Raiken Culture
The Raiken have a warrior culture, where strength and individual merit reign. Raiken are strongly tied to their clan and their unified hero worship.
Raiken Clans
The lives of the Raiken revolve around their clan. The importance of belonging to a clan is woven into their society. Clan is home, clan is family, clan is mentor, clan is life. Without a clan, a Raiken is almost nothing.
Clans originated from the beginnings of history, where they traveled in close-knit groups for protection. Everything was shared, promoting the wellness of the whole. Throughout the ages, this tradition kept and the bonds of clan-mates only grew stronger.
Clans are responsible for educating and training their members. Many clans are self-sufficient and are able to feed their members off hunting and their harvests, though some smaller clans and the particularly large ones require the government's assistance with feeding their members. Clans are also responsible for keeping their members in line, though the method for doing so is up to them.
Keeps
Clan life is centered around the clan keep, a structure that is part home, part fortress. Each keep is designed to protect the inhabitants from anything nature has to throw at it, including enemy clans. While they are supposed to be functional, many prospering clans have turned their keeps into works of art.
Most keeps tend to have housing and the feasting hall located on the opposite end of the central courtyard from the main gate. The 'wings' of the structure tend to contain things such as libraries, forges, and bathhouses. The central courtyard usually has various pieces of art, related to the clan itself. It isn't uncommon for a shrine to the Roshya to stand near the front of the feasting hall. Beneath the keep are many underground rooms, usually storage rooms and armories. The most important room of all however is the clan's burial hall. On the walls of this extensive hall is the entire history of the keep. Every fallen member is engraved into the walls, depicting their greatest moments.
Farmlands, mines, and stables surround the area around the keep. The clans work their lands to provide for their keep.
Feasting
Clans hold feasts three times a day and all clan members are expected to attend if they are on clan grounds. The Raiken prepare huge meals in their massive feasting hall, providing more than enough food to feed themselves and their mounts. A massive bonfire is the centerpiece of the room, providing plenty of heat.
A meal typically starts with the Clan Speaker or another high ranking elder addressing the assembled members and leading them in prayer. Afterwards, massive dishes of food and barrels of drink are brought out, covering the tables. Alcohol is only provided for the last feast of the 'day'. After the Raiken are done eating, they take food to their mounts if they have one, spending some time with them before returning to their duties.
Meritocracy/Clan Honor
Raiken are judged by their own merit, although their clan plays a big role in how others see them first. Members of clans are not entitled to their keep's wealth. They must earn their place within the keep's halls by proving themselves however they deem fit, though advancement in the military is a common path.
A clan's collective image is made up of the achievements of all its members and it isn't uncommon for members to be exiled if they disgrace themselves. Sometimes they are let back in if they are able to redeem their dishonor. Sometimes the disgraced commit suicide or are executed by their clan, as if they were removing a 'stain' from the clan's honor.
Marriage
Marriage is a recognized concept in Raiken society. Any two individuals are permitted to be married, although married couples are expected to bear children, which makes marriage of two individuals of the same sex less common. As marriage is considered a sacred bonding between two individuals, it is taboo to be bound to more than one.
The Raiken judge individuals by their social standing, not their sex. Whichever individual has a higher social standing and greater merit grants their clan name to their partner.
Arranged marriages are somewhat common, usually in an effort to bring families together.
Social Hierarchy
The most important thing to a Raiken is their clan. The clan's image sets the 'rank' for an individual from said clan. Not having a clan is social suicide. 'Major' and 'Minor' are based more on a clan's image and its age, rather than their wealth. Having a bad reputation will typically put a clan into 'minor', though new clans also start here. There is no timeframe for a clan to move from minor to major, it merely happens when the clan is renowned enough.
Clanless
When clan means everything, not having one usually results in a short life or a hard one. The 'clanless' are seen as the lowest of the low, mainly because they are exiles, criminals, and wanderers. The clanless have it extremely hard, especially because rations are distributed to clan keeps, meaning they have to scavenge, steal, or hunt for their daily bread. Many clanless seek military employment to raise their social stature, hoping to be 'adopted' by a clan. It is not uncommon for the Alliance to pluck clanless off the street and assign them to work in exchange for food, shelter, and education.
