[Worldbuilding] Masji'el, the Sacred Land

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MASJI'EL

In each of the many strange faraway lands, there are many great wonders to be found. In each of these many lands, there will be many answers as to which are the greatest of all - the devil-legions of the Schattenreich to the forests of Wireenas and the mountains of the Kaar, the haunted ruins of the Bleeding Marrow, the magical wonders of Numenia - but ask the Tarumne, and they will recognize only one answer; there is no wealth, no power, no majesty in all the world that compares to that of the Masji'el.

Long ago, the stories passed down through generations say that the first Tarumne were delivered to the Jaduvaeren by the hand of Alašmar Himself, sailing down from the heavens on a great fleet of ships made of sunlight. While universally accepted to be a fantasy, evidence does suggest that these islands were the origin of Tarumne civilization. How the Tarumne relate to the other elven races of the world is a great and continual debate among scholars, with archaeological discoveries in the Jaduvaeren regularly bringing far more questions than answers. Regardless, the divergence of the Tarumne from the "Almne" seems to have happened several thousand years ago, apparently immediately upon their arrival in the ancestral homelands of the Tarumne.
The oldest Tarumne settlements are on the Western coasts of Vaer Agon and Vaer Baitar, which were founded around relatively hospitable portages for simple fishing vessels. These early villages would go on to grow into cities, independently inventing desert agriculture and well irrigation, as well as developing the sophisticated written language used by the Tarumne today and laying the foundation for their modern political systems and philosophies. After the invention of the lateen sail, they began to expand outside of the Taruvaer, first settling the coasts of the Gahan'vel and exploring far and wide. The early Tarumne would build many city states across the lands that would become known as the Masji'el, around this time having their first encounters with the Enagetu of the interior who would for some settlements become trade partners, and to others become hated rivals. It would also be around this time that the Tarumne began exploring past the pale of their settlement, encountering the developed civilizations of other nearby peoples with whom evidence suggests they traded with extensively, placing great value on imported foreign goods.
The cities built upon the foothills of the Ihanen Taru quickly became the wealthiest and most powerful of the Tarumne civilization, founding powerful hegemonies and developing far past the limits of the lands from which the Tarumne originated. This period of a quickly East-shifting center of power early in Tarumne history is now remembered as the Asinu'taru, the Age of Dawn or Age of the East. Aside from the many significant cultural and scientific developments of this period, it would be defined primarily by the constant wars between rivaling hegemonies of city-states and the development of complex diplomatic relations between Tarumne polities and Enagetu clans, lasting until Veran Aran Elano Gelgemjuir of Elihar united the Taruvaer and amassed the largest fleet in Tarumne history for its time, bringing the entire western half of the Masji'el under heel. It would be in his records that the name "masji'el" first appears as a reference to all the lands to the west of the Ihanen Taru, a name which would become popularized by his successor Jeru Toran Aranjuir.
From the ascension of Veran Jeru Toran onwards, a long tale of war and intrigue tells the story of the Asinu'garun, the Age of Consolidation, wherein Elihar steadily establishes its firm control over the entirety of the Masji'el. This period would also see the development of formalized state-sanctioned mage orders, the beginning of widespread commercialized slave labour in the Masji'el, and increased contact and interaction with the outside world.

Now, for the first time in their history, the Tarumne are as one under the sun-and-serpent seal of Elihar - the heart of a young Empire that stretches from Dralos to Sumarel. Many centuries of history and many thousands of lives were spent to get to this high and lofty place. But the lands are not without their troubles; The Enagetu jiranen lose patience for negotiating their kin out of slavery, and grow tired of their second-class status under entrenched Tarumne rule. Regionalism grows like a rot at the nation's fringes as influential figures form cliques and factions that threaten the authority of the veran. And even the veran himself has allowed his court to become a nest of vipers, having poorly prepared for the shift from a nation perpetually at war to one that knows how to be at peace.
As with any nation, the fate of the Masji'el balances on the tip of a knife. Only time will tell where its story leads.
 
