Peoples: The Orime
Description: The Orime are a strong race, known as much for their appearance as their way of life, and indeed they are subject to legends, lies, and rumors as to their nature. The Orime are a tall people, with builds that tend towards the broad and thick, often with both muscles and fat aplenty, to survive the cold climates and provide them with the strength and energy for living as they do. The average male Orime was 6'8 feet tall, the average female 6'7 ½, and an Orime was thought dreadfully short if they were under six feet, and there were healthy Orime whose heights surpassed eight feet, though too far beyond it and health problems began to be evident. The skin of Orimes varies, with different tribes and lineages having different tones, which grey being the most common. But one variety is known for their grey-blue skin, and another for their dark green skin.
Either way, they have strong teeth, with several teeth that seemed to be made for tearing, rather than grinding. Their eyes varied as much as their skin did, but red was not uncommon, and neither were gold or silver eyes.
Their size came with considerable strength, and the kind of endurance that allowed them to work longer and harder than most humans, and survive more, though they, like humans, had their limits. This strength and stamina are usually considered in the context of war, but Orime farmers had little trouble breaking even the frozen ground of their native lands, and the blacksmiths found the simpler than it might be, though also rather too warm.
Orime men and women are physically closer than human, with a more similar bone structure and facial structure, and only minimal height differences. This can make it somewhat difficult for humans to tell them apart, especially since Orime tend towards egalitarianism, and thus merely being a warrior doesn't necessarily demonstrate that they are a male Orime.
Orime tend to live longer than humans by some years, due in part to their physiology, and in part to their culture.
Society: As a people, they are divided into 'tribes' of sorts, among which there are different villages, each of which has alliances within and without their 'tribe', which often describes impossibly extended kin-groups with shared history. Where Confederations have come into being, they tend to be the local governments and systems writ-large, and the ever-shifting alliances, feuds, and disagreements conceal a unity that is only sometimes broken.
Villages and tribes are run by councils that consist of different groups. A representative of the warriors, of the Skalds, of the farmers, and so on, each of whom is equal, and has an equal voice. Only in times of war is there a single leader, and then only briefly, and this council itself makes the day to day decisions, rather than all decisions. Within the various professions (such as warrior, or farmer) more than a few decisions are entirely individual, or chosen by vote, and for the truly contentious decisions, the entire village might gather to argue it out and vote.
The Orime do not have slaves, nor even bound servants, and any captive taken into the village, or any who lives in an Orime village, is by definition an Orime, whatever their origin. While some tribes have, at times, tried to get around the religious prohibitions that lead to this, such as by temporary locations outside of the village, or by selling off captives of war to other humans, these are highly disreputable acts, and are liable to be punished by other tribes when they are found out.
Orime warriors have a code of honor and a sense of their own importance, but are also taught that their needs and desires should be subordinated to the good of the village, and that they shouldn't think themselves better for their prowess. This is reasonably effective, though many young fools, men and women alike, tend towards reckless behavior to try to prove themselves.
The Orime do not have priests, as well be discussed below, instead they have Leritel, or teachers, of religious doctrine.
Culture/Life:
An Orime's trade and life are certainly partially determined by those of their parents. But tradition and religious law requires children to be exposed to other trades, often in short 'apprenticeships' of a few days or a week, and thus there is a good deal of mobility between careers, as well as a greater willingness to marry outside of a trade.
Orime tend to raise people partially communally, with every child having many aunts and uncles, as it were. Everyone was responsible for everyone else's child, should the need arise, and while this sometimes led to debates, and disagreements, it was habit and custom.
Should two Orime disagree, or one Orime be accused of misdeeds, they would be put before a collection of other Orime, guided by the Leritel in outlining any necessary laws or precedents to them, but no more, before they made a decision, which had to be conclusion.
When an Orime reached sixteen years, they had a ceremony in which they were lightly bled, and in which the whole village turned out for a celebration, along with any who reached the same age in that season. From then on, they were an adult, with the responsibilities of an adult, though many were still in training, and would be for some time.
