NationStates Jolt Archive


Some notes on our culture....

Sakkra
13-03-2004, 06:41
The Sakkran culture was once one of feudal tribalism. This was at a time when several different species of the Sakkran geno-type existed. These sub-genus were the Burrowers, the Deep Ones, the Grass-Walkers and the Skulkers.

The Burrowers were a mountain-dwelling people, who lived in subterranean caverns dug into mountains. They had sticky pads on their hands and feet allowing them to traverse their caverns with amazing speed, and allowing them to climb sheer vertical surfaces. Their skill with smelting and forging was legendary, and it was rumored the weapons and armor made by them were imbued with mystic properties.

The Deep Ones were an ocean and sea dwelling people. Their skin was covered in heavy, spikey natural armor, their hands had two fingers accompanied by massive lobster-like claws, and their mouths were covered in mobile plates. Their size and strength were tremendous and it was rumoured a Deep One on a rampage could eradicate a modern tank group.

The Grass-Walkers were thin and svelte beings, who lived in the grasslands of Sakkra. They were incapable of normal speech, but could communicate via the mind. Their willpower was so great, they had managed to harness the summoning of The Spirits. Their artisanship was also quite great, capable of crafting the finest detailed items of such magnificence it was almost unearthly. Their skin usually took on irisdescent metallic tones.

The Skulkers were masters of stealth. They resembled modern Sakkrans quite closely, but were substantially shorter. They could blend in with the surrounding environs seemlessly. You would almost never know that there was one near you unless they wished to make their presence known.

But those times are long past. WHat has eveolved since those days is one massive Tribe, called the Empire. The separate genotypes throughout the millenia bred amongst each other until all discernable signs that there ever were separate genus disappeared, and became one homogynous geno-type; the Sakkran.

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The Young
The young of Sakkra are often reffered to as hatchlings. These are born in the Birth Pits of the Black Swamp. Since there is no discernable parent of any one hatchling, any adult can represent a hatchling, should it come to that. They are cared for by Tenders, who teach them the basics for survival, and watch over them until they become Neonates at the age of 20. They never leave the Black Swamp before this time.

The only exception to this is the Private Birth Pits of the Imperial Lineage. They have a separate area away from the common hatchlings, since the Imperial Lineage is known to have strong genes.

The Mating

Mating rituals in Sakkra occur every twenty years. When in this time is solely up to the parties involved. It begins with an exchange of representations of Ancestors Past who have some personal import for the individual. Usually someone who lived their life in an exemplary fashion, and influenced a modern Sakkran's way of life by example. Should the other party accept this representation, then a Dance is prepared.

This is a fairly social occasion, as couples vying for the attentions of their targets need to be compared to each other. It takes the form of a slow waltz at first with displays being made by the females. Head bobbing and inflating of dewlaps are the norm, as well as serpentine movements made accentuating desirable traits. Firmness of neck and tail, polish of claws and felxibility are desired the most.

The males stand to the sides as the females 'compete' against each other. Females can have any number of mates, while males are limited to one female. After a time, the females select their dance partener, and the males join them. The waltz continues, but with the dancers twisting and writhing along each other in a serpentine fashion.

Should a female decide a male is suitable for her, they adjourn to private chambers. What happens in there remains in there.

Fighting and Combat

The Sakkran Warrior will always prefer fighting up close, where one can smell their opponent. EVen in these times of Sakkrans in powered armor, they prefer the jaw-plates capable of opening that they may use thier teeth in battle.

There is a specific code the Sakkran uses in battle. Should an enemy, when fallen, has proven him or herself in battle, and fought with honor, they are invariably spared, and allowed to live. They are even given medical treatment and returned to their comrades.

Should an enemy prove cowardly and dishonorable, however, then they are eaten on the battlefield, alive or otherwise. This is so they may re-incarnate as a creature of honor, perhaps. Another attempt to live a life of dignity. It also serves to lessen the need for the Sakkran Warrior to carry a burden of food on themselves.

When a Sakkran is ready for battle, they give off a heady cinnamon scent, and a nictitating membrane often slides over their eyes. This is to protect their eyes from dust and debris. Their neck crest raises to its full height, and their eyes widen.

