Haratin Ethnicity in Emynea | World Anvil

Haratin


The Haratin are an ethnic group found primarily in the northeasternmost strip of the Shamsi Desert, a region called Marrakesh. Overall, they live within Arabiyy, Fulbe, Kanuri, Wollof and Imaziɣen settlements in Kasar Wuta, Arabiyyah and the Shamsi Desert. They were brought into northern Alkelbulan as slaves, though some have been "freed" throughout annexed territories of the Kingdom of Accia. They were originally captives of war and raids, brought from lands south of Kasar Wuta, such as Nyasi za Rangi and Gaarreen Ho'aa, but most Haratin are their descendants after inheriting the slave status of their parents. The Arabiyy still keep Haratin as slaves within their own lands but instead call them Shwashin.

Despite forming a high population in Marrakesh and being freed by the kingdom, Haratin are still treated as a subserviant working class. Haratin live in insulated communities isolated from other ethnicities, segragated and kept dependant on employment from those actually permitted to own property. Despite their position in society, the Haratin are intesely muslim, believing themselves the most devout followers of Islam al'Rasul. However, unlike their neighbors most of them venerate Lithmor over Ilnid thanks to their original roots and folklore. Haratin work in agriculture in settlements where slavery has been outlawed, usually as indentured servants, serfs and herdsman, while slaves within Ilnid's sultanates are almost exclusively Haratin.

Racial Magic



The Haratin are a conglomeration of many ethnic groups and tribes, captured in warfare and raids before being taken into Kasar Wuta, Shamsi and Arabiyyah, hailing from nearly untracable backgrounds. Because of this, the variety of Racial Magic amid this endogamous group is astonishing. Those skills most useful in their specific trade or occupation are most common but random abilities from their orginal homelands still remain in their bloodlines such as Kalitho, Shil and Emryl magic or Mental Manifestations of Mpertem and Rylmar. Some are even known to possess Oksi and Sonildaz magic or manifestations of living organisms like Maralith, Besida or Maroksi, taking on features or summoning mammals, plants and birds native to the grasslands of Nyasi za Rangi, their ancestral home. Despite efforts to keep the Haratin segregated from local populations, Flithmar magic has made its way into Haratin bloodlines, most common amid artisans like blacksmiths and potters. However, since most Haratin are foreign to Kasar Wuta and Shamsi, the majority lack any flame magic or protections from fire or radiant magic, something their once masters still use to keep them in line, totally vulnerable to these destructive elements. Thankfully, Mpertem and Rylmar magic has kept these tightknit communites of Haratin on their feet, no matter what they face, amplifying their already considerable perserverence.



Kalitho


Manipulation
Able to manipulate, repel and reshape visible light present in their environment, this including all light on the electromagnetic spectrum. They are also able to percieve all lights on the spectrum, even those not usually visible. Useful for illusionry.


Aura
Able to summon or generate visible light from Kalitho's Plane either from their body or into the area around them. Can roughly control these lights and are immune to damage from light, magic or natural.


Movement
Able to walk, step or move on or through bright lights as a solid foothold. They can also briefly transform into light, travel in a given direction as light does (moving at the speed of light) and reform elsewhere.


Slip
Able to allow their body to turn into light when when touched, most physical matter passing right through them. This ability is automatic once activated, only flesh which is being interacted with converting and immediately changing back to flesh as the object is removed. However, shadow magic can harm them.


Eye
Able to see and see using all kinds of light present around them, even through barriers. They can switch between using different lights on the spectrum to see such as x-ray, infrared, ultraviolet, radio, etc.
Sense
Able to feel or sense light around them and anything interacting with that light despite barriers, any light on the electromagnetic spectrum. They can tell many things about these lights, details much clearer by touching the light versus sensing it from a distance.


Skin
Can produce light from their skin and expand this affect around themselves in different shapes. They can control their own appearance especially, skilled individuals even capable of imitating the appearance of their surroundings for camoflage or invisibility while others create bright flashes or basic illusions from their skin.


Touch
Can temporarily alter the natural color of anything they touch, altering which light is getting absorbed or reflected. This can be small differences or grand illusions changing not just their color but their entire appearance!


Craft
Can permanantly alter the color of anything they touch, altering which light is getting absorbed or reflected. They can mold this in great detail, essentially dying any material by touch like an artist painting on a canvas. Only they can reverse the effect.


