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ImperatorAlric — Am'saag Clan Description
Published: 2012-07-30 04:04:44 +0000 UTC; Views: 3971; Favourites: 4; Downloads: 1
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Description Clan:  Am'saag (pronounced Ahm-sawg)
Illharess/De'vess: Laeg'ath
Homeland: Northern mist sea region

History:
The Am'saag are a Gimirri tribe, members of a nomadic dark elven ethnic group that lived in the steppes beyond the northern deserts. It is said that warfare is the only way of life the Gimirri and their descendants know, and their history bears the observation out. Legend holds that the Gimirri were descended from a barbarous race known to pre-history as the Tuatha Kes'saar, raiders from the sea who fled their drowned island kingdoms of Kim'bri and Mhu Thuul in the west to settle on the coasts of the eastern continent.

Early dokkalvar chronicles would name these fearsome northern barbarians as “Gimirri” or some variation thereof. It is believed that the term “Gimirri” may have originated from a term meaning “of the darkness” noting their far northern origin, or from a word for “complete” or “alliance” used to describe the alliances of nomadic tribes that would periodically invade the civilized lands to the south. Gimiristan, the northern land beyond the desert, is a flat grassy land bordered by a sea to the north and east and ore-rich high mountains to the south and west. Protected from the light elven kingdoms to the west by the mountains on their western border, and from the dark elven nations to the south by the desert and mountains, the tundra, forests, and plains of Gimiristan provided fine grounds for cavalry and animal husbandry. Intermittently every several centuries, a great ruler would rise and unite the Gimirri clans, leading mighty hordes to conquer and prey upon the other nations to the south and west. Using fast war mounts and powerful recurve bows, the Gimirri warriors proved extremely difficult for the settled infantry armies of other nations to defeat.

The Gimirri homeland was one of the last nations to fall to the demonic invasion at the end of the Moon's Age, primarily because of its location, nomadic culture, and geography. In fact, migrating clans from Gimiran, raiding their way through the weakened kingdoms, hastened the fall of several nations. For centuries thereafter the various Gimirri clans continued their tribal warfare, now in the mist seas underground. Only the threat of a foreign invader could have united them once again. Today their descendants live in small isolated tribes among the cold mist sea, herding haledri and other beasts and raiding settlements for slaves and wealth.

The Am'saag are one of the more belligerent tribes hailing from the Gimirri nation. Their infamous ferocity, skill at arms, and brutality were second to none. Many young warriors attempt to attain fame, wealth, and honor by going out and preying upon the settled civilizations. As the Gimirri are a semi-nomadic people, nearly every free drow owns a mount of some sort and all know how to ride, hunt, and fight. This makes raiding parties notoriously difficult to intercept and defeat. They quickly attained a reputation as raiders and sell-swords. Various warring parties would often hire Am'saag mercenaries.

When Quain'tana began to organize her own major clan, the Am'saag were one of the tribes from the Gimirri that joined up. The Sarghress were savvy enough to offer the tribal nomads the possibility of great loot and honor through sending some of their warriors to fight by their side. Many of the younger warriors jumped at the chance for wealth and recognition (as well as the possibility of leaving their grim, war torn lands for greener pastures) and signed up with the Sarghress. Other tribes that have sent troops to the Sarghress under the Am'saag banner include the Kil'dara and the Dal'kaas.

Politics:
Usually political matters are dealt with by the most dominant females in the clan, determined through proven experience and valor in battle, though it is not unknown for males savvy in military and political affairs to rise to high station. The Gimirri term for "female chieftain" is "Khatun" and the term for "male chieftain" is "Khaghan." Leaders of a clan gather together at a kurultai, a meeting, to discuss policy. Should all the clans be united, a high queen can be chosen from the aristocracy of a single clan or from all of the remnants of the Gimirri by vote or by a display of superior power. Though clans have formed alliances for raiding and war, no high queen has ever been elected since the start of the Moonless Age.

Culture:
The Gimirri greatly respect strength, courage, and cunning above everything else. Those unfortunate enough to be captured alive by the Gimirri can expect little pity. Gimirri who cannot fend for themselves are usually left to die, as are children born deformed or otherwise viewed as unfit by the mother. The Gimirri have a nonchalant attitude towards slavery. Slaves are taken whenever an enemy clan is vanquished in order to prove mastery, and the treatment slaves receive depends purely on the outlook of the owner. Gimirri pride make them poor slaves. To be taken into slavery is considered shameful and no Gimirri warrior worth his salt accepts slavery as an option in defeat. Acceptance of slavery automatically confers a position of weakness and almost all Gimirri prefer death to a life of enforced servitude. It is therefore rare to find strong warriors amongst slaves, and it is more common to find the infirm among native-born Gimirri slaves.

