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{{WIP}}
{{Nation icon Dze Confederation}}
{{Nation icon Dze Confederation}}
{{Region icon Kalrania}}
{{Region icon Kalrania}}
{{Infobox country
{{Infobox country
|conventional_long_name = The Third Dze Confederation
|conventional_long_name = The Third Dze Confederation
|native_name = Dzetśaqto
|native_name = Dzetsʻał̣u
|common_name = The Dze Confederation
|common_name = The Dze Confederation
|image_flag = DzeFlag.png
|image_flag = DzeFlag.png
|alt_flag =
|alt_flag =
|image_coat = Dze - Alx̣tśan Tamga.png
|image_coat = Dze - Alx̣tśan Tamga.png
|symbol_type = Tamga of Tsotʿaan Xanaaq̇ut
|symbol_type = Tamga of Tsotʻaan Xanaaq̇ut
|national_motto =  
|national_motto =  
|national_anthem =
|national_anthem =
|royal_anthem =
|royal_anthem =
|image_map = TDC - Location.png
|image_map = TDC - Location.png
|loctext = Northern Pythia
|loctext = North-east [[Tselmeg]]
|alt_map =  
|alt_map =  
|map_caption =
|map_caption =
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|map_caption2 =
|map_caption2 =
|status = Independent state
|status = Independent state
|capital = Xanaaq̇ut's moving horde / Ƚysxḿo'niq
|capital = [[Łʻysxḿoˮniq]]
|latd= | latm= | latNS= |longd= |longm= |longEW= <!--capital's latitude and longitude in degrees/minutes/direction-->
|latd= | latm= | latNS= |longd= |longm= |longEW= <!--capital's latitude and longitude in degrees/minutes/direction-->
|largest_city =
|largest_city =  
|largest_settlement_type =
|largest_settlement_type = City
|largest_settlement =
|largest_settlement = [[Ŋołtʻokeq]]
|national_languages = [[Dzenic languages]]
|national_languages = [[Dzenic languages]]
|official_languages = [[Old Dze]]
|official_languages = [[Old Dze]]
|regional_languages =
|regional_languages =  
|languages_type = <!--Use to specify a further type of language, if not official, national or regional-->
|languages_type = <!--Use to specify a further type of language, if not official, national or regional-->
|languages = <!--Languages of the further type-->
|languages = <!--Languages of the further type-->
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|languages2 = <!--Languages of this second further type-->
|languages2 = <!--Languages of this second further type-->
|languages2_sub = <!--Is the second alternative type of languages a sub-item of the previous non-sub type? ("yes" or "no")-->
|languages2_sub = <!--Is the second alternative type of languages a sub-item of the previous non-sub type? ("yes" or "no")-->
|ethnic_groups = [[Dze]] (97.9%) <br>Humans (2.1%)
|ethnic_groups = [[Dze]] (92.5%) <br>Humans (3.5%) <br>Kemonomimi (1.9%) <br>Others (2.1%)
|ethnic_groups_year =
|ethnic_groups_year = 2013
|religion = [[Tx̣ex̣uq]]
|religion = [[Tx̣ex̣uq]]
|demonym = Dzeii, Dzean, Dzeioi
|demonym = Dzean, Dzeii, Dzeoi
|government_type = Semi-nomadic tribal confederation
|government_type = Federal Semi-Constitutional Monarchy
|leader_title1 = [[Tsotʿaan]]
|leader_title1 = [[Tsotʻaan]]
|leader_name1 = [[Tsotʿaan Xanaaq̇ut|Xanaaq̇ut]]
|leader_name1 = [[Tsotʻaan Łʻysxalx̣|Łʻysxalx̣]]
|leader_title2 =
|leader_title2 =
|leader_name2 =
|leader_name2 =
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|leader_title6 = <!--(up to six distinct leaders may be included)-->
|leader_title6 = <!--(up to six distinct leaders may be included)-->
|leader_name6 =
|leader_name6 =
|legislature =
|legislature = [[Tsodzuńńi]]
|upper_house =
|upper_house =
|lower_house =
|lower_house =
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|sovereignty_note =
|sovereignty_note =
|established_event1 = Founding of the 1st confederation
|established_event1 = Founding of the 1st confederation
|established_date1 = 7274 BR
|established_date1 = 7564 BC
|established_event2 = Start of the strifes
|established_event2 = Founding of the 2nd confederation
|established_date2 = 6893 BR
|established_date2 = 3089 BC
|established_event3 = Founding of the 2nd confederation
|established_event3 = Start of Xanaaq̇ut's War
|established_date3 = 3281 BR
|established_date3 = 1887 AD
|established_event4 = Founding of the 3rd confederation
|established_event4 = Founding of the 3rd confederation
|established_date4 = 1598 AR
|established_date4 = 1892 AD
|established_event5 = Fall of the human kingdoms
|established_event5 = Fall of the Mannish League
|established_date5 = 1612 AR
|established_date5 = 1906 AD
|area_rank =
|area_rank = 12th
|area_magnitude =  
|area_magnitude =  
|area = <!--Major area size (in [[Template:convert]] either km2 or sqmi first)-->
|area = <!--Major area size (in [[Template:convert]] either km2 or sqmi first)-->
|area_km2 = 2,735,705
|area_km2 = 2,988,641
|area_sq_mi =
|area_sq_mi =
|area_footnote = <!--Optional footnote for area-->
|area_footnote = <!--Optional footnote for area-->
|percent_water = 11.26%
|percent_water = 7.26%
|area_label = Land Area
|area_label = Land Area
|area_label2 = <!--Label below area_label (optional)-->
|area_label2 = <!--Label below area_label (optional)-->
|area_data2 = <!--Text after area_label2 (optional)-->
|area_data2 = <!--Text after area_label2 (optional)-->
|population_estimate = ~7,000,000
|population_estimate =
|population_estimate_rank =
|population_estimate_rank =
|population_estimate_year = 1612
|population_estimate_year =  
|population_census =
|population_census = 7,554,052
|population_census_year =
|population_census_year = 2013
|population_density_km2 = 2.56
|population_density_km2 = 2.52
|population_density_sq_mi =
|population_density_sq_mi =
|population_density_rank =
|population_density_rank =  
|GDP_PPP =
|GDP_PPP = $63.09 Billion
|GDP_PPP_rank =
|GDP_PPP_rank =
|GDP_PPP_year =
|GDP_PPP_year = 2013
|GDP_PPP_per_capita =
|GDP_PPP_per_capita = $8,310
|GDP_PPP_per_capita_rank =
|GDP_PPP_per_capita_rank =
|GDP_nominal =
|GDP_nominal = $55.23 Billion
|GDP_nominal_rank =
|GDP_nominal_rank =
|GDP_nominal_year =
|GDP_nominal_year = 2013
|GDP_nominal_per_capita =
|GDP_nominal_per_capita = $7,311
|GDP_nominal_per_capita_rank =
|GDP_nominal_per_capita_rank =
|Gini =
|Gini = 37.2
|Gini_change = decrease
|Gini_ref = <!--(for any ref/s to associate with Gini number)-->
|Gini_ref = <!--(for any ref/s to associate with Gini number)-->
|Gini_rank =
|Gini_rank =
|Gini_year =
|Gini_year = 2013
|HDI =
|HDI = 0.688
|HDI_change = increase    <!--increase/decrease/steady; rank change from previous year-->
|HDI_ref =
|HDI_ref =
|HDI_rank =
|HDI_rank =
|HDI_year =
|HDI_year = 2013
|currency =
|currency = Dzeii Moł̣uł (₼)
|currency_code =
|currency_code = DZM
|time_zone = -7 to -5
|time_zone =  
|utc_offset =
|utc_offset =
|time_zone_DST =
|time_zone_DST =
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|DST_note =
|DST_note =
|antipodes = <!--Place/s exactly on the opposite side of the world to country/territory-->
|antipodes = <!--Place/s exactly on the opposite side of the world to country/territory-->
|date_format =
|date_format = yyyy.mm.dd
|drives_on =
|drives_on =  
|cctld =
|cctld = .dz
|iso3166code =
|iso3166code =  
|calling_code =
|calling_code = +43
|image_map3 = <!--Optional third map position, e.g. for use with reference to footnotes below it-->
|image_map3 = <!--Optional third map position, e.g. for use with reference to footnotes below it-->
|alt_map3 = <!--alt text for third map position-->
|alt_map3 = <!--alt text for third map position-->
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|footnotes = <!--For any generic non-numbered footnotes-->
|footnotes = <!--For any generic non-numbered footnotes-->
}}
}}
'''The Dze Confederation''' ([[Old Dze]]: ''Dzetśaqto'' ['d͡zet͡sʼaqtɔ]), officially called '''The Third Dze Confederation''', ([[Old Dze]]: ''Ŋ́keq́dzetśaqto'' ['ŋ̊keqʼd͡zet͡sʼaqtɔ]) and sometimes colloquially known as Dzeia, is a large, primitive nation located in north-central [[Pythia]] that borders the [[Golden Domain]] and sits relatively close to [[Nishikaigan]], [[Jikoshak]], [[Ariseo]] and [[Beauquegne]]. It covers an area of 2,735,705 square kilometres (1,056,262 square miles) with a population just over 7 million. Despite being the 6th largest nation on Sparkalia, it is a relatively unknown nation due to it's technological level and the geographical and self-imposed political isolation from most other countries on the planet. Sitting at the western edges of the [[Wintry bight]] and the centre of the [[Wintry ocean]], the water currents from the ice caps to its north are some of the roughest in the entire planet, being able to sink even modern ships without proper preparations. Famous for its unique and very diverse wildlife, it is one of two places in all of sparkalia where Haplokariotes and Polykariotes can be found, encompassing nearly the entirety of the zoogeographical zone known as [[Polykarya]].
'''Dzeia''', known natively as '''The Dze Confederation''' ([[Old Dze]]: ''Dzetsʻał̣u'' ['d͡zet͡sʼaɬʰu]), is a large nation in the continent of [[Tselmeg]], bordered in the west by [[Atraland]] and the [[Iktah Remnants]]. It covers an area of 2,988,641 square kilometres (1,153,915 square miles), the 12th largest in Kalrania, with a population just above 7 million, with little over 2 people per square kilometre, making it the world's second most sparsely populated sovereign state. The Confederation is one of the easternmost nations of the planet, as well as one of six nations controlling lands within the arctic circle and it is also famous for its unique and very diverse wildlife, it is the only nation in all of Kalrania where Haplokariotes and Polykariotes can be found, encompassing nearly the entirety of the zoogeographical zone known as [[Polykarya]].


The territory of the modern Confederation seems to be one of the oldest continuous inhabited places on the planet, having remained isolated from the events that befell the surrounding lands due to its geography and isolated positioning, not being of high strategic importance to other, more advanced, civilizations until modern technology enabled more safe travel around the Wintry Bight. The lands of the Dze Confederation have archaeological evidence of a distinctive techno-cultural presence since at least 110,000 BR, belonging to the [[Ninlaqian|Ŋ́ynƚaq culture]] industry, a Middle Paleolithic industrial complex, whose makers inhabited the mountainous central regions of the country which seems to have mostly been located in the Eastern Range until about 50,000 BR when they began to expand alongside the hills towards the coast and the west as the culture splintered. They were characterized by their elaborate leaf shaped flint tools; later during the [[Late Neolithic Dze Collapse]] the Dze dispersed once more and later coalesced into several chalcolithic cultures, culminating in the [[Flower Stirrup culture]] which kickstarted the Dze Bronze Age by 10,000 BR. At around 8,000 BR there is archaeological, and later written, evidence for the arrival of four distinct human groups, the [[Longplow culture|Longplow]], [[Broadaxe culture|Broadaxe]], [[Highstone culture|Highstone]] and [[Red Arrow culture|Red Arrow]] cultures; after these arrivals it seems the dze quickly began to coalesce into more organized societies during [[The Invasions]], an event happening around 8,000-7,500 BR which triggered the formation of the First Confederation due to the seemingly violent incursions into Dze territory by the former three cultures. The subsequent near 10,000 year long conflicts culminated in the rise of the Third Confederation in the late 16th century AR and the fall of human invaders barely more than a decade later.
The territory of the modern Confederation seems to be one of the oldest continuous inhabited places on the planet, having remained isolated from the events that befell the surrounding lands due to its geography and isolated positioning. The lands of the Dze Confederation have archaeological evidence of a distinctive techno-cultural presence since at least 110,000 BC, belonging to the [[Ninlaqian|Ŋ́ynłʻaq culture]] industry, a Middle Paleolithic complex, whose makers inhabited the mountainous central regions of the country which seems to have mostly been located in the Eastern Range until about 50,000 BC when they began to expand alongside the hills towards the coast and the west as the culture splintered. Later during the [[Late Neolithic Dze Collapse]] the dze dispersed once more and later coalesced into several chalcolithic cultures. At around 8,000 BC there is archaeological, and later written, evidence for the arrival of four distinct human groups, the [[Longplow culture|Longplow]], [[Broadaxe culture|Broadaxe]], [[Highstone culture|Highstone]] and [[Red Arrow culture|Red Arrow]] cultures; after these arrivals it seems the dze quickly began to coalesce into more organized societies during [[The Invasions]], an event happening around 8,000-7,500 BC which triggered the formation of the First Confederation due to the seemingly violent incursions into Dze territory by the former three cultures. The subsequent near 10,000 year long conflicts culminated in the rise of the Third Confederation in the late 19th century AD and the fall of human invaders barely more than a decade later.
 
Around 90% of the population remains, to this day, semi-nomadic, comprised almost entirely of ethnic groups of Dzeii origin, however a growing population, consisting mostly of Humans and Kemonomimi, are settled in permanent cities. [[Tx̣ex̣uq]] and related traditions are also the dominant faith, at around 93.5%. Dzeia is a member of the [[Kalranian League of Nations|League of Nations]], [[Anomalous Research and Containment Institute|ARC]] and the [[Northern Commonwealth]].


Around 98% of the population is nomadic or semi-nomadic, with only certain human ethnic groups retaining a settled lifestyle, and around the same amount of people follow one of the various traditions of [[Tx̣ex̣uq]], the predominant family of religions. Nearly 98% of the population belong to the dze species with a very small human remnant minority who are scattered across the country, though for the most part to the west.
__TOC__ {{TOC right}}
__TOC__ {{TOC right}}
==Etymology==
==Names and etymology==
The name in Common is a translation of the Old Dze name, ''Dzetśaqto'', which translates to "Oath of the Dze" the word tśaq meaning either Alliance or Oath (with the possesive -to) and the word de meaning "Stargazer" as well as being the endonym of these people in several of their languages and in the [[Old Liturgicals]], while the standardized name of Dzeia translates as "Land of the Dze" and it is the solarianized translation of their nation's name and the nation's name in Common is also usually shortened to simply be "The Dze". The origin of the Dzenic Languages is shrouded in mystery but the compound word used nowadays has been identified in texts dating from the era of the [[First Dze Confederation]], which implies that it has been used before at a national level and more of a generalized nation epitaph.
{{main|Names of Dzeia}}
The name "Dzeia" means "Land of the Dze" in {{wp|Old Latin|Ausonian}}. The word Dze has a native etymology, coming from a Proto-Dzenic root ''*dz'', meaning "to stargaze", and it, and its cognates, is generally used as an endonym by the native species; the word forms part of the native name for the nation, "Dzetsʻał̣u" which means "Pact of the Dze", however the variant term "Nujuntsʻał̣u", meaning "Pact of the Nomads", has begun to gain traction as a vernacular term, as the non-dzeii population grows, however it has not been given any sort of recognition by the government.
 
As far as denonyms go, for the nationaity it is custom to use the {{wp|English language|Common}} declension "Dzean", while the Ausonian "Dzeii" is used for the autochtonous species. In any case the {{wp|Ancient Greek|Danaean}} declension, Dzeoi, is used for the plural of both denonyms.
==History==
==History==
{{main|History of the Dze Confederation}}
{{main|History of Dzeia}}
===Paleolithic age===
===Prehistory===
The archaeological record shows that the mountainous lands near the [[Oriental steppes]] had been inhabited by an ancestor of the modern dze, ''[[Tenacitherium anthropopsius]]'', from around 2,500,000 years ago until evolving into the modern dze, ''[[Tenacitherium terrible]]'', around 500,000 years ago. Both a species of paleolithical industry, it is thought that they mostly stayed around the eastern reaches of the [[Greater southern range]], travelling in small bands of nomadic hunter-gatherers. By around 110,000 years ago the archaeological record shows that the first proper material culture arose among the dze during the middle paleolithic, the [[Ninlaqian|Ŋ́ynƚaq culture]], named after a valley in the near eastern reaches of the greater southern range; this culture's name also comes from the name given by scientists to the arrow and spear tips found, which bear a distinct leaf shape in their shape and cutting technique to them, both for practical purposes of streamlining the flint and with an apparent religious meaning, as burials in places of known ninlaqian industry are known to contain [[Flint mounds]], piles of arrow and spear heads arranged in various shapes; a tradition still carried to this day in certain clans.
The archaeological record shows that the mountainous lands near the [[Inner steppes]] had been inhabited by an ancestor of the modern dze, ''[[Tenacitherium anthropopsius]]'', from around 2,500,000 years ago until evolving into the modern dze, ''[[Tenacitherium terrible]]'', around 500,000 years ago. By around 100,000 years ago the archaeological record shows that the first proper material cultures arose among the dze during the paleolithic, the [[Ninlaqian|Ŋ́ynłʻaq culture]] and the [[Paxnecian|Pax̣ŋ́eç culture]]. By 17,000 BC there is evidence for advancements that could be called Proto-Agriculture, with signs of land clearing and selective placing of several species of flora or the mass culling of species in certain periods, suggesting an artificial increase in populations of game and careful management of populations. However it would be during the Neolithic that the first concrete evidence for animal husbandry and agriculture arises in the lands of the Confederation, with the evidence of domesticated herds showing in paleo-art, with agriculture being quickly abandoned, or so it seems, in favour of continuing the development of a transhuman lifestyle; reasons for this are unknown, but from skeletal remains we can see that in older, early agricultural settlements the bones show signs of malnutrition and several vitamin deficencies, whilst later nomadic burials have much healthier remains, probably due to much of the Confederation's lands being unsuited for agriculture at that time.  
 
It was generally thought that early on this culture absorbed much, if not all, of the dze populations due to their small range of inhabitation during this period due to the lack of findings of other paleolithic industries. This would however be disproven with the discovery of the middle paleolithic [[Paxnecian|Pax̣ŋ́eç culture]] in the southernmost edges of Polykarya, which put into light the inhabitation of the dze in areas much further than what was originally expected, with some artifacts even being found on the other side the P.E.L. itself; the deepening of genetic studies also showcased that the amount of haplogroups and haplogroup diversity was much broader than previously thought, both in Y-DNA and mntDNA haplogroups, of which most arose during this era and later suffered still un-explained bottlenecks, isolating these until after the neolithic.
 