Will
Can produce lights which amplify the magic of others upon contact or extend this effect into light already present.
Imprint
The caster can imprint on a given number of people, marking or unmarking them via touch. The caster can sense their location no matter how far they travel. Every caster has their own unique sigil.


Shield
Immune to negative effects and/or damage from all kinds of light magic and naturally occurring lights. This includes being blinded by bright lights or flashes and all forms of light magic.


Vision
Able to enter a meditative state in which they can peek into and explore Kalitho's Plane, peekiing through windows or portals of the plane. These portals and windows are instances of bright light in the physical world, any kind of light on the electromagnetic spectrum. The brighter the light the clearer these visions from these windows and portals.


Step
Can enter and exit Kalitho's Plane via portals and travel the plane freely, without injury. Portals are bright lights large enough to fit through. They can bring another with them while maintaining contact even extending their elemental protections. They cannot be harmed by light and can use light as a solid foothold similarly to one with a Movement manifestation but cannot turn into light.


Form
Can convert parts of their body into a kind of light (visible light, radio, x-ray, infrared, etc.) or has this light incorporated into their form. They are also immune to damage from light but anything that destroys or changes this light will translate to lost flesh when they convert back.



♨️ Emryl ♨️
Skin
Can produce heat from their skin and expand this heat around them into a pocket. They are also immune to damage, impediment or discomfort from heat regardless of how high the temperature climbs.
Touch
Can heat materials via touch, the temperature becoming more intense and pervasive with continued contact. Their hands are also immune to damage, impediment or discomfort from heat regardless of how high the temperature climbs.


Craft
Able to craft materials usually requiring heat by hand with great detail and without need for tools (ex: blacksmithing, pottery, baking, cooking, etc.) They can even smelt and purify materials like metal or clay by hand.
Shield
Immune to damage or ill effects from heat magic and naturally occurring heat. They are totally heatproof.
Shil
Manipulation
Able to manipulate and reshape any kind of Shil material present in their environment. This can include smoke, ash, char, charcoal, soot, tar and even oil--materials and particles produced by fire or what remains after combustion. Can roughly control these materials and are immune to damage from this aspect, magic or natural, and can see these particles as a however small.
Aura
Able to summon or generate Shil materials from Shil's Plane either from their body or into the area around them. This can include smoke, ash, char, charcoal, soot, tar and even oil--materials and particles produced by fire or what remains after combustion. Can roughly control these materials and are immune to damage from this aspect, magic or natural, and can see these particles as a however small.
Eye
Able to see despite, through and able to see Shil particles over a long distances including smoke, ash, char, charcoal, tar, soot and oil. Can tell details about these materials, even through barriers and obstructions. They are unperturbed by smoke, still capable of breathing and navigating unimpeded.


Skin
Can produce a Shil material from their skin and expand this affect around themselves in different shapes whether these are cloaks, a small cloud or pocket, or simply covering their skin in layers of ash or oil. Differs by individual.
Touch
Able to incinerate materials via touch. The longer this touch lasts, the more intense this effect and the further it permeates. Can incinerate nearly any material, so long as its flammable.
Shield
Immune to negative effects and/or damage from all ash magic and naturally occurring Shil materials. They are totally smokeproof.


☻ Mpertem ☻


Aura
Can generate temporary emotions, memories, thoughts or states related to Mpertem in those around them. These include joy, pride, bliss, mania, happiness, motivation, satisfaction or general euphoria.
Shadow
Can generate illusions or hallucinations fueled by the part of a target's mind space which is connected to Mpertem. These can be their thoughts, emotions or memories related to Mpertem or simply images which incite emotions or states related to Mpertem (joy, pride, bliss, mania, happiness, motivation, satisfaction or general euphoria).
Binding
Able to bind specific emotions, thoughts or memories related to Mpertem. They can either restrict a target's access to these or bind a specific memory, feeling or thought tied to joy, pride or euphoria to a person's mind, leaving them unable to rid themselves of it or forget it.


