your sleeves rolled down unless you are at work.
  • Always answer questions regarding your work, your destination, or your origins.
  • Never turn your back to a shaman or an altar unless you are leaving them.
  • Never point with your index finger, instead, use your whole hand.
  • Never lean on a support column of a ger.
  • Do not speak different languages to one group of friends without explaining to others present what was said, if possible.
  • Do not lie or slander your enemies. Insults are acceptable only when they are true.
  • Do not swear or use slang.
  • Do not use contractions, as it is considered impolite and a "brisk" way of speaking to someone. Take your time and be specific about who, what, where, and when during conversations.
  • Never contradict the command of a Daichid or Erkhem unless it is an impossible or dangerous command or if the persons in question are not of your Ordon or clan.

Dining and Food Etiquette:

  • When dressing an animal, do not allow any blood to spill onto the ground. Instead, use the hide to collect the blood into a container for later use.
  • Do not kill an animal by slitting its throat, instead, you must grip its heart until it dies or behead it swiftly. This rule does not include fish or poultry.
  • If the animal being eaten is a prized beast or an exceptional kill, leave its heart on a rock as an offering to its spirit. Eat its organs first to gain its strength.
  • Never step over a cooking fire or vessel that is in active use.
  • Do not eat without washing your hands, face, and clothes first, if possible.
  • All who pass by a group of people eating must be invited to eat and are allowed to join without permission.
  • Utensils are optional for most food, though one must dip their fingers in water after using them for each bite.
  • Toasts should be made to the one who cooked the food, preferably with airag or vodka.
  • During tea sessions, poems of gratitude and flattery should be read to the tea maker.
  • Never swish your mouth with any liquid in front of people. If you must wash out your mouth do so out of sight.
  • It is acceptable to talk during meals, but do not join by interrupting halfway through a conversation and do not do so by starting with an opinion unless it is started with an apology.
  • Elders, mothers, and guests eat first and eat the best food available. Fathers and children should serve themselves second.
  • Always accept food (or other gifts) with your right hand, palm up.


Expectations for Visitors:
  • All visitors to a ger must call out before entering for the household to "hold the dog!" else be treated as robbers.
  • When entering a ger, leave your hat on. Adults should enter through the left, and children to the right.
  • Visitors must bring gifts of food, tobacco snuff, or airag when first entering a home. They should bring prayer ribbons on new moons and sweets to children on birthdays.
  • No visitor should touch the family's ancestral altar, nor should they touch anything they would not want given to them as a gift.
  • When inside a ger, take off your coat as keeping it on implies your hosts are not keeping you warm enough.
  • Always eat and drink what is before you, but not before making an offering to the Four Winds and the host's ancestors. However, you should not eat the host out of house and home.
  • Always begin a meeting by asking how the hosts animals and children are.
  • Do not touch the heads of children who are not yours.
  • Do not whistle at night unless you are a shaman or else you will attract spirits.
  • Do not brag or speak first about one's accomplishments. Speak of accomplishments only when asked and do so with humility.
  • Never, ever, throw trash in a ger's fire. The ger's hearth is supposed to be the home of an ancestral fire elemental and throwing trash in the fire is akin to throwing trash at a god or family member.
Expectations for Hosts:

  • Hosts should provide the best food, the best drink, the best entertainment, and the most comfortable bed in the house.
  • If a guest asks about an object or animal in the household, it is polite to offer it as a gift. However, it is also polite for the visitor to refuse it. If after three times the host continues to offer it, the visitor is allowed to accept the gift.
  • Arguments or business arrangements should not take place during mealtimes, nor should they take place in front of a shaman unless they are there to settle a dispute.
  • Hosts should not expect the visitor to help out around the house unless the visitor is a relative.
  • Combat should never take place within a ger, even if it is practice. This invites spirits of strife within the family hearth.

Combat Etiquette: During times of war, another form of etiquette is brought into focus known as Eyeldeg Tulaan, or "A Friendly Fight". Eyeldeg Tulaan are a series of unwritten rules that all warriors- particularly champions- must follow during times of intertribal conflict. Like most rules in war, they are often loudly championed and subsequently flouted with equal measure, but there are still those who adhere to them quite tightly. These rules differ between clans and the situation they find themselves in, but the best known are those outlined by Khagan Ogglai in the fifth story of his Epic, "The War Against the Western Horde."

  • "You will know now, brave warriors, as you are all sons of Mother Bear, you will act in accordance with Her Wishes and the Wishes of Heaven, even in times of war and armed-anger. You will not slaughter unarmed maidens, nor will you touch the children of even the lowliest Herdsman, nor will you cut down Shamans unless they have offended Heaven in some way."

  • "The two champions of the Khagan fought bravely for his approval, for he was as their father to them though they bore little brotherly love for one another. They fought as equals, and did not try to blind the other with sand nor by knocking their opponent's helmet ontop of their eyes. They did not use their swords or axes when one had not broken his halberd or spear, nor did they throw weapons not meant for such things to surprise their opponent. They did make use of feints and false-attacks, for they agreed that it was already not certain if one's blows will follow find their mark anyways."

