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The Karthuuzar

Aemarda is a profoundly robust race, capable of enduring the worst extremes of climate and terrain. They reign in the tropical expanse of Nevan and the Semyrs and among the swampy morass of the Golbesh. In Everos, the intrepid explorer might speak of the Karthuuzar, whom deserve particular attention. This separation of civilizations is a blessing to the proud of heart and freedom-thristy.   They are a somber and superstitious people, adherent to ancient traditions and aggressively wary of outsiders. They dwell primarily in their villages, isolated from one another by expands of snowy flatlands.   The history of the Karthuuzar begins with the man himself, Karthuul the First Man. Legend asserts that Aebaster created him from water, just as all Aemarda was contrived, and given Eshanic life.   Karthuuzar tribalism managed to resurge against the encroaching Daorhu following the death of Atûn in the year zero. A new power pulsed beneath the world. The Etayen styled it Vojûn, while every other society possessed some official term or local colloquialism for such energy.   The Karthuuzar were swift to explore the new power of Vojûn. They knew nothing of its true name or origin or properties, but it appeared as power. Near every warrior adopted its use. This gave the Karthuuzar a remarkable advantage over their Daorhu neighbors, who knew of Vojûn but rejected its common usage. A golden age arose from this disparity, known as the Alogolsur. It lasted from the 300s to around 650.   The Karthuuzar were viciously suppressed by the Caranadu and gwazkerrag over the following centuries, increasing the woes which afflicted all in that chaotic era.   Unbroken and undeterred, the children of the First Man rose against between the late 900s and 1300s.   The expansion of the Ghetod ast Corgastor in northern and middle Everos blocked the osmotic growth of Karthuuzar influence on the continent. Instead, ideas and technologies from middle Everos travelled north over the Balendorns in Nemrohed. The Karthuuzar absorbed these things swiftly, and certain tribes became more “civilized” as might be measured by others.   In the year 2534, the Corgastodmar domain expanded with the inclusion of Eroyther through marriage. For the Karthuuzar, this consolidation of the borderland was a significant hinderance.   Colonization of Nemrohed and Karthuuzar territories began in earnest around the 2600s, when the initial tremors of union were calmed. The earliest forays into traditionally Karthuuzar territory were led by warriors and Lorod. They endeavored to establish forts along the southern slopes of the Balendorn mountains and control the critical pass between those mountains and the Nembaordus. The hills were poxxed with these stone stains. Now the Karthuuzar were caught between two enemies, Daorhu and Aemar, who sought land and materials from Nemrohed. The tribes did resist. The Wodnost who closely bordered the Balendorns launched frequent raids throughtout the 2650s, but these attempts were rendered futile. The forts they destroyed were rebuilt while the enemies they slaughtered were replaced. In response, Corgastodmar warriors under Ghetunbast Otehela II – decimated Karthuuzar settlements in retaliatory campaigns. Worse still, the strongholds the Corgastodmar could not reach were assailed by the Daorhu who shared trade with Ghethemas and despised the children of Karthuul.   As the decades passed, the Corgastodmar imprint in Nemrohed became more sophisticated. The once-forts were expanded through blood and toil to include the basic amenities of a civilized existence. First came the builders and record-keepers, then the Solhes, followed by the tradesmen and tailed by common civilians who sought opportunity where ever it might be found. The greatest of these colonial towns was Baleherod, which was situated in the eastern Balendorns across from Eroyther.   Matters continued to deteriorate for the Karthuuzar as the relationship between the various Daorhu holdings and Corgastodmar Everos improved. Gradually, migrants came from the south to plunder the Nembaordus for silver and gems, enriching themselves which ignoring Karthuuzar claims. Farther north they travelled for the purpose, crossing over ancient dilineations of territory and spirring conflict where ever roads were constructed. In the 2700s, the flow of travelers increased by further exponents when the near-mythical mount of Menedebaoru was opened to Corgastodmar exploitation. It was once an Eshor in the shadowy Void before passing to death and crashing upon the Qadayen surface. Daorhu miners and ragged parties of every description had exploited the rock for Esheryne for centuries, but never on an industrial scale.   The wealth of Menedebaoru was exhausted by the 3000s, leaving the once wonderous relic of celestial life a ruined husk of pitted, fragmented rock.   In the dawning Wandering era, the Karthuuzar were presented with a unique landscape of opportunity. The stalwart defenses along the Balendorn mountains mean nothing without determined defenders, and the collapse of Corgastodmar consensus precludes maintenance or renewal.   For the first time in millenia, Karthuuzar settlements line the southern slopes of the Balendorn, peering into the fertiles lands beyond rather than endless tracts of wasteland.
