Athmor City Zu'aan
History
Etymology
The name Athmor has it origin in the traditional Athulzan dialect and it was coined decades before its foundation as a city in the 11th year of the 4E. It was the composed phrase to designate "a valley resting at the mountain's skirts" (Ath = height; mor = specific concept of a "river valley").
First Settlements
The first Athulzan Zu'Aan tribes to finally settle in the valleys found in Denyst Rocky Hills (at the east of the Athulz range) found richness in its flora diversity, despite the lack of arable land in the terrain, that could be employed in medical uses. Although the holy discourses of Athmor's high healers makes strong emphases that Zurist, "The Wise Anointer", was the first Zu'Aan to "manifest" the healing knowledge and then deliver it to the nomadic Zu'aan and other neighboring tribes that settled solely to receive his oral teachings.
Founding of Athmor
It is said that the burial of Zurist resides underground The Healing Shrine at the center of the city, while other Athulzan historians (specially a good portions Athlerale city's intellectuals) claim that his true resting place is located in the "Forgotten Vault's Ruins" (which can be found at Athmor's outskirts). Whatever may be the truth, Athmor was officially founded by Zurist's disciples after his ritual burial at what used to be the original wooden structure of the shrine.
At the time, 4E 11, there were already markets and farm houses surrounding the central building. It wasn't uncommon for some of the disciples of Zurist to come from the landlord's families of the nearby farmsteads, and indeed it was common that powerful landlords' family heads arranged marriages between their offspring and some wandering disciples or disciples that came from far away tribes. At the same time, as the urban center developed, the need for metallurgic and masonry works led the the young Athmorin society to seek the help of Athlerale (known for their architectonic advancements at the time).
By the 4E 50, Athmor had already its first wall built that encircled it main market, the shrine and "The family palaces". These "palaces" were an amalgamation of the old farmstead and herding territories that formed familiar alliances and turned into the villas of the newly born aristocracy, which was constituted now by lineage of skilled healers. Outside this first wall, new farms and herding spaces appeared that contributed fanatical tributes to the aristocracy in exchange for healthcare and "spiritual wellbeing".
This "lower class" naturally started spreading the knowledge about the existence of the prestigious noble society of healers, which attracted migrants from other tribes and cities to work in raw production, Athlerale's immigrant families were specially self employed in mining and blacksmithing enterprises.
Athmoran state and the present time
With the crescent population and production growth, the greed of other tribes and the rivalry of other cities started to rise. Athmor was faced with incoming looting bands from tribes and suzeraining pressure from other cities (which mostly demanded knowledge and metals). To ready a proper martial answer to the looters, who already caused devastation for the herders and farms, the miners and metal smiths put hands on the matter by developing the first professional militia. With knowledge of the rocky and mountainous terrain, proper weapons and the disciplined Athlerale's culture, they managed to repel the next waves of looters and even invade their tribes.
This was a repeated process of years of struggle, which wouldn't have lasted if it wasn't for the medical advancements of the healers, that ultimately resulted in a whole generation of veteran warriors and a a caste of tribal slaves. To be able to compete with other cities, Athmor entered into a total alliance with Athlerale, mostly thanks to familiar connections of its immigrants in Athmorian territory. And so generations of both cities enjoyed peace thanks to their geopolitical cooperation and also years of short, yet bloody, wars that resulted in even the destruction of rival cities.
From these first warring events a military caste developed in Athmor which once again re-shaped and expanded the structure of the city. Some of the first villas merged into the religious complex that once was just a wooden shrine, the poor and ravaged farmlands outside the first wall became new villas for the Athmoran warriors and renowned artisans, hills and surroundings mountains became military fortresses that also oversaw the mining production of the new slaves. A second greater wall was built to encircle this territory and outside of it there was new mines, herding flocks and farms protected by military outposts.
In the 4th century's later decades, after conquests of other cities and tribes from the Athulzan range, there has been political disputes with the city of Athrelare about borders and properties. From one hand Athlerale has been expanding its hegemony and there is a mutual tension for the Athulzan peninsula sovereignty. On the other hand the different political philosophies of both states claim different procedures of private property ownership and succession that affects the Athmoran warriors of Athleralen lineage and even merchants that try to make deals between the states.
