Rahup'at Organization in Elewna | World Anvil
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Rahup'at

Rahup’at acts as the Center Waypoint. All clans and materials pass through Rahup’at in order to come in or go out. Decisions for the region as a whole (in regards to things that cannot be decided via local community rules) will ultimately be made at Rahup’at, and both Regional Clans (Rouge/Barbarian) are represented through life and work.

Culture

Coming of Age ceremony The term to decide if you are ready to depart for the overall coming-of-age test with the blessings of your clan is a simple but dangerous one. You choose a direction that is hostile and un-settled, either out in the mountains or out on the ice, and you choose one other to go with you to act as your pseudo-patron. You two depart with the goal of surviving alone without clan help for a determined amount of time. Once you have found a location, the pseudo-patron sets up camp where they can see you but not interact or immediately be at your disposal for help. Then you are left to survive however you see fit and by whatever means for the selected amount of time. When the time is up, you both come down and you are judged by the report of your pseudo-patron. What you do not choose is a third party member that follows you and watches everything you do in areas that you cannot see. They submit a separate report. Between the two reports, your judgement is decided upon, if you have acted accordingly with all beliefs and the laws of the Uma. If you fail, you may still journey for the test but you do so without the support of your clan. If you succeed, you receive the blessing of your leader and a piece of equipment for your test of your choice.

Assets

Things to Hunt: Ice/Tundra: Stalkers, Manta, Spider Crabs Mountains: Manta, Nudibranch, Parrotfish Underground: Crabs, Giant Isopods, Weavers

Territories

Within Territory: Rahup’at, Krabliloiako.

Agriculture & Industry

Primarily plant life, and all ice-tolerant species; mosses, fungi, and thin-rooted salt-dwelling species. A few smaller creatures for agricultural purposes alongside insect life for ecology. But it’s small farms and small native agriculture gatherings, primarily sourced from nearby native groups of plants.

Education

There are two basic ways of education among the Uma, and those of this Waypoint are no different: Games and preperation for the coming of age ceremony. The Coming of Age Ceremony is a movement into being fully able to support and help the community, and the games create connection, competition, and healthy physical/mental/emotional development among the youngsters (although games are not limited to cubs, they are the primary way to education among the Uma).   Games: Steal The Win - A game like capture the flag and Poker, where a group of two or three go up against an opposing group of two or three, each one presents goods in the form of physical or favor, makes a bet on how long it’ll take the other to succeed at the task, then hides the loot alongside a Resonant Stone linked to the other party. First one to find the loot and claim victory wins both piles. Bonus points if you can convincingly cheat or bluff your opponents without the use of violence. Ice-Dive: Don’t Break The Ice in real-time. In places where the ice is thin, a Skimmer glides out and secures itself. In teams or alone, Uma line at the edge of the solid ice and start moving forward at ‘go’. The goal is to be the first one to reach the Skimmer without falling through the ice; fall through, and you are disqualified. Bonus points if you do not break the ice at all during the game. Whatever ‘prize’ is on the Skimmer belongs to the winner of the game. Ice-Ring: Wrestle your opponent to the ground. Don’t crack the ice in the process. First to three pins wins. Keep Away: Soccer, but with return points, betting and boats: Teammates pile onto at least two boats, opponents do the same. Item to be kept away from the opponent is determined (often some sort of animal or ball of Litabrenin), goal points are established, and some form of wager is had. The goal is to race to the goal point while tossing the item back and forth between you, not allowing the item to rest for long (or risk penalty to your Skimmer through attack or damage). Keep the item in your control, reach the goal point, and return to the starting point and you win a point. The goal of the opposing team is to steal the item and get a point for their team. At the end of the agreed-upon limit, whoever has the most points wins. Extra points are won for the Skimmer that reaches the goal point and/or reaches the starting point, while both Skimmers in a team get points for successful ‘Rounding’. Aside from actions that result in immediate death, everything goes. Bonus points for stealth and distraction. If one of your Skimmers is damaged beyond sailing, your team is immediately disqualified. If there are only two teams, it’s an automatic win (although with little honor attached unless the damage was done in a stealthy way). If there are more than two teams, the team taking out another team’s Skimmer wins a point (with the same caveat applied). If the item is knocked onto the ice, whoever retrieves it is the new owner, and taking it around the goal is not necessary to make a point.   Coming of Age ceremony The term to decide if you are ready to depart for the overall coming-of-age test with the blessings of your clan is a simple but dangerous one. You choose a direction that is hostile and un-settled, either out in the mountains or out on the ice, and you choose one other to go with you to act as your pseudo-patron. You two depart with the goal of surviving alone without clan help for a determined amount of time. Once you have found a location, the pseudo-patron sets up camp where they can see you but not interact or immediately be at your disposal for help. Then you are left to survive however you see fit and by whatever means for the selected amount of time. When the time is up, you both come down and you are judged by the report of your pseudo-patron. What you do not choose is a third party member that follows you and watches everything you do in areas that you cannot see. They submit a separate report. Between the two reports, your judgement is decided upon, if you have acted accordingly with all beliefs and the laws of the Uma. If you fail, you may still journey for the test but you do so without the support of your clan. If you succeed, you receive the blessing of your leader and a piece of equipment for your test of your choice.