  Government of the Tribes  
The government organization of the Karthuuzar tribes is either tribal democracy or tribal autocracy, and thus of less rigid structure than other nations in Qadal. At the top of the hierarchy for most tribes is a chief. Among the tribes, a chief is determined by the strength of the individual, rather than their heritage or breeding as is common in many kingdoms. This is not to say that the son of chief cannot become chief himself, so long as he is the strongest. That is typically the manner of succession for tribal autocracies, ruled by the single strong ruler. Tribal democracies work a bit differently, in that each member of the tribe votes for their next leader. This gives the guise of democracy, but the person often voted for is indeed the strongest and most powerful, and there are no laws against punishing those that vote against you. Finally, some tribes are ruled by councils. These are wise, typically elder members of the community who work together to use their collective wisdom to rule the tribe. These forms of government are often less militaristic than their autocratic neighbors, though not always.
  Tribal Hierarchy  
In the tribal councils, which even exist in autocratic tribes with advisory roles, traditionally have five seats. They fulfill their own unique roles within the tribe and are akin to ministers that may be found in the feudal and imperialist nations of Qadal.
  Garozaar  
This figure is typically the most senior of the council members, both in age and in experience in the council. He or she simultaneously fills the position of figurehead of the tribe (unless there is a chief), local political leader, and mediator in most tribal disputes. Their years of experience and boundless wisdom make them central figures in the tribe regardless of the situation, whether it be military, economics, or spiritual matters.
  Karghul  
This member of the council is responsible for the military affairs of the tribe, and in tribes with a chief is typically the second in command. He organizes the troops, arms them, and trains them group, if not as a close formation. The warchief is also responsible for organizing the defenses of the village during times of war, arming every man and women who can hold a weapon if the need arises.   While Karthuuzar strategy rejects strict hierarchies and battlefield formations, there is an interesting system of organic command which determines the leaders of warbands. It begins with the warchief. He gathers together a retinue of trusted warriors who swear loyalty to him and the tribe. This is the nucleus of the warband. Members of this warhost are personal charges of the warchief, and this experience must pass onto them as future military leaders. In a sense, they are a cohesive family unit. As the warchief ages, he is compelled by tradition to select an heir to adopt his position upon death.
  Norkaam  
This individual is the tribe's gateway between the olûndari realm and Karthuul. He or she offers sacrifice to the venerated ancestors on behalf of the tribe, communicates with the spirits of the Eshanic dead, completes burial and death rituals, and offers spiritual advice to members of the tribe. Moreover, the shaman influences political matters by through references to Karthuul’s sons, under whom Karthuuzar societies subordinate themselves.   Beyond spiritual duties, the shaman commands the abundant powers of Vojûn. Karthuuzar attach a religious significance to that power, much alike the Etayen but derived from different origins. When Vojûn was conjured forth into existence by Atûn at the beginning of the Ascension era, the power was reserved and kept beneath the world’s surface by his Eshara. The Etayen mastered its usage under their master’s guidance and spread to colonize Qadal according to their desires. Secluded to the northern and southern slopes of the Balendorns, Karthuuzar tribesmen were ignorant of its existence for centuries. However, the balance of powers was destabilized by the death of Atûn in the year zero. Suddenly, this incredible power swept across the world and bound itself with the lands in which it gathered in great profusion. It reached northern Everos and brought chaos and destruction with it.   The shamen are often cautious with the dissemination of Vojûnic knowledge, more in modern times than in earlier epochs.
  Zalzaar  
This member of the council is the voice of the tribe when dealing with neighboring tribes and foreign nations. Typically, it is the most cunning and silver-tongued member of the tribe that is given the position. He or she is typically given a few warriors as bodyguards, and then spend much of their time traveling between villages attempting to work out trade deals, alliances, ceasefires, or other diplomatic measures.
  Orghul  
This individual is the one who manages the logistics of the tribe. He manages food resources, weapons, animals, and essentially everything else that the tribes require to survive on a daily basis. He is the one that tells the warchief what needs to be gained during a hunt, and the one who tells the village speaker what needs to be traded among other tribes. It is a thankless role, as it's less glorious than warchief, and it's also the position people blame first for any shortcomings in supply.