The ŋ́ynƚaq culture spread throughout the mountains along river valleys and cliffs where they carved caves into moon-like shapes, these sites nowadays called [[Tx̣edlał̣]], that are still frequented in the present day, some of the oldest being carbon dated to around 110,000-90,000 BR; although it is unknown how a prehistoric people manually re-shaped natural structures to this scale, it seems to have been a seasonal process, where each winter they would inhabit these caves, and shape them, to then leave in summer for warmer places. Other distinguishing factors of this culture are an affinity towards temporarily inhabiting mountainside cliffs rather than caves properly and their hunting method, which is depicted in some paleo-art, which puts more emphasis in persistance hunting in combination with either driving or calling methods as a coordinated maneuver between archers and spearmen rather than the expected scavenging or ambush hunting. This would all allow for them to slowly fill the gaps of deserted lands once inhabited by peoples of the same species. The ŋ́ynƚaq culture managed to mantain a continuity until around 50,000 BR when it began to splinter with the start of the Mesolithic, with a similar transition occuring to the pax̣ŋ́eç culture
===Mesolithic age===
By 50,000 BR there is evidence for a change in the style and production of stone tools as well as the start of ceramic pottery, distinguished by their simple shapes and square painting patterns made with dark dyes or ocre. It is also around this time when the dze population began to spread into the [[Central plateau]] and [[Coastal range]], as evidenced by the surging of several related haplogroups theorized to come from this area, however appearing to mostly remain in the eastern reaches of the land as evidenced by a higher abundance of archaeological remains in those areas compared to the western areas of polykarya as well as the evidence for mass migration towards the oriental fjords. In this era the old paleolithic cultures began to splinter towards epipaleolithic or mesolithic industries, with those who remained in their original range retaining the highest degree of conservatism in their styles and industries. The most commonly found artifacts during the first milennia of the Mesolithic belong to the [[Kixqician|Ḳyxq́içyw]] and the [[Koploqian|Ḳopł̣oq́]] cultures, which are part of an eastern set of ninlaqian offshoots, the former inhabiting much of the [[Oriental steppes]] and the [[Eastern Range]].
 
There is also evidence for advancements that could be called Proto-Agriculture, with signs of land clearing and selective placing of several species of flora or the mass culling of species in certain periods, suggesting an artificial increase in populations of game and careful management of populations. These developments support the later cultural and technological advancements that occured during the neolithic and signals the start of the dze's signature lifestyle, transhumanism. Lastly, it is in the late mesolithic when pottery begins to be used, though it's use is restricted to figurines, as pottery vessels dating to before the neolithic have not been found and the development of these is deeply entrenched with the cultures that arose after the mesolithic, rather than those in this time period.
 
During this age it seems the pax̣ŋ́eç culture both survived and later splintered as well as evidenced by the rise of the [[Neculian|Ŋ́eçnuł̣ń culture]]. The mesolithic also was defined the start of the transition from fully nomadic to a semi-nomadic lifestyle as evidenced by the recent discovery of massive stone circle-shaped structures throughout the steppe regions and later in the western and southern areas, in appearance like prehistorical walls and laden with pottery figurines and material remains, surrounded by ditches near river valleys which are thought to be temporary summer refuges, later abandoned in preference for warmer places in winter like the various mountain hotsprings that dot the eastern range.
 
At the end of this era however the southern and western industrial complexes dissapear as well as some ninlaqian descendants, that left only the eastern cultures alive. The reasoning for this occurrance the end of the mesolithic and the survival of only the ninlaqian descendants is unknown. One theory suggests early human-dze conflict brought about their end by the late mesolithic in most areas due to pressure as they began to expand beyond the reaches of the P.E.L., where food sources were less nutritious and they were not given enough time to adapt due to heavy competition with early humans, this theory is favoured by many dzeologists given the lack of evidence for intra-dze conflict this far back in time, contrasted with the evidence for human-dze conflict throughout their written history. Enviromental disasters can be factored in, yet the lack of findings of truly catastrophic events provides little substance to any theory that discusses the mesolithic bottleneck.
===Neolithic age===
Around 35,000 years ago there is evidence for the rise of different stone cutting and polishing techniques, starting the Neolithic period; it is during this era that the Dze populate all of the lands inside continental polykarya and reach their first population peak, with estimates ranging from 5,000,000 to 15,000,000 after having recovered from the mesolithic bottleneck. It is also during the Neolithic that the first concrete evidence for animal husbandry and agriculture arises in the lands of the Confederation, with the evidence of domesticated herds showing in paleo-art, with agriculture being quickly abandoned, or so it seems, in favour of continuing the development of a transhuman lifestyle; reasons for this are unknown, but from skeletal remains we can see that in older, early agricultural settlements the bones show signs of malnutrition and several vitamin deficencies, whilst later nomadic burials have much healthier remains.


It also seems that during this era is when the tradition to build stone pens at permanent locations to signal winter and summer camps for the safekeeping of herds began as evidenced by an abundance of animal remains and coprolites near sites or directly in them. During the middle to late neolithic there is archaeological evidence for the first usage of true pottery vessels, these were few, somewhat porous, made of earthenware and the usage of pottery vessels remained a rare occurance until later eras due to the lack of need for such, though they are helpful in more accurately identifying dzeii cultures and groups.
Archaeological findings of the Neolithic period end abruptly around 11,000 BC with the [[Late Neolithic Collapse]], an event of unknown causes that led to a genetic bottleneck, as well as the spreading of the population as it declined. Despite the cultural collapse, populations seem to have recovered from the disaster relatively quickly. After the collapse, the archaeological record shows us that after population levels recovered a few thousand years afterwards and that there appeared many chalcolithic cultures almost simultaneously, around 9,000 BC, including the [[Moonblade culture|Moonblade]], [[Caveshrine culture|Caveshrine]] and [[Lowmound culture|Lowmound]] cultures. Key developments that occured in this time also include the start of the usage of wheels and carts as depicted in art by the Early Moonblade period at 9,500 BC which allowed for the true start of the semi-nomadic lifestyle the Dze prefer nowadays.
===Older Era===
Human arrivals to the Dze lands begin to be documented from around 8,000 BC in the [[Çunyw Stelai]] in the far west, having been identified with the [[Longplow culture|Longplow]], [[Broadaxe culture|Broadaxe]], [[Highstone culture|Highstone]] and [[Red Arrow culture|Red Arrow]] cultures. The arrivals were both of mixed nature and stelai unearthed in nearby localities and dated to the same time period reveal that by the end of the 9th millennium BC proper Human-Dze conflict arose, which led to the slow creeping of humans into the territories of bronze age dze cultures in the south and west. These early aggressions caused the final development of dzeii state organization; while the title of [[Tʻaan]] had risen up among them as a word for a chieftain or general ruler during the Dze Golden Age, it was during the start of The Invasions that it began to become a universal term for the ruler of a clan, akin to a king and after some generations the Dze clans slowly coalesced into the [[First Dze Confederation]] under [[Tsotʻaan]] [[Tsotʻaan Qułʻaq|Qułʻaq]] of the [[Alx̣tsʻan]] clan in 7564 BC who, spending thirty years uniting the clans, would create the [[Tsʻal]], a code of conduct in social life and between states that would then dominate later dzeii cultures, as well as beginning the introduction of bronze to replace copper.


The archaeological findings of the Neolithic period end abruptly around 20,000 BR with the [[Late Neolithic Collapse]], an event of unknown causes that led to the abandoning or destruction of the stone circles and the spreading of Dze populations westwards. A possible trigger of this event is the evidence for continuous volcanic eruptions in the eastern range around this era that triggered particularly cold years that might have caused the mass death of the game the Dze hunted as well as the deaths of most of their livestock or simply forced an emigration westards, the ending of these winters coinciding with the flooding of several rivers from the accumulated snow and ice, causing the destruction of most stone circles as evidenced by the abundance of polished pebbles in a thin layer of ground sediment dating to this period.
Under the leadership of Qułʻaq the armies of the dze would ravage human domains, stopping their expansion into polykarya for a time. However, as he was succeeded by his daughter, [[Tsotʻaan Tx̣eńat|Tx̣eńat]], the confederation would have to contend against the forces of the [[Jhu'kan Empire]] in the [[Battle of Alx̣kyx]] in which the Dze managed to defeat the forces of [[Ka'sun I]]. The aftermath of the battle would lead to 278 years of peace between humans and dze, an unparaleled amount that would not be achieved again for over three milennia.


Despite the cultural collapse, populations seem to have more easily recovered from the disaster than the earlier mesolithic populations that vanished before them. By the end of this period the Dze began to undergo surprisingly fast cultural changes at a rate almost 10 times as fast as what had happened in the early stone age, which formed the basis for the [[Dze Cultural Hibernation]] hypothesis, and which may have allowed for their survival; though the Neolithic is thought to not have fully ended until 10,000 BR in some areas. In these milennia of archaeological darkness what little has been found, mostly dze remains and occasional pottery shards, show us that the population dispersal allowed for the complete control of polykarya by the dze by the start of the Chalcolithic once these recovered.
The confederation and the Jhu'kan empire spent most of the later years of the 8th milennium at peace amongst eachother until the [[Latuq War]] in where the lands of the confederation, under the rule of [[Tsotʻaan Tx̣eł̣eeq|Tx̣eł̣eeq]], great-great grandson of Tx̣eńat, were invaded en masse, and they were ultimately driven from the central meadows and steppes, resulting in the death of the Tsotʻaan after a [[Battle of Starry Tears|betrayal and last stand]].
===Chalcolithic age===
===Middle Era===
After the Late Neolithic Collapse, the archaeological record shows us that after population levels recovered a few thousand years after the collapse there appeared many chalcolithic cultures almost simultaneously, around 15,000 BR, including the [[Moonblade culture|Moonblade]], [[Caveshrine culture|Caveshrine]] and [[Lowmound culture|Lowmound]] cultures, each of which began to participate in localized forms of trade, slowly expanding until the [[Steppe roads]] arose, a collection of several trade routes that led from the westermost points of Dze inhabitation all the way to the eastfjords. One evidence of this is the usage of the [[Moonblade script|Dze Hieroglyphic script]] by the [[Woodhut culture]] in the far west by a few hundred years after the script was first developed from the earlier pictographic and logographic forms.
For little over 5 centuries after the Latuq War the landscape would be dominated by human polities, like the Jhu'kan, [[Kingdom of Ghutan|Ghutan]], the [[Zállta Chiefdoms]] and the [[Vatan Empire|Vatan]]. By 6631 BC however, a people known as the [[Taaxdze]] had subdued Ghutan and entered the Jhu'kan lands, utterly destroying the empire, the event later known as the [[Scouring of the West]]; the following milennia were ones of warfare and constant shifting of the balance of powers until the ascension of the [[Sungi Dynasty|Sungi Empire]], descended from the Jhu'kan, which had extended beyond the [[Polykariote-Eukariote Limes|Polykaryan Limes]] into regions mostly unknown to the Dze at the time.


Key developments that occured in this time also include the start of the usage of wheels and carts as depicted in art and evidenced in writings by the Early Moonblade period at 14,500 BR which allowed for the true start of the semi-nomadic lifestyle the Dze prefer nowadays as well as the invention of the stirrup, a localized development that occured in the Moonblade III period around 12,000 BR. By the end of the chalcolithic the Dze managed to spread back to most of their currently owned lands, now also inhabiting the open prairies that define the landscape of their territories. Around 25,000 BR a second collapse occured in where population levels seem to have decreased, though a much more tame event compared to previous catastrophes, evidenced by the partial dissapearance of writing in some areas as communities fled instead of the complete anihilation of peoples and cultures; this one we know was caused by increased volcanic activity that forced the Dze out of many of their traditional homelands for extended periods of time.
The growth of the [[Realm of Mvadi|Mvadi]] during the era of the Third Dynasty at the middle of the 6th millennium BC would lead to repeated [[Mvadi-Yuk Wars|conflicts]] that led to the ascension of the [[Namgi Dynasty|Fourth Dynasty]], which would destroy their rivals by the end of the 53rd century BC. The base of power of the Namgi remained intact for many centuries thanks increased settling of borderlands with the Dze by what the Yegin called the [[Trun Gryak]], commonly translated as Foederati. The stability of the fourth dynasty would end with a combination of revolts from its vassals, invasions by dzeii tribes and natural disasters at the tail end of the 5th millennium BC, with the [[Orad Dynasty|fifth]], [[Lkan Dynasty|sixth]] and [[Ngwar Dynasty|seventh]] dynasties having to contend with other human realms as the dze once again began to re-appear throughout the 4th Millennium BC.
===Kraterolithic age===
By 10,000 BR the remnants of the Moonblade culture seem to have fully recovered from the collapse and evolved into the [[Flower Stirrup culture]], named as such by the shape of the steel footing and the intricate bronze decorational patterns of their stirrups. By 9,000 BR the usage of Bronze alloys had spread to all corners of Dze inhabitation and there is extensive findings of items made with this material, which quickly superseded traditional copper as a tool material; of the alloys used the most common by far was tin bronze, as arsenic bronze was deemed to be weaker and tin bronze to be cleaner and easier to mold, though tin itself was found in high concentrations it was still nontheless rarer than copper. Other alloys were too rare, though we occasionally find items in these rarer combinations, such as the famous [[Swords of Alx̣tśan]], a collection of swords made with aluminium and silicon bronze allows that belong to the rulers of the alx̣tśan clan to this very day that were made during this early age.


The most important developments of this age are the various blacksmith gears that have made the caste so famous with outsiders, with elaborate masks, gloves and equipment that allow for the trade to be as safe as possible, which allows, against most expectations, for blacksmiths and forgers to avoid organ or blood poisoning from metal or fumes. These gears have remained mostly unchanged since this time and they mark one of the most important developments of Dze technology and they are special too in that they are cremated or molten with the blacksmith, as they are deemed to be magic in nature, with scant findings of burials or skeletal remains showing that the health of bones belonging to blacksmiths was much healthier in the kraterolithic than in the chalcolithic.
Various dzeii clans would conquer the lat highlands during the 38th century BC; the [[X̣nłʻaah river|violet reed river]] would then become the definitive border between dze and humans south of the western range due to its width making invasion by either side unfeasible. During this time, the [[Mxétsʻé]] clan, hailing from the forests in the pelagic wolds, began a process of unifying their neighbouring tribes and clans starting from 3672 BC onwards, with their leader, [[Tsotʻaan Qińux̣|Qińux̣]], being declared tsotʻaan by over thirty tribes, however he and his descendants would not be able to fully unite the Dze until 3089 BC under the command of [[Tsotʻaan Tṡutlał̣|Tṡutlał̣]].


By this time the Old Liturgicals had evolved into entire families of languages and, starting with the Flower Stirrup people, these began to be written as well, starting a literary revolution and the development of several new scripts to adapt these languages which led to a cultural golden age from about 9,000 to 8,000 BR, from which we have the bulk of liturgical findings of the Dze's early history, both in their old liturgical languages and these new evolving ones that were exquisitely codified, though much of their content remains undeciphered still.
The Second Confederation would rule the dze uncontested for over 500 years, fighting wars in and even outside of polykarya against several human entities, finally crusing the seventh dynasty in the late 29th century BC and driving much of the human presence west, even vassalizing some Iktah realms near the [[Whintran Fjord]]. It's control over the [[Aurora Archipelago]], however, was minimal and, after a succession crisis, both clans from the islands and renewed human efforts would lead to the gradual weakening of the Confederation, until the last Tsotʻaan from the Mxétsʻé, [[Tsotʻaan Muqtoxkʻo|Muqtoxkʻo]], would be killed in battle against the [[Nawandeans|Nawan Kingdom]] in 2232 BC.
====Arrival of humans====
Human arrivals to the Dze lands begin to be documented from 8057 BR in the [[Çunyw Stelai]] in the far south, which tell of meetings between Dze chieftains and the chieftains of four migrating tribes of Çunyw, "Short Folk", as they are referred to in the carvings which, have been identified with the [[Longplow culture|Longplow]], [[Broadaxe culture|Broadaxe]], [[Highstone culture|Highstone]] and [[Red Arrow culture|Red Arrow]] cultures. The arrivals were both of peaceful and agressive nature and texts unearthed in nearby localities and dated to the same time period reveal that by the end of the 9th millennium BR proper Human-Dze conflict arose, specifically with peoples of the Longplow, Broadaxe and Highstone cultures, which led to the slow creeping of humans into the territories of bronze age dze cultures in the south and west as these were unable to keep up with the numbers of arrivals into their territories; the Red Arrow culture however seems to have settled around the north-western shores and the westernmost edges of the eastern range without evidence for conflict during those times.


The Red Arrow culture was a collection of different peoples, thought to be the first proper human arrivals north of the P.E.L., who settled as refugees, rather than migrants or conquerors, due to their noted distaste for the human groups that followed them; a still hunter-gatherer, mesolithic culture, these would adopt metalworking from the dze in the coming centuries, yet some of them would seemingly retain their old lifestyle rather than becoming sedentary or transhuman, though in the modern day most of these have died out.
With new momentum, human entities would begin to creep back into polykarya as the dze clans fought amongst eachother to fill the void left by the fall of the Second Confederation. After a coalition of clans mounted a successful counter-war against various human and iktah entities encroaching in the Lat Highlands in 1997 BC, the outside pressures would diminish as much of the continent was ravaged by a volcanic winter, which then led to both species fighting amongst themselves, rather than eachother as the natural disaster began to leave power vaccuums in their respective domains.