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OVERVIEW

The Masji'el (Sacred Land) is a nation in central Sorras bordered to the East by the Ihanen Tarujuir mountain range and by sea to the North, West, and South. The nation's capital is the city of Elihar, located on the island of Vaer Elihar (historically known as Vaer Mašel) in the southwest. It is a land of great wealth and lore, standing on the precepice of a new age in its legendary history as it stands united under a single banner for the first time.

The Masji'el is an arid land, dominated primarily by a large central desert that makes travel and inland development difficult. Arable land is located solely on the coasts or along the river banks of the east, which are the primary cradles of civilization here. The terrain of the nation is varied, with coastal farmlands giving way to desert dunes and jagged mesas. More than half of the population is located in the Eastern half of the nation, with the majority of the Western population located in the Jeruvaer.

The imperial government of the Masji'el is operated primarily out of Elihar, with the Veran being the highest authority in the realm. Each city save for Elihar itself has a representative of the Veran's authority appointed as its overseer, who is also responsible for the surrounding territory. These appointed governors are only accountable to the Veran themselves, required by their station to heed the Veran's commands but in the traditions of good governorship are expected to hear the concerns of the people over whom they govern, resulting in complex informal political hierarchies within these governorships. The military forces of the Veran, and particularly the naval fleets, play a key role in maintaining control of the territories, especially in more rebellious or remote regions.

Religion in the Masji'el is centered around an Imperial Cult of the traditional Tarumne god Alašmar, who is held to be the creator of the Tarumne and the both spiritual and physical embodiment of the Sun. Alašmar is traditionally depicted as a dragon made of sunlight and fire, his followers believing that all dragons are his "children" as well, having spawned long before the other higher races of the world and living on as his watchers. Alašmar is only one of many gods worshipped in the Masji'el, however, and all people in the nation are free to practice their own religion, even if it runs in direct contrast to the governing faith. This unwritten policy follows in general culture; the Tarumne and Enagetu alike are very tolerant of differing philosophies, especially with those who come from elsewhere. Many individuals worship multiple gods that originate in multiple different traditions, though by nature of living under the banner of the Masji'el, all at least recognize the secular authority of the Cult of Alašmar, even if they do not worship Him as part of their idiosyncratic pantheon.
 
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REGIONS

- JADUVAEREN -
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Fatherland of the Tarumne and westernmost region of the Masji'el, the Jaduvaeren (meaning "Sunset Isles") are composed of seven major islands, not including many small uninhabited sandbars, stacks, islets and reefs. The region has been continuously inhabited by the Tarumne since time immemorial. The people here depend mostly on subsistence fishing and trade with other, more hospitable regions.
The Jaduvaeren are arid volcanic islands, two of which (Vaer Išgados and Vaer Inadar) still experience active volcanism. The volcanic eruptions that created the islands are believed to have happened countless aeons ago, and considering the size of the islands were probably apocalyptic. The islands are now quite flat, with the volcanoes that had formed them now being large shallow hills eroded by time. Vegetation is incredibly limited on the islands, with the rains causing magnificent desert blooms that last for only a few shory days before vanishing again, returning to the desolate and lifeless appearance of before.
A species of large amphibious reptiles known locally as nagšijar are native to these isles, called "Sea Crocodiles" by other peoples.
The islands receive rather sparse rainfall, most of it falling in the latter months of the year. Occasional sandstorms blow in from the northeast, blowing white coral sand across the region, sometimes at speeds fast enough to cause lacerations and blindness. The only fresh surface water in the region is a lake on Vaer Agon, other settlements depending on rain catchers and wells which are rationed carefully. It is believed that the need for careful water rationing in the Jaduvaeren was the seed of the Tarumne's highly stratified social systems.
Elihar, the seat of power in the Masji'el, is present in this region. Initially a frontier port of the Tarumne, it is now among their finest cities and the epicenter of Tarumne culture, religion, and politics. Its population is comparable to Athasir, a city to its south, which was historically the most powerful and populous of the Tarumne cities but has declined in influence and status greatly ever since Elihar surpassed it.