  Local Politics  
Going beyond the tribal hierarchies of the north, there is a good deal to be said on the influence of heritage and blood in Karthuuzar government. All inhabitants of the north are of the blood of Karthuul, but some have stronger blood than others. Those who are strong and skilled in battle are often believed to have a stronger pulse of the First Warrior's blood than those who are weak and craven, thus breaking from the ways of Karthuul. This idea of strong versus weak blood strongly plays into the politics and diplomacy between tribes. Tribes are more willing to negotiate with each other if the people, especially the leaders, see themselves of equally strong blood. A tribe whose chief is believed to have stronger blood will often be more aggressive in their pride and entitlement, annexing and crushing tribes around them that they perceive as weaker. Finally, tribes who come in contact with other tribes that they see as stronger in blood than them will often seek terms before conflict. This may be an offer of vassalage or tribute, or sometimes an offer of full integration.   In the barbaric north, there is no central authority. The Daorhu reign in their mountain holds, keeping to themselves and largely ignoring the actions of the tribes on the tundra. The monolithic Empire looms to the South, using its irresistible resources and manpower to expand their borders as far north as they please. All the while, the tribes fight among themselves, perpetuating a cycle of boom and bust for tribes as warlords gain power and are then defeated. In their history, some tribes and chiefs have grown to considerable prominence, and have come as close to uniting the tribes as has ever occurred. Chief Gurmak of the Norgost led many of the united tribes to war against the Ghetod of Loryne, overrunning it and putting down roots. It took many years for the united forced of Valgorod and Loryne to finally batter them back across the original border with the north. Chief Hallgar Wolfskull of the Wodnost tribes also led his people in glorious war with the Corgastodmar Ghetunbalastod. He invaded in 3378 but was defeated after a long and bloody campaign. The Ghetod of Loryne has since taken a highly aggressive stance against the Karthuuzar and has no qualms with attacking any tribe that settles too close to the border.
 
"Our scholars have trekked through the entirely of the north, from the Imperial border to the Winter Sea, and from the Wolonorends to the Gismyr Sea. It is many leagues of ground to cover, and within exist many tribes of these so called wild men. In our studies, we have found that there is no one tribe that rules over all of the others, such as kingdoms do duchies, or Empires do kingdoms, but that each are more or less independent of each other. When asked who rules over them, the only consistent response we received from the tribes was that Karthuul was their master. We have learned since that this figure is their deity. Their share faith in him, if nothing else. In terms of the tribes themselves, we learned of a few of their names.   The Norgost tribe is to be found in the western reaches of Nemrohed, near the ancient Daorhu hall of Metaorbu Baljir. They were once a great power, so the oral histories say, and many centuries ago they invaded the very land on which you stand, my lord. You'll be pleased to learn that much of their power has diminished.   The Wodnost tribe of the middle tundra lands are of a similar story, my lord. They too were once famed raiders who pillaged and burned their way across the north but were weakened by internal forces and external forces. They control no more than a handful of villages scattered about the wind blasted landscape, certainly not comparable to the might of Loryne.   The Fengost tribe huddles its villages among the low hills of Nemrohed's southern eastern shores. They subsist from a life of fishing and trading rather than raiding, so are a less present threat. In truth, they might be Golenest's problem more than yours, but I believed their border proximity made them relevant.   The Merogost tribe are perhaps, my lord, the greatest threat present on your borders. Unlike the other tribes which have logically settled farther from your borders, these men plant their hovels mere miles from your border forts. They are docile as of yet, but with the coming winter I suspect they will become more active. In the worst case they very well might seek to settle farther south, in Loryne, or perhaps even the Heartlands...   That is but a small number of the tribes we study, my lord, and those that are closest to your borders. There are many more, scattered about the tundra, but they are weak and isolated and not worthy or your concern. Be well, my lord, and I pray our research will prove beneficial."
 
- Master Nelsor Dagmun of the High College of Loryne to Ghet Golram the Elder Ghetûn Review of Kurthuulite Tribes - 3420
 
While the nations of Everos take solace in the disunity of the Karthuuzar tribes, it is not yet too late for them to unite into a single nation. The recent years have been volatile, and many things have changed. It is not beyond comprehension to image a chief to unite all the tribes and bring Karthuul the glory he has been denied for so many centuries.
  Tribal Diplomacy  
This section refers most directly to the relations between the Karthuuzar tribes and other nations, though there is some space given to intertribal negotiations. The most compelling relationship between the Karthuuzar and a non-tribal entity is their tenuous relations with the neighboring Daorhu. More commonly than not the two groups are in conflict with one another. The northern covet the mineral wealth and high industry of the Daorhu holds and scorn them for living in their mountain hideaways. When possible, the Karthuuzar play sports of ambushing Daorhu caravans southward, or harassing the immediate area around the holds. The Daorhu then return in equal force, burning down villages and using their siege engines to strike fear into the surrounding tribes. While that is the norm, there are also tribes who wish to trade with the Daorhu, recognizing that bartering is a viable way to acquire the finely made goods of the mountains. In these cases, the two groups come to an understanding, and even reach levels of coexistence, with some tribes even living in the shadow of the Daorhu mountains as a means of protection against aggressive tribes.
