The Muradjinn are a mostly nomadic race of scavengers, raiders, and traders. Aboard their massive, self-sufficient mobile cities they ply the vast moss plains of the Astray3 world. Each roving metropolis is home to about 50,000 residents. Amungadda, the Muradjinn city featured in our story, is a venerable example that at it's peak housed up to 100,000 residents.
These towering tralleg constructs can be considered their own city states; usually ruled by a pair of elected monarchs. Respectively, these monarchs are a patriarch known as a Margus and matriarch referred to as Madrehar. Prospective rulers are nominated from a pool of notable/outstanding individuals from throughout the community. Once selected, a council of elders, partially composed of former monarchs, will vote on a new royal pair. In the interests of preventing a power struggle and fostering cooperation, the women will vote for the new Margus and the men, likewise, vote for a new Madrehar. Once elected, the new monarchs will be symbolically wed. Their reign ending only when one, or both, retire or expire. As such, there is a vested interest in maintaining a positive relationship and guaranteeing the other's safety.
The royal couple split duties along gender lines. The Margus governs the male half. He will oversee tasks like tralk farming, matters of warfare, crafting, and general maintenance. The Madrehar rules over the female population. She will see to the communal child rearing, food prep and preservation, domestic duties, and the production of soft goods. However, during times of deprivation and conflict it will not be unusual to see either gender assisting in activities outside their designation; for example the women may man siege weapons or take up bows while males assist with cooking or operate looms.
It should also be noted that the Muradjinn have a strong sense of family within their community. They tend to see each other in a familial context. The elderly as fathers or mothers. Peers as brothers and sisters. Children as sons and daughters. To reinforce this idea, children are raised communally. It is common for a Muradjinn youth to never know their true birth parents. Instead, they are encouraged to see every adult as a possible parental figure. Thus, the Muradjinn will cordially refer to each other in familial terms; for example, brother, sister, father and mother are commonly used. As a point of interest, since Muradjinn city states rarely intermingle the familial perception may be more than just a concept.
Since the story, as of this writing, primarily concerns the Madrehar, let's explore some of her other responsibilities.
The Madrehar is the symbolic head of the Muradjinn religious cult. Like the monarchy, the Muradjinn gods are represented by a male and female deity. Marslus represents the male half. His domain is that of war, hearth, and forge. But, it's the female half, the great goddess Sofullam, that dominates the cult. In Muradjinn creation myth, it is Sofullam that set the cities in motion and passed down the secrets of tralk-shaping. It is she who preserved the Muradjinn during the great cataclysm that saw the land conquered by foreign invaders. Thus, it's the sisters who maintain the faith. Ensuring that Sofullam always casts a favorable eye on her wandering children.
While the day to day operations of the cult is managed by a triumvirate of crones, the Madrehar is expected to preside over religious ceremonies, holiday festivities, and sacrifices. It is during one of these sacrificial ceremonies we first meet the reigning Madrehar of Amungadda. She is offering hearts to the altar of Sofullam in order to consecrate the day's tralk "fertilizing." Via this act the abhorrent flesh of the invader is put to the service of Sofullam's children.
Marslus may have a less revered role in the Muradjinn cult, but he is not without representation. Green and yellow clad male volunteers can be seen assisting the Madrehar with the sacrifices. They are the symbol of Marslus aiding his celestial wife in the great work of reclaiming the land.
The next generation of Sofullam priestesses are also present. The yellow clad older sisters are novitiates preparing for a life dedicated to the cult. The white clad youths can be considered neophytes. They are new inductees being trained in the ways of the cult. Their task is to draw the attention of Sofullam with their cyclical chants during the sacrificial rites.
As a bonus, this is the Tralleg that our story is currently taking place on. It's primary role is the tending and fertilizing of Amungadda's vast tralk forest. It is generally kept out of harm's way. However, it does carry a limited armament for self defence. In times of dire need the decks will be altered to carry an array of catapults, ballista, and smaller mounted artillery pieces.
( I probably should have kept the slant on the sacrificial deck area. Darn....wonder why I changed it? )
Here are some initial details for the sacrificial and grinder decks.
And that is all for this lore piece. Thank you for reading and if you are a patron please take the time to vote for the next topic. There will be a poll posted soon.
Till next time,