- AL'KALIR -
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As the Jaduvaeren are to the Tarumne, the Al'kalir is to the Enagetu. Meaning "The Mesa Region" in Ongetu, the jagged red spires of this region rise high above the surrounding dunes, historically being a natural fortress and hiding place for the Enagetu. Many of the paths through the winding crevices are still poorly mapped, known only to local Enagetu guides. Fantastical rumors and legends about the secrets hidden within this region are common across the Masji'el. The Tarumne know this region as "Asaren"; The Blades. Many fine goods are exported from this region, the most highly-valued among them being enchanted weapons and textiles.
The Al'kalir is the geographic center of the interior desert of the Masji'el, thus being incredibly dry and desolate. While the high walls of the mesas protect the inner settlements from sandstorms and the beating rays of the sun, they also limit access to rainwater and are prone to flooding when rain does come due to the coarse rocky sand's poor drainage properties and the flow of water into the crevices that can sometimes exceed the rate of outflow. During these relatively rare flash floods, inhabitants simply take shelter above ground level until the storm passes. The outflow from the crevices of the mesa forms the "source" of many of the surrounding regions' dry riverbeds.
Many unique forms of plants and wildlife reside in the Al'kalir, due to it being a massive source of natural shelter and having plenty of places to hide, especially for smaller animals. Many species of insects and small rodents form the base layers of the food chain here, with snakes and birds feeding on them. Samaryi mate and nest in the Al'kalir, forming the apex predators of the region. Due to this, Samaryi encountered in the Al'kalir are especially territorial and aggressive.
The cities of Saransei and Kašidsei, both located deep within the mesas, are the only remaining Enagetu settlements in the region that are still ruled and primarily inhabited by the Enagetu. The others have all become seats of Tarumne power, with large ruling minority populations of Tarumne despite the Enagetu still making up the majority population by far.


- SALDEN'EL -
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Where the Jaduvaeren is the soul of the Masji'el, the Salden'el is its strong beating heart. The Salden'el is the most fertile, populous, and wealthiest region in the entire nation. Each of its cities rivals Elihar itself in both size and splendor, all being major centers of influence and power in modern politics. Almost all of the nation's food is grown in the Saldan'el, which is also the origin of many Tarumne delicacies. The region was originally inhabited by a race of hostile winged jiran, who lived in nest-like houses of sticks perched in trees and high rock ridges and spoke in screeches; their communities were promptly exterminated by the Tarumne settlers. The region's name translates to "The Riverlands."
The Ihanen Taru mountain range defines this region, the high peaks soaring over the peaceful valleys and casting a long shadow over the land, the rain shadow effect they cause being a major contributor to the deserts of the interior. Snow occasionally falls in the Easternmost parts of the region during periods of extreme cold and high wind as short-lived flurries. Sudden rolling clouds of thick, cold fog is more common in the cold season, which can blow across the region's large interior sea and make navigation of the otherwise placid waters suddenly quite treacherous.
The region's lushness has fostered a rich, diverse local biosphere of unique flora and fauna. River Elephants, which are employed by the Tarumne as both beasts of labour and war mounts, are native to this region.
The total population of Salden'el equals that of the entire rest of the nation, and their combined wealth accounts for the majority of the wealth found in the Masji'el as a whole. Everything from food and raw farm goods to fine artistry and manufactured goods are produced in the region.


- NA'BAINI -
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- GAHAN'VEL -
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The first region settled by the Tarumne once they began to expand past the Jaduvaeren. Prior to Tarumne settlement, the Gahan'vel had been an uninhabited and undesirable region due to its lack of resources and remoteness. Its cities even now cling to the fringes, making the majority of their wealth from trade and from resource extraction from the sea - Altor in particular is known for its dyes derived from aquatic snails, and Tarjanir has become an exceptional case, renowned for its weaponsmiths.