  Northern Aemardic Slavery  
The Karthuuzar are not beyond slavery. Indeed, those captured in battle are near-universally made slaves. On other occasions, slaves are purchased from markets, so imported from throughout Qadal. These peoples in bondage are made domestic labor or manual labor. None are allowed to fight alongside the common Karthuuzar warriors. The masters of these slaves are the ultimate arbiters of life and death, and might beat, rape, or kill their slaves without the intervention of laws or other opinions. Freedom might likewise be granted on complete whim.
  Order Beyond Government  
Despite the primitive image which plagues the Karthuuzar, they are not beneath coherent gatherings and specialty organizations. Literature, technology, and faiths enters and departs Nemrohed just alike other places. The Karthuuzar explore these novel ideas in unique ways. Granted the decentralized nature of those people, the dissemination of new ideas is hindered only by the conservatism of the race.
  Laws of Karthuul  
The legal canon of Karthuul’s people is not preserved within ponderance achives. Instead, the Aemar of Nemrohed maintain law through a simple legal code which all adults are expecting to remember by heart. It is codified as five tenets- one described by Karthuul himself, whereas each other was articulated by one of his children. Regarding education, these tenets are among the few things all the younger generations must dedicate to memory.
 
“Karthuul spoke little unto his children, for words expended confuse the power of action. Yet, he was never cruel in silence. Certain lessons were given, and one considered best. He said to his children and their children: Never adhere to laws of stagnation which bind you, being those which breed slow death and call it order.   The Son of Iron added: Never leave your weapon dull and unprepared. The origin of injustice is unpreparedness to face injustice. The Son of Ice added: Never let a slight be unaddressed, no matter how small. For in feigned forgiveness comes later surprise and injustice.   The Son of Blood added: Never do ill unto your own kindred, whether small or great or indirect or direct. A single injustice against one’s blood destroys the bonds of any blood.   Zakor, Son of Fire added: Let none stand above your, neither father nor mother, master nor foreigner. Move upward rather than be cast down.”
 
- Laws of the Karthuuzar Alogolsur - 467
 
Attempts have been made by more civilized nations to codify the simple legal structures of the Karthuuzar. Corgastodmar eager to colonize the region are most common. Yet, no good intentions nor benefit dismissed the mistrust the Karthuuzar harbored. Few adopted these modern codes, for if nothing else the Corgastodmar language was required to read them.
  The Criminal Element  
Criminality is common among all peoples, and the Karthuuzar suffer the same. In their weakness, olundi murder, rape, of steal. The responses among the Karthuuzar to such violations of order are harsh. Beatings, maimings, executions, or kin-slayings are most common. Fines or jailing are virtually unknown.
  Tribal Realms and Vassals  
Karthuul’s temportal domain covers, or once covered, a vast domain north and south of the Balendorn mountains. Within that range fall kingdoms, tribal villages, and every other manner of olûndari settlement which might be expected of a civilized people.
  Wodnost  
It became apparent that the Norgost intended to assert their dominion upon everything west of the Nembaordus and south thereabouts. Surrender and assimilation was impossible, for the Norgost were aligned with the Children of Iron, while the Wodnost were devoted to the ancestors of the Son of Frost.   The Wodnost marched as far south along the western Balendorns as was possible. Yet, news of their advance proceeded them, carried southward by terrified colonial masters. A mere week passed before an alarm was raised in Erehem, then under the rule of Gheta Amoletha II Tamohed.   The Karthuuzar host encountered the Corgastodmar contingent in the late summer of 2237. Around 6,000 warriors, including Amaderin Lorvelgis, were present there under the command of Lorod Mengarod with orders to halt the march.
  Fengost  
In the later 2000s, the Fengost were compelled to migrate eastward by Daorhu expansion and Karthuuzar neighbors.   Baleherod was razed and the Corgastodmar settlers scattered to the winds, piloting boats or clustering in caravans to escape southward.
  Merogost  
In a political move reminiscent of Gheta Amoletha’s brilliant neutralizing of the Wodnost, Ghet Regomede offered the Merogost a deal. They could settle north of Loryne, in the shadow of the Balendorns, in they so desired. In exchange, the Karthuuzar would swear nominal vassalage to the Ghetunbalastod, refrain from pillaging or illegal activity, and defend the borderlands against further interlopers.
  Norgost  
By the late 2000s, no Karthuuzar tribe stood to oppose them in the west. The Norgost reigned supreme over the western tundras of Nemrohed, establishing for themselves a Karthuuzar realm which rivaled its neighbors to the south.