Initially it seems that humans had the upper hand due to their larger population numbers as they constantly migrated northwards, driving the descendants of the Woodhut and Caveshrine cultures from the western areas of polykarya into the [[Hammerfall peninsula]]. These early aggressions began to propel the dze into more organized forms of tribal governance; while the title of [[Tʿaan]] had risen up among them as a word for a chieftain or general ruler during the Dze Golden Age, it was during the start of The Invasions that it began to become a universal term for the ruler of a clan, akin to a king. After some generations the Dze clans slowly coalesced into the [[First Dze Confederation]] under [[Tsotʿaan]] [[Tsotʿaan Quƚaq|Quƚaq]] (7274-7231 BR) of the [[Alx̣tśan]] clan in 7274 BR, who had spent fifty years uniting the clans through diplomatic means, to avoid the spilling of blood between his people that would have otherwise occured, via duels to first blood and pacts.
The coalition would be reformed in the year 1782 BC under the nominal leadership of [[Tʻaan Weł̣ułʻpʻuł̣un|Weł̣ułʻpʻuł̣un]] of the Alx̣tsʻan, and it would launch a great invasion of the lands beyond Polykarya, known as the [[Sundering of the West]], reaching as far as the steppes of [[Torimia]], which lasted for nearly 20 years. With any immediate threat to the dze vanquished or subdued, the dze would attempt to form a third confederation, however no clan would be able to bring all others to bend their knee.
===The first confederation===
===Younger Era===
Upon rising to power throughout the 73rd century BR, Quƚaq would for the first years consolidate his power through a series of decrees that would end up becoming prevalent or even universal cultural practices for the dze, of these the most famous of which is the forbiding of murder, penalizing the murder of a dze with either mutilation or exile. Although later on inter-dze conflict would occur, for many tribes and, later on, for the entirety of the country, it became one of the pillars of dze societies to almost entirely forbid murder, with direct first-degree murder being viewed as one of the highest sins one could commit. Through this he would unify the dispersed clans, prefering to duel the tʿaan of other tribes to first blood rather than fight to the death or with armies, instilling a code of honor known as the [[Tśal]] that would later dominate the martial aspects of many dze cultures.
The following period of strife between the dze would go mostly without disturbance, as human populations across eastern and central Tselmeg had been ravaged by the sundering. A brief period of Iktah settlement, mostly by Autumnals and Springalians, of polykarya would occur in the 15th century BC, however they would be driven out by the dze after a few hundred years after conflict sparked over the control of the [[Blue Weald]]. Human migrations into polykarya would coincide with a period of summers during the 13th century BC. This era would also see the arrival of the Dwarfes who, under the leadership of High-King [[Tharkûn I]], would settle in the [[Silver Mountains]] in the year 532 BC with permission from the local dze tribes as had been slowly driven eastwards by arrivals of humans from Ardentia after the sundering.
 
Under the leadership of Quƚaq the armies of the first confederation would score several victories against the forming human kingdoms during a swift campaign known as the [[Thunderstride]] (7271-7270 BR) which culminated in the [[Battle of Bones]] in where a coalition of human kingdoms were soundly crushed by Quƚaq, the site of which was then made into a pile with all of the corpses of the defeated, which began the practice of [[Corpse mounds]] in dze warfare. After the Thunderstride the rest of Quƚaq's reign was spent warding off human expansion, weakened by the thunderstride, into the central meadows and eastern steppe, resorting to more defensive, guerilla style warfare to deter invaders rather than offensive military campaigns. Succeeded by his daughter, Tsotʿaan [[Tsotʿaan Tx̣eńat|Tx̣eńat]] (7231-7182 BR), the confederation mostly kept to this policy, however during the [[Jhu'kan Campaigns]] (7190-7180 BR) they faced off against the forces of the [[Jhu'kan Empire]] in the [[Battle of Alx̣ḳyx]] in which the Dze managed to defeat the forces of [[Ka'sun I]], dealing a decisive military defeat and securing peace between the dze and the jhu'kan for the following centuries. Both campaigns assured the Dze periods of relative peace, the first one lasting 88 years whilst the later lasted for 278 years, while having minor skirmishes were present, these periods represented unparaleled levels of tranquility that would not be achieved again for over three milennia.
 
During this time, the peoples descended from the Red Arrow Culture were also victim to the Jhu'kan campaigns, like the people of the [[Bör Kingdom]], which led to an exodus of these peoples who, seeking protection, came to the lands of the Confederation, inhabiting the hammerfall peninsula or the mountainous slopes at the edges of the eastern range.
 
The confederation and the Jhu'kan empire spent the rest of the 8th millenium at peace amongst eachother however at the start of the 7th millennium BR, tensions began to arise as the Jhu'kan desired a region known as [[Latuq]], meaning "The Lake" in Old Dze, as well the surrounding [[Lat highlands]] due to these being less desertic than the warm steppes that characterized the south-central areas of polykarya, which culminated in the devastating [[Latuq War]] (6902-6893 BR) in where the lands of the confederation, under the rule of Tsotʿaan [[Tsotʿaan Tx̣eł̣eeq|Tx̣eł̣eeq]], great-great grandson of Tx̣eńat, were invaded and ultimately driven from the central meadows and steppes, resulting in the death of the Tsǫt'aan after a battle in where the dze, outnumbered 7 to 1, fought a last stand and the disbanding of the confederation; the jhu'kan however, weakened by the war, also faced a period of strife in their lands due to the cost of the war, which allowed for the emerging confederations and clans of the dze to be left alone in the aftermath of the latuq war.
===The strifes===
The term "The Strifes" is a Dze terminology for the period between the first and second confederations, lasting a little over three thousand years from 6983-3281 BR, and it is used to represent both the Dze's inability to unite, being the period where the most notorious intra-dze conflicts occured, and for the constant warfare between human entities among themselves and against the dze, with periods of large scale peace being a rare occurance.
 
The Strifes are divided into the following periods: The Human Hegemony (6983-6429 BR), The Long Chaos (6429-3407) and The Dze Renaissance (3407-3281), which are defined as the periods in where one or the other race had a dominance over the other politically, with the largest period being the long chaos, in where no group held true dominance over the other, whilst the latter period of dze dominance thought by the dze themselves as a transitional period between the strifes and the start of the second confederation.
====Human dominance====
For little over 5 centuries after the Latuq War the landscape would be dominated by human polities, the most notable events surrounded the declining jhu'kan empire and the rise of the [[Kingdom of Gharat]], one of the several entities that arose during the aftermath of the war and cultural successor of the [[Amaghi Kingdom]] destroyed in the thunderstride, as well as the [[Zálltá Chiefdoms]], a collection of small states nominally subservient to the Jhu'kan that inhabited a region that would later be known as the [[Mannish frontier]].
 
During the first half of this hegemony the gharati monarchs would slowly expand their influence between the wintry ocean and the western range, being blocked by human polities descended from the Bör to the north and east and the Jhu'kan sphere of influence to the south, however being limited to the inland regions. Through this weak spot would successive gharati rulers expand their territory and reach in the coastlines during the 68th to 66th centuries under the radar of the Jhu'kan who were more focused with rival entities in the sunlands and the southernmost areas of Polykarya such as the [[Vatan Empire]].
 
During this time the Dze were thought utterly crushed and the eastern frontiers were neglected by human entities. However, during those 5 centuries, some tʿaan began to slowly unify the clans as the Dze recovered from their defeats and by the end of the 66th century BR the [[Jhu-Gharati War]] (6507-6472 BR) had started, a massive conflict that burned through the human inhabited lands and weakened both states significantly which would open the opportunity for the Dze to take their revenge on their human enemies. By 6450 it was reported by Gharati scribes that roaming bands of Dze horsemen had begun to return to their old ranges and by 6441 BR a tribal confederation known as the [[Taaxdze]] had subdued the kingdom of gharat and entered the Jhu'kan lands, the event later known as the [[Scouring of the West]] (6443-6429 BR), this mysterious confederation managed to destroy the Jhu capital of [[Loran]], laying down it's foundations and destroying the Jhu'kan empire. This would end the human hegemony that dominated the earliest stages of the the strifes which would lead to the longest stage of this period, the Long Chaos.
====The long chaos====
After the fall of the Jhu'kan and the emergence of the Taaxdze, the following milennia were ones of warfare and constant shifting of the balance of powers In this vacuum of power one of the first entities to arise was the [[Kingdom of Buri]] which, after supplanting the decaying Kingdom of Gharat as the main power west of the hammerfall peninsula and [[Buri-Zálltá War|weakening]] the Zálltá chiefdoms, managed to carve out a decent territorial expanse in the 64th century BR. During the first centuries of the strifes there occured small dark age in the human inhabited areas, for the exception of the Kingdom of Buri and the northwestern polities, descendants of the Bör, due to the chaos after the scouring that caused the Vatan to collapse due to the mass migration of Jhunic peoples southwards, destabilizing the sunlands.
 
In the year 6192 BR the Zálltá coalesced into the [[Mako Tetrarchy]] and created a more stable balance of power with the Buri in the central regions, later amplified with the surgence of the [[Kingdom of Lugar]] in the early 61st century BR in the coasts west of the Buri, descended from the [[Lûxari City States]] destroyed in the Jhu'kan campaigns, who managed to successfuly [[Lugari Revolt|revolt]] and earn their independence, securing a large portion of the coastal territories west of the hammerfall peninsula.
 
During the first centuries of this period the balance of powers between the Buri, the Tetrarchy and the Lugar was mantained as the outer human polities in the south and west, such as the [[Manath Thalassocracy]] and the [[Ojore Kingdom]], which rose to prominence during the last years of the 7th milennium BR in the vacuum left by the Vatan, were more preoccupied with stabilizing the region after the collapse of the later. The [[Great winter of 5957]] BR, which primarily affected the human regions due to their unfamiliarity with such cold snaps, brought about the end of the Buri Kingdom after the winter caused a famine that left it open to [[Buri-Makian War|invasion by the Mako Tetrarchy]], its lands occupied mostly by the Lugari and the Mako states and it's people driven eastwards. During this time too the [[Shore War]] (5921-5916 BR) began between the Kingdom of Rogar and the [[Tłdze]], an amalgamation of coastal tribes that fought for control of the northern shores with the Kingdom of Lugar utterly crushed and it's people driven westwards towards the lands of the Manath, which had also fought in the conflict despite previous animosity towards the Lugari and was left severely weakened as well, which opened the way for the [[Iematu Kingdom]] and the [[Kingdom of Nimsin]], the descendants of the Buri, to overtake them as the main powers in the north-west.
 
In the southern edges of the western range the [[Kingdom of Yam]], using the vaccuum left by the Buri, rose to challenge the Mako Tretrarchy during the [[Makian Civil War]] (5932-5907 BR) by pitying the clans against eachother, reducing the Tetrarchy's power significantly and even vassalizing it. At the same time, more waves of human immigration were arriving from the far south and eventually, this allowed humans to invade Dze territory again in the [[Eastern War]] (5901-5872 BR), in which the Taaxdze and the [[Łiqdze]], another confederation, defeated the human incursions and even managed to reclaim some of their previous southern holdings near and around the Lat highlands during the latter years of the conflict; this however did not stop human migrations to the south and west in the coming centuries, which helped to de-stabilize the realms there further, but by the 57th century BR the situation had turned into political chaos, resulting in the collapse of the Manath, Ojore and the weakening of several other states, which caused the [[Long Silence]], a period of more than 200 years of almost no written records in the west, caused by the collapse of most human entities due to the increased migrations in their territories; however, various Dze stelai date to this era, specially in the south-east, where attempted migrations by humans were repelled by the Alẋtśan and [[X̣'onyw]] clans between the years 5872 and 5808 BR that came from the [[Ocre Pass]].
 
The next records of large human activity appear in the year 5632 BR with the Mako Tetrarchy, one of the few states to survive the collapse, defeating the neighbouring [[Ñalçi Kingdom]] and managing to even beat back the Yamian attempts at conquest, having broke free from their yoke in the [[Great Makian Revolt]] (5832-5825 BR) a few centuries prior. Another event of note came with the ascension of the [[Kingdom of Mvadi]] in the central coastlines to the west as well as the establishment of the [[Yegin Empire]] to the far south near the lands of the old Jhu, which had extended beyond the [[Polykariote-Eukariote Limes|Biote Limes]] into regions mostly unknown to the Dze at the time. During this time the Dze-Human conflicts had become rarer, with a tense period of peace arising after the Long Silence due to the focus of the human kingdoms to contain their own invasions and the subsequent collapse of human society, as well as the Dze's focus being shifted to stop the migrations into their own lands. With the brunt of the chaos however being taken by human polities, the power disparity led to small Dze advances in the north in their reconquest of their lands.
 
The re-emergence of the Mako Tetrarchy brought about a renewed war effort against Dze tribes with the [[Eastern Incursions]] during the 56th century BR, which had to be halted afterwards due to [[Makian Wars|several conflicts with the neighbouring states]] between 5572 and 5487 BR, the resulting century of constant warfare leaving a power vaccuum as the devastation lead to the eventual and final collapse of the Mako in the following centuries, with most states outside the sunlands suffering similar collapses. Descended from the Jhu'kan, the Yegin empire quickly absorbed their once ancient rivals and managed to provide a temporary base of stability in human dominated realms, with the Dze and humans sharing an uneasy truce after the eastern incursions. The Dze themselves would spend centuries preparing until a coalition of confederations, named the [[Tsǫdze]] launched a massive invasion into human territory in the [[Southern Fires]], a series of military invasions that devastated human populations nearing their territory and would only be halted at the [[Battle of Ćǫhŋxalx̣]] where the Dze, achieving victory and killing the [[Rka'yi Sungi|last Sungi emperor]], would then ride back to their homelands, their objective thought complete. Being a war of destruction, it was one of the bloodiest conflicts for humans since the Latqom war and it brought about the end of most human entities, including the destructions of most human entities and the weakening of the Yegin empire and the Mvadi, which however profited from the destruction of several rival powers.
 
The Yegin empire, under the [[Yíli Dynasty|second]] and [[Yuk Dynasty|third]] dynasties, managed to recover from the collapse during the following centuries in what became a surprisingly peaceful period following the Southern Fires, with both Dze not commiting to more wars and the Human polities focused in repairing the damages caused by the last two centuries of war. One notable event was the [[1st Mvadi-Yegin War]] between the years 5273 BR and 5259 BR, caused by the repeated Mvadi incursions into tributaries of the Yegin, such as the [[Ürol Confederation]], and would begin the rivalry between the two dominant human powers of the late 6th and early 5th milenniums BR. The total destruction of the coastal nations during the early 6th milennium BR also brought about a second period of migrations to the far west and central regions of human inhabited lands, upon which rose several kingdoms of peoples related to the Manath.
 
At the latter years of the milennium, the [[2nd Mvadi-Yegin War]] brought about the temporary defeat of the Yegin as the last emperors of the third dynasty with true authority perished and brought about the [[Era of Red Soil]] between the years 5082 BR and 4976 BR which concluded with the transfer of power by the last emperor of the third dynasty, [[Lhat Yuk]], to the first emperor of the [[Namgi Dynasty|fourth dynasty]], [[Gesun Namgi]], who then embarked on a [[3rd Mvadi-Yegin War|war of revenge]] against the Mvadi, scoring several victories before a peace treaty was signed in 4971 BR. Following that defeat, the Mvadi were then subject to attacks by the Ürol and a newborn [[Ngatad Thalassocracy]] during the [[Hammerfall War]], which also involved [[Drux Yang Confederation|several eastern peoples]] who, with support of the coastal Dze tribes, conquered vast swaths of land near the [[Hammerfall Peninsula]], for which the war is named upon. Taking advantage of this, emperor [[Lhasun Namgi]] launched [[4th Mvadi-Yegin War|a final invasion]] into the lands of its ancient enemy, at last conquering or vassalizing it in its entirety and becoming the sole great human power.
 
In the aftermath of the fall of Mvadi, the peoples allied to various Dze tribes commited to further conquests and migrations into the lands west of the Hammerfall peninsula from the north, such as the [[Marugi conquest of Jhilat]], in where the Yegin empire, still recovering from the Mvadi-Yegin wars, was unable to fend off raids or protect those under its vassalage, nor keep its vast tributary system under its yoke as evidenced by the [[Ürolian War]] between 4902 and 4896 BR, in where several vassal states of the Yegin in the east broke off after defeating the [[Yimen Namgi|fourth Namgi emperor]]; the subsequent era, which lasted over three hundred years, was one of chaos and small conflicts between smaller polities, until the [[Gyrap Namgi|twenty-fifth Namgi emperor]], his state fully recovered from the long gone Ürolian War, launched an [[Western Wars|invasion]] of the once tributaries of the Yegin and later [[Yegin-Dze War|successfully expelled]] many Dze of their western territories in the mannish frontier and the lat highlands further into the east. This was also around the same time the [[Kingdom of Görlos]] from the southlands launched a [[Görlian Incursions|series of invasions]] into Dze lands from the [[Tx̣etʿe pass]], which failed in conquering new lands but succeeding in weakening them further. The turmoils of these wars would lead to a second Yegin golden age, titled the [[Era of Gilded Thrones]].
 
The base of power of the Yegin remained intact for many centuries, with the Görlos and Ngatad being among the few human nations who dared oppose it. During this time there was also an increased settling of borderlands with the Dze by what the Yegin called the [[Trun Gryak]], commonly translated as akin to Foederati, which were a collection of tributaries settled by migrating peoples from the south, created so as to provide a territorial buffer between the Yegin and the Dze in case they returned. The stability of the fourth dynasty would end with the Era of Gilded Thrones being ended by [[First Dzenic invasion of Yegin|an invasion]] by [[Ḳyxdze|several Dze clans]] into the territories held by Yegin tributaries, beginning in the year 4105 BR and only ending when the [[Dhrat Tsru Namgi|Namgi emperor]] was killed in [[Battle at Krasak Ford|battle]] a few decades later, resulting in a subsequent [[Oradi War|invasion]] by the [[Oradii]] tribes, leading to the formation of the [[Orad Dynasty|fifth dynasty]] in 3982 BR.
 
In the aftermath of these conflicts the balance of power in the north too would collapse as the Ngatad and neighbouring states faced a [[Great Western Plague|string of plague]] that arrived from the south, leading to the occupation of many lands by tribes friendly to the Dze and Dze peoples proper as the latter recovered from the period of inner conflict and the Yegin were too weakened by the plague to stop them as well. By the year 3802 most of the human populations had recovered from the plague and the [[Thalhat Orad|ninth Orad emperor]] decided to expand further upon the Trun Gryak system, inviting several peoples that had previously fled to the south and re-settled much of the borderlands near the hammerfall peninsula and stabilized that area, even [[Northward Expedition|vassalizing]] several peoples between the years that had established themselves in the area after the plague. It was during this time that in the southwestern portions of the land arose the [[Zhasi Kingdom]], first of the great entities in that area, which rose to contend with the Yegin empire as well.
 
It would be during the 4th millenium BR that the [[Eternal Peace]] would be signed between the [[Javhat Orad|eleventh Orad emperor]] and several prominent Dze tribal confederations of the time in 3754 BR after [[Second Dzenic invasion of Yegin|repeated incursions and invasions]] which forced the Orad emperor to either face further invasions or secure control of his own lands via diplomatic means. In the immediate aftermath of this treaty the Yegin empire, with it's north and east secure, managed to repel several invasions from the south west and the far south, once again stretching beyond the P.E.L. and expanding the Trun Gryak system, standardizing its administration and creating more official demarkations of borders with the Dze, as well as between it and other human states. In the first half of the millenium a period of relative peace, mantained by the hegemony of the Yegin, which drew a wedge between other human powers, and their peace with the Dze, was achieved, although the Görlös would [[Dze-Görlös war|finally collapse]] at the onset of this era, leaving only the westlands as primary human territories, whilst the deserts in the south-central regions marked a loose border to maintain the peace.
 