A Gimirri youth is considered an adult when she or he has slain an opponent. For most, this usually happens in the thirties, either in a feud or in battle. It is very common for young Gimirri, particularly more martially oriented ones, to form war bands for raiding or mercenary work in other lands. Few Gimirri live beyond two or three centuries. Males are required to slay five foes in order to be able to take a mate, and females three.

The clan is everything in their society. The extended family nurtures and supports, creates a fabric of social values, educates, and perpetuates the warrior spirit. Children are raised communally, by both males and females, and schooled from the earliest possible age in the clan’s ways, duties, allies and enemies. For every Gimirri the crowning moment is the adulthood ritual. The transition from youth to adult confers on every Gimirri the duty of protecting the clan. Every free adult is expected to lay down their life if needed and to kill enemies without question. The ritual varies from clan to clan though it invariably includes tests of mental and physical fortitude, martial prowess, strength, agility, cunning, and a knowledge of the clan's nature. Generally most Gimirri value their prowess as hunters and warriors most but for some, prowess in other fields is held in higher regard. It is the desire of most Gimirri youths to be considered fine fighters first and foremost, but not all: some are destined to be better craftsmen or herders and whilst the hunter-warrior creed is expected of all Gimirri, it is understood at a cultural level that a range of skills and talents are essential for the clan’s survival.

Gimirri culture does not value materialism for avarice's' sake. Although warriors are encouraged to gather wealth and glory to themselves, Gimirri value courage, honor, respect, and pride more than treasure. It is said that no one starves unless they all starve, for any family would care for any who need it. Everyone works or everyone starves: raiding a neighboring tribe who has more than you is considered both work and survival. The strongest survive and the weakest die: it is evident all around. There is no room for sentiment and little for sympathy. Yet Gimirri are passionate and aware of the importance of certain conventions and constraints. For all their brutal hardiness every Gimirri understands honor, integrity and dignity, even if these concepts differ markedly from what the civilized realms would understand by the terms.

Honor can be defined in the following principles:
- Showing hospitality and profound respect to all visitors, regardless of race, religion, political affiliation or economic status and doing so without any hope of remuneration or favor. Although they would kill a warrior charging at them, they would take the same warrior, half-frozen and near death, in and care for her. Dying of exposure to the cold and starvation is a death too grim for even a sworn enemy.
- Protection of guests against their enemies. Defend those who need defending, and attack those who need attacking.
- Accept no insult or imprisonment. The desire for vengeance runs through every Gimirri as freely as their blood. Insults and assaults must always be paid for, usually in blood. Because clan ties and personal honor are closely bound together, injury to an individual becomes the responsibility of the entire family or clan to avenge. Refusal or unwillingness to seek revenge is seen as a sign of weakness and is likely to attract further attacks. It is commonplace for Gimirri to brood upon an insult or attack for days, weeks, months or years before taking action, but action is always taken, as there is considered to be no time limit to the period in which revenge can be taken. This may lead to a blood feud that can last generations and involve whole tribes with the loss of hundreds of lives.
- Show no fear. A Gimirri must be prepared to defend her clan and land from incursions and be able to protect the honor of her name. Every Gimirri wants a death that would not bring shame on the clan or the individual. Dying in battle, sword in hand, surrounded by the bodies of the enemy, is a good and honest death. Being executed after capture, pleading for one’s life, is exactly the opposite. Dying whilst behaving with honor is the way every Gimirri wants to die and they have no fear of it; but dying pitifully, weakly, and either denying honor or having it denied to them, shames the soul and clan. Death comes to everyone and one cannot choose when they will die or by what method; but how one dies is important. Those who die bravely are honored in song and reputation. Those who die weakly or with cowardice, are erased from the memory of the clan.
- Speak only the truth to the tribe. Loyalty must be paid to one's family, friends and tribe members. Gimirri can never become disloyal as this would be a matter of shame to the whole clan. Most Gimirri speak and act plainly, clearly and bluntly – but always honorably. On the other hand, dishonesty is acceptable when dealing with those not of one's clan.
- Remain true to one's own clan and word. Honor, or pride, has great importance in Gimirri society and must be preserved. They must respect themselves and others in order to be able to do so, especially those they do not know. Respect begins at home, among family members and relatives.

