Blood Rites

Keep at Ebon Askavi => Terreille Articles => Pruul => Topic started by: Lucky al-Izar on Jan 15, 18, 01:15:29 PM

Title: Culture of Pruul
Post by: Lucky al-Izar on Jan 15, 18, 01:15:29 PM
Pruul

Capital City: The Festival City of Onn
While the capitol is mobile, the true capital and center of the bureaucracy is Onn, called the Festival City due to its past use largely for, well, festivals. It is seated on the largest lake in the Territory, and covers the entire shore between mountain ridges. With the Great Drought, Onn has increasingly become rooted, Pruulians choosing to stay in the city year round due to its location near fresh water.

Population: 650,000
Population Breakdown: 88% native to Territory
Rough Affiliation Estimate: 10,000-15,000 per Tribe, 30,000-60,000 per Clan (making the sum of every Clan including tribes about 375,000 each), 275,000 residents between Onn, the Northern and Southern mountain ranges, the Little Citadel and Dar-el-Salaam
Caste Breakdown: 95% Landen to 5% BloodMajor Exports: Salt, gemstones, fabric, dye (from the mountains), woven carpets, vellum ink paintings
Major Imports:  Water, lumber, grain, vegetables, prisoners, flax, wool

Climate: Much of Pruul is unusually arid, even for a desert. The air is hot and dry. Water sources end suddenly and without warning. Temperatures are brutally high in the day and brutally low at night, especially in the deep desert. Scrub brush and plant life is hard to come by, although some Queens have begun to try to “reclaim” the land by using scrub grass to anchor the dunes and trap plant life within them. In the mountains, it’s much more temperate, with evergreens growing in the higher reaches and plant life becoming rather abundant. However, the vast majority of Pruul is uninhabitable to the untrained for long periods. Cities such as Tuono and Onn are generally more humid and wetter, due to their proximity to two of the lakes. What agriculture there is in Pruul is near the three lakes in Pruul, and they focus mostly on growing foodstuffs.

Geography:
(https://i.imgur.com/15Wdnrm.png) (https://i.imgur.com/vkUKUMX.png)

Clans

Culture:
Spanning many miles, Pruul is quite a large territory. The Winds do not cross over it, with only the Summer-sky crossing the Northern Range and the Sapphire crossing the Southwestern corner. Because of this, they have developed a unique system of messengers known as the sandriders, who ride a native and unique beast known as the sandworm; and they have also developed an even more unique system of District and Province divisions, as they now lay divided along tribal and Clan lines rather than sheer geography.

Life in Pruul can be hard, but it can also be extremely rewarding. In the north, center and south of the territory are the famous salt mines, which have brought many millions of marks into the territory. Also in the mountains can be found gems, and the moisture necessary in order to grow plants needed for their fabulous weavings. Fortunes can be made by those willing to risk their lives in a trade caravan, carrying any number of things to the territories bordering Pruul. But there are quiet times, too, in the nomadic tribes that wander the sand; and peaceful times in the cliffside cities of the Northern Range, where Priestesses and the Darkness reign supreme.

The desert territory of Pruul is a harsh, unforgiving wasteland to many, but to those who know the ways of "The Friendly Desert," it can be quite full of life.

-Credit to Reid for the majority of culture and Z for the map