During this time the relations between the Dze and the Yegin would normalize and, by the time of the [[Rgas Orad|fourteenth Orad emperor]], there were diplomatic treaties regarding trade between Yegin and certain clans, which improved the standing between the two races for a while. The following two centuries marked the most peaceful period for the Dze as the Yegin focused all of their attention towards the south, launching [[1st Zhasi-Yegin War|several expeditions]] which would mostly result in defeats however and by the end of these the Yegin would be forced to sign a peace treaty that limited their influence in the far west. In the south, beyond the P.E.L. the Yegin also suffered numerous setbacks and by the year 3449 BR the Orad Dynasty would be [[Lhekyi-Orad War|dethroned]] after further [[2nd Zhasi-Yegin War|failures]] in the west.
 
This would cause a period of chaos in human lands as the hegemony of the Yegin, now broken due to the war, caused the mass splintering of the empire, with all of the foederati seceding and numerous factions now vying for power as the Lhekyi struggle to recover the entirety of the empire. Another effect of this is that, now with the Eternal Peace broken as the upkeeping of the peace by the Orad is no longer feasible, the Dze clans begin to prey on the frontier regions further. The first 12 years of this period would see numerous, small scale wars, that culminated with [[Third Dzenic invasion of Yegin|an invasion]] by a coalition of Dze clans that sought to vassalize the Yegin, although failing at this specific objective, the invasion proved to be just enough to cause the final collapse of the Yegin thirty years later.
====The dze renaissance====
The total collapse of their main immediate rival, compounded by the previous centuries of peace, allowed for the Dze to regain their strength and permitted for them to begin retaking their lands at a rate that would make their gains definitive, rather than the back-and-forth experienced in the previous eras; the fall of the Yegin would also bring an era of peace amongst the Dze, who had begun to experience regular internal conflicts at this point, and would allow for a complete renaissance of the species as a whole. This second golden age of the Dze began in 3407 BR with the fall of the Yegin Empire after more than two milennia of continuous existance.
 
Various Dze confederations and clans would then during the 34th century BR conquer the lat highlands, the mannish frontier and began expanding into the westlands, with only the Zhasi being able to successfully stop them, with it's sphere of influence resisting these continuous migrations. The [[X̣nƚaah river|violet river]] would then become the definitive border between dze and humans south of the western range due to its width making invasion by either side a hard task and the area of most conflict would then switch to the ocre pass, a prominent spot of human migration attempts from the 5th milennium onwards, and the lands between the hammerfall peninsula, the wintry ocean and the western range where human kingdoms would attempt to regain their lands near the mannish frontier.
 
Around the year 3379 BR a wave of human migrations arrived from the south towards the sunlands, defeating the Zhasi and pushing them back towards the westernmost edges of Polykarya and founding a multitude of kingdoms, the most powerful of which was the [[Kingdom of Chalaur]] that managed to carve out a hold in what previously was yegin and jhu'kan lands and becoming the new holders of the frontier between the humans and dze while also condemning the Zhasi to collapse less than a century later as more migrations, choosing to enter via sea rather than land and face the potential attacks from the dze, began to quickly collapse the weakened mannish realms in the wake of the collapse of the yegin.
 
During this time, the [[Mxétʿtsé]] clan, hailing from the forests south of the cloudspear peninsula, began a process of unifying their neighbouring tribes and clans starting from 3382 BR onwards, with their leader, [[Tsotʿaan Qińux̣|Qińux̣]], being declared tsotʿaan by over thirty tribes at the start of his reign in 3304 BR and subduing the rival [[Caŋ́xdze]] confederation by 3281 BR which, at last, birthed the [[Second Dze Confederation]].
===The second confederation===
Ruling the lands between the violet river and the fjord massif, Qińux̣ would focus the first years of his reign on solidifying the frontiers between himself and his human rivals, as well as subduing any remaining tribal entities to the east, comprised of dzeioi so distant removed from war after the fall of the first confederation that their alliegances would have to be taken by more than word. Seven years after being proclaimed tsotʿaan Qińux̣ would launch [[Qińux̣'s War|an invasion]] towards the newly established kingdoms in the western meadows and the sunlands, launching several campaigns and imposing on bordering states the responsability of protecting the border, emulating the trun gryak system of the yegin and subjugating several human peoples in the westlands.
 
By 3265 BR, Qińux̣ achieved total control of the borderlands and a nominal control and authority over the sunlands, however before he could fully establish himself there he sought to march eastwards to subjugate the oriental clans, defeating clans in the fjords and the X̣'onyw clan in the oriental steppes, however he could not subjugate the Alx̣tśan, with its tʿaan even defeating Qińux̣ in a duel to first blood, causing both him to avoid challenging this clan again during his lifetime and revolts in the west after news of his defeat, preventing him from a quick conquest of the east and allowing these clans to prepare for any future conflicts.
 
Having quelled the revolts in the borderlands by 3258 BR, a second campaign to the east would be launched, aimed towards the [[Xét Confederation]], a massive entity in the lake-dense woodlands of the middle eastern reaches of Polykarya. After initial skirmishes, a campaign from two fronts would be launched by Qińux̣ from the steppe and from the fjords towards the forest, however the first assaults proved unsuccessful in drawing out the main Xét force to direct combat during the first years, however in 3255 BR the two confederations fought at the [[Battle of a Hundred Lakes]], with the tsotʿaan of the Xét challenging Qińux̣ to a duel to the death in the midst of the encounter, with the latter coming on top and forcing the successor tsotʿaan to submit.
 
After this the rest of the clans in the far east would nominally submit to Qińux̣, however he would die of his wounds less than a week later, succeeded by his third son, [[Tsotʿaan Ḿo'ntłiwun|Ḿo'ntłiwun]], who would not pursue total control of the far east, but would rather focus on consolidating his father's gains, yet his laid back attitude would cause most of the sunlands and the oriental clans to slowly drift from his influence until achieving de facto independence by the end of his reign in 3196 BR.
 
He would be succeeded by his first nephew, [[Tsotʿaan Weł̣qtł̣uŋ|Weł̣qtł̣uŋ]], who embarked on a project to retake lost influence in the west by launching a series of [[Reconquest of the Sunlands|invasions]] throughout the early decades of the 32nd century BR, successfully bringing all human domains inside polykarya to submit to his rule by 3183 BR and, with his later [[Oriental Wars|campaigns]] in the east, bringing back all dze clans east of the fjords into total or nominal submission by 3152 BR, although he would be unable to fuly subdue the Alx̣tśan and Xét, who would constantly undermine his and his descendants' rule in the area. Even with setbacks in the east, eventually culminating in a peace treaty that severely limited the influence of the second confederation in 3097 BR between it and revolting clans, the confederation's hold of the west would remain uncontested for centuries.
 
The descendants of Weł̣qtł̣uŋ would not pursue conquests in the east until the turn of the 3rd milennium BR, with [[Tsotʿaan Ḿƚekʿaaḿ]] engaging in conflicts with the Alx̣tśani and the X̣'onyw between 2861-2843 BR, being able to subdue the latter and temporarily vassalize the former. Under her reign a second truce would be signed with the Xét in 2837 BR, establishing clear, defined border; the treaty however would be broken by her successor, [[Tsotʿaan Tṡudlał̣|Tṡudlał̣]], who would be the one to finally defeat the Xét by besting their tsotʿaan in a duel to first blood in 2799 BR, opening the way for further expansions eastwards. This expansion was halted after a [[Yegite Revolt|revolt]] in the west, which would be brutally supressed and result in a depopulation of certain areas of the lii expanse for hundreds of years, causing the economy of the confederation to temporarily collapse.
 
In the following centuries, the confederation would heal from the first two centuries of active combat in a period known as the [[Five Generations of Peace]], which refers to a line of five tsotʿaaniq who would refrain from offensive military actions, prefering a defensive policy and fully consolidate the gains of their predecesors.
===The era of blight===
====The skyfall====
====The interregnum====
===The third confederation===
==Geography and climate==
==Geography and climate==
At 2,735,705 km2 (1,056,262 sq mi), the Confederation stands as the sixth largest country in Sparkalia, being almost equal in size to [[Choslow]]. In terms of latitude it's current southern borders coincide with the southern borders of [[S'Lanter]] or the northern borders of [[Kethes]], while it's northernmost point lies roughly in accordance to the central-northern regions of Choslow, it's westernmost point is roughly in the same longitude as the central regions of the [[Golden Domain]] or [[Polslava]] whilst the eastern most point has a similar longitude to [[Warsky]]'s eastern frontiers. The confederation was famous for not bordering any country, however now sharing border with the [[Golden Domain]], which established a zone of control south of the sunlands in 1612 that it later consolidated.
{{main|Geography of Dzeia}}
 
At 2,988,641 km2 (1,153,915 sq mi), the Confederation stands as the [[List of countries and dependencies by area on Kalrania|twelfth largest]] nation in Kalrania being almost equal in size to [[Schweiz]]. In terms of latitude it's current southern borders coincide with the southern borders of [[Vorstheim]], while being the third northernmost nation; it's westernmost point is roughly in the same longitude as the eastern frontiers of [[Il-Saakan]] whilst the eastern most point has a similar longitude to [[Distanic Confederacy|Distan]]'s eastern frontiers. The confederation shares a border with [[Atraland]] and the [[Iktah Remnants]] to its west.
The geography of the Confederation is very varied, the most broad categorizations are the arid southlands, the mostly oceanic to mediterranean west and the hilly forests and steppes making up much of the north and east; around 55% of the country is forested, a percentage much larger than that of most nations, if not one of the highest overall, and around 10% is dry or desertic in nature with a similar amount is covered permanently in water in the form of lakes and rivers, with the whole of the confederation lying within [[Polykarya]], a region of Sparkalia where strange and seldom seen flora and fauna inhabit almost entirely in isolation from the rest of the world. The highest peak of the country is the [[Paqkuq Peak|Snowcrown peak]], located within the [[Ŋketx̣en]] massif in the north-centre of the country, at 5,567 metres above sea level, with the average height above sea level in the country laying around 1,300 metres above sea level.


Due to the surpising levels of volcanic and seismic activity in the mountain ranges, it was thought that the lands that the dze inhabit either once were separate from [[Pythia]], drifting southwards as time passed or that the lands inside the Polykarya were always part of the continent and that, in colder periods, the Limes stretched further to the south; the former was proven to be the right, as an analysis of Pythia's tectonic plates showed that the confederation lies almost entirely within what used to be one plate that also contained the nation of [[Zÿlwahl]] that was divided into two by a growing oceanic plate, pushing the current lands of the confederation southwards over time and the zÿlwahlr plate to the north. The plate in where Polykarya is located is also home to some of the most ancient Zircon crystals found to date in the [[Ńṭŋq̇e craton]], a region of land in the [[Central Plateau]].
The geography of the Confederation is very varied, the most broad categorizations are the arid south-west, the mostly oceanic to mediterranean south, known as the [[Sunlands]] and the hilly forests and steppes making up much of the north and east, the great island of [[Nuulan]] being almost entirely forested; around 55% of the total area of the country is forested, a percentage much larger than that of most nations, if not one of the highest overall, and around 10% is dry or desertic in nature with a similar amount is covered permanently in water in the form of lakes and rivers, with the whole of the confederation lying within [[Polykarya]], a region of Kalrania where strange and seldom seen flora and fauna inhabit almost entirely in isolation from the rest of the world. The highest peak of the country is the [[Paqquq Peak|Snowcrown peak]], located within the [[Ŋketx̣en]] massif in the north-centre of the country, at 5,567 metres above sea level, with the average height above sea level in the country laying around 1,300 metres above sea level.
===Climate===
===Climate===
The lands of the Dze are sometimes referred to as the "Land of ice and fire" ([[Old Dze]]: "Ŋq̇et'e'y x̣ƚe", referring to the harsh winters it is subjected to and the active volcanoes in its tall mountain ranges.
{{main|Climate of Dzeia}}
 
The lands of the Dze are sometimes referred to as the "Land of ice and fire" ([[Old Dze]]: "Ŋq̇etʻe qʻun x̣łʻe", referring to the harsh winters it is subjected to and the active volcanoes in its tall mountain ranges. Due to the ocean currents and wind cells, the country is known to drop as low as -60ºC during winters on many areas to the north and east, with temperatures in the summer averaging to 18ºC to 21ºC. The country manages to remain relatively warm all around due to temperature inversion caused by the rapid ascension of the land from the coastlines, creating a uniform temperature spectrum across the country during most seasons, while in winter temperature varies from region to region due to the converging high pressure cells of variable intensities, increasing in effect the lower you go in height.  
Due to the ocean currents and wind cells, the country is known to drop as low as -60ºC during winters on many areas to the north and east, with temperatures in the summer averaging to 18ºC to 21ºC. The country manages to remain relatively warm all around due to temperature inversion caused by the rapid ascension of the land from the coastlines, creating a uniform temperature spectrum across the country during most seasons, while in winter temperature varies from region to region due to the converging high pressure cells of variable intensities, increasing in effect the lower you go in height.  


In the winter the whole country comes under the influence of the [[Dzeii High|Bight Anticyclone]], with the [[Cloudspear peninsula]], the [[Oriental fjords]] and the [[Leaf lance plateau]] being the most affected locations. In the western areas however the climate is more temperate overall as the anticyclone effect grows weaker and it is less subject to the conditions set by the wintry bight, one of the most famous of these areas is the mediterranean south, known as the [[Sunlands]]. In the sunlands the climate rarely drops from 0°C in the winter, the maximum ever recorded being at 31°C, whilst in the inland deserts, most notably the [[Dlał̣ŋ́eç desert]], the temperature variation can range from -7°C in the night and 37°C in the day during the month of Virdis, being one of the highest variations of temperature known in Sparkalia.
In the winter the whole country comes under the influence of the [[Tselmeg High|Tselmeg Anticyclone]]. In the western areas however the climate is more temperate overall as the anticyclone effect grows weaker and it is less subject to the conditions set by the wintry bight, one of the most famous of these areas is the mediterranean south. In the sunlands the climate rarely drops from 0°C in the winter, the maximum ever recorded being at 31°C, whilst in the inland deserts, most notably the [[Tlał̣ŋ́eç desert]], the temperature variation can range from -7°C in the night and 37°C in the day during the month of December, being one of the highest variations of temperature known in Kalrania.


The climate of the nation overall, due to the large mountain ranges and rapid height ascension, is home to several microclimates in its valleys and inland regions, as well as having minor geothermal activity which has caused for warm water springs to appear in the interior; other factors to note include the water currents in the wintry bight, which mix warm and cold waters and create more temperate climates in the coasts in spite of the anticyclone phenomenon; this mixing of currents also aids in bringing large amounts of precipitation inland as massive weather fronts from the north pass over the confederation.
The climate of the nation overall, due to the large mountain ranges and rapid height ascension, is home to several microclimates in its valleys and inland regions, as well as having minor geothermal activity which has caused for warm water springs to appear in the interior; other factors to note include the water currents in the wintry bight, which mix warm and cold waters and create more temperate climates in the coasts in spite of the anticyclone phenomenon; this mixing of currents also aids in bringing large amounts of precipitation inland as massive weather fronts from the north pass over the confederation.


The country also has on average 156 cloudless days, more concentrated in the spring and summer and it's a nation with high atmospheric pressure on average. Precipitation is also more notorious in the north and west, with the southern valleys being classified as a cold desert or cold-arid steppe, the most precipitation occuring in the [[Cloudspear peninsula]] at an annual average of 1,630mm and the least happening in the Dlał̣ŋ́eç desert in the south at 187mm of annual precipitation.
The country also has on average 156 cloudless days, more concentrated in the spring and summer and it's a nation with high atmospheric pressure on average. Precipitation is also more notorious in the north and west, with the southern valleys being classified as a cold desert or cold-arid steppe, the most precipitation occuring in the [[Cloudspear peninsula]] at an annual average of 1,630mm and the least happening in the Tlał̣ŋ́eç desert in the south-west at 39mm of annual precipitation. The rain shadow effect has created a myriad of deserts in the south below the [[Eastern range|Eastern]] and [[Western range|Western]] mountain ranges. Due to the abundance of creeks and rivers however, as well as glacial lakes, the country is surprisingly well irrigated in most places, despite the rugged geography and the rapid ascension of the topography. This has also allowed for many areas to sustain larger flora concentrations than it normally would from the excess water from the mountains, allowing for greater biodiversity overall.
 
Most climates in the coastline are humid continental or oceanic, while the vast array of coastal hill systems create a primary rain shadow effect in all areas except for the westlands where the climate is milder, yet this effect is minor and doesn't prevent the precipitation from reaching most of the country. The mountain ranges however create a secondary, larger, rain shadow effect in the central and southern regions which allows for the creation of steppe, sub-arctic and humid continental climates in the interior between them and the hills, however creating cold, desertic climates in the furthest inland regions due to the massive continentality effects of the pythian landmass; lastly, the mountains themselves are home to widespread tundra climates due to their altitude and position.
 
The rain shadow effect has created a myriad of deserts in the south below the [[Eastern range|Eastern]] and [[Western range|Western]] mountain ranges. Due to the abundance of creeks and rivers however, as well as glacial lakes, the country is surprisingly well irrigated in most places, despite the rugged geography and the rapid ascension of the topography. This has also allowed for many areas to sustain larger flora concentrations than it normally would from the excess water from the mountains, allowing for greater biodiversity overall.