Males and females usually share equal status in terms of clan rights, tasks, and chores. Leadership is usually reserved for females but male leaders are not unknown. Gimirri are practical people and, if a male shows an aptitude with spear, sword or bow, then it is quite acceptable for them to fight alongside females and, in most clans, even expected as a duty. The tough terrain of their native lands means that even the task of hunting is a risky business, and teamwork and trust are essential to avoid injury and death. With so many warlike clans vying for territory, all Gimirri know there is strength in numbers and greater strength in trust. An enemy is more easily bested or outwitted if you can trust another to watch your back. 

To outsiders, groups of Gimirri are intimidating; shock haired, invariably muscled, and usually exuding aggression. However, if trust is gained, such groups prove to be boisterous, loyal company. They enjoy the competitiveness that inevitably arises in warrior groupings: drinking contests, friendly boasting and tall stories, games of chance, and so forth. Raucous behavior offsets the hardships of life and helps form strong bonds that can be relied upon in adversity.

As far as cultural advancement, the Gimirri are very much a pastoralist and hunter/gatherer culture with some agriculture, just like their Moon's Age ancestors. They use weapons and armor forged of iron and steel, and have borrowed some cultural elements from more advanced societies. Gimirri tend to wear simple cloaks, tunics, trousers and kilts/dresses made of colorful, often patterned, fabric and silks. Furs, hides, and leather are also very common materials for clothing, particularly for cold weather gear. Ornate jewelry, especially arm bangles and torcs, are very popular and common, as are tattoos to illustrate one's martial prowess and great deeds. Bridles and saddles are often well decorated and ornate, with scalps and skulls of enemies and jewelry to be found hanging from them.

Dwellings, if they're permanent, tend to be longhouse-like structures constructed out of local materials. Clan chieftains have larger longhouses than others and share them with their closest retainers, livestock, and slaves. Yurts are by far the most common dwelling among the nomadic Gimirri as they can be carried on wagons and set up anywhere they may take their animal herds or warbands.

Sheep, goats, horses, dawmere, haledri, cattle, koa'naka, and other great lizards are common herd animals, but hunting is a common pastime for many Gimirri, whether it be underground or on the surface. Hunting parties to the surface to hunt mammoth, wild boar, and other great beasts that live on the surface in the old Gimirri territory are becoming more and more common. Herd animals provide a convienient source for hides, furs, meat, and milk for making yogurt/kefir, cheese, and kumis. Kumis, made from fermented mare's milk, is the most popular alcoholic drink among Gimirri due to its availability. Mead is also common, and wine and beer are drunk when they can get it by trade or raiding.

The Gimirri do have an artistic streak. Though writing is rarely encountered among them, Gimirri tribes do use a unique runic script for carving inscriptions in their own language into stone, metal, or wood. Sculpture and music are popular, as warriors and leaders seek to immortalize their great deeds in song and in carvings. Wine vessels, cooking pots, and the like are often engraved with battle scenes or divine imagery. Most sculpture is in the forms of engraved goods and figurines (often for votive purposes). Bards are highly prized, being viewed as the central form of entertainment and a means of remembering a tribe's history. It is not uncommon to run across a few warrior poets in a gathering of Gimirri tribesmen. As an oral culture, many Gimirri have exceptionally developed memories. A skilled bard can repeat conversations word-for-word – sometimes decades old conversations.

A custom frequently observed by Gimirri warriors is the collection of the heads and scalps of slain enemies. The Gimirri believe that the soul resides in a fae's head, and this practice is quite possibly inspired by an ancient summoner's initiation ritual, as well as a means to prove one's kills after a battle is concluded. Gimirri warriors believe that by taking the heads of fallen foes, they can attain the slain's power and fighting prowess in addition to gaining their servitude in Mag'mell (see Religion). Many turn skulls of bitter enemies into drinking goblets. In this way, a warrior can show it off at feasts and elaborate on how she defeated her worst enemy. Although cannibalism is not particularly common among Gimirri (mainly if there should be no other food available), consuming the enemy's blood mixed with mead, kumis, or wine is a common post-battle ritual to gain the strength of the dead foe. Many observers have misunderstood this ritual and believe the Gimirri to be cannibals by habit, which is generally untrue. Scalps and skin from defeated enemies are normally used as napkins or tablecloths or stitched into cloaks, quivers, or saddles.