  • "When Ogglai's Horde broke through the the gates of Khagan Jelme's palace, they had taken all his treasures and cattle, as it was their right to claim glorious trophies as proof of their victory. But not among their hauls were any khün. To put any khün (the Ka'ar word for any humanoid) within the goat pen (a euphemism for enslavement) was to dishonor themselves. It was declared by Mother Bear that none of her children are to be enchained to each other. Nor will you take prisoners without caring for them, their herds, and their families. Those of his warriors that were found to have put other warriors or the Khagan's subjects in the goat pens were executed by Ogglai's hand or by the hands of his chieftains."
  • "No mercy was given to the Viceroy of the Anhalders, nor to any of the miners who had helped pollute the River Hemge by pouring slag into the water which had poisoned the Horde's horses. For their offense to nature, they were placed in sacks and trampled by horses. Their town was burned to the ground and there seeds of all sorts were sowed as an offering to Mother Bear."
  • "When the battle was finished, the enemy dead were beheaded and their skulls turned into drinking vessels. Ancestral armaments were returned to their next of kin save for those who had been found to have dishonored themselves in the midst of battle, for it was decreed by the Khagan that a dishonorable warrior had forfeited their family's right to inherit them until they redeemed themselves in the eyes of the victor. The bodies of the dead were left to be taken in by the family for twelve days, after which they were left to the vultures and wolves as was custom at that time. The corpses of champions, however, were brought to the family personally, protected from robbers by an honor-guard headed by the victorious champion, who would dine with the family of the deceased and sing great odes in his honor."
 
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Blorbis83

Lord of Altera
Legend
Pronouns
He/Him
Blorbis83
Blorbis83
Legend
Claim! Other than a quick guide on their playstyle, I'm not sure what I'll include here, but if you have any suggestions, please let me know! You can post now, if you want, but I'm not sure if there's anything to comment on quite yet.

Special thanks to Galaxy Ellievator Mudpaw11 and Bartooliinii for giving me the encouragement I need to keep up with this project :)

OH! And to NIAH for letting me use her cultural map idea!!
 
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Fronslin

Based on what?
Retired Staff
Fronslin
Fronslin
Good
Thoughts on magic would be sort of... Scattered as well based on tribes?
Or is there a pattern?
 

Blorbis83

Lord of Altera
Legend
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Thoughts on magic would be sort of... Scattered as well based on tribes?
Or is there a pattern?
I hadn’t thought of that! I assume their thoughts on it might range from them being fine with it to being afraid of it. I’m sure there could be an especially isolated community that hasn’t even heard of magic, somehow!
 

blargtheawesome

... is very scientifical.
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106166

hey, so this sort of area has regions/existing cultures in it. could you not make decisions about what sort of other cultures/peoples exist in the area w/o consulting the existing people here?
 

Blorbis83

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View attachment 106166

hey, so this sort of area has regions/existing cultures in it. could you not make decisions about what sort of other cultures/peoples exist in the area w/o consulting the existing people here?
Yeah, sure thing. I can edit the PNG so that it excludes certain areas. I'll start asking various region owners if they don't mind having the culture nearish/adjacent to them.

That was my bad, I'll be speaking to as many region owners as possible in the areas I think it might affect. Obviously if they don't want them there, that's fine!
 
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Blorbis83

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Finished the section on Herdsmen and warfare, finalized some spelling as well (I spelt Ordon wrong). I am, however, still working on religion and mythology! After that comes an explanation on Settlers, and then some more of the nitty-gritty stuff like food, clothing and manners :) People are welcome to play as a Ka'ar, just let me know, since the culture isn't finished and it would be nice to have some new ideas from people other than myself.
 
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Rygan

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Just wanted to commend you on swift compliance and adapting of an already started work to fit the new cultural rules.
 

Blorbis83

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While the culture isn't ready to be submitted to staff yet and still only consists of Tylla and her family, I did want to show off the newest additions; clothing, music, and cuisine. I'll probably add more examples of their clothing when I can find them, or maybe I'll just redo their formatting.

Next up, recreation (wrestlemania) and then a guide to etiquette, just in case your friendly, neighborhood nomad invites you over to their ger for dinner :D
That'll likely happen after I give the Asrakosian thread some love!
 
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Blorbis83

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Just a little update ^-^ Holidays, revamped clothing, and I did a bit of proofreading.
I'm almost done with this thread, believe it or not; all I have to do is write down etiquette, which will be pretty big. After that, the culture's content will be done and I'll submit it when I feel it's ready.

There will also be an Asrakosian update soon, I just need to add a few more things :)
 

Blorbis83

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I updated some parts, mainly the Settled People section. I got rid of the whole "they don't understand money" bit as I realized it was encouraging a stereotype of nomadic peoples as being backwards. Furthermore, I also added some nuance to their relationship with settlers. While some Ka'ar want nothing to do with them, some also realize they are here to stay and have valuable services to offer. As with any culture, it is a conflict between the ideals of their beliefs and the reality of a situation. Some Ka'ar are lucky enough to have stomping grounds that include easy access to certain resources like metal, wood, fish, etc, while others do not and must either live without it or find it from Settled people.
 
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