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[Culture] Moors of Shink'maho

Cukie1

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History
Origin
The first land, founded on the continents of the Northern Kingdoms, was named Stavroforia. Named by the lost Mila Walterius, whom then handed the Isle to Lillium as a signed heir of the island. After Mila’s disappearance into the Sorrows, the land’s government fell under Lillium. A once desolate Isle created for the worship of Skraag was soon turned into a tranquil Isle dedicated to the studies of Shalherana and Silas.

A medical institute was the first foundation of the Isle, allowing any that wished to learn to study under the governing Duchess. This also served as a boon to those that suffered in the Undead Incursions or active wars. The Isle of Stavroforia was then known as the medical capital of the Northern Kingdoms.

After the Undead Incursion struck all and forced the Moor Elves of the Isle to a new home, they settled in the Ashlands or Sek’Lachnol of Easa’lach, or the Eastern Lands. Growing and developing under the now Tol'fen'ke and Tol'fen'ko of the Moor Elven lands, it has once more strived to regain the old boon it had created in times of need. Once more, it’s become a medical capital of the continent, allowing those wishing to study the medical trade within the lands.

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Society
Beliefs
Family
-Family is expected to be held at the highest regard. Honor and caring being the fundamentals that hold it.
-Those abandoned by their families shall be sent to a reputable orphanage, or taken in by a family, given positive circumstance.
Life
-Life is expected to be held at the highest regard. One must honor their life and the life of others. Life is seen as the greatest gift, and shall be cherished accordingly. As a medical land, it is expected to be respected.
Death
-Death is an inevitable part of life, as all things must come to an end. Death is honored with respect for the fallen and silence for the lost.
Funerals
-Funerals are held by the leading priest, be it of the land or of the religion the fallen belonged to. They are celebrated according to their personal traditions, be it Elven, Human, or other.
Magic
-Magic is treated with respect and caution. Abuse of magic is frowned upon. Mages should be given the respect of their trade. While not something commonly thrived for in the land, it is seen as a gift and art to those wielding it.
Love
-Love is a rather important part of the community, as it can bind families, and create new lives and Clans. The ceremonies are given in accordance to their traditions and shall be respected as the pair wishes. That is to say, Violence shall be frowned upon in the binding ceremonies, unless the pair strictly allows of such.

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Culture
Language
Common
-The tongue of the people and thus, the most spoken. It is expected to know Common if one wished to learn within the Institute.
Mok’yra
-The tongue of the Moors. This tongue, while not required, is often used within the land as a main tongue.
Elven
-The tongue of the Elves, also known as the fair tongue, it is only used for it’s popularity amongst the Elves.
Sazil’yra
-A variant of Mok’yra, it is used mainly by the noble class. A mix between the soft tones of Elven and the guttural words of Mok’yra, it still leaves much to be desired as a developing language. Though not as rough as Mok’yra, yet not as docile as Elven, it’s a tongue used by those seen as honorable by the royal family. {Dialect of Natri'Evar. Rules of learning Mok'yra still apply.}
Learning Sazil'yra
Understanding:
Knowing Elven and Mok'yra - Understand when spoken to
Knowing only Elven or Mok'yra - Partially understand
Knowing Neither - No understanding
Speaking:
Knowing Elven and Mok'yra - You can speak it once exposed to it
Knowing only Elven or Mok'yra - You need to learn the other
Knowing Neither - You must learn both

Attire
The common attire seen throughout Natri'Evar is that of thick cotton or woolen garments. Women often wear pettiskirts or hoop skirts under their dresses along with the higher ranks having the luxury of bustle skirts. How open the skirt ranges often tells of what social class they fall under. The larger the skirt, the higher the rank. The skirts don’t have a limit in the length as they range from the knee-length, most often used by younger girls, to full or ankle length skirts. Skirts that are shorter and do not follow the traditional Mok’yra garment are usually shunned. Some dresses aren’t necessarily open skirts for higher class, as some can be rather ornate, yet ‘form fitting’.

Men’s attire ranges from rough to a clean cut garb. Often times the lower classes has rough looking common clothes, with few layers, while the higher classes sport more layers or cleaner cut attires of suits. Often times the higher ranks tell each other apart by the color of their garments or accessories. The deeper and richer the color, the higher their class.

Corsets and other such under attire is common for both sexes, excluding the pettiskirts, being women’s attire. The purpose of such is to keep oneself proper and warm during the cold chills. Heeled shoes are also shared amongst both sexes, as they help lift the user away from the grime found on the soil and ground.
Jewelry/Ornaments
Usually left for the Nobility and Royal house, the land produces precious gems and stones that are then shipped to allied nations for refining and further artisan work. Though, very rare, it is possible for the people to purchase gems and jewelry, though quality may be lacking.

