EISARNTHIUDA CULTURE

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Thiudan of Eisarnknoth
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[!] The document is sent to all libraries within Eden in order for common viewing.
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In the year of our Ruler, ALDER HIMMELSCHWERT, 1533, the Eisarnthiuda scholars have created a comprehensive list of our society, detailing as much as they can of our daily lives in order to help others understand who we truly are. The Eisarnthiuda will live on in history as a colorful society, full of religion and culture. We pray to ALDER to continue to guide our paths in order to live the way that HE did.

Demonym |
Eisarnthiuda

Capital |
Eisarnwidus

Government |
Absolute Monarchy

Legislature |
Raginleiks Gafaurds

Formation |
The Duchy of Finsterschen, 1532
The Kingdom of Eisarnknoth, 1533

Writing System |
Eisarnthiuda

Physical Attributes |
The Eisarnthiuda usually range from dark brown to light blonde hair, their skin usually very light in color. Their eye colors range from blue, green, to brown. Coming from cold areas, the Eisarnthiuda, are typically larger in stature and carry more fat to combat the weather.

Agriculture |
The agriculture of Eisarnknoth varies as they plant whatever they can in order to support their livelihoods. Wheat, cabbage, beetroots, barely, rye, and flax are just some of the plants that they cultivate.

Domestic Animals/Herding |
Cows are kept for the purpose of milk. Once the cow is too old to produce calves and milk, it will live out the rest of its life until dying of natural causes or being put down in a humane way with the beef being sold in shops as well as the leather being used for various items. Hogs are also kept for the purpose of pork, as well as chickens for eggs and poultry. Dogs are also commonly seen as pets, with most people having them for the purpose of helping hunt. Men also train dogs to protect the women of their houses if they are absent.


Hunting/Gathering |
The people of Eisarnknoth often hunt in the lands around them. Although, in a more pick and choose manner, with most animals being killed only if identified as older for preservation of species and renewal of resources.

  • Bison are not to be killed under any circumstances, being seen as the protector of the northern animals based on its size. Bison are to be respected and left alone most times being a sign of good fortune to witness one in the wild. If bison are found dead due to injury and or old age, it is normal to then use the meat and skins from the bison as a way of showing it’s sacrifice will not go to waste and instead putting it back into the earth, if it is still fresh.
  • Rabbits are not killed mainly for meat but for the fur, with most rabbit fur being used for children's clothes. No waste comes from the animal as the meat and bones are used in many recipes.
  • Hogs are hunted mainly for their meat, varying in sizes and a good source for pork. Although if a hog is killed and it’s found that it had offspring, the younger hogs are taken back to the village and raised alongside the farm animals until they are old enough for release or slaughter.
  • Racoons are a general nuisance, often staying near edges of forests before making their way into the village at night and rummaging through any garbage they may find.
  • Beavers are not killed as often as other animals, seen as a help more than a nuisance as they keep the rivers that surround the land kept nicely. Although it isn’t unheard of for a hunter to bring a beaver home as game.
  • Moose are only killed if identified as an elder, younger moose are often left alone in order to keep the population alive, whereas older moose who can no longer reproduce are fair game.
  • Deer are seen as beautiful creatures, although female deers no matter the age are never killed unless already injured by another animal. Male deers however, if older and unable to reproduce or already injured due to another animal are fair game.
  • Red Foxes, although often ignored in favor of other game, are sometimes hunted.
  • Squirrels most times are completely glossed over, though if desperate, make a nutritious meal.

Fishing, ice fishing |
Ice fishing is a common practice in Eisarnknoth. This is done by making a hole in the ice in order to gain access to the fish that swim below it. Although fishing is not done as commonly as hunting, most fish that are caught are various types of salmon and trout.

Industries |
Vast logging industries are vital to the culture of the Eisarnthiuda. They also have a booming industry of fur trapping, as well as hunting larger animals for their pelts and meat. They harvest most animals that exist in the region, from salmon to bears.

Natural Resources |
The Zatmen’s natural resources are mainly furs, pelts, and wood. They do not have much else as they live in the North and have little access to resources other than these. Despite this, they have abundant natural resources in the form of animal life, fish, and hardy trees.

Trade |
They export their furs and woods and import mostly crops, due to their cold environment. A merchant class doesn’t exist specifically, as there is no need for one in their society.

Political Structure |
Their political structure is very autocratic and absolute, never changing. The structure is the life of the common people and forces their lives to proceed a certain way.

Political Leadership |
The Thiudan is the autocratic ruler of the Eisarnthiuda, descending from the Baireiksing family. Their rule is justified by their divine right within the religion.

Political Power |
The government is quite centralized as the Thiudan is able to appoint and remove their council at will. The Thiudan gives them a part of their power as they have control over the divisions of government.