Psychology
Athmor, nestled within the harsh environment of the eastern Athulzan range, could have birthed a warmongering and cruel idiosyncrasy among their citizens, yet it didn't. To understand the core of the Athmoran psyche, where lies a profound reverence for tradition interwoven with an unyielding determination to maintain peace and harmony, we will have to take a look to its foundation. It is very likely that the first settlers (which are likely Zu'aan migrating from the northern lands beyond the Athulzan range) were very peaceful people that sought cooperation between each other.
This could have been due that the Denyst Rocky Hills is a place with many natural refuges and hiding places, hinting us that these first settlers were actually hiding and escaping from far more violent individuals and the Kin'toni. In a place where people want to avoid calling attention, farmland is scarce, but herding "pasture" (the herbivores here feed off roots, dry bushes and other hard or woody plants) is abundant, it was very obvious that these Zu'aan were cooperative communities of shepherds families that took their time in gathering knowledge about how to manipulate and predict it their environment.
First and foremost, the ethos of Athmor is steeped in a deep respect for ancestral knowledge and the legacy of its founding figure. The memory of Zurist, the revered healer and progenitor of their society, permeates every aspect of Athmoran life. His teachings, rituals, and burial sites serve as sacred touchstones, shaping the moral compass of the populace and imbuing them with a collectivist sense of purpose and identity. This reverence for tradition fosters a collective consciousness that honors the past, social rituals and the status of the individuals (independently of their quality of life).
Most teachings of Zurist emphasized the harmony of body and mental well being in accordance with the environment, leading to even affect the architectonic planning of buildings, the order in the individual routine and subsequent structure of social rituals. Without these verbal, body and daily rituals, Athmorans wouldn't feel harmony in their lives or they would feel "troublesome" to their society.
Embedded within the fabric of Athmoran society is a simple, yet strict, social hierarchy characterized by both lineage and merit. The "virtue" and behavior of the individual must reflect their status. While one individual is virtuous, respect and reverence is expected from others younger, inexperienced and/or lower-caste individuals. Thus even among close peers and same-caste comrades, Athmorans tend to always demonstrate utmost respect towards a "superior". It is worth mentioning that as virtue is celebrated, there is a strong shaming behavior towards those that do not comply to Athmoran standards.
Central to the Athmoran psyche, there is a strong spirit of resilience forged in the crucible of adversity. The past constant threats of external aggression, be it from rival tribes or neighboring cities, has instilled within the populace a fierce determination to defend their homeland and property at all costs. The formation of a professional militia and the fortification of their city exemplify their search for discipline and excellence. This innate resilience is further bolstered by the innovative spirit and adaptability that characterize Athmoran humility, enabling them to weather crises and emerge stronger in the face of chaos.
It is thought among Athmorans, that if an individual is not humble they will fall to their own greed and unadaptability, while if the individual is not resilient enough they will fall to mediocrity.
Culture
Traditions
Every aspect of Athmoran life, from birth to death, is engraved with rites and codes that honors The Wise Anointer's knowledge and promote harmony within society along with the promise of physical and spiritual well being. Rituals in Athmor are imbued with contemplative significance, echoing the serene simplicity of Zurists discourses, transmitted by generations of healers. Daily rituals, such as morning meditations and beverage ceremonies, serve as moments of reflection and perception of the surrounding reality.
Major life events and festivals are marked by elaborate ceremonies that blend elements of purification rites that involves the presence of nature and ceremonial-symbolical gestures, celebrating the cyclical essence of existence, the sanctity of family bonds and the desire of mutual auspiciousness between society members. This goes to the extend of communication, where spoken words are only used if necessary due to its value and are used as verbal "keys that unlocks good will" among individuals.
Arts
Artistic expression in Athmor is characterized by its elegance and restraint, mirroring the beauty of nature and the depth of what Zurist described as "soul". Traditional arts such as calligraphy, flower arranging, and poetry are highly esteemed, specially among the healers' caste due to it's relationship with scroll-making and herbalism, with practitioners striving for mastery over form and meaning. Visual arts, such as painting, tapestry and sculpture, employ usually colored clay, wool, wood and metals as mediums often depicting scenes from nature or mythical tales, infused with spiritual symbolism and emotional resonance.
Architecture and Design
Athmoran architecture is a harmonious mix of functionality and spirituality, drawing inspiration from the caverns, hills and forests of Denyst Rocky Hills. Wooden and/or clay structures with gently sloping roofs blend seamlessly with the natural landscape, while intricate carvings and sacred symbols adorn doorways, eaves and walls. Shrines serve as centers of communal worship, with their design reflecting the principles of balance and harmony espoused by Zurist through intricate organic geometry.