There will be more to come later.
Steel Butterfly
13-03-2004, 07:14
Tag...and that honor system thing is pretty cool 8)
13-03-2004, 07:21
Parmisian society too was for generations a divided thing, with city states warring constantly with one another. The people of Parmisia called themselves Gorlons, Alaks, Thelaps, and any number of other names.

The resulting wars had dragged on for generations and the Gorlons had quite forgotten about their colony on Gakloria, a tiny little tropical planet not so far away in the grand scheme of things. They had built a nice new city there, it was called Heinmal, and the residents at the Alak colony on Gakloria had sacked it. The Alaks had forgotten about their colony too, they were too busy watching their ancient city on Parmisia burn before the Thelaps’ army and counting out tribute to make it stop.

Eventually a soldier king named Molig, of Gorlon City, led his people to total victory, uniting the Parmisians by force and forging a new united society.

Molig called himself Gian, which was a name given by the ancient ancestors of all Parmisians to a race of gods who once walked Parmisia, and who might still be sleeping in the Red Caves. He turned out to be a benevolent king, and Parmisia was happy.

Reproduction and adolescence in the stocky little bipeds who now call themselves Parmisians is pretty much as with humans, though Parmisian society is generally a little more liberal, most of its constituents wearing only a loincloth at best.

When it comes to fighting there is no infantryman finer than a well trained and healthy Parmisian male. He may be only 5'5" tall, but his likely more than 250lbs are accounted for mainly in muscle and solid bone, all packed under a thicker skin than is worn by humans. Parmisia, though it is today at peace, would almost certainly go to great lengths to engage its infantry ahead of any other means of defence should war come. The vast infantry corps weild flechette guns and hand grenades, while still retaining many traditional tools of combat. Heavy alloy trenchclubs are used in Parmisian martial arts, and unusual weapons half crossbow half slingshot now act as grenade launchers. Mechanisation is only of moderate interest in Parmisian society and military. Light tanks, actually two man hovercraft armed with flechette machinegun and light cannon, benefit from exceptionally light and strong alloys, but are generally used only as high speed scouts for the more respected infantry, while advanced jet fighters today protect said infantry from dishonourable and cowardly air attack.

Parmisian infantrymen would most likely have some considerable time and respect for Sakkran martial codes.
Sakkra
13-03-2004, 08:34
Education

After the age of 20, the hatchlings then come to be known as Neonates. They are then escorted out of the Black Swamp, and taken in by a small grouping of adults in a city, town or village. In this time, the adults in that grouping are responsible for teaching the neonates about the culture, history and customs of the land. Literature, the sciences and mathematics are also covered in a basic form.

There they are raised until the age of 50, when they become young adults. It is then that the Universities open up to them to complete their education. During this time, service in the Defense Forces is mandatory as a way to earn their stay in the sponsoring University. Whether the young adult opts to stay in the Defense Forces afterwards is their choice.

The pace of the education is stepped up dramatically, with advanced sciences, athletics, advanced survival tactics and engineering are applied. This is because this is the time when the Sakkran mind is at optimal absorption of knowledge. They can soak up the most trivial details like a sponge, and carry them throughout the remainder of their life. All educational facilities are sponsored by the Imperial Treasury, so that all Sakkrans get the benefit of a free education.
Sakkra
14-03-2004, 05:19
Architecture

The architectural design of Sakkrans is one of co-habitation with the elements natural around them. If it is a rocky hillside they live on, then a network of tunnels and cavern-based dwellings are what is called for. Should the area be a dank swamp or forest, then the homes will be built in the trees. And should it be a level surface, such as grasslands, then the homes are built as insectoid hives.

The material used to construct homes is called Resin, a natural and durable material gained from the Resin Beetles. These beetles are also used to aid in excavation of caves and tunnels. Their diet is silicon based, meaning they can eat stones and the like. The material gained from the end-result of their digestion process is the resin. It is a gooey paste that hardens quickly into a material that is non-porous, durable as concrete and light as aluminum.

With this resin, Architects shape individual houses and buildings, and also form support beams, pillars and vaulted archways. Then they wait for it to dry before they continue on to the next step.