Empathy
Can enable target's to experience or share each other's emotions, thoughts and memories related to Mpertem and can project their own Mpertem emotions, thoughts or memories onto others. These include joy, pride, bliss, mania, happiness, motivation, satisfaction or general euphoria.
Mind
Able to enter a meditative state, mentally entering the target's mind space connected to Mpertem. They can experience thoughts, emotions and even memories stored here but cannot access the rest of the target's mind space. Emotions and memories related to Mpertem include joy, pride, bliss, mania, happiness, motivation, satisfaction or general euphoria.
Touch
Able to inflict motivation and vigor, mental or physical, via touch. They can relieve fatigue, motivate the downtroddennd and refresh a weary mind or body.
Rylmar


Aura
Can generate emotions, memories, thoughts or states related to Rylmar in those around them. These include emotions of aspiration, inspiration, drive and hope but also of dreams themselves. In general, Rylmar deals with positive imagination.
Eye or Sense
Can sense or see emotions, thoughts and states related to Mpertem of nearby targets and learn details about these thoughts and emotions of targets by staring into their eyes or touching them. Can basically be used to assess the hope and aspiration in those around them.
Shadow
Can generate illusions or hallucinations fueled by the part of a target's mind space which is connected to Rylmar. These can be their thoughts, emotions or memories related to Rylmar or simply images which incite emotions or states related to Rylmar (aspiration, inspiration, drive, hope, positive imagination).


Binding
Able to bind specific emotions, thoughts or memories related to Rylmar. They can either restrict a target's access to these or bind a specific memory, feeling or thought tied to hope, aspeiration or drive to a person's mind, leaving them unable to rid themselves of it or forget it.
Empathy
Can enable target's to experience or share each other's emotions, thoughts and memories related to Rylmar and can project their own Rylmar emotions, thoughts or memories onto others. These include aspiration, inspiration, drive and hope, but also of dreams themselves. In general, Rylmar deals with positive imagination.
Touch
Able to inflict a state of delusion, extreme inspiration or increased imagination via touch. They may even become reckless or feel invincible, often accompanied with racing thoughts. Alternately, the caster can induce a sleep with vivid, lucid dreams.


Oksi


Aura
Able to summon or generate a kind of gas from Oksi's Plane either from their body or into the area around them. Can roughly control these gases and are immune to damage from all gases, magic or natural. The specific kind of gas differs by individual.
Slip
Able to allow their body to turn into a kind of gas when when touched, most physical matter passing right through them and interacting with them as it would with that gas. This ability is automatic once activated, only flesh which is being interacted with converting and immediately changing back to flesh as the object is removed.
Touch
Able to increase the gases present in someone's body and muscles via touch, including on themselves. Most often these casters increase the oxygen present in a target's blood to reinvigorate them.


Will
Can produce gases which amplify the magic of others upon contact or extend this effect into gas already present.
Breath
Can exhale a kind of gas and can breath unimpeded despite any environment (underwater, underground, in a void) by breathing air directly from Oksi's Plane.
Form
Can convert parts of their body into a kind of gas (oxygen, nitrogen, hydrogen, helium, etc.) or has this gas incorporated into their form. They are also immune to damage from gases but anything that destroys or changes these gases will translate to lost flesh when they convert back. Which kind of gas differs person to person.
Sonildaz


Aura
Able to generate or summon sound or vibrations from their own body or into the area around them, even creating their own new sounds or generating blasts of a certain frequency in a pinch. Essentially, they can generate any sound they can imagine if they have the talent to wield this complex aspect.
Ear
Able to hear anything within a certain distance, regardless of volume or hindrances. With practice, they can control which sounds they can focus on or ignore as well.
Skin
Can generate various sounds using their skin, sounds akin to instruments. This can be the sound or drums as they tap their own legs, using their own hands as a wind instrument running their fingers over their arms to replicate a strings instrument. The possibilities are nearly endless, this caster a walking instrument.


Will
Can produce sound or music which amplifies the magic of others upon being heard or extend this effect into sounds already present.
Vision
Able to enter a meditative state in which they can peek into and explore Sonildaz's Plane, a realm with symphonies of sound and music, peekiing through windows or portals of the plane. These portals and windows are instances of loud sounds and music in the physical world. Useful for auditory spying though many artists instead use this ability to draw inspiration from Sonildaz.