- SALUN'VEL -
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- AGELEN'EL -
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- ELATHIŠUL -
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- ELAREN'ATU -
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- AL'RAKOWIM -
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- AL'NAHAWIM -
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THE TARUMNE

The Tarumne (meaning "Sunrise Elves" or "Dawn Elves") are a race of elves originating from the Jaduvaeren. Their shimmering skin varies in hue from pale gold to brass, their hair a full spectrum from white to black and often wavy in texture. Their eyes are typically amber or brown, though some possess natural red or golden eye coloration that is traditionally believed to be a sign of pure divine heritage. They are also noted to have a natural warmth to their skin, which they consider furthermore evidence of their race's lineage.
Aside from appearances alone, the Tarumne and men have little to do in way of natural traits that separate them, save for the Tarumne typically having a more natural aptitude for magic. Just as with men, though, talent distributes itself seemingly at random; some Tarumne are born tossing fireballs, others seemingly barred from the art altogether.
An average Tarumne will live 300 years, reaching sexual maturity in the second decade of their lives, from there experiencing a rapid slowing of aging that often makes it difficult for other races to estimate their age. Other elves, however, consider it "obvious". Many magically-inclined Tarumne are also able to prolong their lifespans and enhance their features further, which makes guessing all the more difficult to the limited eyes of men.

The origins of the Tarumne are highly debated by historians. While evidence suggests that they have been part of a sophisticated civilzation for thousands of years, there is little evidence of their history prior to the establishment of their own written records, despite their oldest settlements and artifacts that can be confidently ascribed to Tarumne activity predating these writings by many hundreds of years. The leading theory is that the invention of writing was significantly delayed in early Tarumne civilization, with alternative modes of long-distance communication, such as via magic, being preferred in these early periods. Another popular theory is that all Elven groups originated from a single ancient precursor civilization, similarly to the ancient Empire of Men, which they refer to as the "Almne" (Ancestor Elves), whose original homeland must have been lost or destroyed in some great cataclysm.
Regardless, the Tarumne remained isolated on their native islands, the Jaduvaeren, for most of their early history up until the invention of the sail allowed explorers to travel farther than ever before and growing urban populations incentivized colonization projects. Their expansion would continue until the settlement of the valleys of the Ihanen Tarujuir, where most of their population is concentrated today. The traditional city-state style of politics gave way to the establishment of larger networked states first in these regions, where richer resources meant polities sought to control larger areas, leading to the establishment of multiple large settlements within their borders over time. These small kingdoms would inspire and eventually give way to the imperial-style state headed by Elihar that is in power today.

