Cultures
All cultures are expected to follow a template for their main part. This ensures that everybody can read the culture and know about the team. At the same time, cultures should not be very long as it will hinder people that need to read lots of them. By all means add story and extra detail but not to the standard part.
There is a template that you can use for your culture. It is for the Cayim Amiy (who are not a chosen one culture so trying to copy it is silly) and located here.
There is a template that you can use for your culture. It is for the Cayim Amiy (who are not a chosen one culture so trying to copy it is silly) and located here.
Player cultures
Indigenous race cultures
Permalink to the culture
The Amarr
Evil overlord rule #213: I will not wear long, heavy cloaks. While they certainly make a bold fashion statement, they have an annoying tendency to get caught in doors or tripped over during an escape.Deities: Laegin and Pherrith
Adjective: Amarrian
Capital: Amarr
Summary
The Amarr are a mysterious, oriental people. Little is know of them outside their boarders, and even within them there are a great many mysteries. They are largely a peaceful people however, and spend much of their time in quiet meditation. They focus on each of their actions, controling their lives down to even the slightest movement.Society
The people are in the vast majority farmers, owning little and needing less, but alongside great poverty there is great wealth to be found in Amarr, especially in the 5 ruling houses where the power lies. The current Emperor is known to be Kytus Bos, chosen from the great houses, the eldest of several brothers, who together rule the nation. They are mysterious characters who you could not find if you wanted, and are regularly rumoured to be dead, but turn up when absolutely necessary - quelling these rumours. Despite his absence the Emperor is believed to be aware of all that goes on, and is silently influencing the nation despite his ministers not being certain what his face looks like.Aims & Objectives
Little is known of the objectives of the Emperor and his brothers. They seem conetent in their meditations, brooding in silence as the years pass. Who can say.Methods
A string of Fortresses surrounds the terrotory claimed by Amarr, forming a great ring only those authorised may cross, in both directions. In military terms the Amarrian Army is largely defensive, but the secret police which is rumored to inform the emporor of the goings on in Amarr has stretched it's fingers across the world, though all this is merely hear-say.Religion
The Amarr are a deeply spiritual people, spending perhaps 2 or 3 hours a day in meditation, though not always religions. The first hour of the day is often spent in planning, deciding each detail, or considering more effective ways of working, or merely attempting to achieve inner peace.There are shrines and statues worshipping Laegin and Pherrith across Amarr, and the people often have shrines in their homes for worship in their meditation rooms.
Diplomacy
The Amarr don't actively seek diplomacy, they are largely a solitary race, sticking to their meditations, and remaining in their meditations. It is said the Emperor and his brothers have a keen eye on the outside world, and when threatened the Amarr will respond with force.
World of Arl - Where war runs without an engine