An average Sakkran home would be a low dome-shaped structure that looks to be one level high. Inside the home, however, are access ramps to subterranean passageways. The home also extends into these depths. Here are the true living quarters found. Restrooms, bed chambers and common areas are the standard. Heat chambers are also located in each home to allow the Sakkran to work up to the correct level of body heat to perform at peak for many hours. Humidifiers in each heat chamber keep their mucous membranes moist, which is important to their breathing comfort.
Sakkra
14-03-2004, 07:43
Sport

Sports common in Sakkra to the rest of the world are usually the ancient America Rules Football, and RUgby. A sport native to Sakkra is called Jugg. There are in-region matches, regional matches and then the national match, which is declared a national holiday and lasts for a week.

Rules for Jugg

Teams:
Each team has 5 individuals. Three with staffs, one with a chain, and one with no weapon. The leading being with a staff is called the Slash. The being without a weapon is known as the Qwik.

How:
The playing field is 20 yards by 40 yards. In the middle is a circle with a 10-foot diameter. In the center is a Newt Skull that serves as the ball. At each end of the field is a stake planted in the ground. The objective is to get the skull planted on the stake on the enemy side of the field. Only the Qwik can touch the skull.

Timing:
The game is timed with “Stones”. A stone is equal to the amount of time it would take to bend down, pick up a stone, and throw it against a gong. For our purposes, we call this 3 seconds beaten on a drum. So a stone is 3 seconds. Each game is 600 stones long. Three rounds are 200 stones each with breaks in-between.

Winning:
The game ends when the skull hits a stake. Or when the time runs out, in which case the game is a tie. If the Qwik is incapable of playing, and there is no replacement, the game is called a tie.

Hits:
Only chest and head hits count. If you get hit with a staff you sit down for 6 stones. If you get jabbed by a staff you sit for 3. If the chain hits you, you sit for 8 stones. If you hit someone in the head, you sit down for 3 stones and so do they.

Pins:
If someone is down, you can place your weapon on them and “Pin” them. They can’t get up as long as your weapon is touching them. Once it is off, they sit for 2 more stones and can fight again.

Weapons:
Staffs can be wood, plastic or metal and are required to have at least one layer of padding on both ends. The recommended amount is at least 18 inches on each end. They shouldn’t be too much over 8 feet long. The chain is made of pretty much anything, and has a layer of soft rubber on it. The chain is not allowed to be over 9 feet. The Qwik has no weapon so he uses wrestling moves, disarms people, whatever it takes to stay alive.

Other:
Staff users must keep their hands on their weapons at all times. BOTH hands.

Armor:
As much or as little as you wish. Aside from some form of helmet, nothing is required, but is strongly suggested.
Sakkra
15-03-2004, 06:14
AT this moment, before we continue, we can field questions or commentary from the community at large.
Sakkra
17-03-2004, 04:32
Social Courtesies

When greeting another for the first time in that meeting, it is customary to preceed their name with their title. IE Engineer Pwaar. It shows acknowledgement and appreciation of their efforts through their life. Afterwards, for the remainder of that meeting, addressing the other person takes a far more informal tone.

Although physical contact is not unheard of between beings not fully familiar with each other, there are some areas that should never, ever be handled except in very special circumstances.

One of these areas is the part of the tail where it meets the waist. THis is the area where the reproductive organs are found. As such, grabbing this area is akin to requesting sexual favors then and there.

The next is the dewlap on the necks of females. This is an area of great sensitivity, and is guarded most ferociously by the females. It is not uncommon for juries to let a female walk away with murder if it was found that her dewlap was mis-handled by the slain being.

Hospitality

Hospitality is very important to the peoples of Sakkra. To have visitors is a big deal. Often all manner of beverage and food-stuffs are made available to guests that are not often found in the average household. The visitor's comfort and well-being are paramount issues.
Sakkra
28-03-2004, 05:18
BUMP
Muktar
28-03-2004, 05:50
Note to self; Honor System implies MIA Muktari will most likely come home on the rare possibility combat occurs.
The Blackguard
28-03-2004, 09:11
I like the way that you have taken the time to create a unique species too inhabit your nation, then think up a detailed descripion of thier culture. A substantial amount of prior thought must have been put into this. Good Work.