Political Structures |
The power of the government lies at the top of the hierarchy and doesn’t trickle down, as no one has any say other than the godakunds and the Thiudan.

Magic in Politics |
Magic is unlimited within their culture, as anyone can truly take part in it. Mages and those that are found to use magic are sent to train for battle and to increase their own magic abilities, and hold several unique divisions within the military and occasionally local government.

Minorities |
What kind of interactions are allowed with these people? The Eisarnthiuda sometimes think of other races as second class but will usually be fine due to everyone being under Alder.

Foreign Cultures |
Foreign cultures are seen as weird, and unnatural to their way of life. The Eisarnthiuda tolerate them but also are wary of their ways.

Adornment |
Eisarnthiuda wear adornments only if they are of a higher class due to the expensive nature of jewlery.

Tattoos/Scarification |
The Eisarnthiuda adorn themselves with tattoos to usually tell stories of some sort, or for ritual ceremonies.

Architecture |
The architecture of the Eisarnthiuda varies, as they will use whatever they can in order to be defensive due to the demonic swamp outside of their homeland.

Food |
Food from Eisarnknoth usually consists of hot and hearty meals, made to battle the cold and take little time to eat. Most foods consist of resources gathered from the land around them, using fish, pork, berries and a variety of other things. Grown crops are also used for breads and pies, like wheat, rye, and barley. Vegetables are normally used on rare occasions in small quantities, being used as a small side. Although more wealthy citizens can afford to have them more often. Fruit is almost nonexistent due to them not being able to grow within the environment; however on rare occasions when imported from other places, it sells out immediately as it is highly sought after.

Cold Soups

  • Beetenbartsch
  • Biersuppe
Hot Soups
  • Eintopf
  • Leberknödel
  • Wurstbrühe
  • Hochzeitssuppe
  • Schwarzsauer
Main Dishes
  • Bratwurst
  • Schnitzel
  • Braised Cabbage
  • Labskaus
  • Spätzle
Desserts & Pastries
  • Berzeln
  • Bauernbrot
  • Stollen
  • Apfelstrudel
Alcoholic Beverages
  • Himbeergeist
  • Kirschwasser
  • Weizenbier
  • Helles
  • Eisarnwidus Mum
Non-Alcoholic Beverages
  • Schorle
  • Eierlikör

Family |
Family structures are usually composed of a father, a wife, and any number of children. Though due to recent developments within the religion, families can differentiate from the norm. Families usually don’t break apart until the final member dies, allowing for recycling of family homes. This is also reinforced by the idea of serfdom, as the serfs are not allowed to leave their overseers.

Blood Mixing |
The Eisarnknoth upper class will not mix with anything other than humans. The lower class are allowed to mix but will be looked down upon by their peers if they do as such.

Pregnancy |
Pregnancy is seen as a gift from Alder and the Sentinels as they are continuing to produce life. They are not allowed to work or attend any extensively physical situations.

Birth |
Only women are allowed to be in the room when birth is being given.

Guardians |
The village for whom the child is born in, shall guard over the child. If they are not of the same village, they are allowed to help but will probably not.

Children |
Children are seen as the next generation of followers and workers. Their parents or any legal guardian may raise them. They are expected to behave towards their parents and authority figures and work alongside them.

Adulthood |
A child is considered an adult at twenty one. They cannot be considered an adult under any circumstances until they reach that age due to there always being a guardian because of their village.

Elders |
Elders are respected but are understood to be traditional people. They mainly stay at home and are taken care of by their families, or they continue to help the household.

Technology |
The Eisarnthiuda are as technologically equal as everyone else, although they are always willing to improve due to their pragmatic society.

Manufacturing |
The Eisarnthiuda make use of very advanced technology relating to lumber-mills, which are almost automatic and require only minimal amounts of work in chopping large logs and processing raw wood. They also make use of advanced traps and methods for capturing wildlife, sizing from squirrels to even bears.

Resource Extraction |
They make use of a variety of knives for the skinning of animals, advanced traps, and very advanced milling and lumber-cutting technology and techniques.

Transportation |
The Eisarnthiuda have a variety of methods of transportation that revolve on carts, horses, and ships. They make use of roads, albeit quite poor ones.

Naming System |
The Eisarnthiuda use a first name, middle name, then a surname which usually consists of the suffix -ing with the name of their ancestor or a chosen name before it. Example: Baireiksing. Their first names usually are joined through a suffix and a prefix. Example: Æþelred is derived from æþele, for "noble", and ræd, for "counsel"

Common Names |
Gothic Names
Germanic Names
German Masculine Names
German Feminine Names

Education |
Any class can have education, though it is harder for the lower classes to do so due to being tied to the land.

