Post by bk2maru1 on Nov 11, 2013 23:11:54 GMT -8
(looking back this looks super generick. Will have to fix that)
Chinese-Japanese-Celtic society based on family rites, lineage and aged traditions
Strikers: revolutionary forces
On the verge of true industrial society controlled by the 9 matriarch "clans"
Clans control land, economy, have semi-serf based system(?)
gov't
each clan has amassed large amounts of money, land and loyalty. Much of their fortune has been hidden away with proper paranoia--political assassination between clans is common.
Marriage of 'commoners' into clans is accepted but uncommon, usually for romance which is relatively accepted by matriarchal leaders.
intelligence network of the world(?)
Wall, like Hadrian's wall
Trade
blue paint-woad/ceramic
iron, quasi steel
Old Guard
straight swords, low flowing stances. Think tai-chi wu-shu mixed with longsword
Ritualized combat usually ends wars before they break out, though large-scale conflicts (between clans) break out once or twice in a generation.
'Duels' though not clean or fair at all in some sense
Heavy bow culture. Use ironwood trees to make longbows that shoot in excess of 800 meters(?). Armor, tactics have adapted to fit
Armies raised from levies, though volunteer forces are not uncommon. Most clans' forces are extremely well drilled to small tactics, and officers are appointed by both lineage and skill.
Most people expected to train in archery--bowhunting is necessity for food (see birds) and it's a pastime for many clans.
guerilla forces common during war - not dishonorable to , and soldiers have much loyalty to clan and enough common sense to know that dying will do nothing for the country.
Some clans (horse traders w/ the West) have incorporated cavalry tactics into army, usually involving light skirmish and rapid deployment archer units
Strikers
curved, heavy swords w/ small bucklers/shields wrapping around arm, style focusing on chopping to break stronger armor of Old Guardians
--Geography
Much of central, southern territory covered by rolling hills, valleys, and crags, and forests are common (bandits)
Transition to plateaus, then tundra-mountains in the North
Birds the most common of animals due to extreme variance of climate, humans' reverence to them. (reverence doesn't stop humans from eating them ofc)
giant trees??? ironwood for bows and
much forestland close to main cities being cut down to feed growing fires for iron, glass, etc.
GENERALS highly praised, greatly educated and popular figures, though never enough power/ambition (confucian) to want to take over. 60-40 split between males-females
original female role was to maintain the 'camp' and stuff, exercised great power in everything 'sides from war. kinda like iroquois??
female soldiers/generals/officers becoming
winglike decorations in vogue
Marry young--political marriages
elders respected as vessels of wisdom/poets and stuff. strong storytelling/legends?
insular trade sphere between 9 territories. North/west territories have intermittent trade with 'barbarians' (who they see as slightly misguided but strong).
Mountains block passage between east/west, most traders who have tried to pass through have vanished.
Coastal clans have strong sea trade between small islands, much valued for deep fishing
Chinese-Japanese-Celtic society based on family rites, lineage and aged traditions
Strikers: revolutionary forces
On the verge of true industrial society controlled by the 9 matriarch "clans"
Clans control land, economy, have semi-serf based system(?)
gov't
each clan has amassed large amounts of money, land and loyalty. Much of their fortune has been hidden away with proper paranoia--political assassination between clans is common.
Marriage of 'commoners' into clans is accepted but uncommon, usually for romance which is relatively accepted by matriarchal leaders.
intelligence network of the world(?)
Wall, like Hadrian's wall
Trade
blue paint-woad/ceramic
iron, quasi steel
Old Guard
straight swords, low flowing stances. Think tai-chi wu-shu mixed with longsword
Ritualized combat usually ends wars before they break out, though large-scale conflicts (between clans) break out once or twice in a generation.
'Duels' though not clean or fair at all in some sense
Heavy bow culture. Use ironwood trees to make longbows that shoot in excess of 800 meters(?). Armor, tactics have adapted to fit
Armies raised from levies, though volunteer forces are not uncommon. Most clans' forces are extremely well drilled to small tactics, and officers are appointed by both lineage and skill.
Most people expected to train in archery--bowhunting is necessity for food (see birds) and it's a pastime for many clans.
guerilla forces common during war - not dishonorable to , and soldiers have much loyalty to clan and enough common sense to know that dying will do nothing for the country.
Some clans (horse traders w/ the West) have incorporated cavalry tactics into army, usually involving light skirmish and rapid deployment archer units
Strikers
curved, heavy swords w/ small bucklers/shields wrapping around arm, style focusing on chopping to break stronger armor of Old Guardians
--Geography
Much of central, southern territory covered by rolling hills, valleys, and crags, and forests are common (bandits)
Transition to plateaus, then tundra-mountains in the North
Birds the most common of animals due to extreme variance of climate, humans' reverence to them. (reverence doesn't stop humans from eating them ofc)
giant trees??? ironwood for bows and
much forestland close to main cities being cut down to feed growing fires for iron, glass, etc.
GENERALS highly praised, greatly educated and popular figures, though never enough power/ambition (confucian) to want to take over. 60-40 split between males-females
original female role was to maintain the 'camp' and stuff, exercised great power in everything 'sides from war. kinda like iroquois??
female soldiers/generals/officers becoming
winglike decorations in vogue
Marry young--political marriages
elders respected as vessels of wisdom/poets and stuff. strong storytelling/legends?
insular trade sphere between 9 territories. North/west territories have intermittent trade with 'barbarians' (who they see as slightly misguided but strong).
Mountains block passage between east/west, most traders who have tried to pass through have vanished.
Coastal clans have strong sea trade between small islands, much valued for deep fishing