Flithmar


Aura
Able to summon or generate flames, pulling fire from Flithmar's Plane with their energy. They can generate this from their own body or simply summon it within an area around themselves and direct it with simple movements. They are also immune to damage or impediment from fire.
Breath
Can exhale flames like a flame thrower or inhale to put out fire.
Pocket
Able to create small portals into Flithmar's Plane big enough to reach their hands or arm inside and can place or remove small enough items from the plane. Anything placed inside will burn, a portable furnace or campire to the caster and useful for blacksmiths, potters and cooks.
Maralith, Besida and Maroksi


Aura
Able to summon or generate a kind of grassland plant, bird or a mammal they have bonded to or which are nearby. Whichever kind grants the caster influence over these organisms but they will return to where they were summoned from when their spell ends. They can even expend magic to amplify, strengthen or enhance the growth of these organisms.
Craft
Able to craft new variations of grasses in the form of new seeds with varying properties. They can also quickly and easily weave together crafts made of grass with nothing but their hands, these grasses weaving themselves together at the caster's direction. This can include grass-thatch rooves, fibrous clothing, grass-mats and so on.


Skin
Able to convert their skin into or generate grassland plants from their skin such as grass, leaves, twigs, needles, spines, etc., the feathers of a specific bird or the fur or hide of a certain mammal. Which differs by individual but is usually an organism from their native lands of Nyasi za Rangi.
Fertility
Able to increase the fertility of a grassland plant, birds or mammals and aid in the healthy gestation and growth of the plant, egg or baby.
Form
Their magic form has features of a specific grassland plant, bird or mammal incorporated into it. They will be able to manifest certain charictarsitics of this plant or mammal from their body or transform parts of their body into these features. Which plant or mammal differs by individual but is usually a lifeform from Nyasi za Rangi.


Culture

Major language groups and dialects


Despite their indisputable heritage from south of Kasar Wuta, Haratin were so heavily removed from their culture that most of their present traditions and even language are Arabiyyan. Their masters were primarily Imaziɣen or Arabiyy mixed with Nil-Shamsi ethnicities local to Shamsi like the Wollof. The Haratin themselves speak al-Mashriq dialects of al-'arabiyyah or some Imaziɣen languages.


Common Dress code


by Lee Stepp

While wealthy citizens dress in their best clothes in public, wearing gold, silver and amber jewelry and changing outfits several times a day, Haratin lack the resources for such lavished appearances. They still usually wear luridly colorful clothing with flashy patterns and women generally cover their hair. They have in fact absorbed and implemented, as much as they can afford, styles of clothing from all across Shamsi and Kasar Wuta whether these are Arabiyyan, Imazighen or Nil-Shamsi populations like the Wollof, Fulbe and Kanuri. And of course, there are many Haratin who inherit Kalitho magic, colorful light magic sprucing up their own appearances or that of their neigborhoods! Even those casters who take on the physical features of certain plants or animals of Nyasi za Rangi proudly display these dramatic features.


Art & Architecture


by Lee Stepp

Most Haratin live in segregated slums constructed of tightly packed, low, mudbrick and thatch houses where extended families cohabitate, especially in the city of Marrakesh. They have little furniture in these single room homes, making use of colorful mats and pillows overtop dirt floors. These homes are often overcrowded but families are astonishingly tightknit, warm andl lively. Haratin also enjoy painting their huts with bright colors and flashy geometric patterns, those with Kalitho's Touch or Craft brightening the appearance of these neighborhoods with their magic and even dying the hair or clothing of their neighbors with fanciful hues. These neighborhoods are nothing if not colorful, hopeful and inclusive despite their disheartening circumstances.


Foods & Cuisine


by Lee Stepp

Haratin eat together in large groups, often from the same bowl or calabash (gourd). After eating, they will drink cold water, sour milk, hibiscus juice or baobab juice. Most of their diet is meat, millet, rice, fish, yams and potatoes. Lunch is the largest meal for Haratin but their breakfast is usually milk and cereals perhaps with bread and butter, supplied by Accian relief programs. People will eat only with their right hand. They celebrate all Islamic holidays and traditions, even making an annual pilgramage to Dawn Ahrayn. The ceremonial slaughtering of animals is also common, performed only by circumcized men.


Common Customs, traditions and rituals



Haratin work as farmers, pastorialists, artisans, fishermen and blacksmiths. However, their products are sold almost exclusively by Imazighen, Wollof and Arabiyy aristocrats and merchants. Very little is actually gained by the Haratin themselves despite being the main producers of meat, leather, ore, fish, crafts, textiles, weapons, salt and isik gozyaslari. Even Haratin children are expected work to support their family and are most suscesptible to slave like arrangements. Despite living and working in similar roles as Wollof nyeenya, Haratin are still segragated from other peoples and are regarded as lesser than their neighbors. Yet even amid such terrible treatement and the insistance of their wealthy employers that the Haratin are greedy or shameless, the Haratin are talkative, outgoing and savvy. Regardless of status, hospitality is highly valued by these peoples and the crowded home of a Haratin family is nothing if not inviting and lively! Music sounds in their crowded streets and the sound of laughter is never far, those of their community possessing Rylmar and Mpertem manifestations keeping the heart of their communities beating strong and keeps their morale alive.