Hierarchy and Values
Social status in Athmor is formed by both lineage and merit, with individuals valued for their wisdom and virtue rather than their wealth. Respect for elders and authority figures is deeply ingrained in Athmoran culture. Community is paramount in Athmor, with individuals encouraged to support one another and live in harmony without place for long-term feuds and troubles. Although the higher the caste, bigger is the virtue expected from the individual with less tolerance for failure. Failing to demonstrate virtue or character may mean the downgrade of someone's position in the hierarchy and the loss of his belonging to their natal lineage.
Education is highly valued in Athmor, with medical scholars and healing sages revered as pillars of the community. Libraries and academies are centers of learning, where students delve into ancient texts and engage in philosophical and medical discourses. The teachings of Zurist form the foundation of education, emphasizing the importance of self-reflection, empathy, growth and practical help for others. From the military caste, the example of living a life of resilence and disciplines permeates the other castes that strive to live life with strength.
Thus usually leads to Athmorans to look down on emotionalism, idle banter, lack of restrain and "lack of character".
Government
The simple, yet strict, social hierarchy of Athmor is structured in a immutable caste system. The descendants of Zurist's disciples, hailing from the aristocratic lineage of skilled healers, occupy the apex of this hierarchy, wielding considerable influence and prestige. It is custom that they must reflect on their "virtue", if one of them is found "virtueless" then that person should renounce their lineage and descend as a servant of a lower caste. The healers must pass and intensive training where they not only should master medicine, but oratory, laws, mathematics and other intellectual fields too.
They organize in the council that controls the Great Healing Shrine. The Healer of highest rank is considered a "Wise Anointer", just like Zurist, and is also the head of state and is in his hands the responsibility to appoint a successor from his disciples or the disciples of another healing school (meaning that healers from other schools can be appointed, even if they do not belong to the Athmoran state as long as the school lineage's origin can be traced to Zurist). Alongside this hereditary nobility exists a semi-meritocratic class of warriors and blacksmiths whose contributions to the city's prosperity affords them status and respect.
Their merit is measured in the tangible and immediate quality of their work or martial skill. This gives birth to many blacksmithing lineages and warrior lineages competing to win the favor of the healers. Healers regulate family feuds to avoid civil wars among warlords. This has led to some healers to control or enhance the most violent individuals through herbals remedies and diets. From warriors, a stoic character is expected alongside with the following of a martial code (manifested from the martial masters and regulated by the healers).
Again if this caste cannot reflect the ideal of their status, they can be downgraded to a lower caste. In some peculiar cases, marriages between this caste and the healer are permitted. Below the warriors and blacksmiths, we have the merchants, artisans and powerful landlords. Their duty is to distribute goods on the territory, bring prosperity to Athmor and, in some cases, act as diplomats with other states. They are considered to be afflicted with greed and are permitted to exhibit more vanity than warriors and healers.
The amount of exhibited vanity should also reflect on charity and gifts to other castes (even slaves). If a member of this caste is found guilty of corruption they must be downgraded to a lesser caste. Working for the rest of the castes, we have the servants. They are integrated by mostly farmers, lesser landlords, free miners, free workers, castle servants, artisan's apprentices or helpers and auxiliary troops. Encompassing the majority of the Athmoran population, in some historical periods they are granted to ascend to other caste depending on merit. A servant that commits any crime becomes a slave.
Finally, slaves lineages exist. They are Zu'aan captured in wars, criminals or simply descendant of slaves. A slave has almost no rights, they can only earn freedom if their master or a law allows it. They mostly work in the mines, constructions and in the cheap pleasure houses. They also are considered a good to be exported to other states or nations.
Military
Athmoran military has a long tradition of warriors committed to eternally hone their skills. Whole lineages of martial school were born from this tradition, emulating the lineages of healers. A true Athmoran warrior is expected to be trained in every weapon that has been perfected by the blacksmiths. They have prohibited to seek fortune and riches with their art, as it is considered to be only used for the protection of the state or to exhibit beauty. It is the duty of warlords to tax, regulate and enforce law on lower castes.