Mythology & Lore

Primary Mythology: The Atmu of legend still live under the ice, and one day they will return. Primary Historical Figure: Ryclo, Ice-Speaker (raised the ice around the edges and created bridges for SKimmers, founding member of AllMother’s party)/:/Rhnahkoai, One-Hunts Nahkos, the first Uma known for successfully bringing down a Stalker(Nahkos) and crafting rules for The Hunt.

Peace is essence to life, and information is essence to peace.

Capital
Alternative Names
"Windfall"
Economic System
Barter system
Currency
Primary Currency: Items -Secondary currency: Labor Primary Trade: Guidance -Secondary Trade: Hunt
Major Exports
Things to Make: Naihekasaru Hook Luro Hook Loiohem Hook Ice Hook Bone Hook Horn Hook Bacnie Spear Bone Armor Set Bone Armor Pieces Leather Armor Set Leather Armor Pieces Ice Armor Set Ice Armor Pieces Baciki Armor Set Baciki Armor Pieces Leather Skimmer Sails Communication Charms   Consumables: Steaks(Stalker) Meat chunks(stalker) Meat slabs(stalker) Meat-Rice(Manta feathers) Meat Strips(manta) Shelled Legmeat(spidercrabs) Shelled meat(spidercrabs) Striped meat strips(Parrotfish, jerky) Spiced Jelly(Nudibranch) Flash-freeze Nuggets(Crabs) Meat Slices(Isopods) Crunch spice/seasoning(Weavers) Water(underground streams) Ice chunks
Major Imports
Things to Sell: Maps Unique Information Location Knowledge Rumors Transportation/Services Items/Materials
Legislative Body
Decisions for new laws or deliberations that cannot be solved party-to-party are brought before the leading/reigning Araryc member, who makes a ruling or decision.
Judicial Body
If the ruling/decision is to be challenged, the challenger speaks out in rules of a duel; whatever they name, if they want direct confrontation or Avatar confrontation, and it will commence. If the challenger or the party wins the challenge, they are responsible for the ruling/decision, the storm be on their heads. If they lose the challenge, the ruling/decision is given to the Araryc. In either case, the winner decides the fate of the loser; if the challenger wins, they decide if the deciding Araryc is worthy to remain in such a position. If the Araryc wins, they decide if the challenger is worthy to remain in the clan/territory. Rejections have the choice of being sent back to their home clan to be stripped of Ownership and have to retake the coming-of-age challenge or simply be ejected and win status in another Waypoint/Clan (including winning back status in the current clan), while a rejected Araryc will begin a cycle of choosing a new leading Araryc, in which all the leading factions of the Araryc Class are brought together for a brawl in which last one standing is the new leading member. The new leader can then choose a surrogate leader or to stay as such.
Executive Body
The ruling Araryc is responsible for enforcing the laws. If they are deemed weak or ineffectient by the community, a new challenge may be issued and the process begins again.
Deities
Official Languages
Neighboring Nations
Related Ethnicities

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