All clans are founded on the name of one great individual whom the original founders claim bloodline relations. By extension, it is believed that the original hero's blood runs through every member of their clan.
Ziras Sarhi
Those who belong to 'minor' clans are treated with far more respect than the clanless. In a traditional social hierarchy, the Ziras Sarhi would be considered the lower middle-class to middle-class. They usually have what they need to survive, but luxuries are somewhat scarce. The majority of the citizenship belongs to a Ziras Sarhi.
Zurak Sarhi
Those who belong to a 'major' clans enjoy a bit more prestige and wealth than their minor counterparts. Zurak Sarhi generally take the role of the 'upper-middle' class, though some have far more wealth. Much to some clan's frustration, it is impossible for a clan to rise to Resa Sarhi, no matter their wealth or power, even if they manage to acquire more wealth or power than a Resa Sarhi.
Resa Sarhi
The five elder clans or the five Resa Sarhi are the Raiken's 'nobility'. Being born into these clans puts one at the top of the social ladder, giving them a lot of privileges. Of course, being born into a Resa Sarhi doesn't guarantee a free ride of wealth and prosperity. Raiken are expected to make their own name, high birth just makes it a bit easier. A Resa Sarhi is a Resa Sarhi forever, whether they are prospering or not is irrelevant.
Justice
The saying, 'An eye for an eye' is very true when speaking of Raiken justice. Criminals lose what they take, no matter who the crime was inflicted upon. A clanless is equal to Resa Sarhi in the law's eyes, though on clan grounds this doesn't always apply.
When it is clearly evident to the police force what crime has been committed, they quickly apprehend the criminal and take them to the police station, where the punishment is delivered, sometimes without trial. Murderers don't have this liberty. When the police force witnesses a murder, they are authorized to respond with lethal force.
The system gets a little dicier when the police isn't around to witness the crime. Fortunately, the Alliance is able to keep tabs on all of its citizens, their whereabouts and such, through a vast network of satellites and communications monitoring. Cameras in the streets and drones in the sky automatically send suspicious activity to the police force, usually providing plenty of evidence for the case. This works well with violent crimes.
Crimes of Calculation are more difficult. Usually criminals of this variety are sent to labor camps for a period of time, where they work fields and mine stone.
Clan Justice
When inside the keep of a clan, the Alliance's justice system does not apply. The clan that owns the keep is responsible for distributing justice and maintaining the peace. For the most part, the process is the same, though each clan may have its own quirks and biases.
Entertainment
When the Raiken have free time, they usually engage in feats of physical prowess, such as sparring with clanmates or hunting in the wilds. They are free to pursue talents of the mind as well, the masterpieces all over Ranil'inas required a master of the mind, not the body.
Rolas Byza
Every year, clans hold Rolas Byza, the largest hunt of the year. Clans are challenged to hunt and kill the most dangerous predators on their planet and showcase their kills. Though it is technically a competition, no winner is declared. It is more of a time for hunters to show their skill by bringing down the mightiest creatures their world has to offer.
Kilaz vi Nadrai
Every three years, the Alliance holds a massive tournament of physical prowess. The best of all clans are encouraged to compete in challenges of strength, skill, agility, and resourcefulness. This week-long event eventually ends with a single Raiken bearing the title, Nadrai'roshya.
Kilaz vi Rakas
Normally the Raiken put physical prowess above everything else. During this event, the most artistic Raiken are gathered where they show their greatest masterpieces. Unlike the Kilaz vi Nadrai, there is no winner for the event. The creation of such beautiful works of art is reward enough. Being skilled enough to be part of the Kilaz vi Rakas is a great honor.
Story Telling
Story telling is an extremely popular past-time for the Raiken. The most popular stories are ones about great heroes, who are said to be descended from the Roshya themselves. Heroes who beat the odds and overcome the greatest challenges, defeating the largest predators and slaying countless foes.