Also the overseeing of forts is led by warlord too, instead of master builders. Other of their duties is to train at least one family member to become a Kin'toni hunter. Other source of military, in times of wars or campaigns, are the auxiliary troops that tend to be farmers in its majority. The duty of an auxiliary is often to mitigate the tax of their landlord by war effort. If an auxiliary falls in battle, the lord or family (in case of that the auxiliary is a free man) is exempted of taxes in proportion to the service given or manpower represented (determined by the measured strength of the auxiliary).
Usually, auxiliary are considered just a flesh meat by the superior warriors in their caste culture (although generals obviously know their actual value). These troops are usually given spears. Only the warrior caste can use a mount, being these scarce. However the Denyst rocky hills and the overall mountains terrain of the eastern Athulzan range, give space for poor shock cavalry. This is why mounted troops are mostly horse archers. Foot warriors compromise groups of archers and heavy armored soldiers that wield a weapon of their general's choice.
Because of this, the movement of this army may be slower than others. Athmor's army usually prioritizes shock tactics and planned terrains ambushes, looking forward for a no-retreat stance. They also prefer always let their enemy to advance first, which contrast the aggressive nature of other neighbors (among them athleralens). Due to most of their controlled coast regions being coastal cliff, Athmorans do not have a strong naval presence and are neither interested in it. They also have a lack of siege equipment, making their sieges long and being at disadvantage by this.
However their castles and fortresses are mostly carved from mountainsides, with the steep slopes forming the “walls” of the structure that is then topped with wood palisades. Lastly some elite units are called "Kirozo warriors". These warriors use big local mammals of the hills, with forelimbs adapted as wings and capable of sustained flight, as parachutes and sometimes, depending on the animal size, as actual mounts. However these warriors are only used in emergency cases as the Kirozos are hard to breed and tame, making them too valuable.
Also Kirozo breeding is dangerous due to them being virus and sickness carriers. This tradition started in 4E 219 with the first Kin'toni hunters used the Korozi to locate Kin'toni.
Religion
Athmor's Animism
To understand Athmor's spiritual beliefs, we have to look back to its tribal period. The first settlers developed a from of animism by entrusting their protection to the environment (mainly caves and hills). This viewpoint extended later to their herbalist disciplines. This form of animism would evolve and remain an essential part of Athmor's culture that would permeate their festivals and ceremonies. In essence this folk spirituality makes them belief that spirits and gods reside in natural elements and objects and they must be honored, revered and respected and a form of gratitude.
If there is a problem or a crisis in both a personal or societal level, Athmoran execute renovation and purification rituals where they seek to appease nature, the gods, the ancestors or "the guardians" of an individual. These rituals may involve a pilgrimage or just an specific action that may revert the misfortune.Previously some farmers could be shamans, but after Zuristianism took over the spiritual influence of Athmor, shamans from lower castes lost credibility. Nevertheless there are still some people that seek the help of hermit shamans that reside in natural places of Athmor.
Zuristianism
Zurist, "The Wise Anointer", is a key figure in the development of Athmor as a whole. Most records point that he came from the "Forgotten Vault" where he resided and started to help Athmorans first by tending their health and then teaching them his medical knowledge. The infinitude of stories and documented activities of Zurist are too much to be covered here, just his life encompasses a third part of the Healing Shrine's library. At first Zuristianism was just a philosophy followed for the intimate disciples of Zurist that devoted themselves to pursue the medical discipline.
Then, the disciples of this disciples founded different schools and sects that traced their origins to Zurist (as a way to validate their presence). And at the start of "The Shattering", when the sky blackened, all decided to turn their trust to the healers. At this point all the healing lineages congregated and founded the great council where the first "Wise Anointer" was chosen for the first time since the death of Zurist. This measure promoted unity to the Athmorans in times were the Kin'toni and other Zu'aan tribes kept attacking Athmors and its vassals.
Zuristianism focuses on promoting physical and mental standards on their followers, as health is the main way to live a happy life. Then there is a whole subject on how this related to nature, in this way a syncretism with the old animist folk traditions is done. The second premise of Zuristianism is "Just as living being are a body, society and nations are a whole body, in this way the universe is also one body composed of many organs too" This teaching makes the follower to maintain a harmony within their surrounding natural environment and within their society, seeking to be an useful "organ" in their nation, caste and family.
A third aspect that Zurist's teaching blend with the old Athmoran ancestor worship is a maxim of him: "Your family defines both the mental and physical body you are born with". In this way Athmorans try to perfection their lineage, independently of the caste they are born.