Data from the Archival Institute of Knowledge recollected during the Voiditen expedition of 1612 revealed that the tectonic plate that Polykarya is part of has begun to split from mainland pythia at a minimum rate of 10 centimetres per year in a northwards direction, which has caused minor surges in geological phenomena in the form of earthquakes, spikes in volcanic activity and the apparition of warm water springs in the southern regions both inside and outside the Polykarya biosphere.
Most climates in the coastline are humid continental or oceanic, while the vast array of coastal hill systems create a primary rain shadow effect in all areas except for the westlands where the climate is milder, yet this effect is minor and doesn't prevent the precipitation from reaching most of the country. The mountain ranges however create a secondary, larger, rain shadow effect in the central and southern regions which allows for the creation of steppe, sub-arctic and humid continental climates in the interior between them and the hills, however creating cold, desertic climates in the furthest inland regions due to the continentality of Tselmeg; lastly, the mountains themselves are home to widespread tundra climates due to their altitude and position.
===Enviromental issues===
===Enviromental issues===
Although the dze themselves are not responsible for major enviromental issues, the air pollution from southern countries has caused minor increases in the rates of wildfires as well as increases in respiratory issues in some areas and the overall warming of the planet has also had the effect of minor precipitation deficits every so often, though these issues are still minor they have been noticed by the dze, who are yet to find a proper response to these.
{{main|Enviromental issues in Dzeia}}
 
In recent years, the confederation has been made aware of enviromental issues within its lands, such as pollution from nearby nations, and from the factories established in recent years, while deforestation in formerly mannish dominated lands has caused minor soil degradation and desertification. The nation however has some of the strongest enviromental protection laws of Kalrania and has diverted resources in large amounts to prevent further damage of its ecological order.
The previous human presence in many areas has also caused certain species to be threatened, with localized deforestation being present in the west, south and even areas of the east. Another fact to consider, although usually prevented by the wind and water paterns, is the occasional radiation pouring from the [[Golden Domain]]'s irradiated landscape, which causes rare, but very damaging, sharp increases in the amount of radiation in the water, killing many of the aquatic wildlife around the area; these kinds of situations however only occur every fifty or so years at worst. One mitigating factor with this specific issue is the ability of haplokariotic cells and related biota that allows for quicker repair of DNA, however cancer remains a risk during these spikes beyond the ability of the Dze to control.
===Wildlife===
===Wildlife===
{{Main|Wildlife of the Dze Confederation}}
{{main|Wildlife of Dzeia}}
The microclimates that characterize the lands of the Confederation have allowed for a great range of wildlife diversity in these enviroments to blossom in almost complete isolation. The wildlife itself is dominated mostly by the synapsid-like Trimetrodontids and the archosaurid-like Saurognathids, with it's sub-clade, the Aveformids, having most airborne creatures and the unrelated Pseriformids dominating the waters of the confederation. The florapsids constitute the plant life of the confederation, the most notable members of this domain being the smooth-barked trees, called Lii, the rough-barked trees, called Xuun, and the seas of different rootgrasses that constitute most of the ground level vegetation.
The microclimates that characterize the lands of the Confederation have allowed for a great range of wildlife diversity in these enviroments to blossom in almost complete isolation. The wildlife itself is dominated mostly by the synapsid-like Trimetrodontids and the archosaurid-like Saurognathids, with it's sub-clade, the Aveformids, having most airborne creatures and the unrelated Pseriformids dominating the waters of the confederation. The florapsids constitute the plant life of the confederation, the most notable members of this domain being the smooth-barked trees, called Lii, the rough-barked trees, called Xuun, and the seas of different rootgrasses that constitute most of the ground level vegetation.


As noted by Voiditen explorers, all fauna and flora inside the confederation belongs to either [[Haplokariota]] or [[Polykariota]], two domains of life found almost nowhere else on the planet, with the evolutionary history of these being unclear, however it is theorized that Haplokariota split off from the rest of the life tree early, evolving a secondary domain, Polykariota, as life became more complex and macrofauna more prevalent. The reasoning behind the existance of Polykarya is unknown, but it is theorized that the lands inside it used to be insular in nature and as it clashed with the main Pythian continent, it created a line of contact that shifted until the geographical barriers divided them enough to give clear cut lines between Polykarya and Eukarya, this theory is the most popular of many regarding this miraculous development due to the fact that in recent years it has been confirmed that polykariotes have been found living in [[Zÿlwahl]] and nearby islands, which was previously thought impossible due to the thousands of kilometres of ice separating the confederation and the aberrant islands.
As noted by IDAR, all fauna and flora inside the confederation belongs to either [[Haplokariota]] or [[Polykariota]], two domains of life found almost nowhere else on the planet, with the evolutionary history of these being unclear, however it is theorized that Haplokariota split off from the rest of the life tree early, definetly from Archaea, evolving a secondary domain, Polykariota, as life became more complex and macrofauna more prevalent. The reasoning behind the existance of Polykarya is unknown. The country has a Forest Landscape Integrity Index of 9.72/10, one of the highest in the world, due to the little need for mass deforestation for raw materials, though in areas predominantly inhabited by humans there are localized instances of large scale deforestation, specially in the south-west.
 
The country has a Forest Landscape Integrity Index of 9.72/10, one of the highest in the world, due to the little need for mass deforestation for raw materials, though in areas predominantly inhabited by humans there are localized instances of large scale deforestation, specially in the south-west.
==Demographics==
==Demographics==
Although the total population of the Confederation is unknown, the most accurate estimates carried out in 1612 by the Tsotʿaan in the [[Tsodzuń|Great Meeting]] estimated the population at 7 million, with a human population acounting for 2.1% of that number, nearly 150,000 people, making it one of the least populous countries in Sparkalia, however with an estimated population growth of 3.19% and a potential fertility rate of 6.1 children per Dze woman and 5.7 per human woman, with the national average at 5.9 per woman; this data, combined with the lack of warfare, predicts a rapid population growth in the coming decades. It is also estimated that around half of the country is younger than 25, though this data is incomplete due to the limitations of any census that may be carried out.
{{main|Demographics of Dzeia}}
 
The total population of Dzeia has been stated in the 2010 census to be 7,373,782 people, one of the smalest in the world, with a growth rate of around 1.3% per annum. About 53% of the population is below the age of 25, with around 28% below the age of 18. This young and growing population has placed strains to Dzeia's economy. Census numbers do not count [[Night Sprites]], a small species of moth-like beings, which have been given a separate census, their population curently stated to be 435,088 and concentrated exclusively in the holdings of the Dukes of [[Ontes clan|Ontes]] and in the port of [[Ŋołtʻokeq]]. The nation also has one of the highest fertility rates in all of Kalrania, currently sitting at an average of 3.2 across all sapient species, the highest being native humans at 3.9 and the lowest being foreign nationals at just 2.1, with values expected to lower to 2.3-2.6 and stabilize around those figures by 2025.
Dze ethnic groups make up 97.1% of the population in the confederation, with the human minority inhabiting the far western and southern reaches of the land and isolated pockets in the [[Hammerfall peninsula]]; in ancient times the percentages were much less disparate due to constant human invasions and migrations, but in recent times most of these invaders have been pushed back or driven out, with only human ethnic groups allied to the Dze remaining. Many of these ethnic groups however have been greatly diminished from the conflict and have thus recluded themselves from most affairs. The Confederation is also known for being the most sparsely populated country on Sparkalia, with an estimated population density of 2.56/km2 (6.6/sq mi).
 
The country is currently benefiting from a massive population growth, estimated at over 3%, which is predicted to peak at over 5% by 1620 and then stabilize around 1% by 1700, which will allow for the country to recover from the mass depopulation of the past decades, however it will present an economic challenge as the percentage of the population under 25 years old increases more and more. This means however that the nation will grow to be around ten million strong in the near future.
===Settlements===
Although the dze are entirely semi-nomadic, with some human groups adopting a similar lifestyle, the majority of human peoples live in settled communities, most notably in the hammerfall peninsula, the mannish frontier and the sunlands. Most mannish settlements, due to their location, are very hard to access for foreigners and only their rough layouts and sizes are known. Asides those, there are two notable settlements.
====Ŋołtʿokeq====
{{main|Ŋołtʿokeq}}
After the arrival of various foreign expeditions, it was decided in the Tsǫdzuń of 1612 that all foreigners would be forced to arrive in one location, with a bay in the central coastlines being chosen for the construction of what in Old Dze is known as Ŋołtʿokeq, literally meaning The Port, with many of the native human groups participating in the construction of a small harbour for ships to dock in as well as living quarters. The Dze would then begin handing out sections of this bay to foreign countries who could pay up the proper annual tribute and abide to the restrictions of the port and the laws of the locals.
 
The port is designed to harbour cargo ships or freighters of up to 200m in length and 20 in width, with temporary living quarters for the crew and accomodation centres. With it's core being built with traditional mannish architecture and modernized with the arrival of the first foreigners, it is famous for having "quadrants", which are areas of influence where each nation that pays the proper tribute can establish docks and facilities. Due to the lack of currency in these lands, most nations have installed air turbines or solar panels for energy in the summer while exporting natural gas for heating, with costs being discounted or negotiated during the establishment of tribute payments.


The following nations have a presence in Ŋołtʿokeq: [[S'Lanter]], [[Choslow]], [[Khijovia]], [[Voidkree]], [[Ariseo]], [[Polslava]] and [[Prestore]].
The nation is a host to at least seven different sapient species, with the Dze forming the majority at 92.5% of the population, followed by humans at 3.5% and then by kemonomimi with 1.9%, with elves, dwarfes and tori forming the bulk of the remaining population. Much of these populations have been newcomers, arriving as early as the 1940's, with foreign nationals in Ŋołtʻokeq starting to supplant native mannish groups as the majority within the species in the census.
====Ƚysxḿo'niq====
Situated in a high mountainous valley and in one of the oldest known archaeological sites in polykarya, Ƚysxḿo'niq is a semi-permanent settlement where shamans and craftsmen are initiated in their rites and where the sages of their guilds and faiths convene to discuss all manner of intellectual matters. The settlement is however closed off to most foreigners and the exceptions that have been made have been sworn to secrecy; even with that, the basic picture of this site can be understood through what little information the Dze are willing to share.
===Ethnic Groups===
The Confederation is home to 132 dzeii ethno-linguistic groups, denominated "Clans", and 15 human ethnic groups comrpising little under 150,000 people, before the Last Dze-Human War there was a much greater number of human populations, though most of these were entirely driven out of the country by 1612 in mass deportations that followed the fall of the realms opposing the dze. Of the mannish peoples, the Näru are the largest, consisting of around 56,000 people, and the smallest are the Tlaxam, consisting of less than 5,000 people.
===Languages===
===Languages===
There are more than 100 languages spoken in the Dze Confederation, most of these belonging to the Dzenic Languages and some other smaller families spoken by human groups; another thing to note is the [[Old Liturgicals|10 Lingua Francas]] spoken between people of different groups, of which the most widely used is [[Old Dze]] which is also the national language for administration. Most Dze are at the very least bilingual, learning their native tongue, one of the Old Liturgicals and sometimes Old Dze or other languages; most shamans and tʿaaniq are trilingual and further, as they are responsible with interacting with outside peoples the most, the current Tsotʿaan, [[Tsotʿaan Xanaaq̇ut|Xanaaq̇ut]], has been reported to know eight languages fluently. This is partially helped due to the Dze's innate ability for language learning, aided by their superb hearing and vocal abilities as well as their natural curiosity.
{{main|Languages of Dzeia}}
There are more than 150 languages spoken in the Dze Confederation, most of these belonging to the Dzenic Languages and some other smaller families spoken by human groups; another thing to note is the [[Old Liturgicals|Lingua Francas]] spoken between people of different groups, of which the most widely used is [[Old Dze]] which is also the national language for administration. Most Dze are at the very least bilingual, learning their native tongue, one of the Old Liturgicals and sometimes Old Dze or other languages; most shamans and tʻaaniq are trilingual and further, as they are responsible with interacting with outside peoples the most, the first Tsotʻaan of the modern confederation, [[Tsotʻaan Xanaaq̇ut|Xanaaq̇ut]], was reported to know eight languages fluently. This is due to the Dze's innate ability for language learning, aided by their superb hearing and vocal abilities as well as their natural curiosity.


In these days Dzenic languages, as well as all mannish languages inside the Confederation, are written in scripts derived from the [[Moonblade script]], an alphabet originally made tens of millenia ago for the Old Dze language, or from variations of the [[Old Jhu script]] in the case of some mannish languages. During the First Great Meeting of 1612 scripts for commonly used and encountered foreign languages were developed as well. Of these, the most commonly known are [https://en.wikipedia.org/wiki/Classical_Latin Solaren], followed by [[Ministry Standard]], [[Khijovian]], [https://en.wikipedia.org/wiki/Ukrainian_language Thestrian] and [https://en.wikipedia.org/wiki/Icelandic_language Crystallic], although Solaren remains by far the most prevalent of all in regards for foreign communication, followed closely by Khijovian with both being the main lingua francas in the port of Ŋołtʿokeq.
These days Dzenic languages, as well as all mannish languages inside the Confederation, are written in scripts derived from the [[Moonblade script]], an alphabet originally made ten millenia ago for the old dze language, or from variations of the [[Old Jhu script]] in the case of some mannish languages.
===Religion===
===Religion===
{{main|Religion in Dzeia}}
{| class="wikitable floatright sortable" style="font-size: 90%"
{| class="wikitable floatright sortable" style="font-size: 90%"
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|+ Religions in the Dze Confederation
|+ Religions in the Dze Confederation (1990)
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! Religion !! Population!! Share
! Religion !! Population!! Share
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Dze follow a set of religious practices collectively known as [[Tx̣ex̣uq]], called Dze Shamanism or Ngunism by outsiders, which seem to stem from a common ancestral religion of which the descendant traditions have only slightly diverged from. Humans on the other hand follow many different religions, including Tx̣ex̣uq, with the most widely practiced being [[Zheduktsu]], of which around 50% of the human population adhere to, with the [[Mang Na]] religion being the second largest minority faith.
Dze follow a set of religious practices collectively known as [[Tx̣ex̣uq]], called Dze Shamanism or Ngunism by outsiders, which seem to stem from a common ancestral religion of which the descendant traditions have only slightly diverged from. Humans on the other hand follow many different religions, including Tx̣ex̣uq, with the most widely practiced being [[Zheduktsu]], of which around 50% of the human population adhere to, with the [[Mang Na]] religion being the second largest minority faith.


Tx̣ex̣uq is famous due to the fact that it is fairly decentralized, however the spiritual leaders, the Shamans, have kept the various traditions of Tx̣ex̣uq alive and almost entirely unchanged since the days of the Chalcolithic when these began to be written down and the religion is widely practiced by all Dze and a small human minority in the hammerfall peninsula. These traditions themselves vary wildly from clan to clan and sometimes even between related tribes, however there is an unanimous agreement regarding the crown deities, the Five Holy Ones, and the main philosophies, with each tradition having their own prioritized secondary deities for worship and their own divergent sets of myths. Due to all of this, contemporary tx̣ex̣uq is known as a family of religions rather than a singular belief system, as the original myths and traditions have diverged since the moonblade era to the point where they are mutually unintelligible in many ways. Shamans and religious figures of all of these traditions of tx̣ex̣uq gather occasionally at the [[Tx̣edzuń]], which are highly secretive and are for discussing matters of faith, however these events are rare, the last one occurring in 1578.
Tx̣ex̣uq is famous due to the fact that it is fairly decentralized, however the spiritual leaders, the Shamans, have kept the various traditions of Tx̣ex̣uq alive and almost entirely unchanged since the days of the Chalcolithic when these began to be written down and the religion is widely practiced by all Dze. These traditions themselves vary wildly from clan to clan and sometimes even between related tribes, however there is an unanimous agreement regarding the crown deities, the Five Holy Ones, and some of the main philosophies, with each tradition having their own prioritized secondary deities for worship and their own divergent sets of myths. Due to all of this, contemporary tx̣ex̣uq is known as a family of religions rather than a singular belief system, as the original myths and traditions have diverged since the moonblade era to the point where they are mutually unintelligible in many ways. Shamans and religious figures of all of these traditions of tx̣ex̣uq gather occasionally at the [[Tx̣edzuńńi]], which are highly secretive and are for discussing matters of faith, however these events are rare, the last one occurring in 1898.
 
Most humans however follow two religions: Zheduktsu and Mang Na, both practiced in the regions southwest of the hammerfall peninsula as well as the northern reaches of the western range in a region called the [[Mannish frontier]], while minority religions are upheld by newly incorporated human groups in the westlands of which their traditions are poorly documented in outside sources.
====Totems====
The most sacred objects in tx̣ex̣uq traditions are totems, some of which have been carbon dated to be over 100,000 years old; these are made of various types of stone, cleansed of weeds and with damages being repaired every so often by shamans. Totems serve as travel signs, sites of worship, historical recording objects and as family heirlooms depending on the type that is constructed, rectangular totem stones usually depict the local wildlife and have a warrior embeded into them and serve as boundary stones, indicating the limes of each clan, as well as posts to indicate travel routes, however there are also some that rather than the warrior and wildlife, there's a variant that carries text, known simply as stelai, and these are placed in areas where important events in history took place.
 
Cilinder, pole totems on the contrary are religious in nature, depicting a local deity or the ancestor of a family who was cremated in that spot, which serves to indicate the place of origin of a particular family lineage. Deity-portraying totems have no particular placement requisites, yet they are frequented oftenly and are usually the ones in the best state, sometimes even ornamented with gold, silver or platinum dust.
===Health===
Despite being a primitive nation, the Dze and their mannish allies have milennia of medicinal knowledge, mainly transmitted through a carefully maintained line of shamans and their disciples which has allowed for deaths by illness to be massively reduced compared to other tribal societies. The human life expectancy is 65 years and the dzeii life expectancy is 120, however the average ages are 25 and 40 respectively due to the massive losses sustained during the last war by both species.


Child mortality however remains an issue, with 4 in 10 newborns dying before the age of 2 due to the harsh weather and the strifes of war, though this is expected to lower as the nation recovers from these issues. Even still, the fertility rate is at 5 and 6 for humans and dzeii respectively, whilst the average living offspring per woman is 4 in both races.
Most humans however follow two religions: Zheduktsu and Mang Na, both practiced in the cental and south-western regions of the country as well as the northern reaches of the western range in a region called the [[Mannish frontier]], while minority religions are upheld by newly incorporated human groups in the westlands of which their traditions are poorly documented in outside sources.
==Government and politics==
==Government and politics==
The Dze rule themselves in a Confederation, with the central figure of the [[Tsotʿaan]], who is elected for life during one of the [[Tsodzuń|Great Meetings]] held annually at the Leaf Lance Valley; these meetings are held by the Tsotʿaan and the 147 [[Tʿaan|tʿaaniq]] of each dze and human clan and nation. In these meetings most of the things discussed relate to potential land disputes after geographical changes, the management of conflicts, movement of animal herds and so on.  
{{main|Politics of Dzeia}}
The Dze rule themselves in a Semi-executive Constitutional Monarchy, with the central figure of the [[Tsotʻaan]], who is elected for life during one of the [[Tsodzuńńi|Great Meetings]] held annually at the Leaf Lance Valley; these meetings are held by the tsotʻaan and the 153 [[Tʻaan|tʻaaniq]] of each clan. When a tsotʻaan dies, the Great Meeting elects amongst the most worthy of candidates, usually from the direct family of the last tsotʻaan, which are valued in their worth by their intelligence, strength and craftsmanship, with whoever excells the most at these three categories being elected, be it man or woman. The current tsotʻaan, [[Tsotʻaan Łʻysxalx̣|Łʻysxalx̣]], was chosen after the passing of his mother, [[Tsotʻaan Ł̣utʻtońat|Ł̣utʻtońat]], in 1998 through the right of heritage and duel to first blood.