This tradition stems from the old way of keeping history. The Raiken of old did not write books detailing their history, instead they told stories, detailing the past accomplishments of select Raiken. Although the Raiken now record their history and have been doing so since the beginning of real civilization, the tales about the ancient past are still a favorite.
Calendar
- 50 seconds per minute
- 50 minutes per hour
- 25 hours per day
- 5 days per week
- 5 weeks per orbit (month)
- 13 orbits per year
The Raiken are not keenly aware of the passage of time as their planet is tidally locked. In the days of old, Raiken usually slept when they were tired and ate when they were hungry and they still do to an extent. Their 'days' are roughly 25 hours long due to this long-held tradition, though only through technology are they able to track the hours passing by.
They can, however, track the passage of months. Their moons, Rel and Ral, both take around 25 'days' to orbit the planet. The moons are always on the exact opposite side of the planet from each other. When Rel is are the north pole, where the sun never shines, Ral is at the south pole, where day burns forever. Each orbit of the moon is simply called an 'orbit' and thirteen orbits make up a RAC, (Raiconian Alliance Cycle).
Holidays
The Raiken observe several holidays throughout the year.
Holiday | Date | Length | Reason | Festivities |
---|---|---|---|---|
Tilye Aerhi | First Day of Every Orbit | One Day | Day of Rest | During Tilye Aerhi, all work is prohibited. Raiken are encouraged to spend the day devoting their time to enriching their spirit. Activities that enrich the mind, such as creating art, are also encouraged. |
Polus vuras Angcer | Middle of Sixth Orbit | One Week | Remembering the Dead | Raiken spend the week remembering their ancestors, making offerings to their dead. This is also when the funerals of very prominent members of the clan are held. Large funeral fires burn all week long. |
Tiale iniu Cirul | End of Ninth Orbit | One Week | Remembrance of Athar thero S'inir | The first half of the holiday is solemn, remembering all the blood spilt during the war. Talking is discouraged, used only for necessary communication. The last four days of the holiday is celebrated with feasts, dance, and stories. The Raiken know that a massive amount of blood was spilt, but the war ended in the Alliance, a unity for all. |
Mola Sysa | First Day of First Orbit | One Day | A New Start | The First Day of the First Orbit is the start of a new year. Clans hold massive festivals and the Resa Sarhi open their gates, allowing anyone and everyone to partake in their extensive feasting. Over time, this holiday has slowly crept backwards, leaving the last week of the twelfth orbit a week of massive feasting. |
Religion - Raika'roshya
Raika'roshya is the only 'religion' present in Raiken society and the vast majority of Raiken are followers of it. It promotes Raiken unity, attaining heroic status, and respecting one’s ancestors.
Origins
Raika'roshya is deeply embedded within Raiken culture and their psyche. It stems from their inherent respect and worship of one's ancestors and the rich mythological tales that they have spun about their history, following their mostly oral traditions.
Raika'roshya evolved into its more current form upon the discovery of Tilye Tril vi Roshya, where six stone pillars were engraved with knowledge of mathematics, agriculture, observations about fauna and flora, a code of law, and even more knowledge that would be considered 'basic' by now. More importantly was a stone engraved with their language, giving them a proper written script. Early Raiken attributed this monument to a collection of their oldest heroes, and the first leaders of the Resa Sarhi, who had achieved an otherworldy level of fame. In this, the gained the title of 'Roshya', much to the puzzlement of linguists today, as it translates to 'Ancient Clan'.
Although some have made motions to do archaeological work at Tilye Tril vi Roshya to help better understand their ancient times, all requests have been denied, as the space is considered sacred and not meant to be touched. Unbeknownst to all, the Tilye Tril vi Roshya is actually the equivalent to a 'library' to a long extinct group of Raiken, whom have been mentioned in legend, but never found.
Code of the Hero
The Code of the Hero is a set of guidelines that heroes are expected to follow. An individual may attain redemption from breaking any one of these tenets. Many Raiken try to guide their lifestyles based on this code, desiring the end result of becoming a hero and being remembered by their kin for ages.