Tarumne society dominates the Masji'el, their predecessors having settled far across the nation in many of its most hospitable places where they built many large cities. Similar to other Elven groups found elsewhere, the Tarumne are known to be self-righteous, authoritarian, materialistic and xenophobic. These traits have often put them at odds with non-Elven groups; however, they hold other groups of their Elven kin in high regard, strongly preferring to engage with "their own" over other races in matters of diplomacy and trade. These behavioural traits are obviously not universal or integral to the nature of the Tarumne, but are strongly reinforced by beliefs and norms within Tarumne society. Other similarities of note to other elven groups include their strong seafaring traditions, presence of dragons or draconic beings in their traditional religious practices, and traditions of slavery.
Honour and compliance are highly valued by the Tarumne, who are known to practice honour killings should a member of their immediate family break the rigid social contract. Similarly, those who bring dishonour to themselves or their family or break the social contract willingly or otherwise are often compelled to commit suicide, as it is considered better to not live at all than to live a life in dishonour and isolation from your former peers. Shunning, banishment, and social isolation are regular parts of life in their culture. This emphasis on homogeneity has also largely prevented cultural drift in the far-away places of the Tarumne, with the only real differences being in basic lifestyle and aesthetic details but otherwise avoiding any glaring differences, such as in dialect or practices, to prevent embarassment. These inflexible standards are a major driving force behind the infamous xenophobia, casteism, and myopic navel-gazing among the Tarumne.
Family dynamics play a central role in Tarumne lives, with seniority and parentage being of critical importance; marriages are carefully arranged between families by the parents who discuss the compatability of their children and negotiate the arrangements in a manner similar to a business deal, reflecting the often underlying political or financial interests behind the arrangement. Children are held imperatively to the expectations and demands of their parents until they are married, in which they are generally considered a separate family that may pursue their own path. A typical Tarumne household is composed of only two generations; the matriarch and patriarch of the household, and their underage children.
Men and women are relatively more equal in Tarumne society than elsewhere, but still has a strong patriarchial tradition. Tarumne women are more likely to be victims of honour killings should they be credibly accused of infidelity than men accused of the same, and should a woman birth a bastard child she is exiled along with the child, while the father of the bastard is simply expected to take a short lapse from social life before an unceremonious return, never expected to acknowledge neither the child nor his paramour, and in fact expected to never speak of it again. Women are less likely to be chosen as the inheritors of their family titles and estate over their male siblings and relatives, and more likely to be disinherited entirely for violating their family's wishes. This general "second-best" attitude towards women extends across all areas of life, with preference regularly applied to a man of equal or even slightly lower merit than a woman. Women often experience more pressure than their male counterparts to have children quickly and to focus on their lives at home, often unfairly burdened with more responsibilities of homaking and childcare than fathers. However, women are not expressly forbidden from any part of life in favour of men; women are free to serve in the military, own and operate their own businesses and properties, and are able to freely receive their own educations in any field they wish to study, including leadership and martial arts. Women have equal say in legal proceedings as men, with cases including and between women taken just as seriously in the eyes of the law as those including or between men. Attitudes towards women in leadership positions are often not significantly different to those towards men.
Despite the equal access however, an inequality of social pressures and norms does create power imbalances and generally makes life in any position harder for a Tarumne woman than it would be for a male equivalent.
Homosexuality in Tarumne culture is considered normal and a relatively insignificant feature of one's character; Young Tarumne adults are often expected to clarify their sexual preference to their parents prior to their parents making their marriage arrangements, and is often one of very few preferences the parents take seriously. Homosexual marriage ceremonies often feature some different rites and practices during the celebration, but generally are the same as heterosexual ones. Following this ceremony they are considered a completely normal couple, save for the fact that they will not be expected to have children for obvious reasons.
Intersex individuals in Tarumne culture are simply considered as being a separate sex altogether with both female and male characteristics but occupying a space between the two in society. They are generally expected to present and refer to themselves in both a feminine and masculine manner, combining female and male fashion and mannerisms. They would be expected to reveal their sexuality to their parents and be married accordingly once they come of age the same as their counterparts who are born as male or female. Gender non-conformity or changing gender identity, however, is completely taboo; this is seen as willfully detracting from social norms and one who changes their gender or breaks gender norms would likely shunned or banished, potentially even the victim of an honour killing for breaking social norms. This extends to intersex Tarumne individuals as well; if they were to proclaim themselves as solely male or female, they would be seen to be breaking the social contract all the same.

