Isoch (aɪ̯soʊ̯ʧ)
The Five Tribes of Isoch (Bàch Hè Bàn Gibri /bɑʧ hɛ bɑn giˈbɹi/), often shortened to either the Five Tribes or simply Isoch, are a loosely affiliated nation of human tribes that came together sometime during the Era of Wind. Like any other group of humans, they are known for their loyalty and bravery, but they are also known for being rather... naive about the workings of non-humans. Most of the time this naivety is harmless. Other times, their assumptions that other species work just like humans can lead to very dangerous situations for their non-human allies.
The five tribes are known as the Aatàf, the Naathà, the Nìlaa, the Dzalrag, and the Kaagǎ. Each tribe has its own history and culture, but many consider the shared history and culture of Isoch to be more important.
Prevalence of Magic
Isoch is one of the more magically-inclined of the Human nations, with a population that regularly relies on magic for everyday tasks. Many families have an affinity for it, particularly wind-based magic. It's theorized that a high proportion of the Isochan tribes are descended from human-elf pairings, particularly crossings with wind elves. Magic is often utilized in enforcing the laws and in trials. Various types of truth spells are used to ensure justice is carried out fairly.
Despite its prevalence in everyday life, enchanted items are rather rare and often carry either cultural or religious significance. Given the Isochan association between religion and magic, religious items are often synonymous with magical enchanted items.
Gifting and Reciprocity
There is a ritualized aspect to the exchange of certain types of gifts. If you give a gift of equal value to the one you received (typically determined by the size of said gift) it is considered repaying a debt. However, gifting a larger gift in return boosts the gift giver's prestige and puts the giftee in debt to the gifter. The giftee is left with the choice of either paying off the debt with a similarly sized gift, or boosting their own prestige with an even bigger gift. These types of gift exchanges are often carried out by clans or tribes, with the person who actually delivers the gifts tending to bear the brunt of either the praise or the scorn.
Elements of this ritualized system can be seen in individual exchanges of goods and services, where those who are able to give "more" than they owe are looked upon more favorably than those who simply repay their debts. A life is considered the highest possible value "gift" one can give, whether that is through dying or saving a life. Since there is nothing considered higher than that, it is the one sort of gift that is considered acceptable to "underpay" for. The implication for the medical system may explain quite a bit about how doctors are treated.
Culture
The Isochan tribes are a varied bunch, but if there is one thing that they all prize above anything else, it's bravery. Isochan songs, literature, and art is often preoccupied with acts of bravery, of doing the right thing despite being afraid. Their music is famous the world over, and those who entertain for a living are highly respected even within their own nation.
Most people in the cities go to art shows and museums for entertainment, though even those who live in the more rural areas love to set up smaller art shows for their own entertainment. Singers, actors, and other entertainers are considered highly desirable professions.
Addictions are something of a problem in the more far-flung areas of Isoch, especially in certain cities. Many Isochans find urban life isolating and difficult to adjust to. Some tribes also have religious rituals involving psychoactive substances, which some people occasionally decide to use outside their intended religious purposes.
Public Agenda
Demography and Population
The vast majority (about 74%) of Isochans live outside of the few cities, among their tribes of origin. Family ties are often important to them, so staying with one's relatives is preferable to leaving home. As a consequence, formal education rates are often spotty and dictated by the individual tribes themselves. Average literacy across the realm is poor, though some areas have higher rates than others. There is a concerted effort being made to raise literacy rates, though implementing those changes is difficult and laborious at times.
The majority of the population is human, sitting at about 60% of the population. Emine are the next most common, sitting at only 9%, and after that are Pavonini at about 7%. Angels, demons, dragons, elves, and tremors make up the remainder of the population, all coming in at less than 5%.
Territories
The majority of Isoch (approximately 68%) is covered in some form of forest, mostly tropical seasonal forests. The rest of Isoch is predominantly either savanna or desert, mostly concentrated in the southern regions of the nation. They are bordered by the Khizdusharb Spires of Honganagati to the northwest, the Greenwyrm Jungle where Ughelran resides to the east, and the mountains of Kovenya to the south. The majority of the population these days resides in and around the various forests, but many people still live in the savannas and deserts as well.
Military
Religion
The main religion of Isoch is Táth, a polytheistic faith that is almost a state religion. Its adherents extend beyond the borders of Isoch, of course.
Trade & Transport
Most of Isoch's trade comes from their mining of gems and precious metals. Consequently, Isochan currency is based heavily on gold, silver, and copper coinage.
Education
Isochan education is rather spotty and all over the place. As a general rule, education is only mandatory up to about the age of 12. Anything after that is considered optional, though it's not entirely uncommon for many children to stay in school until the age of 18, when they become adults.

The Conference of the Five Tribes (Tháthèlsǎ fàt bàch Hè Bàn Gibri /θæθɛlˈsə fɑt bɑʧ hɛ bɑn giˈbɹi/), often just shortened to The Conference (Bàch Tháthèlsǎ), are in charge of making and enforcing the laws of the land. Several smaller councils of tribal leaders act as the judges for individual areas, ensuring that the laws are carried out and applied fairly based on the needs of their particular tribes. These smaller councils often give advice to the Conference, allowing them to change and tailor the laws as necessary.
Members of the Conference are selected randomly from among the population of each tribe, giving everyone an equal shot at determining policy. In order to be eligible, one must be above the age of majority (which is 25 for this particular purpose), and must not have served within the past twelve years. Individual tribes might have more requirements, but those two are the basic standard. Terms last for six years, though at one point they were lifetime appointments. This was phased out within the past few hundred years, as problems arose from electing long-lived elves into positions that are supposed to last for a "lifetime."
The various tribal councils often act as both lawmakers and judges, depending on the situation. Some tribes separate out the two into separate councils, but most don't.
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