- Maintain the body and mind in equal parts - A strong body or strong mind alone cannot ensure victory at every obstacle. Only both can ensure success in all one's endeavors.
- Ensure the well-being of all others before self - The prosperity of the whole is more important than the prosperity of one. One should make their best effort to serve the whole before themselves.
- Stay true, always - In words, in action, in mind, and in body. Be true to others and true to self.
- No disgrace to self, friends, or foes - Treat all with the same manner, no matter their origin. Defeated foes deserve the same respect as a close friend.
- Perform deeds for honor alone - No reward should be sought after completing a task, the honor of completing the task is reward enough.
- Respect authority, elders, and ancestors - All three deserve respect at all times. Never should one disrespect or raise a hand against them.
- When faced with dishonor, death is preferable - Honor persists through death, material things and the body does not.
Great Heroes
The Greatest Heroes of the Raiken religion, the Roshya, are depicted as six great warriors. Unlike traditional gods, these heroes are not the 'god' of anything. The Roshya are merely six individuals with exceptional traits, embodying the best in the Raiken spirit. It is the ultimate goal of any Raiken to follow in their footsteps and leave a legacy for others to praise and follow.
The following describe the Roshya as they are commonly depicted, most notably their appearance as shown at Delser vi S'irtai.
Delras, the Flame Tactician
- Key Traits - Agility, Sure-footedness, Decisive action
- Symbols - Singed Cloak, Paired Swords, Plume of Fire
Delras is the shortest and least muscled of all the Roshya. She is in a fighting stance, a short sword held in each hand. Her scales are a dark red with black specks. A flowing cloak billows in the wind, the cloth is clearly singed. She is the embodiment of agility and sure-footedness.
Vexa, the Shifting Sands
- Key Traits - Unpredictability, Cunning, Adaptability
- Symbols - Crossed Claws, Wind over Sand
Vexa has a wiry build, slightly taller than average but still rather lithe. Her scales are golden-brown like desert sand and they shine brilliantly in the sun. In each hand, she wields claws made for slashing. Her cloak is very loose, left to its own devices and the will of the winds. She stands tall, arms slightly outstretched. There seems to be a glint of determination in her eyes. Vexa is the embodiment of survival and determination.
Rakava, the Beast Master
- Key Traits - Patience, The Hunt, One with Nature
- Symbols - Eye Shrouded by Leaves, a Drawn Bow, A Footprint
Rakava is of average build, shorter than Ormak but taller than Delras. He has dark green scales and his face is hidden under a cloak with a hood. His cloak is a mottled assortment of greens, acting as camouflage for the wilds. In his hands is a longbow with an arrow strung. There is a short-sword strapped to his back, the hilt visible from his side. Rakava is the embodiment of the hunt and nature.
Ormak, the Guardian Sage
- Key Traits - Strength, Wisdom, Protection
- Symbols - Warhammer, Unfurled Scroll, Mountains with Light at the Peak.
Ormak is the tallest and largest of all the Roshya, standing a head taller than his compatriots. He is a massive figure, his scales are a dark grey and unlike Raiken scales, they look more akin to rock. A massive warhammer is slung over his shoulder, the weapon looks capable of breaking walls in a single hit. A scroll is held in his other hand, partially unfurled. Ormak is the embodiment of sheer strength and wisdom.
Rela, the Eternal Watch
- Key Traits - Determination, Duty
- Symbols - Spear on Shield, Watchtower, Ice Shards
Rela is of average height, but has a thick build. She has dark blue scales, her cloak wrapped around her body tightly, snow and ice latched tightly onto the fabric. She holds a spear, its tip point straight up, as she stands vigil. Despite the cold, she appeared unfazed, focused on her duty. Rela is the embodiment of duty and vigilance, a kept promise.