The Tarumne caste system defines daily life for the Tarumne. Caste is determined by birth, with upwards mobility almost non-existent but falling in caste completely possible, considered the most severe of all social punishments, worse even than death - which is often chosen first. Ones caste determines their role in society, and are excluded from interaction with members of the higher castes. Marriage can only take place between two members of the same group of castes, and typically will only take place within the same caste; it is completely forbidden and highly dishonourable to marry someone of a caste of a higher or lower group.
Tarumne castes are divided into 6 groups; Ašarunen'sathadu, for castes involved with governance and administration; Ašarunen'aran, for castes involved with religious affairs, scholarly pursuits, diplomacy and education; Ašarunen'gišaru, for castes involved with war and hunting; Ašarunen'ašranu, for castes involved with skilled labours such as art and artisanry, trade, services and entertainment; Ašarunen'bivran, for free labourer castes; and Ašarunen'hesedir, for slave castes. Foreign elves and jiran, though evaluated through this system, are not integrated into it even if they are born among the Tarumne; even a ruler of the jiran would be forbidden from a member of the Ašarunen'sathadu in the same manner as a member of the Ašarunen'hesedir would be. Every caste belongs to one of these groups, with many thousands of castes present across the nation. New castes typically come into being around the lines of religion, migration, and economic expansion. While it is essentially impossible to change caste, a caste can change rank if it is seen to change its occupation and to have maintained arali. For instance, if a caste of the Ašarunen'bivran rank were to migrate to a new city where they took up the trade of ivory carving, they may petition the local ruler to raise them to Ašarunen'ašranu status. In the same vein, a caste can be demoted if they take up a lower form of labour or as an extreme form of collective punishment. Castes can also be integrated into each other, created or destroyed at the whims of the Ašarunen'sathadu, though excessive interference in the system has been proven to lead to social disarray and caste or slave rebellions.
This system originates primarily from the cultural belief in arali - the spiritual purity maintained and increased through living honourably, mastery of oneself and their task, and obedience to social norms. It is further informed by the belief among the Tarumne that they are direct descendants of the god Alašmar and that the Ašarunen'sathadu retain the most of the divine lineage which they maintain through reproductive isolation, as well as the practice of slavery.
The rules and expectations in inter-caste interactions are defined mostly by the levels of separation between them. In practice the Ašarunen'sathadu and Ašarunen'aran form their own clique, with the rest of the castes forming another clique separate from the Ašarunen'hesedir. For instance, a member of the Ašarunen'sathadu and a member of the Ašarunen'aran have essentially no barriers from one another. A member of the Ašarunen'hesedir would not even be permitted to be in the same room as the two of them without their express permission.
The majority of the restrictions of the caste system fall on the lowest two castes, the Ašarunen'bivran and the Ašarunen'hesedir. Neither may touch, sleep under the same roof as or share food or drink with the Ašarunen'gišaru or the Ašarunen'ašranu. They may not speak directly to any member of the highest two groups of castes without being first spoken to, may not look them in the eyes, may not touch the same surfaces, and may not eat from the same pot or drink from the same well. At appearance of a member of the Ašarunen'sathadu, the Ašarunen'aran are expected to bow their heads, the Ašarunen'gišaru are expected to do a slight bow, the Ašarunen'ašranu a half bow, the Ašarunen'bivran a deep bow, and the Ašarunen'hesedir expected to kneel.

The language of the Tarumne, the Tarumne Jebal, is believed by some scholars to have some distant common ancestry with other Elven languages, diverging over the centuries into a completely distinct dialect. Among the Elven languages, it is considered comparatively guttural and sharp, but retains many of the smooth and liquid qualities found in others.
Tarumne high society has many rigid rules on speech, considering speaking out of turn or with an irregular accent, intonation, or rhythm completely unacceptable. Young children and lower castes are expected to remain completely silent unless spoken to when in the presence of those of higher status.
Written Tarumne has three scripts; Araš'arhajuir, an calligraphic form of writing used in art and literature, Araš'rasjuir, a simplified version of araš'arhajuir used in correspondence and notes, and Araš'ranadjuir, a highly simplified script used in informal writings such as business ledgers and cargo manifests.

The mythology of the Tarumne holds that they were created by the first dragon, Alašmar, who is the only god aside from Ašarha to have the power of creation. Alašmar created the Tarumne and the dragons, then taking the form of the Sun to watch over them. For this reason the Tarumne acknowledge that there are many gods in the universe, possibly more than they could ever hope to know of, but to them there are none equal to Alašmar.
Religion among the Tarumne is of a unique variety; while all Tarumne at least acknowledge the divinity of Alašmar, there are cults of many gods present across the land that are venerated as well. Individuals typically pray to different gods at different times, though some prefer only Alašmar or a specific selection of a few. Many of these cults are locally unique, though some are more prolific.


