Le wiki est en phase de ré-écriture suite aux récentes mises à jour du jeu! Quiconque souhaite aider est le bienvenu!


De Life is Feudal Wiki
Aller à : navigation, rechercher

Khoors[modifier | modifier le wikicode]

Les Khoors sont une des trois races du jeux.

Lore[modifier | modifier le wikicode]

Les Khoors sont de sauvages et cruels nomades qui vivent sur les steppes avec leurs petits chevaux à longue crinière. Ils sont plutôt petit, chevelu, et on une démarche chaloupée.

Habillement et Architecture[modifier | modifier le wikicode]

Les vêtements de tous les jours pour les Khoors comprennent des bottes et des gilets entrelacés de lacets et de cordes, de chapeaux gonflés et de bracelets en cuir lacé. Les Khoors ne construisent pas de temple, mais ils ont une multitudes de monticules funéraires à travers les steppes.

Les Khoors les construisent sur les lieux où se sont déroulés des batailles particulièrement sanglantes et féroces, des lieux où sont morts de nombreux guerriers. Comme il est impossible de donner un bucher funéraire décent à autant de combattants et qu'il n'y aurait, de toute manière, jamais assez de carburant pour un tels incendie, ils laissent des cadeaux à ces "guerriers fantômes" (ceux qui n'ont jamais obtenu un bucher funéraire). En autres choses, des crânes de chevaux - leur donnant ainsi des "chevaux fantômes" pour leurs voyages - et des armes, en particulier d'anciennes armes qui ont vu de nombreuses batailles et qui ne sont plus utiles aux vivants.

Les Khoors considèrent les guerriers non enterrés comme les gardiens de la Steppe. A la nuit tombée, ils errent dans les terres Khoorsians sur leurs chevaux morts, effrayant les étrangers et s'insinuant dans les rêves de leurs compatriotes pour les prévenir d'invasions imminentes. Mais ces guerriers n'ont pas le droit au repos. Ils sont prisonniers du monde des vivants, un lieu inadapté pour eux. Et les Khoors ne font pas "qu'équiper" des hommes morts en leur offrant chevaux et armes - ils les apaisent aussi.

Version originale[modifier | modifier le wikicode]

The wild, cruel nomads who live on the steppes with their long-haired little horses. The are rather short in stature, covered in hair, and walk with a seesaw gait. Clothing and Architecture Everyday clothing for the Khoors includes boots and vests intertwined with laces and ropes, puffy hats, and laced leather bracers.

The Khoors do not build temples, but they have burial mounds throughout the steppes. The Khoors build them on places where especially bloody and fierce battles have been fought, places where many warriors have died. For it is not possible to grant so many warriors a proper funeral pyre, as there is not even enough fuel on the steppe for such a blaze. They leave gifts for the "ghost warriors" (those never given a funeral pyre) on the mounds, including horse skulls – thus giving them ghost horses for their journeys – and weapons, especially old weapons that have seen many battles and are no longer useful to the living. The Khoors consider the unburied warriors the guardians of the steppe. At night, they wander the Khoorsian lands on their dead horses, scaring away foreigners and entering their countrymen's dreams to warn them about impending invasions. But these warriors have not been laid to rest. They are trapped in the world of the living, a place unsuitable for them. And so the Khoors are not only "equipping" the dead men when they give them slain horses and old weapons – they are also appeasing them.

Bonfires must never be lit near the mounds, for it is not good to remind these fallen warriors that they never received a proper funeral pyre. Any unfortunate traveler who does light a fire near one may attract evil spirits as his persecutors and for the rest of his life suffer as they plague him with nightmares and demand their funeral pyres. All in all, the Khoors consider it a bad idea to spend the night close to a mound. The dead might decide to arrange a particularly "exciting" night for those sleeping nearby.

The Khoors' dwellings are the least defended of all the peoples'. Few trees grow on the steppe, the rocks are too large for construction, and animal skins make a very weak wall. The Khoors must often spend the night under the open sky, away from any shelter at all. When this happens, fire is the only way to keep the wild animals and the cold away. Under these conditions, the Khoors have developed a special sensitivity to this element. They continually thank this "younger sibling of the sun" for the help it gives to mortals. Battle Gear Khoorsian armor is simple and straightforward. It is designed to be of minimal weight and provide maximal speed. For this reason, it is made of skins and leathers.

