Qoth

Symbol of Clan Leaders

#### The Foundation of a Society

The Qoth culture and Religion are almost interchangeable into each other. Qoth people believe that they're spirit/soul is in there craft, and death is merely losing one vessel of their soul. People spend their entire lives perfecting a few crafts in hopes that maybe just one of them will be continued to be protected and maintained after death.

Key values of the Qoth people are Craftsmanship, Preservation, and maintenance. A good person cannot only create, but also maintain Vessels of their own and others. But since respect is also derived from craft, people with disabilities often are looked down upon. While music is nice, the craftsman of the instrument and the composer are always remembered more fondly than the singer or instrumentalist.

#### The Divided People

The biggest divide in the Qoth is between the Qoth'tha and Qoth'shi. One group,  the Qoth'sha, has settled down and create large structure, in which everyone's spirit gets a small portion of the temple. The Qoth'shi believe that staying true to the Nomadic lifestyle is more important. In truth it more involves Geography than anything else.

#### Meet the Team

Humans: The Largest group with around 35% of the population. They are just humans.

Orcs: The second largest group at 27% of the population. They are short and stout with flat noses and long ears. Stronger in general than humans, but are quick to tire. Their skin easily dries out. The current Grand priest is an Orc.

Ogres: The third largest group at 25%. They are tall and strong, but get easily sick and have short live spans. They don't age traditional, but their immune system does get even weaker overtime like any other humanoid.

Trolls: The smallest group at 13%. A nocturnal bunch who have sun sensitivity. The largest and longest living of the 4 species. But there hatred of sun, lethargic nature, and thick bone physique lead to them not mixing well with the battlefield. But their night vision gives them acceptablity to an active and useful nightlife.

### The Founding of a State

To know the story of the Qoth, you must know the story of the land. The Lake of the steppe in which all Qoth people get their name is Qo, but there is a smaller lake nearby called Zin. Long ago the was a large river valley.

In this valley we can find the Proto-Qoth, or more lovingly/commonly called the Zinth, living in the valley. ~1300 year ago the rivers course changed, and the valley flooded forming the lake Zin. This forced the Proto-Qoth people to migrate in 3 directions. 2 of the groups went and settled near the lake Qo.

One of these groups is the Qoth'tha. They settled the land of the river Thoth or 'Thothshin' connecting lakes Qo and Zin. Here their Nomadic range shrunk considerably, and grain and that which eats grain was common. The first community center and later settlement, Minth, was formed. All grain storage and silos would become known as 'Minth' after it. While many myths and legends surround Menth, it was a real place.

Aftera the success of Minth, small settlements spread across the entirety Qoth'tha land, with large community vessels at their center. These communities became larger overtime for the next 700 years with one event in particular standing out.

The Destruction of the third group, later called the Qoth'lin, was a sudden tragedy. A plague wiped out 70% of their population after they settled. The remaining population went 'south' and joined the settlements of the Qoth'tha. Leading to a large workforce increase, and small population boom afterwords.

Finally, 260 years before the start, the city of Thas had a powerful community leader ordained as Grand Priest.

#### Economic Structures

The Foundation of the economy is the general population. As people do, they gift and trade with each other based on friendships and agreements. It is here were all farmers and simple craftsmen are poducing goods.

Non-Qoth are generally Qoth'shi, foreigners, and Merchants. They usually purchase goods from the general public to resell somewhere else. They may also sell foreign goods to the elites of clans.

Clans make up the elites of Qoth society. Each have large amount of manpower, craftsman, and vessels.

Each groups will have to give donations and gifts. General Population will give donations for religious reasonsor rather formally become part of the temples vessel. Non-Qoth must gifts of money or goods as tax to get in or out of the temples. Clans like the GP will give donations for religious reasons, but will also give gifts for political power or ambition within the temple.

The temple then uses this money for administration, maintenance, and infrastructure projects.

The General Population uses the infrastructure and fills pit minor positions in the temple.

The Clans fill position is the top of the temple administration, and benefit from the distribution and power.

### Important Details and Rituals

* The position of clan leader is passed between men and women. The position is signified by an ornait cord or string, rapped around the hand, and tied to six connected metal rings. Men tie the symbol to their left hand, and women to their right hand. Third gender and transgender individuals can choose either hand, but the chosen hand can never be switched again. Most clan leaders never take of their clans symbol, until they give it to their successor. It customary to not remove or bury a corpse with a symbol until
* The Hunch Auroch is the most common large domestic animal. Used as transportation, farming aid, and food. The most common form of cargo mount in the Qoth culture. The Nomadic people of Qoth'shi are famous for their their calm and nimble Aurochs.
* As a marriage ceremony, both individuals will work together to craft a vessel special to them. Spiritual combining their souls as long as the vessel remains. In some cases the vessel might be broken in a divorce, but a broken vessel doesn't always signify this. Some couples will make a new vessel every once in a while to strengthen their spiritual bond as a sign of love.
* Between the ages of 6-14, children will try and seek an education. This education is usually found in the temple firms, clan firms, or community firms. Firms are a group of experts in a range of crafts, with normally 4 to 50 people that work directly under an organization. In order to become part of a firm one of the members must elect themselves to become the child's mentor. The child is taught, given resources, and food. After the education of the child it is normal to formally accept them into the firm.