Historical figures



Despite hailing from beyond Kasar Wuta, the Haratin have developped their own ethnic identity. According to their captors, the original Haratin were enslaved by an Imaziɣen tribe fleeing from a conflict with Quiris invaders, arriving at the Haratin's oases and subduing them. Their descendants inherited their slave status down through the years, their endogomous and segregated communities growing steadily as more slaves were captured and locked into this caste. Within their original caste system, their people had two titles, Abid and Haratin. Abid were those still considered slaves, owned by their masters, while Haratin were freed slaves. When slavery was abolished by the Kingdom of Accia, they were all designated Haratin and proclaimed free. The largest concentration of contemporary Haratin are in Marrakesh, bordering Sesli Plato and the arctic sea.

When the Kingdom of Accia spread into Alkelbulan, they abolished slavery in ever territory they conquered and in fact used this to stir rebellion and surrender by turning these populations against their masters alongside general warfare. Whether this stemmed from a desire to end slavery or as a form of sabotage is uncertain but modern day Accians laud their ancestors for these actions. Despite being considered freed, all Haratin were and still aren't permitted to own land or property. Thanks to this and their forced endogamy, only able to marry other Haratin, they remain trapped in a dependant relationship with wealthier property owners and are treated as inferior. Most are forced into subservient roles as their only means of survival, entering into patron-client servitude as domestic servants or sharecropping serfs, often working for the very same master they were freed from! Whether they toil in small oases agriculture or in the homes of wealthy politicians, their work is indespensible despite still being mistreated.


Ideals

Courtship Ideals


by Lee Stepp

Marriages are usually arranged, especially within oases settlments. Haratin woman of Shamsi oases cannot marry without the approval of her employer, the clergyman of their settlement unwilling to perform the wedding otherwise. Young, urban Haratin try to consider what is best for their parents when they marry, seeking out a spouse within their community. Marriages between cousins do occur but, if they shared breastmilk as babies, the marriage is considered unacceptable. Women aren't allowed to marry non-muslim men either. According to tradition, all men and women must marry and have children, as many children as possible. Unlike most of their neighbors, divorce isn't common among the Haratin. Haratin households are made up a husband and his wife/wives, their children and any extended family on the husband's side. In larger communities within cities, this can extend to the wife's family too, leading to highly compacted living spaces in the slums. The husband is the authority in these households but tasks are divided up according to gender and age. Kin groups are considered extremely important to the Haratin, the larger the better, and certain magics are considered more desirable among artisan clans. Fire magic is especially sought after for both its utilities, such as Flithmar's Pocket or Breath being ideal for a baker, potter or blacksmith, and the casters ability to protect their community from fire magic such as those with Aura manifestations.


Relationship Ideals


by Lee Stepp

Men dominate the economic, political, social and religious circles in Haratin communities, acting as the primary provider for their family while women are responsible for food and childcare. While Arabiyy and Imazighen women in Marrakesh are not allowed to work, considered degrading to them, Haratin women have no such restriction. Mothers are supposed to be respected and obeyed but they are still considered worth less than men in some circles, like legal settings. In fact, women inherit half of what their brothers do. Polygamy is also common and female circumcision is sometimes performed. Women join their husband's house and take his name when they marry, many of these marriages arranged if not forced. Women are also far more likely to be illiterate. Older members of a family, especially extended families, take care of infants while younger members work. The first born in particular is cared for by their grandmother and aunts. All women will take care of children including their siblings and cousins, while men only step in as they get older. Infants are carried around by these family members, never left alone.

In regards to education, most Haratin are taught how to be useful to their communities, educated mostly by their parents, siblings, peers and some specialized teachers in the case of artisans. However, the Haratin are very religious and also emphasize learning about Allah (Luxis), honor, respect and service alongside generosity, hospitality, endurance and patience. They are taught to serve Allah and their community, learning the Qaran and the five pillars of Islam al'Rasul. They are expected to respect their parents, their community, be truthful, hard working and polite. The Haratin also belive that a child is what they inherit from their parents, that good character in a mother will pass on to her children. There was no formal education offered or even available to Haratin outside of the Accian Military Training Program. However, the Minx House has established a number of programs to aid the Haratin and other subservient castes in Alkelbulan including running schools which teach both academic studies and combat.