TARUMNE GODS
Ašarha - The first being in the universe, who created all the universe and the gods, shaping the world from the shed skin of Saras and carefully designing all that is found upon it. The only God with the power of creation, aside from Alašmar. Ašarha is worshipped by those who share in the act of creation through art or through their craft, and often invoked during enchantments.
Saras - The Serpent God, firstborn of Ašarha along with His twin Alašmar. His shed skin was used by Ašarha to create the world and all that is found upon it. He is charged with the defense of the world, and should His forebear will it, its destruction and recreation. He is worshipped by those who seek protection and insight.
Alašmar - The Dragon God, firstborn of Ašarha along with His twin Saras. He is the only god aside from Ašarha to have the power of creation, having created the Tarumne and the dragons, His children of whom He is guardian and watches over in the form of the Sun. He is worshipped by all Tarumne.
Reš - The Ibis God, third of Ašarha who is tasked with watching and recording all mortals' lives and receiving them from Sedirane upon death in his realm, the Silent Sea, where they must step onto the waters and be judged. If they led an impure life, they will drown for all eternity. If not, they will walk upon the water and may cross into another secret realm, known only as the Bainu'el - the Far Land. He is worshipped by scholars and mages.
Abune - The Lioness Goddess, fourth of Ašarha who is tasked with guarding and overseeing the lands and all upon it. She and the Fish God Sebiš are constantly fighting, which she encites through earthquakes and volcanic eruptions. She is worshipped by hunters, miners, and farmers.
Sebiš - The Fish God, fifth of of Ašarha who is tasked with guarding and overseeing the seas and all within it. He and the Lioness Goddess Abune are constantly fighting, which he encites through tsunamis and floods. He is worshipped by sailors, anglers, and farmers.
Sedirane - The Hyena Goddess, sixth of Ašarha and bringer of death. She is responsible for ending lives when their time has come and carries the dead spirits to the Silent Sea, where they are to be judged by Reš. She is worshipped by those who believe they are near death, in hopes of more time or a gentle passing.
Hatur - The Golden God, Lord of the Paths and the Eastern wind. He is worshipped by shepards and the lost, granting guidance where none can be found. He is the divine companion of Abune, who are said to hunt together across the night sky.
Šugiran - The Bat God, Lord of the Night and the Southern wind. He is worshipped by all who wish to pass quietly through the blackness of night - whether they be thieves and assassins, paramours, escaping slaves, or runaway children. He is also known to grant shade to those who are lost in the desert.
Athamor - The Changing Goddess, Lord of the Desert and the Northern wind. She is the divine embodiment of the ever-changing state of the world; the relentless march of time, the shifting of the sands. She is worshipped mainly by nomads and desert wanderers, her cult not very well-known to those who do not follow her.
Janar - The Many-Headed God, Lord of Chains and the Western Wind. He is worshipped by slavers and the enslaved alike, closely affiliated with Sedirane's duties in relation to the fates of mortals.

Metaphysical beings of evil, or demons - a fact of life in all the world - are viewed rather neutrally by the Tarumne. Mages are conscientious of their capricious and untrustworthy nature, but are decidedly more open on average to make deals with the devils than other populations, likely due to the nature of Tarumne society which essentially thrives on underhanded bargains and corruption in pursuit of worldly goals. In this sense, it may be not a higher willingness that leads more Tarumne to make demonic pacts, but simply an acquired familiarity for their tactics.
The line with "black magics" is drawn at necromancy among the Tarumne, who see it as not only a horribly dishonourable act to puppeteer the corpses of the dead but also as a breach of their most fundamental cultural and religious beliefs, for which the punishment can only be death. This includes the summoning of the spirits of the dead, and the use of the dead's bodies in any context.

Tarumne architecture values simple geometric forms executed with mastery, with most structures being of rather simple shapes but constructed with mathematical precision and carefully composed to have an undeniable aesthetic beauty despite the relative humility of its individual parts. Clay and mortar bricks are the favored traditional building materials. External decoration is usually limited to large sectional blocks of paint or simple, often functional curves and ledges. Some of the grandest structures feature metal plating on certain points, such as atop the dome or the windcatchers. Interiors, however, are often richly decorated and coloured with painted murals, mosaic tiles, and stucco carvings.
Most structures are constructed around courtyards, typically with a pool of water at the center to provide evaporative cooling throughout the year. This style of construction is most common in residential structures, with poorer families living in segmented structures arranged in a square around a shared central yard that they collectively maintain. Inspired by the water gardens of Enagetu cities, many richer structures such as palaces have expanded the decoration of these courtyards to feature running water and carefully-maintained selections of ornamental plants, which offers additional shade and cooling as well as being aesthetically pleasing.
Windcatchers are often built on larger structures, passively cooling the interior space through cross-ventilation. Many settlements construct windcatchers at their water reservoirs, which can get to freezing temperatures. These reservoirs are also used for food preservation due to the low temperatures, as well as facilitating the preparation of unique frozen foods, a cultural delicacy.