Inheritance |
Inheritance passes from father to son usually unless there are no sons, which allows for daughters to inherit the property of their father’s.

Class/Caste |
The people are separated by a strict caste system which is enforced by the Thiudan, Fyrd, Hauskarls, and the Haubid Tiuhan af Eisarnwidus.

Land Ownership |
The lands are de facto owned by the Thiudan and are extended to the Hartáuhs through the Thiudan’s power. From there, the Hartáuhs extend their power to the Mekeimans and let them control parts of their land in order to keep control over the land.

Sexual Identity |
The traditional view of sexuality kept to heterosexual relationships but recently developed to allow members of the same sex to have relations as well. It depends on the person as to how non-traditional relationships are viewed.

Personal Identity |
Faith and class in society is what is most important in Eisarnthiuda personal identity.

Courtesy/Manners |
It is courteous to allow a stranger into your home, feeding them and helping them on their way, even if they are of a lesser race and are looked down upon.

Language |
The Eisarnthiuda language is quite harsh and low, although is seen to their people as beautiful and a gift from the Sentinels.

Health/Medicine |
Medicine and Health is taken very seriously in Eisarnknoth as they make sure every option is used to save one's life, however, they only use traditional medicine. Medicines vary from traditional, natural, ingredients to things like wraps and bandages for larger wounds. Sanitizing agents are employed by way of alcohol, as most people carry a flask on their person. Keeping a diet of hot and nutritious food is also greatly important to surviving in the north's freezing temperatures.

Urban vs Rural |
Urban areas are typically very small in size, as the majority of the population resides in rural pastures or farming districts. Serfs work the fields of their masters, while trappers and loggers often reside at base-camps at the fringes of society. This means that urban areas can be quite rare.

Colonization |
The Eisarnthiuda are known to settle their base-camps permanently after having depleted resources needed for their respective industries. This means that logging camps and, sometimes, trapper’s camps will grow into larger settlements at the fringe of Eisarnthiuda political boundaries. These “colonies” can range in distance from their homeland, but are too small to garner disloyalty to the central power and are therefore primarily used for border-expansion by the government.

Military |
The military is split into two parts. The Hauskarls, who are made up of any warriors hand picked by the Thiduan themselves. They are usually of the serf class and are raised up into the Hauskarls. Hauskarls are the cavalrymen of the military specifically and own their own horses due to it. Gender isn’t important as manpower is a main component, rather than tradition. The Fyrd is the infantry and footsoldiers of the military. These men are levied from towns in order to fight to protect the realm. They are trained as quickly as possible and will not train during peacetime.

Weaponry/Armor |
Eisarnthiuda weapons and armor are usually made of iron or steel and do not exceed further. The design is their own and is quite flexible as they are able to adapt to situations quickly.

War/Conquest |
The Thiudan is the only person who can declare war and peace within the state. The Eisarnthiuda are inherently expansionary and are always wishing for more to come under their fold as to enlighten them.

Resistance/Dissent |
There is little to no evidence of dissent against the government, as most of the nation resides in rural territories and therefore could never accrue large-scale support for outward insurrection.

Raiding |
The Eisarnthiuda will raid others if necessary, as the people they are descended from indulged in such.

Slavery |
Slavery is not allowed within Eisarnthiuda culture, due to the inherently wrong nature of it.

Abandonment |
If the Eisarnthiuda have to abandon their home, they will rebuild and move on as is the way of life.

Ancestry |
Ancestors are honored within society, as tradition must be carried on throughout their life.

Literature/Stories |
The Eisarnthiuda create sagas, based on legendary heroes and historical events of the past. These can involve battles, hunts, or other great and notable acts performed by a person or group. These sagas take many forms, including songs, hymns, narratives, or plays.

Music |
The Eisarnthiud do not usually use instruments and instead yell chants and sing songs with the rattling of their armor, weapons, and shield.

Art |
The Eisarnthiuda do not usually produce art, although they create it through literature.

Makeup |
Eisarnthiuda use either tattoos or paint to either draw stories, or represent the Sentinels in life on their bodies.

Destitutes |
The destitute are left to their own devices, as the Eisarnthiuda are in a set caste that is never broken.

Clothing |
Eisarnthiuda usually wear heavy fur-based, or wool clothing, shielding them from the cold temperature.

Pariah |
The outcasts of society are seen as the ones who usurp the caste system.

Religion in Politics |
The Haubid Tiuhan af Eisarnwidus is equal to that of a godakund. They are the voice of the gods in determining what they will and will not support. Since the royal family is endowed by Alder to lead his people, they have the final say.

Modesty |
Modesty isn’t very important in Zatmen society, as they are a people of practicality, rather than decadence.
 
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