However, it does sometimes feature metal parts. These mainly include light chainmail and wide metal plates fastened to leather belts covering the chest, shoulders, and back. The strongest and most agile warriors can also add a skirt of modestly sized metal plates joined by ring mail, which covers their legs to the knees or even lower, as well as a forged helmet with a terrifying iron mask. Legendary Character Tusgaal the Stormbringer, also Tusgaal-Gar-Shoorga (a title from the time of the first empire, when "Gar-Shoorga" meant "Left Hand of the Storm") – a great ruler and a conqueror of antiquity. Religious Beliefs For the Khoors, the world around them is the world of spirits. The spirits reside in fire and earth, in water and sky, in wood and metal. These spirits can be strong or weak, or helpful or harmful, but not good or bad. "Good" and "bad" depend on the spirit's aims, and the Khoors believe that men and women cannot perceive the aims of spirits. However, the aims of the spirits and a man may coincide, or an agreement can be made with the spirit, boosting the man's strength and fortune.

Offerings can be made to the spirits, just as they are made to the gods. Whether these offerings involve throwing some kumiss into the fire or leaving a chunk of meat (or even a bound captive) on a steppe stone depends on the wealth of the one making the offering and on the seriousness of the request. Swords are considered to be special spirit containers.

The Khoors respect the deities of the Gottlungs and Slavards. Worship of the Sword The Khoors worship the Sword of Heavens (Hootga-Tenger), which crosses the night sky from the West to the East, like our Milky Way. The Sword is their provider and protector. The Sword unites heaven and earth.

Khoorsian swords imitate the shape of the Sword of Heavens, since they are considered reflections of it (Ir-Tusgaal). They believe that the universe began with the Sword, and in this way their beliefs concur with the myth of the sword of Godernblodbad: Vallum Tusenrost.

To the Khoors, the world is one of spirits and their reflections. Their sabers are a reflection of Hootga-Tenger, the Sword of Heavens. The Sword of Heavens, in turn, is a reflection of the Flaming Sword, which rests in the darkness of the lower world, the world of fire in the roots of the World Tree.

Some of the Khoors are certain that the Sleeper of the Gottlungs, called Svefnii by the Slavards, is the living Ancestral Sword Gal-Hootga. It is with their swords that the Khoors commune with the spirits, heeding the calls to war and peace that come to them as they gaze in the fiery reflections running along the surface of their blades. The Khoors believe that each blade weaves the destiny of its owner, literally its "pattern song," which can only be seen and heard by the gods and the spirits.

And so the main aim in every Khoor's life is to live life so that the gods admire the intricacies and artistry of their bladesong.

The Khoors believe that the Sleeper is the incarnation of fury, the living Ancestral Sword (Gal-Hootga). When his song sounds worth, it will change the world and its people once and for all, becoming the world of Sword and Fire. Then people shall hear and see the pattern song, the Doo-zagwar, woven by their singing swords.

But there is also a new belief growing about the Khoors, in which the Sleeper is more like his depiction in Gottlung devotion. In this belief, the most worthy souls become links in the mystical fetters that bind the Slumberer. As long as brave and noble people walk the earth, the Sleeper shall not awaken, and the end of the world shall not come. This belief is more common among craftsmen and traders than among others.

The Khoorsian concept of Holza (Erthnii), however, is not the same as that of the Gottlungs or the northerners. In their understanding, Holza does not weave the threads of life into the tapestry of destiny. Instead, she listens to and evaluates the lifesong of each warrior and remembers it.

The Khoors hold that the whole world sounds out, every item speaking or whispering to them – but only swords can sing the Song witnessed by both gods and spirits.

The Khoors also, like their swords, are reflections of the mighty sky, earth, water, or fire spirits that fill the higher and lower worlds, their glory and strength shining through the Khoors themselves.

The spirits of the higher worlds are the spirits of fire and sky. Those of the lower are the spirits of earth and water.