Physiology:
The Am'saag, like other Gimirri, are taller than most drowolath/dokkalvar and powerfully built, mostly due to genetics. It is also claimed by some that their high protein diet and harsh lifestyle play a part in building their hardy physiques. Their dark copper-colored skin isn't too different in coloration than many dokkalvar or drowolath, but they almost all without exception have blue, pale green, or grey eyes. Dolichocephaly, high cheekbones and prominent noses are tell-tale signs of Gimirri blood. Gimirri dokkalvar usually have dark colored hair, but as with other drowolath white hair is the norm.

Religion:
The unremittingly somber land of the mist seas has clearly compounded the moody outlook of the Gimirri tribes, who worship a pantheon of dark gods in addition to the nine lunar goddesses. These deities as viewed as distant entities who leave drow to fend for themselves with their own skills. Rarely are they actively malign to elvenkind, though they are quick to anger and prone to spite. Many dare not pray to them save in the most dire occasions, for fear of angering some other jealous deity. Animism, the worship of spirits and lesser gods in creatures and places, is very common among Gimirri.

Their concept of the afterlife is a gray, gloomy place where lost souls dwell and wander for eternity. However, the Gimirri believe that through acts of great honor or by death in battle, ones soul can ascend to Mag'mell, a shining kingdom where the souls of great heroes rejoice in paradise.

Dead Gimirri warriors and nobility are buried in distinctive giant stone kurgans along with their belongings with dead slaves and animals to serve them in the afterlife. Usually the deceased are interred with with poetic verse and images carved into stone depicting the deceased's life and accomplishments.

The war goddesses and the Eternal Sky Father Tur'ann, most important in their beliefs, are worshiped by planting a sword into the earth and pouring blood from a sacrificed beast or prisoner over the blade. It is by this method that oaths are sworn over.

The Gimirri have a loose organization of female shamans and soothsayers who often practice mana arts and claim to be able to speak to the gods, a practice done by means of sorting osier twigs depending on the day of the week. Shamans also make use of hemp and other mind-altering herbs and fungus in various rituals. Sometimes warriors make use of these same drugs to intensify their bloodlust.

A goddess of particular note is the Wolf Mother Volk'olaka. A savage goddess of rapine and slaughter, Volk'olaka demands blood sacrifice in battle to satisfy her thirst. The souls of fallen warriors in Mag'mell are said to join her on her Wild Hunt, collecting the souls of the slain and hunting game in the spirit world. Her totem is the wolf, and it is for this reason that Gimirri who swear their swords to the Sarghress cause pay tribute to her. Most Gimirri art portrays her as a dark elven/drowolath female dressed in wolf furs and an antlered headdress, and covered in war paint.

Other deities include the sea god & death lord Mana'nnan, the fertility god Krom Krukaakh, fire goddess Tabiti,  the earth & tribal goddess Danona, the sky & thunder god Tur'ann, chief moon goddess Argim'pasa, the solar god Lugh'us, & the war goddesses Makha, Nem'aan, Badb, and Moro'riganis.