Often times the jewelry produced is very ornate and delicate in design, made to enhance the beauty of the jewel used, rather than masking it in gold embellishment. While the embellishment is often used, it is often paired with a gem of opposing color.

Diet
Usually that of seafood and grown goods, the game bird is also served upon the land. The most common of foods being freshwater fish and vegetables, meats and other such foods are sometimes more expensive. Natri'Evar also holds a large array of alcoholic drinks and concoctions.

The most common meat found on the land being that of sheep and ram, while cows and other such beasts are kept for their milk. Goat is also another common meat producer, as is a common milk producer of the land.

Game birds are hunted in season and under heavy eye, this is to prevent the over-hunt of several species. These such meats are kept near exclusively for the noble classes or for festivals.

Freshwater fish is often more common than the other meats, allowing for middle classes to purchase them for their own foods. Lower classes may also purchase these products as they can be found commonly on the land.

Seafoods local to the island is highly common and the most accessible, second to the grown food the land produces. All classes share meals made with such and often time mix it with the produce, such as berries or imported products, to mask the heavy taste some of the local fish can have.

Traditions and Ceremonies
-Marriage
-Marriage by default is celebrated as the Moors do, unless the couple instructs otherwise. Please regard Moor Elven culture for such {X}. The wedding itself is expected to be quiet, as to respect the couple.
-Funerals rights
-Funeral rights are given by means of a pyre or a tomb. Pyres are given to the lower class, as tombs and graves are given to the middle and higher classes. Fires are expected near the ceremony grounds in respect to those lost.
-Bonfires, common on the land, are a way to keep the memory of the lost within the people. It is a means of respect and a way to show the importance of community.
-Proposals
-One is expected to offer an obsidian or Amethyst adorned ring or necklace to their partner, often wrapped in lavender.
Holidays
-Starlight Festival {X}
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Cukie1

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Politics
Ruling House
The Ruling house is governed by a Tol'fen'ke and Tol'fen'ko, contrary to the common ways, they are still referred to as the Elders. They give word on Law, Order, and the overall Final Word on the land’s states. They are to be respected, or, at least, tolerated. They are often adorned in elegant dress-wear of black fabric with purple or white silk details and embellishment. The Tol'fen'ke dons a Smoky Quartz tiara, while the Tol'fen'ko dons one of Moonstone, as the heir to the name shall do so, as well.

Heraldry
Impoverished {Tel’Mar}
-Those living in the slums, beggars and slaves. They struggle to reach higher in the ranks.
Middle {Mol’Mar}
-Backbone of the working class, known as the common people. They offer the businesses and trades of the land. Crucial in keeping the economy circulating properly.
Noble {Hal’Mar}
-The higher ranks of the social class, they are often able to indulge in the riches of the land, though having to keep a firm honorable name to them.

Positions in Government
Council
Tolko'mact'tol [Warchief]
The one that leads the military strength, both within the walls and outside the walls of the settlement. They are the head of the military and the guard force, able to command orders to any ranking below, including Generals.
Hexe’Genez [Witch Doctor]
Head of the medical line of the settlement, they lead any medical academy, hospital, or pharmacy by default. Should someone wish to become a doctor, they must notify the Witch Doctor of their presence within the town. They serve as the personal medic to the town, as well as the Elder himself.
Heg’Hindre [Right Hand]
The closest Moor to the Elder, that can be outside the direct lineage of the Clan. They handle things the Elder cannot attend to himself. Though they cannot change laws and rules set by the Elder, they can enforce them with just as much strength. Able to interact with other nations and Clans, alike, they are seen as the most trusted.
Junse’ko/ke [Advisor]
As the title implies, they help guide the Elder by telling them the word of the people. Tied mostly to internal affairs, unlike the Heg’Hindre. They serve to keep balance within the settlement and encourage their people to remain close and communicate.
Sazil’ko/ke [Wise-Man/Woman]
The adviser to the people. They work hand in hand with the Hexe’Genez to retain the balance of the settlement and make sure the needs of the people are tended to. A therapist of sort to some, while holding true to the position of the word of the people. They bring up the more personal issues happening within the settlements, along with helping in planning personal events.
Further information, seek here {X}

Nobility
Nobility within the land is made up of those that have gained an honorable standing, or have had a recognized birthright within the land. Noble houses are made up of the Hal’Mar classes within the Moor Elven culture, or their human equivalent if the one recognized is not a Moor Elf. This may also cause them to gain the title of ‘Kreesh’Mok’ or non-Moor to their noble titles.
Extraditions
Extraditing a criminal of another nation can be granted, as long as there’s a proven warrant for the arrest of said individual or a case asking for their imprisonment or execution. Failure to meet with the warrant request will result in a denial of the extradition under the responsibility of the opposing nation. Natri'Evar cannot arrest people others deem as guilty without proof.