  Ernost  
In the aftermath of Corgastor’s death and his empire’s decline, the Karthuuzar prodded the ancient borders of lands which were previously denied to them. Much to their surprise and delight, few stood to oppose them. The Ernost were the tribe which lunged farthest southward. They settled themselves into the heartland of Erehem, plucking away the crops were growing and gathering wealth which was undefended by walls.
  Balgost  
Karthuuzar warlords have always made attempt to cross the Balendorns into fruitful Corgastodmar territory. The Balgost were amongst the peoples, but better placed within the great narrative of history. Corgastodmar nobles of Nemrohed were rebelling against the Ghetunbalastod. The master of the minor Urrost tribe, named Tuugal, noticed this disunity, and perceived a great opportunity for his otherwise low race of followers. They approached their neighbors and with them composed a loose confederation of disgruntled tribes eager for movement. Tuugal looked toward the Balendorns and the bastion of Vehem Bandast which was visible from near all quarters of Nemrohed. It was powerful, but without sufficient defenses vulnerable to a sudden and devastating attack. This would be that attack.   The surprise conquest of Vehem Bandast cast Loryne and the Ghetunbalastod into a panic. Those Ghetûn who rebelled against the Ghetunbast scrambled to reorganize themselves or make humiliating amends. Other Ghetûn continued to resist. It was among these holdouts that Tuugal found ideal targets. He marched into their countries, slaughtering the warriors and subjugating the people. Come the time when no rebels remained, the whole south-central swathe of the Balendorn slopes was annexed into Tuugal’s realm. He retitled his people the Balgost for this victory and reigned there for many years.   Balgost decline came with the reordering of the Corgastodmar Ghetunbalastod. New generations of Ghetûn recognized the danger of decending into factionalism. New Ghetunbast recognized that securing rights for their subordinates was necessary to maintain loyalty. The Karthuuzar, however, decended into the same cycles of internal war which allowed their own ascension. Tuugal’s children butchered one another for his territory, while Karthuuzar interlopers swept over the Balendorns, plundering the Balgost on their way further south.
  Men of the First Warrior  
Unlike the other realms of Qadal, the tribes of the north have no centralized command structure. The chief is obviously the leader of the tribe, and thus its forces, but there seem to be no subordinate officers. This is a reflection of the Karthuuzar perception of the nature of war as a means to gain personal honor rather than make gains for the tribe as a whole. This also means that there is little in terms of standardization. The only thing the chief demands of his men is that they have weapons to fight with, no matter the type. These combined factors mean that the tribes have difficulties carrying complex operations or mounting long term campaigns. This being said, there are few better shock troops in the known world than Karthuuzar warriors hurtling themselves toward an unfortunate enemy.
 
"The march was hard, but the snow came harder. Half the men in the regiment were damn near frozen by the time we reached the field. The other half were already frozen and couldn't be bothered to march the whole distance. The Constable's decision to march us past the walls of Loryne was fool's talk, and he must have known it. He was too proud of a man to turn the army around, so we marched into the blizzard.   We, a ragged mob of the tired and cold, reached the village when the sun was at its height and took our positions. The Stone Brook regiment took the left flank, positioning themselves parallel to the river that meandered its way past the village. Our regiment occupied the rough and undulating ground a few hundred yards before the village palisade. The plan was simple enough: Our regiment would draw the warriors out of the village while the flanking men poured into the village and set fire to it. They would then emerge and assist us in wiping out the remaining resistance. Unfortunately, our commander hadn't planned for the variable of Karthuuzar tenacity.   Just as the Stone Brook men left our sight, but before they got into position a terrible chorus of screeches and yells came from the village. The gates flew open and from it came a rush of men clad in animal pelts, jewels, and assortments of dried body parts. Most of the men had never seen a barbarian up close, and the sight of them made the footmen quiver and shuffle back. I kept them in line the best I could, but I'll admit that even I was uneasy. They tore forward, yelling their menacing curses and their unholy appeals to their deity. All we could do is brace our weapons and wait. They came not as a formed line, but like balls of hail. One would hit our line, sending men sprawling onto their backs, then another, and another still. We managed to spear a few as they charged headlong, but they came so swiftly that we were rendered helpless. Every man fought for himself to preServe his own life. If it were not for the quick return of the Brook regiment the whole line would have surely broken."