Typical Names:
Female: Aal'bhe, Aane, Aan'fean, Aan'ir, Aath'khe, Ae'din, Ae'lis, Aja'si, Alda, Alma, Alm'hath, Amiri, Ana, Anga, An'nik, Art'is, Ao'ife, Ash'khen, Ask'emi, At'eia, Ath'ta, Aur'nia, Avit'oholi, Ban'bha, Bea'rakh, Be'binn, Bel'ka, Be'kuma, Bin'ne, Bled'ja, Bo'ann, Bodh'rann, Bor'ena, Brae'mar, Bri'ana, Brid, Bri'gid, Brig'hati, Brig’kta, Bron'with, Burdu'khan, Daar'liin, Dagur, De'alla, Dei'rine, Der'baal, Dev'in, Die'tra, Don'eile, Dor'liin, Dun'laath, Ea'dan, Eile, Eir'ne, Ei'tin, Eith'ne, Emer, Fa'sha, Fen'ella, Find'khoem, Fi'alla, Finn'gaala, Flann, Gorm'laath, Graa'ne, Gre'shan, Hal'thala, Ildi'ko, In'kit, Jala, Jal'ket, Kala, Kamui'ja, Kasa, Kasi'deh, Kar'ann, Ka'than, Ki'mhe, Ke'ara, Kes'saar, Kham'ta, Ki'ar, Kirith, Kli'ona, Ko'mala, Kreka, Kron, Krona, Krui'dhne, Lae'gath, Lassar, Les'it, Lia'dan, Lu'isakh, Lu'ka, Mei'bh, Maa'read, Mar'greg, Mau'isi, Mil'akh, Mon'kha, Mon'ine, Mor, Muir'eann, Muir'ne, Mur'gen, Nada'di, Nada'sia, Nada'si, Nal'ket, Nea'sa, Nea'kht, Ni'ise, Nes'sa, Ni'amh, Nola, Nu'ala, Or'laath, Pala'ki, Ri'lia, Rio'nakh, Roi'ra, Rox’elana, Rua'ri, Sadb, Sanda'khsha'thra, Sar'ad, Sate'nik, Sel'ka, Sha'sana, She'leg, Shi'lagh, Shi'fra, Shir'la, Sho'wen, Skil'uri, Slaa'ne, Slan'ia, Sor'kha, Sun'ika, Taall'te, Tam'raish, Tar'ra, Tei'de, Tirga'tau, Tre'asa, Tua'thla, Tuil'eakh, Tuil'le'laath, Tul'dila, Turan'dokht, Tur'en, Tur'ingen, Tur'shu, Tux'domeig, Tw'yla, Ua'llakh, Ua'sal, Una, Ura, Val'ki, Varka'ana, Vul'kana, Wal'kana, Zaran'ja, Zarina

Male: Aan'bhertakh, Ad'aar, Add'ak, Aed, Aed'an, Aed'ukan, Aal'gel, Aal'ill, Aarekh'takh, Amal'gaad, Amar'gaan, Anam'kha, Arda'bur, Arta, Ath'ila, Baetan, Baeth, Bar'ek, Barta'tava, Ber'akh, Ber'khan, Bleda, Bran, Bri'onn, Brua'tur, Daag, Deng'izikh, Diar'maat, Dolok, Donn'gal, Dron, Dun'khad, Ekhen, Elo'khad, Eo'gan, Er'nakh, Eu'an, Fakht'na, Fedel'mid, Fenius, Fer'gal, Fi'onn, Finn'khad, Flann, Gan'ev, Gan'nak, Go'ar, Grig, Gu'aare, Gur'og, Holg, Hro'ghar, Huni'geis, Il'lak, Ish'paka, Jo'kum, Kan'ishka, Kara'ton, Kart, Kar'takh, Kathal, Kenn, Ker'bhall, Ki'aran, Ki'laann, Khara'ostasa, Khu'laann, Kod, Kol'ku, Komman, Konn, Konan, Konall, Kon'gal, Kon'khobar, Konn'akht, Kor'in, Kor'mak, Kron'ug, Krui'adh, Krum, Kull, Ku'cula, Laeg'aare, Lonan, Lor'kann, Maa'ne, Mad'ja, Mund'zuk, Mur'khad, Na'thi, Ni'all, Non'ek, Oen'ghus, Ok'tar, Ol'kan, O'shin, Respen'dial, Rigs'vula, Ro'ga, Roth'eakhta, Ro'nan, Ror'igh, Rua, Sandra'kurru, Sangi'ban, Skel, Skil'gannon, Skun'kha, Shan'khaadh, Sen'akh, Sodasa, Soma'keld, Tak'ek, Tua'thal, Tur'geis, Tur'karam, Tur'lakh, Tur'logh, Tw'yl, Ul'din, Ul'tan, Ur'ard, Vithar, Vitor, Zoresk
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Comments: 3

straight-outta-kada [2015-04-16 18:44:32 +0000 UTC]

Wow! They seem a very colorful people. Did you come up with this by yourself? I was a little confused on that note.

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ImperatorAlric In reply to straight-outta-kada [2015-04-16 21:38:53 +0000 UTC]

For the most part yes! A lot of it was gleaned from historical accounts about real life societies such as the Iron Age Celts, and steppe nomads such as the Scythians, Mongols, Huns, Alans, and so on. helped a bit too as well.

👍: 0 ⏩: 1

straight-outta-kada In reply to ImperatorAlric [2015-04-17 05:38:45 +0000 UTC]

That is actually really really cool. I was just thinking about them today and yeah, I can see a little bit of Hun and Scythian-ness, but now that you said that, I see it much clearer now, along with the Celtic part of it. Wow, just wow. I look forward to learning more about the Am'saag!

👍: 0 ⏩: 0