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Warfare and Weaponry

While many common guards are seen sticking to the traditional falchions and war scythes, those of higher classes are seen using Grosse-Messers and pole-arms. While the curved blades of falchions are the common used for guard-work, once a true battle strikes, weaponry is changed to that of straight edged swords, such as those of Arming and Bastard swords.

Often the armor guards present are a half plate with a gambeson or chain-mail, depending on their rank. The heavier armor, this being a plate and chain-mail combination, is reserved for higher authority, while the common guard is given a gambeson and half-plate, if necessary. Those in very high positions will be able to don a scaled plate armor with chain-mail underneath, some may use gambesons, but it falls into preference.


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Military Hierarchy
Government
-Ruling force of the land. It is a monarchical government, lead by the Tol'fen'ko.

Guard
Ranks
Commanding Officer
-Leader of the guard-force, as a whole. He can give orders and relieve members from duty. Under the Tol'fen'ko in militaristic rank, they can assign and relieve Captains from their posts and sections.
Captain
-Basic: Leader of the day patrol, they are to make sure their privates are doing their job accordingly. They cannot fire a guard from duty, but hold them until the Commanding Officer or the Tol'fen'ko gives final word.
-Night: Leader of the night patrol, they are to make sure no guard skips or fall asleep on duty. As above, they cannot fire guards.
-Jailers: They lead the guards that work the jails, and likely the most arduous of sub-ranks. They must make sure their guards do not slip up in any way, shape or form, while on duty.
Privates
-Guards of Natri'Evar, and the back bone of it all. They keep the order and peace of the town.
Jailer
-Privates that are to work the jails and make sure the functions remain smooth and strict. A single slip up here can cost the position within the jailers, but depending on the offence, one can be moved to another patrol.
Night Patrol
-Privates instructed on keeping the peace of Natri'Evar during the night. They monitor the street and make sure those that may injure themselves are escorted back to their homes or the inn, respectively.
Bounty Hunters
-Independent agents hired to track down the criminals, not only listed from the land, but from it’s allied nations. These people work as volunteers and not hired by the land itself, though the land does make sure to protect them during their working hours.
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Cukie1

Essentially a Chihuahua
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Sciences
{One must learn this skills through RP and IC interactions}

Medicine
Seen as the main focus of the land, it’s development is crucial to the medics and healers present and studying within the land. Things such as autopsies to study the body compositions, and disease control are a must known art for any doctor there. Herbology and Alchemy a close second in importance. Often times, medics are asked to dedicate themselves to a certain role, while still able to study and partake in any of the others when required. This is done to create specialization within the sciences and research and create a better focus of knowledge.
Herbology
The study of plants and their functions. A crucial point in medicine, as it’s used to create natural concoctions from which a person may heal. The knowledge of such can range from natural poisons to the healing and therapeutic properties of plants. This knowledge can also include home uses, such as cooking or aesthetics.
Alchemy
The study of chemical compositions of organic and inorganic matter. Often one of the most practiced, it’s used to create brews with effects otherwise seen as magical. From a basic healing brew, to the complexity of an invisibility brew, the alchemist must know the uses, doses, and effects of each and every brew available and work with the Herbologists to create a medicine beneficial to the patients.
Anatomy
One each and every medic and healer must know. From the knowledge of humors, to the functions of the several organs of the body. The medics must know their positioning and uses to better treat their patients. Often studied using diagrams and autopsies when corpses and skeletons are thus available.
Disease
Often a rarity among the land, but not to be dismissed either. Medics and Healers must know when and how to identify disease and how to control their outbreaks and better work the quarantine. This can range from patient isolation, to experimental procedures to identify the disease. While all must be approved by the leading physician of the land, in this case the Tol'fen'ke.
Trauma
Often the most common cause of hospitalization. A medic and healer is required to know how to treat the body and heal their humors according to the injury sustained. This knowledge can range from bone setting and hemorrhage control, to the more complex invasive surgeries and immobilization.

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Cukie1

Essentially a Chihuahua
Aware Single
Legend
Pronouns
She/Her
Cukie1
Cukie1
Single
If there's anything you feel that's missing and you'd like to see, let me know. I also feel some things may be under-developed, so if you have any ideas for expanding certain spots, do let me know.
 

King42

Villager
This is cool. So the Mores dress Victorian? Are they like the steam punk group on the server?
 

Cukie1

Essentially a Chihuahua
Aware Single
Legend
Pronouns
She/Her
Cukie1
Cukie1
Single
Updated:
-Sciences are displayed
-Skills must be learned through RP. Being a Moor from Natri'Evar does not guarantee any medical knowledge.
-Dialect
 
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