 
- Journal of Drazhan Melhod, Barrost of Cold Hearth Congrestod Chronicles of Chief Hallgar's War - 3378
 
The benefit of the aggressive Karthuuzar strategy is that unprepared formations, such as the one from the excerpt, stand little chance of holding. The problem is that when facing a more professional force a frontal charge can be detrimental. Once men are engaged it is tremendously difficult to reengage them elsewhere, and they are prone to counter attacks. This being said, it's a style of warfare developed with the harsh tundras and snowy hills of the north in mind, where set formations are difficult to maintain. Their methods of war have served them well, as the Karthuuzar tribes have managed to maintain their independence from Corgastodmar and Daorhu agents.   During the Etayen Ascension, Vojûn became a critical element of Karthuuzar warfare. Warrior adopted its power to create lights, flames, or roast flesh upon the touch. It was sole practiced for destruction, with little attention paid toward healing or other properties.   Come later centuries, Karthuuzar military methods were compelled to change against intense resistance from Corgastodmar and Daorhu warriors.
  Mercenaries  
In the most ancient epochs of Karthuuzar existence, they knew nothing of mercenaries or foreign aid. They fought a generations-long battle against the Daorhu who pressed against them as constant, undesirable neighbors. No other race stood to assist them. The Aemar south of the Balendorns were companions in trade and occasional marriage, but no lasting treaties or agreements were ever determined to counter the Daorhu menace.   Despite their characteristic streak of independence, the later centuries of turmoil which faced the Karthuuzar people compelled the need for outside assistance. After the rise of the Corgastodmar domain in central and northern Everos, settlers pressed north of the Balendorns and occupied lands once reserved for the Karthuuzar race alone. The sole respite was that this influx of outsiders meant that manpower for hire was plentiful among the more violent and cunning breeds.
  Tribal Economics  
Despite the primitive nature of much of Nemrohed’s infrastructure, intertribal trade is still an important part of Karthuuzar life. The typical was this is executed is through a haggling and barter system, where the "prices" of objects fluctuates regularly based on the rarity of the purchased item compared to the rarity of the item offered in exchange. For example, a newly forged sword might cost a pound of precious metals. The sword would provide protection, which in the north is highly demanded, while the precious metals could either contribute to stores of wealth or be used as religious sacrifice. Any attempts to instate a formal currency have been frustrated by the unpredictable nature of northern life. The value of a shiny coin is negligible when it lacks either the ability to feed your family or protect your tribe.   In terms of Karthuuzar economics, the small village is the center of operations. The men typically work on the hard material crafting practices, such as carpentry, fletching, and metal working. The women typically work with the domestic crafts, such as basket making, jewelry crafting, and garment crafting. While some women manage to break from the traditional gender roles, the male dominated might makes right society that has developed maintains the status quo. This way of life can also be influenced by the mobility of the tribe. In established agrarian communities there is a more rigid social structure that accompanies the economic systems, while more nomadic tribes are more socially mobile as every individual contributes to the overall survival of the tribe.
  Nemrohed Architecture  
Being a civilization of great Nemrohed, the Karthuuzar borrow elements of architecture from the Daorhu and Aemar alike. In regard to their villages and towns, which might be liked to large villages elsewhere, the design follows a Daorhu approach. Walls are curved, following the terrain for ideal defense, wherein the village inside is loosed scatterd according to its people. Houses are simple in immediate design, being no more than a single level dome, but impressive in the complexes of them which are created.   In defense and great structures, the Karthuuzar are more alike their Aemardic neighbors. The holdings of the great Karthuuzar masters are tall, strict in their sheer faces, thick in stone, and unyielding in their footprint. These structures make no effort to coexist with the land, but demand the land’s destruction or manipulation to spread over the icy ground.
  Karthuuzar Society  
The fundamental fabric of Karthuuzar culture, along with faith, is woven into the division of four. In this concept, everyone within society is divided into groups aligned with one of Karthuul’s four sons.
  Questions of Class  
The highest cultural classification is those belonging to the native cultural division of a hosting trive. In those cases, individuals treat one another as extended family, even if they belong to separate tribes situated many miles away.   Individuals who belong to another cultural division than the hosting tribe are considered second-class citizens and deprived of certain rights which might be expected.   Those who belong to a rivaled cultural division are treatly poorly, less than second-class, but like a disdain third class somewhere below.
  Karthuuzar Literature  
One might imagine the Karthuuzar people to be dormant in wit and imagination, reserved for a bloody existence of hardship before inevitable death. One might believe that no literary tradition uplifts those tribes beneath the Balendorns. One might believe Karthuuzar don’t articulate anything whatsoever but communicate through bestial grunts and roars. These assertions are universally untrue.