When a Tsotʿaan dies, the Great Meeting elects amongst the most worthy of candidates, usually from the direct family of the last Tsotʿaan, which are valued in their worth by their intelligence, strength and craftsmanship, with whoever excells the most at these three categories being elected, be it man or woman. The current Tsǫt'aan, [[Tsotʿaan Xanaaq̇ut|Xanaaq̇ut]], ascended to power by unifying the local confederations between 1590 and 1598 AR during the [[Last Dze-Human War]]. The Tsotʿaan however is not a supreme monarch, with most of the governing being done at the local level by the individual tʿaan.
Since the year 1998, the Tsotʻaan also has the power to name the [[Politics of Dzeia#Cabinet|Seven Overseers]], which function in the same manner as a cabinet and who remain in power until resigning or replacing. Of these the most relevant are [[Ministry of Foreign Affairs|Foreign Affairs]], [[Ministry of Economy and Development (Dzeia)|Economy]], [[Ministry of Justice and Internal Affairs (Dzeia)|Justice]] and [[Ministry of Defense (Dzeia)|Defense]].
===Foreign relations===
===Foreign relations===
With the isolationist nature of the Dze and their human allies, very few have traversed into their lands in the past from proper nationstates, the only three so far known have been expeditions by [[Nova Solarius]] and [[Khijovia]] in 1607, with the former sending a second expedition later again in 1611-1612 and an accidental crash landing in 1612 of a crew from [[Tepror]], all four of were peaceful in nature and two of these even creating more official bilateral relations between the Dze and outsiders.
{{main|Foreign relations of Dzeia|List of diplomatic missions of Dzeia}}
 
Once a reclusive and isolationist nation, during the late 1950's the confederation began to open up to the world, joining [[Radiant Entente of Kalrania|REK]] in 1961 up until it was dissolved in 2010, to then join the [[Northern Commonwealth|NC]] the same year, as well as partaking in a number of economic endeavours with many countries, being one of the founding members of the [[Kalranian League of Nations|KLoN]]. The nation's main diplomatic focus has been to maintain as many stable trade relations as possible to propel its economy, while being able to remain relatively free of diplomatic entanglement. The nation also holds individual mutual defense alliances with the nations of [[Il-Saakan]] and [[Owlet]].
During late 1612 however the amount of arrivals increased after the return of the second solarian expedition, with expeditions and encounters from [[Zÿlwahl]], [[Choslow]] and [[Voidkree]] arriving at Dzeia. Still, to this day the Confederation mantains no permanent bilateral diplomatic relations with any other country, however communication between the confederation and outside governments occurs at the port of Ŋołtʿokeq.
===Military===
===Military===
The Confederation relies upon the [[Ł̣eeqŋq̇enyw]] for territorial defence and incursions into enemy territory, comprised of a semi-permanent base of professional soldiers, and the [[Q̇tenyw]], known as the Shadecloak Rangers, for the more permanent guarding and patrolling of the lands. However, since the end of the [[Last Dze-Human War]] there has been active military patrolling of areas not yet fully inhabited by Dze tribes, specially along the southern border where the lowlands offer more gateways for invasion, this force is of around 150,000 men spread around a border of 1,600-1,700km. Besides patrolling the border, there is a permanent military presence around Ŋołtʿokeq to prevent foreigners from roaming too far from the settlement without permission.
{{main|Dzeii Armed Forces}}
====Equipment====
Enjoying a period of relative peace for 50 years after unification, the Confederation would find itself partaking in many wars to defend its allies, both in and outside of REK, such as the [[Iktah War]], the [[4th Outer Union Civil War]], the [[Khaganate Wars]], or the [[War of Heavenly Reclamation]], while also using it's [[Dzeii Peacekeeping and Humanitarian Effort Legion|peacekeeping forces]] to send relief to civilian populations in conflicts such as the [[Baltocarpathian Civil War]].
The core of the army is comprised by what can be described as "mounted infantry", with warriors being taught to be proficient in mounted and foot combat. Typical dze warriors are armed with two war bows, a lance and a melee weapon, either a sabre, a falx, an axe or a mace, as well as a round shield. For armour they use external scaled armour and an internal layer of padded felt and lamellar armour on the chest, shoulder protection, wrist guards and extensions to protect the upper legs. To prevent arrows from causing severe damage warriors are encouraged to use a layer of cloth to wrap around the arrow, preventing serrated or hook arrowheads from penetrating too far into the skin. A basic helmet of a metal cap with padded ear covering and a woolen interior for comfort is also highly encouraged. The dze have become infamous as well for their usage of masks to cover their faces in combat, creating ghoulish images in the mind of the enemy, contributing to their element of psychological warfare that they heavily rely on in most campaigns.
===Legal system===
{{main|Judiciary of Dzeia}}
The '''Judiciary of Dzeia''' is made of a three-tiered, court system, with each tribe having it's own first instance court to judge via a Lawseer, an apellate court in the provincial level and the court of last resort in Łʻysxḿoˮniq at the [[Supreme Court of Dzeia]]. Matters of Law and proposed changes to it are discussed in the anually held Great Meetings, with the [[Ministry of Justice and Internal Affairs (Dzeia)#List of overseers|Overseer of Law]], appointed by the Tsotʻaan, acting as the representative of the Council of Laws, which nominates judges and approves the changes proposed at the Great Meetings.
===Administrative divisions===
{{main|Provinces of Dziea|Districts of Dzeia}}
The Confederation is divided into 152 [[Provinces of Dzeia|Xuŋxł]], meaning clan, and subdivided into over 400 [[Districts of Dzeia|Sʻaaq]], meaning arrow. Each clan represents a distinct ethnic group within the confederation, the last change to the system being in 2007 with the addition of the [[Torikh Province|Tori]] clan, however most of these have stopped being ethnically homogenous, as the borders have been mostly unchanged since 1906 and, as such, the populations have slowly begun to drift away from the borders. Each sʻaaq used to represent a tribe within the clan, though in modern times the district is more of a guide on where certain nomadic families may be found, rather than an indication of tribal alliegance proper.
===Major cities===
{{Main|List of cities in Dzeia}}
Around 5-8% of the nation lives in permanent settlements, most notably from the human, kemonomimi, iktah and dwarven species, as well as all of the nation's sprites being settled, though those are not counted in the census.
{{Largest cities
| country      = Dzeia
| kind        = settlements
| stat_ref    = 2010
| div_name    = Clan


This turns the average dze warrior into a heavy cavalry archer, designed to quickly engage and disengage the enemy while still being able to be proficient at melee combat and have enough protection to survive various wounds. The training of the dze to not be reliant on either foot or mounted combat allows for a dze force to use combined infantry and cavalry attacks to devastating effect. Mannish allies of the dze are more diversed in warrior types and specializations, though most prefer to either engage in skirmishing or heavy infantry, complementing potential weaknesses of the typical dze force.
|city_1 = Ŋołtʻokeq | div_1 = Ŋołtʻokeq Autonomous Province{{!}}Ŋołtʻokeq | pop_1 = 194,964 | img_1 = Ŋołtʻokeq Port.png
 
|city_2 = Łʻysxḿoˮniq | div_2 = Łʻysxḿoˮniq  | pop_2 = 73,820 | img_2 =
The Shadecloak Rangers on the other hand are much more lightly armoured, preferring the usage of padded armour and their signature Shadecloak, a poorly understood armour used for camouflage that allows for a near total concealment of the user, which the rangers combine with a constant static infrasonic frequency to further cloak themselves by causing enemies to feel a false sense of security by inducing a feeling of relaxation. They are also equipped with padded boots that allow for near-silent walking, a melee weapon of their choosing as well as throwing weapons and a fast, compound bow with specialized arrows that reduce noise as they are shot by emulating noice-cancelling feathers of fauna in the fletching. These warriors also live outside the normal clans in hidden groves and areas, guarding the frontiers and ensuring that these are respected.
|city_3 = Träkyo | div_3 = Näru Province{{!}}Näru | pop_3 = 62,428 | img_3 =
====Gunpowder usage====
|city_4 = Myön Drak | div_4 = Mön Province{{!}}Mön | pop_4 = 61,936 | img_4 =
Lastly, the dze have begun experimenting with the usage of gunpowder weapons, first discovered by the year 1542 AR by the shaman Ńṭhuuḿ, he would report of this chemical mix and its properties to the Tx̣edzuń. By the time of Tsotʿaan Xanaaq̇ut, fire lances and fire arrows had begun circulating amongst the dze, though Xanaaq̇ut forbid their usage until enough of them were made for his campaign in 1611-1612 in where they would be used to devastating effects in the second half of the campaign, their development is still ongoing, with the dze experimenting with hand cannons and arquebuses as far as visual reporting of patrols around Ŋołtʿokeq has shown warriors carrying these.
|city_5 = Adḥurza | div_5 = Ṭerum Province{{!}}Ṭerum | pop_5 = 61,310
==Economy==
|city_6 = Darθuzðe | div_6 = Aġarrθuz Province{{!}}Aġarrθuz | pop_6 = 57,534
The economy of the confederation has historically been almost exclusively driven by herding, small-scale mining and manufacturing, with smithing and weavering being the two predominant occupations. Mining is done on a very limited scale and usually just to provide the smiths with the materials necessary for their craft. Other than that, the economy of Dzeia is very much underdeveloped and in pre-industrial capabilities, due to both their technological level and their way of life, as well as facing limited potential for growth unless changed, which is something that the government has so far not been keen to do.
|city_7 = Gwalagh | div_7 = Garuch Province{{!}}Garuch | pop_7 = 48,621
|city_8 = Skarios | div_8 = Rhotoi Province{{!}}Rhotoi | pop_8 = 39,426
|city_9 = Gamilnâlan | div_9 = Zigiltarâg Province{{!}}Zigiltarâg | pop_9 = 28,592
|city_10 = Seetan | div_10 = Bagawa Province{{!}}Bagawa | pop_10 = 23,173
|city_11 = Tugoka | div_11 = Näru Province {{!}}Näru | pop_11 = 17,936
|city_12 = Ngyur Drak | div_12 = Mön Province{{!}}Mön | pop_12 = 17,301
|city_13 = Lo leu | div_13 = Nyen Province{{!}}Nyen | pop_13 = 16,774
|city_14 = Ṭahhawad | div_14 = Ṭerum Province{{!}}Ṭerum | pop_14 = 15,623
|city_15 = Nakashi | div_15 = Shinkokyo Province{{!}}Shinkokyo | pop_15 = 13,027
|city_16 = Ul-fawa | div_16 = Ṭerum Province{{!}}Ṭerum | pop_16 = 12,891
|city_17 = Thorai | div_17 = Rhotoi Province{{!}}Rhotoi | pop_17 = 12,553
|city_18 = Gauros | div_18 = Garuch Province{{!}}Garuch | pop_18 = 11,820
|city_19 = Parangdai | div_19 = Bagawa Province{{!}}Bagawa | pop_19 = 9,735
|city_20 = Iisperitʼqʼe | div_20 = Shinkokyo Province{{!}}Shinkokyo | pop_20 = 6,372
}}
==Economy==  
{{main|Economy of Dzeia}}
Economic activity in the Dze Confederation has long been based on herding and agriculture, although mining and luxury goods have begun to emerge as the main drivers of industrial production. Once a producer of raw materials, ever since 1989 the nation has quickly began to transition to an industrial economy, with nearly a half of its GDP being from the beverage, jewlery, furniture and, specially, textile industries, with a quarter originating from the mining sector.


Although no exact way of measure has been able to be established, the economy of the confederation is theorized to at best be currently worth US$2.5 billion at most with a potential value of US$150-300 billion with the current diverse array of unexctracted raw resources, specially minerals. Due to a lack of currency all trade in the confederation is conducted through a barter system, recently standardized in 1603 by Tsotʿaan Xanaaq̇ut and ratified in the Tsodzuń of 1612, which places different items of exchange into categories of equal value internally, the most valuable trading goods as determined by this system of categories are metals and alloys like silver, platinum and steel, gems, which have their own independent value amongst themselves, and certain types of seed and livestock animals.
Dzeia is ranked as a lower-middle-income economy, with around 7.4% of people living on less than 3.20₼ a day, which is qualified as "extreme poverty", and around 29.3% lives with less than 7.25₼ a day, which is below the national poverty line. Despite this, the nation has been able to pull out up to 6 million people out of this line since 1989 and aims to lower these figures to 0% and 10% by 2020, respectively.


The country has faced pressure to modernize and industrialize its economy both by minor and major forces, however the dze remain firm in the decision to retain their original lifestyles and have refused offers by foreign powers to aid with such a process, even banning most foreigners from exiting Ŋołtʿokeq under the guise of potential unlawful prospecting by foreign countries.  
After 1989, a mass of foreign investment, the development of native industries and the railway boom, there was sustained double-digit growth for a decade between 1995 and 2005, stabilizing around 4-8% by 2006 and expected to remain there until 2020, with the nation passing several economic reforms that are aimed to sustain the levels of growth and prevent it from imploding or contracting as investment is overtaken by production. The nation has begun to struggle in the past years with reducing inflation below 4.5%, a goal it aimed to do by 2007, and has been forced to underspend during many years to allow for a budget surplus to serve as monetary reserves due to the nation's small economy. The [[Łʻysxḿoˮniq Stock Exchange|Łʻysxḿoˮniq]] and [[Ŋołtʻokeq Stock Exchange|Ŋołtʻokeq]] Stock Exchanges are some of the smallest in the world by market capitalisation, with a combined 536 companies listed in 2010.
===Mining===
===Mining===
Despite mining being done on a very minor scale, mineral resources in the form of ingots and gems represent about 40% of all resources exchanged to foreigners at Ŋołtʿokeq. Of the mineral resources exchanged excluding gems, the vast majority is composed by iron, silver and platinum, with a significant portion made of gold, tin and copper ingots.
{{main|Mining in Dzeia}}
Minerals represent about 40% of Dzeia's exports monetarily, down from 97% in 1989, while having increased by 15% in tonnes exported. Fiscal revenues from mining represent 14% of the government's annual income, with around 1,000 licenses awarded to native companies. The industry has seen a massive rise as the nation's vast deposits of Platinum, Tin, Copper, Iron and Rare Earth Metals have caught the interest of many nations worldwide; one obstacle however has been the nation's refusal to employ surface mining due to its enviromental protection laws, however it has gone for a two step process in where small scale pit mining of a deposit takes place, to then be taken over by underground mining with the usage of machinery such as insectoid drones from [[Distanic Confederacy|Distan]].


In recent times, foreign companies and nations have taken an interest in prospecting for rare minerals, however the Dze have staunchly refused all offers and have banned the presence of foreigners in mineral extraction sites as well as banning most foreigners from even exiting the permited area of Ŋołtʿokeq.
Artisanal mining is also widely practiced, with many deposits seeing the extraction by locals throughout the confederation, with state subsidies to provide tools and refining equipment to artisanal miners, who generally work seasonally while also partaking in agriculture or husbandry. It is estimated that there are over 200,000 artisanal miners across the nation, most of whom have banded under the [[Dzean Miner Guild|Kʻatłʻonoq]] to increase profits and provide a method to compete with the larger companies.
===Agriculture===
===Agriculture===
Agriculture in the confederation is extremely limited to subsistance farming done by certain human communities and land maintenance by nomadic communities, with farming settlements consisting of around 1.7% of the population at most, and due to factors such as the average height of the country and a shorter growing season in many areas, most of this farming is done in the western areas of the country where the climate is milder.
{{main|Agriculture in Dzeia}}
 
Agriculture in Dzeia constitutes around 20% of the nation's gross domestic product and employs slightly over half of the workforce. However, the high-altitude of much of the nation, the mountainous terrain, long winters and high fluctuation in temperature have hindered the development of agriculture, with 85% of the sector's net worth being in Animal Husbandry. With around 70% of the nation being employed as pasture grounds and only 1.5% of the population employed in cropping, the sector is mostly focused around providing the raw materials, such as wool and hides, to the industrial sector. Around 0.5% of the population is also employed in fishing, though it is mostly for local consumption.
The agricultural sector therefore is almost entirely driven by nomadic pastoralism, with animals being raised for meat, dairy and fabrics for textiles, most notably animals like the [[Lequn]], [[Moxun]], [[Tsoqowx̣n]] or the [[Ḿo'nƚtśun]]. With over 50% of the land being used for pastures, specially in the central regions, this is estimated to represent over 70% of the country's currently predicted GDP, with textiles and pelts being some of the most exchanged commodities at Ŋołtʿokeq.
===Industry===
===Industry===
The most proliferating industries in the confederation are weaving, smithing, jewlery and carpentry, these are practiced at a local level in the clan or tribe and each one of these has its own tradition, or several depending on the ethnic group, all of these represent about 25% of the estimated GDP.
{{main|Industry of Dzeia}}
 
A rising sector in the Dzeian economy, the most prominent export industry in the country are, by far, the luxury goods industries, such as fine textiles, liquor and jewlery, whilst the most prominent industries for internal consumption are regular textiles, furniture, raw good processing and dairy, all of which account for over 65% of the nation's gross domestic product, however employing around a third of the workforce. The industry of the nation, despite being quite old, was not expanded upon until the 1980's, until reforms made during the latter years of Tsotʻaan Ł̣utʻtońat's reign and the massive pouring of international investment led to the Boom of 95-05, in where the industrial sector specially grew massively in output and scale.
More than 60% of all exports of the country are in the form of luxury goods such as jewlery items, textiles, musical instruments and manufactured wooden items as well as various bronze and steel alloys which are exchanged at Ŋołtʿokeq and represent some of the most expensive commodities in the settlement. The dze themselves however do not have the capacity to mass produce these items in large quantities, which has prevented them from seriously impacting the economic landscape of the country.
====Guilds====
The Dze do however have what we could see as an early form of the guilds, with smiths being divided into castes to perfect a certain line of work, these are: jewelsmiths, armourers/weaponsmiths and wrights, the latter being responsible for more generalized works such as chains, stirrups and the like, as well as technological inventions such as the dzeii refractional telescopes. These smith guilds are usually attendants to annual meetings amongst the members from all tribes and clans to discuss matters of their craft, alongside with guilds of weavers and carpenters being present in what could be called annual fairs. Much like shamans, these guild members are all initiated in the semi-permanent settlement of [[Ƚysxḿo'niq]] and they are to stay there until the rite of passage, usually after five years of training, is completed and they are allowed to return to their tribe and practice their craft.
==Infrastructure==
==Infrastructure==
===Communications===
===Communications===
Although a primitive nation in comparison with most countries, the dze have the ability to use infrasonic speech, called [[Qiŋul]], to communicate over long distances which allows for all tribes, clans and settlements to be aware of their surroundings even with the vast majority of the population practicing transhumanism.
{{main|Telecommunications in Dzeia}}
Telecommunications in Dzeia face unique challenges. As both one of the most sparsely populated nation on the planet, and the one with the highest concentration of nomads, it has been difficult for many traditional ITC companies to take root in the nation, with the dze themselves mostly clinging to [[Qiŋul|silent speech]] for long-distance communication, either with just their voice or the help of amplifying horns. Nevertheless, landline technologies do follow railway lines into the nation's settlements, mostly concentrated in Ŋołtʻokeq, while wireless technologies have proliferated amongst nomads as part of the nation's "Words in the Air" programme; postal services are provided by state-owned [[DzePost]] and 17 other licensed operators.
===Energy===
{{main|Energy in Dzeia}}
The nation's electricity consumption in 2010 was 7.71 TWh, whilst the energy production of the nation was estimated at 6.52 TWh, mostly provided by nuclear and wind power, though natural gas, which is exclusively imported, also forms an important block in the energy sector, specially for heating in the nation's cities. The nation has long aimed to achieve energy independence and has set plans in motion to achieve such by 2025, while also looking for ways to become fully renewable around the same year.
===Transportation===
{{main|Transportation in Dzeia}}
The nation is famous worldwide for its refusal to use asphalt roads, relying exclusively on railways for inland transportation; dotted with several conventional, as well as a few HSR, lines, spanning over 10,000km worth of rail tracks, the nation has stations in every settlement, of which there are relatively few, as well as links to most of the nation's mining areas to facilitate transport. Nevertheless, there are minor stone roads connecting the villages of [[Shinkokyo]] and settlements in the human clans.