Arri Dradai, the Unknown Warrior
- Key Traits - Knowledge, Pure Wisdom
- Symbols - Meditating Figure, Engraved Pillar, Open Eye
This unknown warrior is surrounded by the other five great heroes. Although this warrior is mentioned in the text and in old artwork, their name is never mentioned. The warrior is shown to be sitting cross-legged with a bladed staff resting across their legs. In many depictions, this unknown warrior is seen hovering a few feet off the ground. The gender neutral hero has bright white scales with gold streaks. This unknown warrior is supposedly the embodiment of truth.
Style
The everyday Raiken is spartan in nature. They don't make anything they can't use, which leaves most of their society looking barren, save for a few places. However, where the masterworkers have been, it is clearly marked. The Raiken celebrate the legendary works of their greatest artists, which usually culminates in the form of architecture and sculpture.
Most artwork is centered around clan keeps, rather than any Alliance structure. The Alliance does not support artworks, but it does not condone it either. Most works are religious in nature, depicting the Roshya or other heroes.
Fashion
The Raiken do not wear clothing outside of aesthetic appeal and an indicator of status. They rarely require any form of clothing for survival. Working class Raiken tend to wear no clothing or very tough and durable cloth that is dark in color. Wealthier or Clans with a higher standing use their clothing as a means to indicate their clan and their personal accomplishments.
Architecture & Aesthetics
The Raiken are exceptional builders, although their style is relatively bland, especially Alliance buildings. They construct buildings for maximum efficiency and stability, which leaves most of them square shaped. Notable exceptions are any buildings with religious or cultural significance. These structures are far more ornate, usually with carvings and sculptures adorning them. Clan keeps are the finest examples of this, where no two structures look alike.
If something needs to be built with stability and durability in mind, look no further than the Raiken.
Technology
Although the vast majority of the clans are extreme traditionalists, using technology only where it is necessary, most Raiken tech uses fusion generators for power. From starships to handheld weapons, fusion generators make their appearance in most facets of industrialized Raiken society.
Weaponry-wise, the Raiken have a particular fondness for ballistics and explosives. Most of their ballistic weapons are gauss cannons.
Tech Focus
The Raiken are currently developing their spaceflight capabilities, which have only recently been discovered, compared to their other tech. They are focusing on speeding up travel and weaponizing their exploration fleets.
Magic
More information here:Raiken Magic
Most Raiken are unable to utilize the power of magic, but a select few are gifted in these arts. Magic is a practice that most believe to be a part of storyteller's embellishment, however this is not the case. Many of the heroes of old were capable magical users, many of which earning the title of 'Sage'.
Psionics
The Raiken are inept at the use of Psionics. They generally regard psionic users with extreme suspicion. Psionic users would be wise to keep their powers to themselves, especially in the presence of more traditional Raiken.
Agriculture
The Raiken partake in two forms of farming. Farms around the clan keeps are usually kept by hand, where farmers and labor animals tend to the fields. Most clans perform such farming for subsistence. They farm grains and other filling crops. Richer families invest in more luxurious crops, such as fruits and spices.
The Alliance itself uses wide-spread industrial farming, where they plow huge fields with massive machines, sowing more than enough food to feed whomever cannot feed themselves. However, they focus on quantity, not quality.
Horticulture
The Raiken are strict in attempting to keep the natural world as it is. They abhor the idea of cutting forests and razing fields. They typically avoid changing nature unless their survival demands it. The expanses of untamed wilds between their cities is a testament to their devotion to keep their world pure.
Fauna
The Raiken keep animals for food and companionship. It is considered customary for a Raiken to tame a fierce beast as a mount and companion when they are an adult. They treat the tamed beast as one of their own, giving it as many privileges as another Raiken would have.
Herds of slaughter animals are kept by the Alliance, but traditional clans prefer hunting for their meals, making each feast truly special.
Cooking
The Raiken cook most of their food over or near an open flame. This means most things are grilled or charred. A typical Raiken meal consists of hard bread, a side of fruit, and a large helping of grilled meat. Alcohol is only served for the last meal of the day, but it is readily enjoyed. Spices are essential to the Raiken cooking process, although it is more for the smell than the taste.