Khoorsian tribal names: Sogo-Tusgaal – reflection of a fire spirit. Tenger-Tusgaal – reflection of a sky spirit. Ys-Tusgaal – reflection of a water spirit. Delh-Tusgaal – reflection of an earth spirit.

Sample name: Yirtin Kaiarata, of Tribe Delh-Tusgaal

The Khoors do not construct temples or sanctuaries. They believe that each of the gods and spirits exists essentially everywhere and needs no special place for communion with them. The only exception to this general opposition to building sites are the roughly made, rather scary idols of some deities placed in the steppe here and there (the feeling of "here and there," random placement, is only when judging by the sensibilities of the other peoples). Those who encounter idols must leave them sacrifices or offerings.

For example, when the Khoors pray to the goddess of death, Amghooy (who at some point became identified with the Dead Maiden), beseeching her to pass over them during a battle or journey, they place a sacrifice on a flat, ordinary rock. If the sacrifice is carried off by a vulture – the bird of the Goddess of Death – then her mercy is assured. If the sacrifice lies untouched, however, or is carried off by a beast of the field, it means the plea has gone unheard. The warriors usually sprinkle the rock with wine or blood. This ensures the sacrifice will arrive at its destination. The Khoors also pay great attention to signs given them by nature.

The Sleeper – Akneh-Hootga (Akneh), Jhode – Amghooy, Holza – Erthnii, Amate – Amaty, Velent – Haranhoo, Gloom – Khoohalday

It is believed that the World Tree appeared in the Khoors' faith when they encountered the western and northern peoples.

Some of the Khoors' clans consider thunder to be a bad omen. The Khoors refer to thunder as a "shaking of the World Tree's branches," and to lightning as "cracks in the heavenly sphere." The Khoors believe that their holy land gives the World Tree new strength, so they are eager to take their place in this process and conduct rituals involving portions of "native ground" – carried around in sacks.

Social Structure Khoorsian society can be divided into two major categories: Settled Khoors and nomadic Khoors . The settled Khoors are relatively peaceful, while the nomads are extremely aggressive and cruel. But beyond that, the Khoorsian people is divided up by their clan system. Each clan is led by a Haaz. The Haaz has two or three bodyguards. The Elder Council, the ten chief Khoors from the clan, also wields great power. The most important clan decisions are made by the Younger Council, which includes any man who has raised at least one son who is now of age – in other words, who can ride a horse and shoot a bow. The weak and elderly are not members of the councils, but if they were once in places of authority, their opinions continue to carry weight with the others.

For many centuries, looting and plundering were essential parts of the nomadic life of the whole Khoorsian people. Without the advantages of a stationary place of residence – building smithies, sowing crops, and so on – robbing others was a matter of life and death for the Khoors. For a long time after their victory over the Gottlungs, tribute replaced plundering. When the great truce was made, the Khoors found a new way to replenish their meager stores: trade.

Over time, Khoorsian trade helped them find a common language with the other peoples, despite the great differences in their cultures and worldviews. The Khoors make up for their eccentricity with their own style of generosity. In addition to being knowledgeable about rare herbs, they are skilled jewelers. Other peoples consider their adornments and figurines of stone, wood, metal, and bone to be unusual and original, so the Khoors happily trade these things, too.

Material prosperity is greatly respected by the Khoors. When a group is in conflict with Khoors, suggesting a trade relationship is often the best way to end the enmity. When Khoors travel in trade caravans, they chant caravan hymns so that any who encounter them are aware of their peaceful intentions well in advance. The Khoors particularly value tobacco, since they are heavy smokers but are unable to grow the plant in the harsh environment of the steppes.

Knowledge of herbs is also very important to the Khoors. Their herbalists spend their time picking and drying rare plants from the steppes which flower only in certain places at certain times of the year. The Khoors then make drinks, ointments, and smoking mixtures from these plants.

Many of these smoking mixtures, which the Khoors sell on their trading trips, have a spiritual effect. The Khoors claim that they can make the user bolder, more charming, more fierce, and so on. Language Haaz – an honorary suffix appended to the names of leaders and veteran warriors.

Tusgaal – at some point in Khoorsian history, this became the main title of the khan.

Tan – "warrior." Used to address warriors

Kaiarata – "hunter." Used to address hunters

Khanir – "beautiful." A respectful way to address women and girls, regardless of their outward appearance. By this, the Khoors obviously mean a beauty other than that which catches the eye.