  Music of Nemrohed  
The Karthuuzar do not bother with stale over-organization of music. Their peoples sing and play and entertain themselves however they please. Certain performers of noteworthy talents are capable of sustaining themselves by travelling throughout Nemrohed to recount great Karthuuzar legends. These recounted songs are performed according to the memories and style of the musician. No set pentameter or style dictates them, making each unique.
  Karthuuzar Education  
In the ancient days of the Karthuuzar race, education was mere practical concession. Children needed to know certain cultural legends, hunting and farming techniques, craftworks, and other knowledge. Beyond the necessary, education was reserved to life experience. Elders informed the youth of certain fragments of wisdom which might assist them. Nothing was written down.   The modernization of the Karthuuzar people after centuries in contact with civilized, Middle Belt nations prompted a reevaluation of education. Certain elements of the Karthuuzar intellectual tradition, for what little existed, were written down by zealous younger generations.
  Love and Relationships  
The Karthuuzar are not overly concerned with formalities within the realm of love. Only certain, broad traditions limit these exchanges. The most significant among them is the generally maintained rule that people cannot marry outside their tribal group- fire, blood, ice, or iron, unless there is some noteworthy reason otherwise. This means that each descendancy remains pure and coherent. Exceptions might include outstanding political gain or a lack of partners within a tribal group.
  Gender and Sexuality  
In relations between males and females, the Karthuuzar are more unto the Vestanir than Corgastodmar or Eurobasar. Males and females share similar duties within society. The sole exception, just as among the Vestanir is that females are less present on battlefields than males.
  Death and Rites  
According to Karthuuzar folklore, the prospect of death is dire and cruel, unlike the benevolent release to the Eshan which others believe. To exist is to suffer in the eyes of the Karthuuzar. They would see eternal life among the celestial bodies as a punishment worse than death. The Karthuuzar perception is as a primal terror, an entity which pulses with darkness and fury. It is something to be feared, for it is malicious. However, it is something which the brave embrace for the reason of its danger. It is powerful, and it is great. Dying honorably in combat is to pass with strength to that death and be one with Karthuul’s ghost, chief of ancestors in Karthuuzar mythology. The Karthuuzar people believe in no greater rewards in the afterlife- peace nor wisdom.   When a member of a Karthuuzar tribe dies, their post-mortem preparation and rememberace becomes a tribe-wide event. The only individuals deprived of this right are those who dishonor the tribe of the memory of Karthuul himself. Cowardice is the most common path into this category, along with straying from traditional Karthuuzar culture and adopting foreign manners.   Karthuuzar devotees know their fate upon death as the Nozrokar, or Path of Death. Folklore presents that celestial span as a winding bridge of obsidian which hangs over a mist-swirling abyss of pale light. The deceased must walk across that distance, which is no easy feat, to receive the blessings of the ancestors. While inching upon the precipice of existential annihilation, the deceased must contend with the scrutiny of the ancestors themselves. All previous generations and other unseen watchers beyond berate the walker with questions of their achievements and valor, seeking from them the ideal balance between pride and truth. If they stumble or show weakness, the wind gales of the ancestors hurl them into the misty nothingness, from which their spirits are destroyed and reduced to raw energy. Those who are strong, and brave proceed through the Path of Death, gaining the admiration and love of the ancestors, who accept the deceased as one among their numbers.   Karthuul despised Zakor with a furious passion. The strife and pursuit of victory against him became an obsession, perhaps as that was the greatest challenge ever presented. When Zakor was slain by Karthuul and the other brothers, the father was overwhelmed with emotion- pride, sorrow, emptiness. The great enemy was dead, and no nothing else mattered. All was dull in comparison to that single extraordinary episode. Karthuul looked toward the heavens, swirling with celestial lights and unknown powers, and prayed that Zakor be preserved so he may fight him once again. This was an appeal for purpose in an ancient world without established systems nor traditions, after all. No being within Karthuul’s imagination responded, but Acolitus, the creator, took notice. He took aside the essence of Zakor, which was now arriving in Kovûl, and maintained it. This was the first instance of such Eshanic meddling recorded in the post-Qasundar era.   Once Karthuul and his sons were gone and dead, they encountered the afterlife which Ácolitus graciously created for them. It was barren, hideous expanse of brilliant lights contrasted with deep shadow. Nothing was material, not even the warriors themselves, who were pale manifestation of Eshanic power. It was a dream-like state, perhaps, a reality and unreality. The other three sons chose sides. Son of Iron sides with Zakor. Sons of Frost and Blood side with Karthuul. Iron is forged by fire. Blood is the interior of Karthuul, and frost is the grim exterior. Those Reverent Karthuuzar fight alongside Karthuul as spirits only using hiltless swords. In death, Karthuuzar must prove themselves. If one fails, their essence goes to Ácolitus. If one succeeds in battle, they continue the eternal spiritual fight between them.
