Vishaza

Overview

Reputation and Relations

Reputation

Attitude Towards Others

There are three distinct classes of people in the Vishazan culture, the Veraat, the Alaat, and the Keslaat. The boundaries are strict and play highly in the life of the citizens. This creates a simple structure of attitude towards everyone. The Veraat remain exclusive to all but the most wealthy foreigners and foreign leaders, their acceptance of others almost always accounts for business. Among the younger Veraat there are sometimes trysts with those below their class, always with promises of elevated status, and almost always falling out of style shortly after.

The city Alaat are of a far more open and hospitable lean. They are public people, spread through the streets happy to talk while they work, often hosting a guest or two through the day. Foreign Alaat are treated much the same as city Alaat, although not all foreign Alaat return the hospitable nature of those raised in the city.

Keslaat are much the same as Alaat in attitude, open, friendly, although they don't have nearly the time or space for hosting, it holds important significance among the Keslaat to be invited to their home.

City Relations

(Essential trade with Rasambel, minerals/stone, colored gems?, cave growing foods)
( " With Oukdan, Felt, wool, embroidery )
(" With Kothinar Wheat, metal, metal products)

Everyday Life

see also Asar Resource List
see also Asar Households
see also Asar Politics

Lifestyle

Social Structure

The Veraat are born from the founding families, they are exclusive to such a degree that they have no acceptable social contact with the other two classes. They are, however, known to spend their wealth often among lower classes, sometimes elevating the pristige of an Alaat vendor with return visits and tokens of favor. The families own most of the agricultural land, business ties allowing for the splitting of crops between them as the land requires. Slaves work the land while the families work trade and business.

The Veraat are known secondly for their high society behaviors, a tradition of gathering that redoubles when the swamps flood and other work becomes the central focus of the wealthy. Parties typically are held at one's home as a display of their wealth and worthiness as a business partner, often these parties are an announcement of some sort see Rites and Observances. These events are exclusive, and no one of a lower class is allowed.

The Alaat make up the majority of the population in Vishaza they lead lives of artistry, encouraged from youth to study a craft and nurture their skill through their lives. Many children will have a number of mentors among the Alaat, strengthening existing relationships among families or forging new ones. Not many Alaat seek to leave their class, rather they seek the favor of the Veraat to further their tradeskill. There is often trade between people of this class, both inside and outside of the city.

The Keslaat are slaves, owned almost exclusively by the Veraat, and their time is often spent in agriculture or heavy labor. They are the working hands of Vishaza, laboring hard days of work in the marshes or collecting minerals and clay; digging and loading materials for their families who own the rights to them.

Gender Roles and Marriage

Women of Vishaza are the responsibility of their patriarch or Nokal. It is the Nokal's responsibility to make sure that their daughters find good mentors, and to make sure that a marriage will bring pristege to both his daughter and her new husband. However, once married, the husband takes responsibility for the continued health and happiness of the woman, her Nokal having chosen a good husband, steps down his actions in her life.

Marriage among the people of Vishaza is often a business arrangement furthering the good of both people (and their families) as they enter into the bond. Typically a match would be made between two people of complimentary skills. i.e. a painter and pigment maker because a single work of the painter would display the skill of them both. Arranged marriage among the Veraat is similar but on a larger scale, binding two families who share different agricultural lands or textile markets.

Government

Hazards and Defense

Arts and Entertainment

Vishaza is a home of artistry, the mass of the people having mentored under a master of the craft they find suits them best.

Worship and Beliefs

Rites and Observances

see also Asar Holidays and Festivals

Veraat

  • Pregnancy
  • Age of Eligibility
  • Business Success

Alaat

  • Skill finding
  • Harvest Festival

Keslaat

  • Planting Season
  • Harvest Festival
  • Flooding Season

History

see also Asar Timeline

Origin Story

Starting a Character in Okudan

Character Name

Lifestyle and Housing

Housing

Housing in Vishaza is also divided by class with both Alaat and Keslaat sharing similar homes, varied mostly in size. Among the lower classes homes are made of cob pressed with beautiful objects often representing the life they have or plan to live with their new family. Houses are typically built and owned by a Nokal, although males can inherit a home in which case they often add rooms or other decoration to bring their influence into the home. These homes are often set up for hosting a small dinner party or having daytime guests, they are cozy and comfortable.

The Veraat often have very large homes crafted from the materials their family holds access to. These homes tend to be large and impersonal - save the artwork inside - fit for hosting grand balls and feasts. Displays of wealth and power are often built into the exterior of the home, opulence the desired takeaway for any visitor.

Lifestyles

Destitute: A Destitute character is one with neither Hearth nor herd. They have no shelter, no transport save their own feet, and very few options for obtaining food. A Destitute character is not likely to survive a full season in Okudan, and PCs are not recommended to start with this lifestyle.

Impoverished: A PC beginning as Impoverished in Okudan likely falls into one of three categories: someone who has severed ties, whose Hearth is on the verge of dying out, or who is a visitor with few connections in the band. They do not have a family shelter, but only a personal tent. This lifestyle includes a single companion animal, most typically a horse (bonded if appropriate).

Ordinary: The Ordinary lifestyle in Okudan encompasses most living situations a character might fit into. This level includes those who live with a Hearth, whether native or adopted, and any visitor who has associates within the band. Residents will live with their Hearth, while visitors either stay with a Hearth or sleep in a personal tent or small wagon. This lifestyle includes two animals; one should be a horse (bonded if appropriate). The other is typically either a dairy animal, perhaps part of their Hearth's herds, or a companion animal, such as a dog, usually related to the PC's profession.

Skills

As for all PCs, no matter where they start, the first expertise one takes should be the character's primary professional skill. Generally, most members of a Hearth will be collectively involved in a professional endeavor, so (if native) bear in mind that whatever the PC's profession is, the rest of their Hearth will likely pursue related skills as well. For example, one Hearth might be made up of hunters, leatherworkers, and bone carvers; another might focus on breeding quality goats, making cashmere yarn, and turning it into cloth or blankets.

There is little call in Okudan for knowledge-based professions; the band lives a simple lifestyle. Similarly, there are few service professions (e.g. cooks, brewers, teachers) as most Hearths see to their own needs in those regards. Professions relating to magic and medicine are generally limited to Hearths with long traditions in shamanism; these families have generations of local knowledge and familiarity with the land to draw upon when providing guidance to the band.

There is some room for jobs focusing on food production (hunting, foraging, managing larger herds and producing dairy products), for while most Hearths are self-sufficient, the more food they can buy or trade for, the less time they have to spend producing it themselves. Craft professions (spinning, weaving, pottery, carving, etc.) are highly regarded, but potentially limited in materials and infrastructure; timber of meaningful size is uncommon, for example, and blacksmithing impractical. Breeding and training useful animals (horses, livestock, dogs) can be lucrative for those who succeed in setting their stock apart from the normal run of beasts found in the band. There is also always room for more guardians (weapon skills, riding) due to the pervasive hazards of the nomads' exposed lifestyle.

For PCs who are old enough to take multiple skills, Riding is recommended as the second choice, due to the importance of horses in Okudani life. Alternately, PCs may find it useful to take another skill complementary to their main professional expertise, such as Painting for a potter.

Language

Possessions

Tokens

Discussion

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