RE: Crisis Cycles
03-30-2020, 04:22 PM
(This post was last modified: 04-02-2020, 09:17 PM by Vancho1.)
Culture Name: The Worm RepublicÂ
Banner Colour: Desert Sand(#EDC9AF)
Government and Leader: The Worm Republic is a council democracy, inspired by the assemblies of the Federated Tribes. Local councils elect the Worm Knights, who act in the dual purpose of community leaders and defenders of the people. The head of the Worm Knights is known as the Knight-Consul. In order to keep the Knights accountable to the people, the Shamir have a tendency of sending secret messages to their leaders attached to ceremonial rune-knives.
Knight-Consul Ulu is the bravest and most noble of the Worm Knights. Her mask is carved with large and expressive eyes, and a kind face. She wears red robes with purple stripes, and shining rune-crafted armor.
Society: When the Shamir returned to their homeland from the Plateau, they discovered a terrible crisis had struck the deserts as well. The ancient underground homes of the Shamir were in danger, being collapsed by a mysterious force! The returning Shamir, having survived the crisis in the plateau, were equipped with new ideas on how to fix things. Using the medicine and advanced runecrafting they learned in the plateau, they helped save their people.
When the damage was all done, the Shamir looked to their saviors in awe and asked them to be their leaders. The returning worm-riders were very impressed by the Federated Tribes, and decided to adapt their way of life to the Shamir. The Worm-Knights became the protectors of their people, and the Shamir entered an era of rebuilding.
Now, after many long years, the Shamir are ready to go out into the world once more. They have sent a delegation in secret to the Plateau as they did once long ago, and soon will open direct contact.
Species: Shamir
Stances on the three changes:
The Shamir support the Cosmonauts, as both are outsiders to the Plateau.
Although they like merriment, the Shamir never trusted the dwarves fully and thus are Against the Formal balls.
Finally, the Shamir have their own ancient practices and don't need Prayer.
Major cultural influence: The returning Shamir took many ideas from Gadesu and Ranitesia, though of course they inherited much from their own culture as well.
Banner Colour: Desert Sand(#EDC9AF)
Government and Leader: The Worm Republic is a council democracy, inspired by the assemblies of the Federated Tribes. Local councils elect the Worm Knights, who act in the dual purpose of community leaders and defenders of the people. The head of the Worm Knights is known as the Knight-Consul. In order to keep the Knights accountable to the people, the Shamir have a tendency of sending secret messages to their leaders attached to ceremonial rune-knives.
Knight-Consul Ulu is the bravest and most noble of the Worm Knights. Her mask is carved with large and expressive eyes, and a kind face. She wears red robes with purple stripes, and shining rune-crafted armor.
Society: When the Shamir returned to their homeland from the Plateau, they discovered a terrible crisis had struck the deserts as well. The ancient underground homes of the Shamir were in danger, being collapsed by a mysterious force! The returning Shamir, having survived the crisis in the plateau, were equipped with new ideas on how to fix things. Using the medicine and advanced runecrafting they learned in the plateau, they helped save their people.
When the damage was all done, the Shamir looked to their saviors in awe and asked them to be their leaders. The returning worm-riders were very impressed by the Federated Tribes, and decided to adapt their way of life to the Shamir. The Worm-Knights became the protectors of their people, and the Shamir entered an era of rebuilding.
Now, after many long years, the Shamir are ready to go out into the world once more. They have sent a delegation in secret to the Plateau as they did once long ago, and soon will open direct contact.
Species: Shamir
Stances on the three changes:
The Shamir support the Cosmonauts, as both are outsiders to the Plateau.
Although they like merriment, the Shamir never trusted the dwarves fully and thus are Against the Formal balls.
Finally, the Shamir have their own ancient practices and don't need Prayer.
Major cultural influence: The returning Shamir took many ideas from Gadesu and Ranitesia, though of course they inherited much from their own culture as well.
Current Projects:
Human space is at war, and we're all caught up in it - Scattered Stars
A woman chases another through the snow, but where will their path lead them? - Footprints in the snow
Human space is at war, and we're all caught up in it - Scattered Stars
A woman chases another through the snow, but where will their path lead them? - Footprints in the snow