Kht'yn – "idiot," "loser," "novice." An insulting, disdainful form of address.

Aghoor gham'yt – this phrase is so vulgar that the Khoors refuse to explain its meaning to any outsiders unaware of it.

  • If a khunkut (the Khoorsian word for outsider, foreigner – in other words, a Slavard or Gottlung) uses this expression, he is immediately accepted as one of the Khoors' own. For future reference: a character with the perks "trader," "lucky," or "educated" can resolve a conflict by cursing the Khoors this way. If the Haaz has a sense of humor, he'll answer with something like "Oho, a sharp tongue! Don't kiss him, girls, or you'll get scratched!"

Rookha'a – translated as both "old" and "wise" ("experienced," "veteran," "elder"). A respectful way to address the elderly.

Khamir – "spirit" (but not in the sense of "demon").

Example Khoorsian names: Kiar-Haaz, Yirtin, Giaschak, Diadiga, Akhzil, Kharti-Diangu.

Characteristic syllables in the Khoorsian tongue:

ia, khi, kia, dia, yir, khaa, haa, za, tan, tin, ruk, dit, chak, khun, khoor, tu, yer, kut, sa

A vowel glide ("y") is often encountered, whether written as a "y" (yer) or an "i" (dia). Khoorsian phrase building Khoors are much worse at the common tongue than their neighbors to the north and west, so they use phrases that are clumsy, even if technically grammatically correct. They often only use simple present verbs, make mistakes with subject-verb agreement ("we is," "he run"), and overuse the objective pronoun case. The worst instances are when all three collide ("him run" instead of "he's running"). They prefer very short sentences, avoiding compounds. Due to their limited mastery of the language, their statements are often ambiguous. "I don't know" : "Me not know"

"You must go another way" : "You go different road"

"We hold this place sacred" : "Here us sacred place"

"Greetings, travelers! Do you come in peace? Would you like to trade? We have things for sale!" : "Hey, traveler! You come with peace? Want trade? We have much trade!"

"An accurate hunter who never misses." : "Hunter shoot straight. Make arrow fly right to enemy's eye!"

"I will be guarding my home." : "Me guard house."

"We are weary, for we have come far, and our food is gone." : "We travel much road. No more strength. Food gone."

Few outsiders understand pure Khoorsian, since their common tongue explanations of Khoorsian expressions are usually not fluent enough to actually explain anything. They love to praise their goods, pushing their mastery of the language to the limit as they do so:

"Look at my beautiful Yagan! One swing, no head on enemy! Two swing, red river run deep! Three swing, ai checherdik yerle, Tusgaal-Gar-shoorga come down from heaven, ask what happen? Why everyone killed? One be sad!

Sometimes they tell highly improbable tales of famous characters, as people might do with Chuck Norris or Einstein:

"Legs of Akhzil-Bagatur like cedars! Arms of Akhzil-Bagatur like oak branch! Chest of Akhzil-Bagatur like Alankar's Shield! Head of Akhzil-Bagatur like huge cauldron! But mind of Akhzil-Bagatur like dung fly's shadow."

"Yirtin-Rookha'a live many years, still drink kumiss like boy. Mighty his snore. When he sleep, ground shakes, like when khunkuts march! All awake, grab sword. Haaz mad, go beat old kht'yn.

Khoorssian proverb: "Yatm kht'yn aghoor gham'yt tygkhanav!" – Unlucky camel dung kissing rune writer.

Alternate weapon names:

Khoorsian warriors use many different kinds of weapons in battle, including hunting weapons: long spears and blades, axes, lassos, combat knives, and heavy scourges.

Pchuk – a small, straight knife with a patterned blade.

Kalkan – a round shield.

Hootga — a saber. As in titles, the word "Tusgaal," reflection, may be appended to the names of bladed weapons.

Amat'i-yagan, or just Yagan – Amate's bow, the Khoors' favorite weapon. A long, curved blade, similar to a large scimitar. Killing an enemy with a weapon named after one's favorite goddess is a mark of respect for that enemy. It is a sacrifice to Amate, a kill made for her glory.