Loose and long fabrics are the cornerstones of Tarumne fashion, with silk and satin being the preferred materials. The couture is known for its bright colours and rich embroidered patterns, which are highly valued as cultural exports to other realms. Parasols are carried by both rich and poor to protect from the beating sun, often cheaply-made and replaced regularly, though sturdier ones with embroidered fabric are also made and often preferred by higher castes when making an important appearance. Tarumne aesthetics also values ornamentation through copious accessories, with silver and gemstones preferred over gold or other common jewelry materials as it contrasts against their naturally golden skin. Pearls are most valued of all, with pearl jewelry being the jewelry of choice of the veran themselves. Pierced jewelry of the ear and nose is considered traditional for both men and women, with more piercings being a symbol of both strength and high status and beauty. Most Tarumne will have two earrings, as well as a collection of ear cuffs to complete the ensemble. A wealthy high-caste Tarumne woman in full dress would be jeweled literally head to toe, wearing a full matching set of hairpieces, ear and nose piercings, necklaces, armbands, bangles, waist chains if her mid-section is uncovered, anklets and toe rings. A Tarumne male at similar level of complete dress would be expected to wear his own suite of hairpieces, ear and nose piercings, arnbands and bangles, and toe rings. There is very little difference in traditional female and male dress, with the vast majority of clothing pieces being considered unisex and designed accordingly. The main differences are in expectation and rules; men are required to at the very least cover from their navel to above the knee, women expected to cover their breasts as well as from their navel to knee. Certain types of hair pieces, as well as necklaces, waist chains and anklets are considered feminine and not to be worn by men.

Tarumne cuisine is often assumed to be plain and unappetizing due to the harsh climate of their homeland, but in fact is rich in spices and highly sophisticated culinary practices and unique dishes. A seafaring people, fish and seaweed are staples in any home. Rice is the most widely-cultivated staple crop, appearing in most meals. Originating in the valleys of the East where wheat cultivation is possible, a fluffy and mildly nutty flatbread called harane has also become a beloved basic accompaniment to every meal. Salt is widely available as a seasoning even for poor families, though the warm climate facilitates the growing of many various spices which are applied liberally to every dish. The poorest Tarumne often rely on their local ingredients, making simple salted stews with a small pile of harane shared by the table. Meals of the nobility, however, employ the full width and breadth of what Tarumne cuisine can offer, the nightly menus having everything from decadent lamb racks and spiced wines to frozen desserts and baked pastries.

The armies of the Tarumne are traditionally comprised of well-paid free citizen soldiers who buy their own equipment, though slave legions have become increasingly popular in recent decades. Tarumne swords are of long, thin slightly curved blades designed for slashing and cutting attacks against relatively light armour. The typical soldier wears a full suit of scale or chain armour, armed with a longbow and a spear with a heavy blade if it can be afforded - if not then a blade similar to a one-sided shortsword blade - with a long curved dagger at their side for close encounters. Swords are usually only owned by the nobility due to prohibitive cost, who prefer to engage in combat on the back of a camel and thus have more use for a long, finely-decorated spear. Tridents were the traditional polearm of the nobility until relatively recently with the adoption of the heavy blade polearms that currently dominate the battlefield, inspired by elephant spears. Elephant cavalry, a rather recent introduction to Tarumne armies, utilizes massive spears, with a one heavy bladed spear and one pointed spear on each side, as well as several bowmen.
Slave soldiers are typically minimally-armed with only a spear or short sword and hardly if at all armoured, typically with leather and padded cloth due to low cost and ease of mass production.
 
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