Major organizations


by Lee Stepp

Political roles in Marrakesh are reserved and monopolzed by religious, warrior and wealthy families of Arabiyy or Wollof geer. Haratin citizens live in fear of politicians, guards and leaders, many of those that openly oppose the government disappearing or having their family ransomed. City guards in particular are prone to being oppressive, heavily indoctrinated by the caste system. Just about anyone in uniform are feared thanks to the harrassment, rape and terrorization of lower castes. This is less prevalent in younger generations, those who have trained for and finished military service under the kingdom, but has caused palpable tensions as they return home well-trained and educated soldiers. Many Haratin elders worry their children may be too bold for their own good while those suppressing and taking advantage of the Haratin are nervous if not frightened by the ramifications. Wealthy citizens raced to push their own children into forming political ties with Accian nobility to maintain their authority, whatever it takes. This had worked under the administration of the Chevalier but as the Minx House consolidates their authority and roots out corruption in their law enforcement, a palpable tension and uncertainty is in the air.

The kingdom insists that all Haratin are offered equal opportunities through AMTP, service in the Accian Military and veteran programs. While on the surface this is true, there are certain glass ceilings. Only the best warriors gain a position through service. Yet within their homeland, Marrakesh, the Haratin are still isolated and insulated with little opportunity. While their wealthier Wollof, Fulbe, Kanuri and Arabiyy employers are receiving the best training and education in preporation for service, they begin working early in their childhood. Additionally, even those that do choose to leave Marrakesh must be willing to abandon everything and everyone they know with little to no resources if they dare to leave these harsh but familiar streets. In fact, the Haratin were largely overlooked until a group of young Haratin veterans, fresh out of service, began travelling between Eluzian cities instead of returning to their homelands, forming a travelling troupe of performers and activists. They faced immense discrimination but continued making their living within Accia and even raising awareness of the conditions in their homeland. One Haratin musician was especially popular and, thanks to these efforts, the kingdom began paying more attention to these communities. However, many of these activists were targetted by assassins or their families were held ransom by Arabiyy aristocrats of Shamsi.

by Lee Stepp

Insufficent enforcement of anti-slavery laws by the Chevalier House has also come under scrutiny, exposed in a considerable scandal by their competitors in northern Alkelbulan, the Minx House. As the corruption of the Chevalier was revealed, and as they lost their sovreignty in Shamsi, there have been significant efforts made by the Minx House to better the lives of Haratin, at least at a surface level. Some may even argue their motivation was making sure the kingdom could continue to claim their government betters the lives of even their older territories. One such effort has been the construction and maintenance of schools in Haratin neighborhoods teaching combat, artisan trades and academia. Students of these schools who go on to do well in service are practically paraded and offered government or other prestigous positions within their homelands, the kingdom patting themselves on the back for these "success stories". Yet they have done little to nothing to address the maltreatment and discrimination Haratin face as they try to step out of the neat lines their socieities expect them to live within. Nor do they offer immediate protection or consequences when those of upper class lash out at the Haratin or pay attention when law enforcement fails to pursue cases of blatant assualt, rape or even murder of Haratin citizens. The Minx haven't even managed to adapt or reform systems, legislations and infrastructure instrinsically built against the Haratin, the very backbone of what keeps them locked into poverty.

Thanks to these conditions and the current transfer of power from the Chevalier to the Minx, the government of Marrakesh is borderline anarchic. Government is poorly organized and poorly regarded by the majority of the Haratin population. Most Haratin communities have come to rely heavily on the aid and support of the Minx House. Few even pay taxes after the Chevalier scandal revealed the corruption of this House and their dealings with Marrakesh politicians, decimating their already wobbly faith in their own government. While still wary of the Minx House, they have little choice but to lean on their relief programs amid these unsteady times. Even in regards to health and welfare their government had provided very little resources if anything at all. Most support came from within Haratin communities through a strong kinship system and tightknit communities. Any funds the government might have put into bettering these slums was instead eaten up by rampant corruption, a mess still being cleaned up by the Minx House.



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