  Language  
The Karthuuzar speak a language known as Kalzaar, which derives from the tongues delivered upon Aemarda by Aebaster in the Awakening era. However, the isolation of Karthuuzar civilization means that their iteration of that common foundation has mutated beyond the point of recognition.
  Naming Conventions  
Names among the Karthuuzar are derived from the unique Kalzaar language, known only unto themselves. Letters such as A, Z, O, K, U, T, R, and H are commonplace. Certain examples of names are such as Guzol, Barbozar, Kuthroz, Zotur, Orthuz, and others.
  The Faith of Karthuul  
The overwhelming majority of Nemrohed's Aemar population worship Karthuul the First Man, save for Corgastodmar settlers and other transient migrants. It is an ancient faith, meaning that it reached a stable ‘final iteration’ well before the other Eshanic religions of the world. Corgastodmarism, for example, took over 1500 years after Corgastor’s death to manifest into a coherent ideology, while neighboring Mesianism was delay prior to the sentience of those people. Only the worship of Atûn, first devised in the earliest epochs of the Awakening, could claim a more ancient lineage. Karthuulism is different from these latter examples in that it is based on individual spirituality, rather than on the canon of a religious institution. The practice of the ideology and its teaching falls upon the interpretation of its followers, whether insignificant tribesmen or community leaders. This implies that lesser individuals might therefore discover truths and acquire enlightenment beyond the influence of central authorities. Indeed, two different people may consider the same teachings and act upon them in completely different ways.   The establishment of religious consensus and maintenance of such is a fundamental narrative of the Karthuuzar spiritual experience.   The concept of life is marred by evil. One is bore in suffering and exists in a world of evil and savagery. Life is nothing more than a flash of existence, to prove oneself, then return to the base elements of the world.   Historically, the religious canon of the Karthuuzar is quite straightforward. Karthuul was the first man created by Aebaster in the earliest epochs of the Awakening. He was forced to fend for himself in isolated and inhospitable Qadal without friends or family. Whilst dwelling in that ancient and frigid northland, Karthuul spawned four progenies. The common legends claim that Karthuul ‘made love with the north’ and therefrom fathered these olûndari children with tenuous connections to the Eshan in lore and reality. The Karthuuzar themselves maintain this tradition without significant deviation from the first epochs of their existence, rejecting   Among the sons of Karthuul, there are children who themselves have purview over different aspects.   The deceased faithful of Karthuul go to the Plain of Ancestors, which is a realm of spirits caught between Qadal and Vussalas. According to the Eshanic mythos, this realm is held within Kovûl, along with other spirits useful or interesting to Ácolitus. These esseythu exist in the afterlife as they did in life, within a version of their homeland that stretches on for eternity. The only connection they have with the olûndari realm is when the living summons them or contact them through rituals of spirituality. These often include sacrifices of something value to the person practicing, whether it be an animal, some jewels, or weapons. The boons received from faithful worship are very much an active force, whether they be something like heightened senses, increased strength, or a honed intellect.   The most important distinctions are by "lineage" or connection to Karthuul’s sons. There are frost Karthuuzar, Iron Karthuuzar, Blood Karthuuzar, and Fire Karthuuzar. Cultural distinctions are drawn along these lines, but more importantly are the religious ramifications. The Plain of Ancestors in which the Karthuuzar is divided into four subordinate parts. Each realm of the Plain of Ancestors is dedicated to a certain offspring and their people.
  Son of Frost  
The Frost Karthuuzar are bitter rivals of the Iron Karthuuzar, derived from ancient feuds between Karthuul’s chief offspring.
  Son of Iron  
The Iron Karthuuzar are vigorous in their continued feud against the Frost Karthuuzar.   There is a cultural connection with obsidian and esseythu. They believe that esseythu return to the ground and lava, therefore obsidian is manifested esseythu.   Religiously, they have adopted other Everosi aspects of culture. They have councils that contend with religious matters and pass theological judgement.
  Son of Blood  
Rivalries are endemic among the proud and long-memoried Karthuuzar. Regardless of the year, the Blood Karthuuzar maintain a bitter vendetta against the Fire Karthuuzar.
  Son of Fire  
Zakor was the disgraced son, fallen. He was enraptured by the power of fire. Only one to stand against Karthuul among the four sons. He was supposed to be the aspect of light, so says the oral history, but fell to the destructive of immolation. Aspect of light became fire through anger.   The Fire Karthuuzar are predisposed to competition against the three other tribes but reserve a special hatred for the Blood Karthuuzar.

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