Training was less a matter of Master and Apprentice, and instead a wide variety of teachers, to diffuse both responsibility and power.
Orime plant huge farms held and worked in common, with a large variety of crops which have been, sometimes with a purpose, selected for hardiness in the cold conditions of their land. It makes their diet, which often consisted of stews, bread, and and great deal of meat, relatively diverse in other ingredients as well. Some areas of Orime lands have extensive fruit trees, especially Winter Apples, able to survive into the early winter. Orime have come to notice that without such apples in their winter diets, they tend to get sick towards the coming of Spring, in what they call Apple Sickness, cured only by apples, and thus the Orime in those regions do a brisk trade with both human and Orime neighbors, often quite distant, who use the cider (which is drank regularly and medicinally), dried apples, and even preserves to supplement a diet that, no matter how they try, tends to still be lean by winter's end. But Orime are survivors.
Besides cider, which is viewed less as alcohol and more as necessity, Orime drink a good deal of ale, and drink what they call Gorzakle as for special occasions, and as a sort of pain medication. Certainly, humans from the south who have tried it have said that it distracts rather well from the bodily pains, burning as it does on the way down.
Orime tend towards raucous, celebratory drinking, but they have many other pastimes. Many love hunting, and there are traditional games, many of which come from pranks done in the mythic past, and they sing and dance at all times, even those who aren't Skalds. Music is central to the life of an Orime, and the Orime who is tone deaf is thought the most unfortunate creature in the village. They place much stock in being personable, and in getting along with others.
Orime may challenge each other to fights over disagreements, but the fights can be only with bare firsts, and to first fall, and are more common in some villages than in others.
When an Orime marries, they mingle their blood with the man and woman of their choice, and recite the vows as have been recited for beyond Orimeish memory, and often follow it up with poems or songs of their own composition, or the composition of a friendly Skald, in order to mkae it sacral. The Leritel and at least two or three other Orime usually are required to watch, so that all can know it was done well. Once married, an Orime might move into their spouse's house, or their spouse into theirs, or they might build a new home together, the customs there vary quite widely.
When Orime get sick, they call upon both Skalds, some of which can do quiet miracles with their magic, and traditional herb-husbands and herb-wives, who are sometimes also Skalds.
When they die, it is a Skald who ensures that they do not come back as a ghost, and their body is either burned, if they are thought wicked or full of regrets, in order to give their souls more time to consider things before they go beneath the earth (for the Orime have a vague but present understanding of what we'd call the Water Cycle), or buried if they have lead a life with few regrets.
Mythology/Religion:
The Orime believe in a multitude of Gods, all formed by a single Goddess, Orima, whom they were named after in memorial. These Gods no longer get involved directly in the world, out of compassion and understanding, but they taught the Songs of the Skalds, and they maintain the world even still, so worship is a matter of thanking them. Sacrifices aren't made, as they were in the days of the Priests. Instead, songs are sung, for what tribute is greater than the very thing which created the universe, Orima, and from her singing all the other Gods?
The Orime have a complex and expansive mythological cycle, which is both poetry and song at the same time, and which can be categorized in certain ways, as can all their songs.
First, the Tworzhist, the History of Creation. This tells of Orima, born of the sound of silence, and her lonely singing, which gave birth to the first Gods, who sang along with their mother, and on and on, as more were created and sang the world into being. It is filled with stories of hjinx and games, as well as their wonder at their creations, and ends with the creation of laws for the Orime, the naming of the Orime, and other matters.
Second, the Kreovak-Gesh, the Story of Blood, the greatest sung epic in Orime culture, which tells the story of Orime failing to live up to their promises and covenant, and of one such Orime raising an army of ghosts and nearly conquering the world, before being narrowly stopped, leading to the Gods creating new laws, but also agreeing to step back from rulership of the world, so that it may control itself. It is an incredibly popular epic, even to this day.