The way the dze use qiŋul can be either through their voice alone or through the use of special metal horns, usually of steel, which can amplify this infrasonic wave to travel with more potency, reaching further away. There's long and short horns, with short horns designed to only extend the reach of the wave, while long, trumpet-like, horns grant the sound an initial burst of speed due to the way that sound propagates through metal, allowing for the infrasound to gain an initial speed advantage as well as it's reach being amplified.
Despite the nation's historical dislike for airplanes, plans for airports at Łʻysxḿoˮniq and Ŋołtʻokeq, to be finished by 2017, have been drafted in order to allow for the quick transport of people, specially diplomats and academics should they want it. The nation does, however, have several Starskiff Ports dotted around the nation, most of them being in the mountainous regions of the country, which operate [[Starskiff|Starskiffs]] bought from [[Da Xing]], with [[DTA Airlines]] being the national operator of much of these machines. Due to the nation's ban on cars and trucks, all transport inside the cities is either by foot or through public transport, mostly in the forms of trams, metros, buses and taxis. There's also a small ferry transport business that operates in some of the larger bodies of water of the confederation, being exclusively traditional wooden watercraft used mostly for the transport of light goods.
===Transportation===
===Education===
Due to the transhuman lifestyle of the dze, roads are almost non-existant, however, simply dirt roads connect Ƚysxḿo'niq to various sites in the mountains and they are also found in Ŋołtʿokeq, where they connect the settlement to areas where tribes move into, yet these disappear quickly and are rarely used. There are also roads in native mannish settlements and areas, however they only serve to connect sedentary settlements and rarely extend into nomadic territory.
{{main|Education in Dzeia}}
After the unification of the country by Tsotʻaan Xanaaq̇ut in 1906, a nationwide program to teach kids how to write was established in cooperation with the nation's shamans and scholars, which led to illiteracy being virtually eliminated by the end of his reign in 1964. Asides that, however, little was done to create systems of primary and secondary education, with guilds and initiation into roles such as that of shaman being the only way to acquire knowledge outside what was strictly necessary for the tribe and clan.
 
In 1960, at the tail end of his reign, Xanaaq̇ut would initiate the creation of an eight-year primary education system, however it would be one of the reforms stopped by his daughter, Ł̣utʻtońat, until 1980, where it would be changed to a ten-year program and, finally, a twelve-year program by 1990. Secondary education was strictly restricted to the [[Institute of Dzeii and Artic Research|IDAR]], located in Ŋołtʻokeq, until 1980 when proper universities were created out of the [[Guild Initiation Rites]] that the nation possessed, some for over two milennia, in Łʻysxḿoˮniq, as well as the [[University of Ŋołtʻokeq|UoN]] being finished in 1983.
 
As of 2010, universities across the nation enroll over 5,000 students yearly, with over three in five dzeian youths choosing to pursue higher education. Since 2003 the nation has instituted a program to teach {{wp|English language|Common}} in all schools in grades 11-12 as an optative course for those wishing to work in fields such as International Relations, Engineering, Mining or the Military; such an effort is due to the nationwide reluctance to teach foreigners their local languages, leading to the Confederation choosing to learn Common instead.
===Health===
{{main|Health in Dzeia}}
Modern Dzeia has inherited a rich array of traditional medicinal practices, as well as developed a solid modern health infrastructure with the aid of many nations during the 80's and 90's, being noted to have "strong health indicators, in spite of low per capita incomes and thanks, in part, to the nation's commitment on matters of healthcare and a national culture leaning towards good health", with infant mortality and life expectancy being on average quite high compared to nations of similar GDP per capita.


More commonly, large heaps of stone or totems mark travel routes in the vast forests and steppes and these occur every few hundred metres; used by wandering shamans, messengers and soldiers to more easily know where they are to be heading.
Problems remain, however, with the ease of acquisition of medicine for many nomadic families, many of whom don't live near settlements. A solution to this has been the creation of mobile hospitals with the aid of shamans to work in cooperation with medics, which would reduce the distance and time constraints that nomads have with access to healthcare nationwide.
==Culture==
==Culture==
The most notable aspect of Dze culture is their semi-nomadic lifestyle, widespread among the entire race and even some human groups allied to them, which has lended itself to unique cultural practices, however this blend entirely present in human groups, as the Dze themselves are predominantly a culturally conservative species who seldom, if ever, adopt practices of foreigners, though their internal cultural diversity is most notorious in aspects like music and cuisine.
{{main|Culture of Dzeia}}
The most notable aspect of Dze culture is their semi-nomadic lifestyle, with their internal cultural diversity being most notorious in aspects like music and cuisine.
===Dress===
===Dress===
Although a very diverse people, in the confederation there's certain dressing universalities, with most peoples using garments such as kneecap-length over-coats for men and ankle-length dresses for women tied with a sash or belt, though these vary from place to place, with the dze living in desertic regions prefering robes. The area with the most diversity for clothing is with footwear, with most people in the nation using different types of boots or similary outfitted shoes with intricate designs and variants.
Although a very diverse people, in the confederation there's certain dressing universalities, with most peoples using garments such as kneecap-length over-coats for men and ankle-length dresses for women tied with a sash or belt, though these vary from place to place, with the dze living in desertic regions prefering robes. The area with the most diversity for clothing is with footwear, with most people in the nation using different types of boots or similary outfitted shoes with intricate designs and variants.
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The inheritance in a traditional dze family is egalitarian, with each child recieving an equal proportion of their parents' livestock and personal items, however due to the dzeii being nomadic there is little to inherit, whilst in human societies it is common for preference to be given to the eldest child as the inheritor of the household, though this varies from group to group.
The inheritance in a traditional dze family is egalitarian, with each child recieving an equal proportion of their parents' livestock and personal items, however due to the dzeii being nomadic there is little to inherit, whilst in human societies it is common for preference to be given to the eldest child as the inheritor of the household, though this varies from group to group.


Extreme priority is placed in caring for the young, due to a mortality rate of 4 in 10 it is not uncommon for every family to have lost at least one child before the age of two, with most cultures having a taboo of naming a child before the age of four due to this phenomenon. Still, most families on average have four children, which has allowed for the start of a massive population growth in the country as it recovers from the numerous, devastating wars that it has endured.
Extreme priority is placed in caring for the young, due to the nation's previously quite high infant mortality, with most cultures having a taboo of naming a child before the age of four due to this phenomenon. Still, most families on average have three children, down from twenty years ago being four.
===Visual arts===
===Visual arts===
Visual art has been historically created for religious purposes or for the decoration of tents to mark out the individuality of a Dze. Paintings in Dze culture are most recognizable in the [[Ḳawaq]] style, usually done on parchment or animal skins/felt. Of these the most common type and well renowned is the [[Ḿx̣łquƚ]] or "traditional style". Although most Dze practice different forms of crafts, it is viewed in a positive light to have knowledge in the making of a Ḿx̣łquƚ, if only for decorative purposes, to mark one's own distinctive identity as a creator of objects. Many dze take delight as well in the decoration of tents with depictions of their ancestors or of daily life and general religious motiffs.
Visual art has been historically created for religious purposes or for the decoration of tents to mark out the individuality of a Dze. Paintings in Dze culture are most recognizable in the [[Ḳawaq]] style, usually done on parchment or animal skins/felt. Of these the most common type and well renowned is the [[Ḿx̣łqułʻ]] or "traditional style". Although most Dze practice different forms of crafts, it is viewed in a positive light to have knowledge in the making of a Ḿx̣łqułʻ, if only for decorative purposes, to mark one's own distinctive identity as a creator of objects. Many dze take delight as well in the decoration of tents with depictions of their ancestors or of daily life and general religious motiffs.


Other forms of visual artistic expression include weaving, totem-making and pottery designing, practiced with widely across different clans.
Other forms of visual artistic expression include weaving, totem-making and pottery designing, practiced with widely across different clans.
===Architecture===
===Architecture===
{{main|Architecture of Dzeia}}
Although the Dze themselves do not build stationary homes, humans within their lands are sometimes sedentary, with unique architecture styles that bear evident influence from Dze tent designs. The most prominent of these is the [[Gyampi Tsak]] style of the [[Mong Lak]] people, designed to inhabit the rainy hills of [[Hammerfall peninsula]] that arose in the early 1st milennium BR.
Although the Dze themselves do not build stationary homes, humans within their lands are sometimes sedentary, with unique architecture styles that bear evident influence from Dze tent designs. The most prominent of these is the [[Gyampi Tsak]] style of the [[Mong Lak]] people, designed to inhabit the rainy hills of [[Hammerfall peninsula]] that arose in the early 1st milennium BR.


Dze homes are usually called ''x̣eeḿt'', a word that has a broad meaning but is generally understood to be a type of tent, which are mostly circular with a dome-shaped roof or entirely dome-shaped with a few variants being more conical in shape. The ''x̣eeḿt'' is the foundation for all Dze-inspired arquitecture, such as the [[Khet Tsekh]], and are famous for their quick assemblage time, with three Dze being able to place a ''x̣eeḿt'' in two hours. The materials for building a ''x̣eeḿt'' are usually an outer layer of felt, a few layers of skins, a wooden frame to support the structure and a padded cover between a wooden base floor with a woolen carpet on top, while human homes are usually built out of wood, stone and sometimes brick depending on the location.
Dze homes are usually called ''x̣eḿt'', a word that has a broad meaning but is generally understood to be a type of tent, which are mostly circular with a dome-shaped roof or entirely dome-shaped with a few variants being more conical in shape. The ''x̣eḿt'' is the foundation for all Dze-inspired arquitecture, such as the [[Khet Tsekh]], and are famous for their quick assemblage time, with three Dze being able to place a ''x̣eḿt'' in two hours. The materials for building a ''x̣eḿt'' are usually an outer layer of felt, a few layers of skins, a wooden frame to support the structure and a padded cover between a wooden base floor with a woolen carpet on top, while human homes are usually built out of wood, stone and sometimes brick depending on the location.
===Music and dance===
===Music and dance===
{{main|Music of Dzeia}}
The Dze, due to their vocal abilities, have integrated bitonic singing into overtone, creating a tritonic chant of infrasound and two audible pitches. Combining what the Dze call "[[Qiŋul]]", silent speech, and audible speech they are able to transmit both a mood in the song and to give it an intended effect in its listeners with the silent speech, being the infrasound component and able to have physical effects in those who hear it. The Dze have several variants of fiddles, made of animal gut and hair, whose use ranges from storytelling to every day music, as well as several varieties of drums and flutes. The most famous instruments are the [[Cewq]] drum and the [[Çǫhiq]], [[Miiq]] and [[X̣uhun]] flutes, used by the [[Eastern Dzeii]] peoples, like the Nywan tribes.
The Dze, due to their vocal abilities, have integrated bitonic singing into overtone, creating a tritonic chant of infrasound and two audible pitches. Combining what the Dze call "[[Qiŋul]]", silent speech, and audible speech they are able to transmit both a mood in the song and to give it an intended effect in its listeners with the silent speech, being the infrasound component and able to have physical effects in those who hear it. The Dze have several variants of fiddles, made of animal gut and hair, whose use ranges from storytelling to every day music, as well as several varieties of drums and flutes. The most famous instruments are the [[Cewq]] drum and the [[Çǫhiq]], [[Miiq]] and [[X̣uhun]] flutes, used by the [[Eastern Dzeii]] peoples, like the Nywan tribes.


The music styles in Dzeia are mostly comprised of {{music|time|3|4}}, {{music|time|4|4}}, {{music|time|5|4}} and {{music|time|7|8}} time signatures, with the most prevalent musical styles being the Long Song, Overtone Singing and a style of music similar to a Taximi. These are usually accompanied by dances in an open circle of which the most famous styles are the [[Ḳnḳał̣uq]] or "rain dance", practiced by the [[Ŋǫłiníí]] people of the cloudspear peninsula, and the "wind dance" practiced by peoples in the greater range and the adjacent valleys.
The music styles in Dzeia are mostly comprised of {{music|time|3|4}}, {{music|time|4|4}}, {{music|time|5|4}} and {{music|time|7|8}} time signatures, with the most prevalent musical styles being the Long Song, Overtone Singing and a style of music similar to a Taximi. These are usually accompanied by dances in an open circle of which the most famous styles are the [[Ḳnḳał̣uq]] or "rain dance", practiced by the [[Ŋǫłiníí]] people of the cloudspear peninsula, and the "wind dance" practiced by peoples in the greater range and the adjacent valleys.
===Cuisine===
===Cuisine===
{{main|Cuisine in Dzeia}}
Dzeii cuisine predominantly consist of meat, dairy and fats with small contributions from wild vegetables and herbs. The most common dish is smoked or salted meats, be it of a land or aquatic animal's meat, thanks to their long spoiling time, however during feasts and events it is much more common to see roasted meats, cooked directly on the spot. Other frequent sights are stews and soups, specially during winter times, which are made as a way to use as little food as possible to feed as many people without exhausting their limited reserves.
Dzeii cuisine predominantly consist of meat, dairy and fats with small contributions from wild vegetables and herbs. The most common dish is smoked or salted meats, be it of a land or aquatic animal's meat, thanks to their long spoiling time, however during feasts and events it is much more common to see roasted meats, cooked directly on the spot. Other frequent sights are stews and soups, specially during winter times, which are made as a way to use as little food as possible to feed as many people without exhausting their limited reserves.


The extreme climatic conditions has influenced the cuisine in the lands, specially for the nomadic peoples where access to vegetables is less standard; for these great majority of peoples the vegetables have, due to their wild nature, extremely sophisticated cooking methods to make the most out of them; spices however are a common part of the cuisine of several groups due to the prevalence of the types of plants needed throughout the land as well as the extensive trade networks present in the land. Dzean cuisine is also very noticeable for the prevalence of fruit and herb kibble-type deserts and drinks.
The extreme climatic conditions has influenced the cuisine in the lands, specially for the nomadic peoples where access to vegetables is less standard; for these great majority of peoples the vegetables have, due to their wild nature, extremely sophisticated cooking methods to make the most out of them; spices however are a common part of the cuisine of several groups due to the prevalence of the types of plants needed throughout the land as well as the extensive trade networks present in the land. Dzean cuisine is also very noticeable for the prevalence of fruit and herb kibble-type deserts and drinks.
===Sports and festivals===
===Sports and festivals===
The national festival in the confederation is known as [[The Games]], a milennia-old tradition occurring exactly three days after a [[Tsodzuń]] in where skilled sportsmen are sent by all tribes to partake in games honouring the main Dze deities and celebrate the continuation of the unity of the clans, the main traditional sports of the festival are foot and horseback archery, wrestling and horse racing, however in later times activities such as bone flicking and rayhawk games became mainstream as well. Although not celebrated for over two thousand years, in 1612 the festivity was re-instituted by Tsotʿaan Xanaaq̇ut after unifying the country.
{{main|Tʻuç̇liq|Dzeia at the Eclipse Games}}
The national festival in the confederation is known as [[Tʻuç̇liq|The Games]], a milennia-old tradition occurring exactly three days after a Great Meeting in where skilled sportsmen are sent by all tribes to partake in games honouring the main Dze deities and celebrate the continuation of the unity of the clans, the main traditional sports of the festival are foot and horseback archery, wrestling and horse racing, however in later times activities such as bone flicking and rayhawk games became mainstream as well. Although not celebrated nationwide for over two thousand years, in 1906 the festivity was re-instituted by Tsotʻaan Xanaaq̇ut after unifying the country. The nation has also now famously hosted the [[2009 Eclipse Games]] in the cities of Łʻysxḿoˮniq and Ŋołtʻokeq.