Third, the Gesha-Lyud, the People's Stories, are really several different categories. First, there are a number of stories of great heroes and adventures, stretching to this day, including that of Kataival, the Skald who climbed the world, and Bogumah, the first Bearsarker of the Orime. These thrill people even to this day. Second, there are the histories, which often specifically refuse to name names, instead speaking of entire tribes, clans, or villages, and which are unique to each village, or so it seems.
The final category is everything else. The drinking songs, the occasional songs for funerals, weddings, and every other occasion, the comic songs of no particular origin, the songs made purely to dance to, the songs you sing a child to lull them into sleep… they have no specific ritual attached to them, and yet the Orime view them as sacred in their own ways.
The Orime live their life with their religion, their songs of thanks, their traditions, and the Leritel, who traditionally take three apprentices at once, so that they do not favor any one, are merely those who help remember the traditions, recite them and the songs and stories, and who provide wisdom but not rulership. Even the Gods do not rule over the world, merely guide it and protect it, as the warriors must protect but not rule a village.
History: The Orime are a broad group, more widespread than their sizeable traditional locations might indicate. But there are certain trends, such as their conflicts with the Kingdoms and other governments which they often neighbor or are even a part of. They have their own ways, and their own lives, and they don't always mix well with humans, at least in the sense that their belief that those in an Oremish village are Orime can create confused loyalties and cultural misunderstandings. At times, Orime have warred with human Kingdoms, raiding them or even bringing them to the ground, but they have in some ways been safe from many of the trends that have affected so many. The Sepult-Edelian Empire reached almost to their borders before it began to fall apart, and so while influenced by them indirectly, they never warred with them except very briefly towards the end, and were certainly never conquered in large numbers by them.
But they are not without history, despite that. And they are not outside of history, as they might yet learn.
Unique Classes:
The Orime, like any beings, can boast of many talents, and plenty become adventurers, either in the local sense, or in the traveling sense, as the villages can hardly, nor would they hardly, forbid Orime from leaving them to travel as the song of their hearts so desire. But among those who leave, two particular groups stand out even more than others, for any Orime in the land of humans will tend to stand out.
The Oremish Bearsarker is very different than that said, increasingly embattled, category in the Nelkaelands. Instead of unleashing their anger, they stoke it into a great fury… and then with all their iron will, hold it under control and use it with a cold, even calm in its own way, mind. It is a fury that might lead to chanting and shouting, but that was as much an artifact of the Skaldic arts and the intimidation tactics of warriors than anything else. Instead, this leashed, controlled fury makes them the hounds, or the sleep wolves, to the rabid dogs of Nelkeaish Bearsarkers. The most famed Bearsarkers are capable of super-Orimeish feats, though it is well remembered that the most famed warriors were not Bearsarkers.
The Skald, on the other hand, is a figure who flits between entertainer, religious figure, warrior, poet, healer, worker, necromancer and more. They are the chief magic-users of the Orime, and in fact all the other types of magic combined still don't have the hold that Skaldic magic does, and Skalds, being entertainers, often travel to learn more about the world for their songs, and for their art, for their magic is an art like any other, one which requires intelligence, skill, and even a sort of daring. They, like Bearsarkers and the Leritel, are highly respected in Orimeish society.
Other Locations/Misc: While there are traditional lands that are called Oremish, Oremish settlers have rather large settlements or groups in many of the lands to their immediate south, sometimes independent of the various sovereigns and nobles, at other times trading military service for independence otherwise. In somewhat lesser numbers, Oremish outcasts, mercenaries, and inquisitive Skald could find themselves in the Central Lands or the Golden Road, but very few find themselves in Edelish lands, let alone even farther to the west, though few are not none. As well, there are several prominent tribes that live in the Nelkaelands, whose history and culture are quite different at times than those of their kin.
Note: I'm posting this because we hit the third page, and to encourage discussion there'll be more lore dumps if we hit the 4th, let's say?
And the vote closes tomorrow!