Other notable festivals practiced in the confederation are the Dze Lunar Year, occuring on the 16th of Umbra, and the Solar New Year, occuring on the 21st of Umbra, with the period between these festivals being called the Birth of the Five Holy Ones, which are a collection of highly revered [[Ŋuŋ|deities]]. Asides that, the [[Sunhawk Festival]] is celebrated annually on the month of Magnus in the [[Central plains]] by a wide array of clans and the [[Nang]], a religious festivity celebrated by the Mong Lak people in honour of the main Mang Na deities.
Other notable festivals practiced in the confederation are the Dze Lunar Year, occuring on the 16th of February, and the Solar New Year, occuring on the 21st of February, with the period between these festivals being called the Birth of the Five Holy Ones, which are a collection of highly revered [[Ńatʻuŋ|deities]]. Asides that, the [[Sunhawk Festival]] is celebrated annually on the month of Magnus in the [[Central plains]] by a wide array of clans and the [[Nang]], a religious festivity celebrated by the Mong Lak people in honour of the main Mang Na deities.
[[Category:The Dze Confederation]]
[[Category:The Dze Confederation]]
[[Category:Kalrania]]
[[Category:Kalrania]]
[[Category:Countries (Kalrania)]]
{{Template:The Dze Confederation}}
{{Template:The Dze Confederation}}
{{Template:Kalrania}}

Revision as of 12:45, 31 March 2024

The Third Dze Confederation

Dzetsʻał̣u
Flag of The Dze Confederation
Flag
Tamga of Tsotʻaan Xanaaq̇ut of The Dze Confederation
Tamga of Tsotʻaan Xanaaq̇ut
TDC - Location.png
StatusIndependent state
LocationNorth-east Tselmeg
CapitalŁʻysxḿoˮniq
Largest CityŊołtʻokeq
Official languagesOld Dze
Recognised national languagesDzenic languages
Ethnic groups
(2013)
Dze (92.5%)
Humans (3.5%)
Kemonomimi (1.9%)
Others (2.1%)
Religion
Tx̣ex̣uq
Demonym(s)Dzean, Dzeii, Dzeoi
GovernmentFederal Semi-Constitutional Monarchy
• Tsotʻaan
Łʻysxalx̣
LegislatureTsodzuńńi
Establishment
• Founding of the 1st confederation
7564 BC
• Founding of the 2nd confederation
3089 BC
• Start of Xanaaq̇ut's War
1887 AD
• Founding of the 3rd confederation
1892 AD
• Fall of the Mannish League
1906 AD
Area
• Land Area
2,988,641 km2 (1,153,921 sq mi) (12th)
• Water (%)
7.26%
Population
• 2013 census
7,554,052
• Density
2.52/km2 (6.5/sq mi)
GDP (PPP)2013 estimate
• Total
$63.09 Billion
• Per capita
$8,310
GDP (nominal)2013 estimate
• Total
$55.23 Billion
• Per capita
$7,311
Gini (2013)Positive decrease 37.2
medium
HDI (2013)Increase 0.688
medium
CurrencyDzeii Moł̣uł (₼) (DZM)
Date formatyyyy.mm.dd
Calling code+43
Internet TLD.dz

Dzeia, known natively as The Dze Confederation (Old Dze: Dzetsʻał̣u ['d͡zet͡sʼaɬʰu]), is a large nation in the continent of Tselmeg, bordered in the west by Atraland and the Iktah Remnants. It covers an area of 2,988,641 square kilometres (1,153,915 square miles), the 12th largest in Kalrania, with a population just above 7 million, with little over 2 people per square kilometre, making it the world's second most sparsely populated sovereign state. The Confederation is one of the easternmost nations of the planet, as well as one of six nations controlling lands within the arctic circle and it is also famous for its unique and very diverse wildlife, it is the only nation in all of Kalrania where Haplokariotes and Polykariotes can be found, encompassing nearly the entirety of the zoogeographical zone known as Polykarya.

The territory of the modern Confederation seems to be one of the oldest continuous inhabited places on the planet, having remained isolated from the events that befell the surrounding lands due to its geography and isolated positioning. The lands of the Dze Confederation have archaeological evidence of a distinctive techno-cultural presence since at least 110,000 BC, belonging to the Ŋ́ynłʻaq culture industry, a Middle Paleolithic complex, whose makers inhabited the mountainous central regions of the country which seems to have mostly been located in the Eastern Range until about 50,000 BC when they began to expand alongside the hills towards the coast and the west as the culture splintered. Later during the Late Neolithic Dze Collapse the dze dispersed once more and later coalesced into several chalcolithic cultures. At around 8,000 BC there is archaeological, and later written, evidence for the arrival of four distinct human groups, the Longplow, Broadaxe, Highstone and Red Arrow cultures; after these arrivals it seems the dze quickly began to coalesce into more organized societies during The Invasions, an event happening around 8,000-7,500 BC which triggered the formation of the First Confederation due to the seemingly violent incursions into Dze territory by the former three cultures. The subsequent near 10,000 year long conflicts culminated in the rise of the Third Confederation in the late 19th century AD and the fall of human invaders barely more than a decade later.

Around 90% of the population remains, to this day, semi-nomadic, comprised almost entirely of ethnic groups of Dzeii origin, however a growing population, consisting mostly of Humans and Kemonomimi, are settled in permanent cities. Tx̣ex̣uq and related traditions are also the dominant faith, at around 93.5%. Dzeia is a member of the League of Nations, ARC and the Northern Commonwealth.

Names and etymology

The name "Dzeia" means "Land of the Dze" in Ausonian. The word Dze has a native etymology, coming from a Proto-Dzenic root *dz, meaning "to stargaze", and it, and its cognates, is generally used as an endonym by the native species; the word forms part of the native name for the nation, "Dzetsʻał̣u" which means "Pact of the Dze", however the variant term "Nujuntsʻał̣u", meaning "Pact of the Nomads", has begun to gain traction as a vernacular term, as the non-dzeii population grows, however it has not been given any sort of recognition by the government.

As far as denonyms go, for the nationaity it is custom to use the Common declension "Dzean", while the Ausonian "Dzeii" is used for the autochtonous species. In any case the Danaean declension, Dzeoi, is used for the plural of both denonyms.

History

Prehistory

The archaeological record shows that the mountainous lands near the Inner steppes had been inhabited by an ancestor of the modern dze, Tenacitherium anthropopsius, from around 2,500,000 years ago until evolving into the modern dze, Tenacitherium terrible, around 500,000 years ago. By around 100,000 years ago the archaeological record shows that the first proper material cultures arose among the dze during the paleolithic, the Ŋ́ynłʻaq culture and the Pax̣ŋ́eç culture. By 17,000 BC there is evidence for advancements that could be called Proto-Agriculture, with signs of land clearing and selective placing of several species of flora or the mass culling of species in certain periods, suggesting an artificial increase in populations of game and careful management of populations. However it would be during the Neolithic that the first concrete evidence for animal husbandry and agriculture arises in the lands of the Confederation, with the evidence of domesticated herds showing in paleo-art, with agriculture being quickly abandoned, or so it seems, in favour of continuing the development of a transhuman lifestyle; reasons for this are unknown, but from skeletal remains we can see that in older, early agricultural settlements the bones show signs of malnutrition and several vitamin deficencies, whilst later nomadic burials have much healthier remains, probably due to much of the Confederation's lands being unsuited for agriculture at that time.

Archaeological findings of the Neolithic period end abruptly around 11,000 BC with the Late Neolithic Collapse, an event of unknown causes that led to a genetic bottleneck, as well as the spreading of the population as it declined. Despite the cultural collapse, populations seem to have recovered from the disaster relatively quickly. After the collapse, the archaeological record shows us that after population levels recovered a few thousand years afterwards and that there appeared many chalcolithic cultures almost simultaneously, around 9,000 BC, including the Moonblade, Caveshrine and Lowmound cultures. Key developments that occured in this time also include the start of the usage of wheels and carts as depicted in art by the Early Moonblade period at 9,500 BC which allowed for the true start of the semi-nomadic lifestyle the Dze prefer nowadays.

Older Era

Human arrivals to the Dze lands begin to be documented from around 8,000 BC in the Çunyw Stelai in the far west, having been identified with the Longplow, Broadaxe, Highstone and Red Arrow cultures. The arrivals were both of mixed nature and stelai unearthed in nearby localities and dated to the same time period reveal that by the end of the 9th millennium BC proper Human-Dze conflict arose, which led to the slow creeping of humans into the territories of bronze age dze cultures in the south and west. These early aggressions caused the final development of dzeii state organization; while the title of Tʻaan had risen up among them as a word for a chieftain or general ruler during the Dze Golden Age, it was during the start of The Invasions that it began to become a universal term for the ruler of a clan, akin to a king and after some generations the Dze clans slowly coalesced into the First Dze Confederation under Tsotʻaan Qułʻaq of the Alx̣tsʻan clan in 7564 BC who, spending thirty years uniting the clans, would create the Tsʻal, a code of conduct in social life and between states that would then dominate later dzeii cultures, as well as beginning the introduction of bronze to replace copper.

Under the leadership of Qułʻaq the armies of the dze would ravage human domains, stopping their expansion into polykarya for a time. However, as he was succeeded by his daughter, Tx̣eńat, the confederation would have to contend against the forces of the Jhu'kan Empire in the Battle of Alx̣kyx in which the Dze managed to defeat the forces of Ka'sun I. The aftermath of the battle would lead to 278 years of peace between humans and dze, an unparaleled amount that would not be achieved again for over three milennia.

The confederation and the Jhu'kan empire spent most of the later years of the 8th milennium at peace amongst eachother until the Latuq War in where the lands of the confederation, under the rule of Tx̣eł̣eeq, great-great grandson of Tx̣eńat, were invaded en masse, and they were ultimately driven from the central meadows and steppes, resulting in the death of the Tsotʻaan after a betrayal and last stand.

Middle Era

For little over 5 centuries after the Latuq War the landscape would be dominated by human polities, like the Jhu'kan, Ghutan, the Zállta Chiefdoms and the Vatan. By 6631 BC however, a people known as the Taaxdze had subdued Ghutan and entered the Jhu'kan lands, utterly destroying the empire, the event later known as the Scouring of the West; the following milennia were ones of warfare and constant shifting of the balance of powers until the ascension of the Sungi Empire, descended from the Jhu'kan, which had extended beyond the Polykaryan Limes into regions mostly unknown to the Dze at the time.

The growth of the Mvadi during the era of the Third Dynasty at the middle of the 6th millennium BC would lead to repeated conflicts that led to the ascension of the Fourth Dynasty, which would destroy their rivals by the end of the 53rd century BC. The base of power of the Namgi remained intact for many centuries thanks increased settling of borderlands with the Dze by what the Yegin called the Trun Gryak, commonly translated as Foederati. The stability of the fourth dynasty would end with a combination of revolts from its vassals, invasions by dzeii tribes and natural disasters at the tail end of the 5th millennium BC, with the fifth, sixth and seventh dynasties having to contend with other human realms as the dze once again began to re-appear throughout the 4th Millennium BC.

Various dzeii clans would conquer the lat highlands during the 38th century BC; the violet reed river would then become the definitive border between dze and humans south of the western range due to its width making invasion by either side unfeasible. During this time, the Mxétsʻé clan, hailing from the forests in the pelagic wolds, began a process of unifying their neighbouring tribes and clans starting from 3672 BC onwards, with their leader, Qińux̣, being declared tsotʻaan by over thirty tribes, however he and his descendants would not be able to fully unite the Dze until 3089 BC under the command of Tṡutlał̣.

The Second Confederation would rule the dze uncontested for over 500 years, fighting wars in and even outside of polykarya against several human entities, finally crusing the seventh dynasty in the late 29th century BC and driving much of the human presence west, even vassalizing some Iktah realms near the Whintran Fjord. It's control over the Aurora Archipelago, however, was minimal and, after a succession crisis, both clans from the islands and renewed human efforts would lead to the gradual weakening of the Confederation, until the last Tsotʻaan from the Mxétsʻé, Muqtoxkʻo, would be killed in battle against the Nawan Kingdom in 2232 BC.

With new momentum, human entities would begin to creep back into polykarya as the dze clans fought amongst eachother to fill the void left by the fall of the Second Confederation. After a coalition of clans mounted a successful counter-war against various human and iktah entities encroaching in the Lat Highlands in 1997 BC, the outside pressures would diminish as much of the continent was ravaged by a volcanic winter, which then led to both species fighting amongst themselves, rather than eachother as the natural disaster began to leave power vaccuums in their respective domains.

The coalition would be reformed in the year 1782 BC under the nominal leadership of Weł̣ułʻpʻuł̣un of the Alx̣tsʻan, and it would launch a great invasion of the lands beyond Polykarya, known as the Sundering of the West, reaching as far as the steppes of Torimia, which lasted for nearly 20 years. With any immediate threat to the dze vanquished or subdued, the dze would attempt to form a third confederation, however no clan would be able to bring all others to bend their knee.

Younger Era

The following period of strife between the dze would go mostly without disturbance, as human populations across eastern and central Tselmeg had been ravaged by the sundering. A brief period of Iktah settlement, mostly by Autumnals and Springalians, of polykarya would occur in the 15th century BC, however they would be driven out by the dze after a few hundred years after conflict sparked over the control of the Blue Weald. Human migrations into polykarya would coincide with a period of summers during the 13th century BC. This era would also see the arrival of the Dwarfes who, under the leadership of High-King Tharkûn I, would settle in the Silver Mountains in the year 532 BC with permission from the local dze tribes as had been slowly driven eastwards by arrivals of humans from Ardentia after the sundering.

Geography and climate

At 2,988,641 km2 (1,153,915 sq mi), the Confederation stands as the twelfth largest nation in Kalrania being almost equal in size to Schweiz. In terms of latitude it's current southern borders coincide with the southern borders of Vorstheim, while being the third northernmost nation; it's westernmost point is roughly in the same longitude as the eastern frontiers of Il-Saakan whilst the eastern most point has a similar longitude to Distan's eastern frontiers. The confederation shares a border with Atraland and the Iktah Remnants to its west.

The geography of the Confederation is very varied, the most broad categorizations are the arid south-west, the mostly oceanic to mediterranean south, known as the Sunlands and the hilly forests and steppes making up much of the north and east, the great island of Nuulan being almost entirely forested; around 55% of the total area of the country is forested, a percentage much larger than that of most nations, if not one of the highest overall, and around 10% is dry or desertic in nature with a similar amount is covered permanently in water in the form of lakes and rivers, with the whole of the confederation lying within Polykarya, a region of Kalrania where strange and seldom seen flora and fauna inhabit almost entirely in isolation from the rest of the world. The highest peak of the country is the Snowcrown peak, located within the Ŋketx̣en massif in the north-centre of the country, at 5,567 metres above sea level, with the average height above sea level in the country laying around 1,300 metres above sea level.

Climate

The lands of the Dze are sometimes referred to as the "Land of ice and fire" (Old Dze: "Ŋq̇etʻe qʻun x̣łʻe", referring to the harsh winters it is subjected to and the active volcanoes in its tall mountain ranges. Due to the ocean currents and wind cells, the country is known to drop as low as -60ºC during winters on many areas to the north and east, with temperatures in the summer averaging to 18ºC to 21ºC. The country manages to remain relatively warm all around due to temperature inversion caused by the rapid ascension of the land from the coastlines, creating a uniform temperature spectrum across the country during most seasons, while in winter temperature varies from region to region due to the converging high pressure cells of variable intensities, increasing in effect the lower you go in height.

In the winter the whole country comes under the influence of the Tselmeg Anticyclone. In the western areas however the climate is more temperate overall as the anticyclone effect grows weaker and it is less subject to the conditions set by the wintry bight, one of the most famous of these areas is the mediterranean south. In the sunlands the climate rarely drops from 0°C in the winter, the maximum ever recorded being at 31°C, whilst in the inland deserts, most notably the Tlał̣ŋ́eç desert, the temperature variation can range from -7°C in the night and 37°C in the day during the month of December, being one of the highest variations of temperature known in Kalrania.

The climate of the nation overall, due to the large mountain ranges and rapid height ascension, is home to several microclimates in its valleys and inland regions, as well as having minor geothermal activity which has caused for warm water springs to appear in the interior; other factors to note include the water currents in the wintry bight, which mix warm and cold waters and create more temperate climates in the coasts in spite of the anticyclone phenomenon; this mixing of currents also aids in bringing large amounts of precipitation inland as massive weather fronts from the north pass over the confederation.

The country also has on average 156 cloudless days, more concentrated in the spring and summer and it's a nation with high atmospheric pressure on average. Precipitation is also more notorious in the north and west, with the southern valleys being classified as a cold desert or cold-arid steppe, the most precipitation occuring in the Cloudspear peninsula at an annual average of 1,630mm and the least happening in the Tlał̣ŋ́eç desert in the south-west at 39mm of annual precipitation. The rain shadow effect has created a myriad of deserts in the south below the Eastern and Western mountain ranges. Due to the abundance of creeks and rivers however, as well as glacial lakes, the country is surprisingly well irrigated in most places, despite the rugged geography and the rapid ascension of the topography. This has also allowed for many areas to sustain larger flora concentrations than it normally would from the excess water from the mountains, allowing for greater biodiversity overall.

Most climates in the coastline are humid continental or oceanic, while the vast array of coastal hill systems create a primary rain shadow effect in all areas except for the westlands where the climate is milder, yet this effect is minor and doesn't prevent the precipitation from reaching most of the country. The mountain ranges however create a secondary, larger, rain shadow effect in the central and southern regions which allows for the creation of steppe, sub-arctic and humid continental climates in the interior between them and the hills, however creating cold, desertic climates in the furthest inland regions due to the continentality of Tselmeg; lastly, the mountains themselves are home to widespread tundra climates due to their altitude and position.

Enviromental issues

In recent years, the confederation has been made aware of enviromental issues within its lands, such as pollution from nearby nations, and from the factories established in recent years, while deforestation in formerly mannish dominated lands has caused minor soil degradation and desertification. The nation however has some of the strongest enviromental protection laws of Kalrania and has diverted resources in large amounts to prevent further damage of its ecological order.

Wildlife

The microclimates that characterize the lands of the Confederation have allowed for a great range of wildlife diversity in these enviroments to blossom in almost complete isolation. The wildlife itself is dominated mostly by the synapsid-like Trimetrodontids and the archosaurid-like Saurognathids, with it's sub-clade, the Aveformids, having most airborne creatures and the unrelated Pseriformids dominating the waters of the confederation. The florapsids constitute the plant life of the confederation, the most notable members of this domain being the smooth-barked trees, called Lii, the rough-barked trees, called Xuun, and the seas of different rootgrasses that constitute most of the ground level vegetation.

As noted by IDAR, all fauna and flora inside the confederation belongs to either Haplokariota or Polykariota, two domains of life found almost nowhere else on the planet, with the evolutionary history of these being unclear, however it is theorized that Haplokariota split off from the rest of the life tree early, definetly from Archaea, evolving a secondary domain, Polykariota, as life became more complex and macrofauna more prevalent. The reasoning behind the existance of Polykarya is unknown. The country has a Forest Landscape Integrity Index of 9.72/10, one of the highest in the world, due to the little need for mass deforestation for raw materials, though in areas predominantly inhabited by humans there are localized instances of large scale deforestation, specially in the south-west.

Demographics

The total population of Dzeia has been stated in the 2010 census to be 7,373,782 people, one of the smalest in the world, with a growth rate of around 1.3% per annum. About 53% of the population is below the age of 25, with around 28% below the age of 18. This young and growing population has placed strains to Dzeia's economy. Census numbers do not count Night Sprites, a small species of moth-like beings, which have been given a separate census, their population curently stated to be 435,088 and concentrated exclusively in the holdings of the Dukes of Ontes and in the port of Ŋołtʻokeq. The nation also has one of the highest fertility rates in all of Kalrania, currently sitting at an average of 3.2 across all sapient species, the highest being native humans at 3.9 and the lowest being foreign nationals at just 2.1, with values expected to lower to 2.3-2.6 and stabilize around those figures by 2025.

The nation is a host to at least seven different sapient species, with the Dze forming the majority at 92.5% of the population, followed by humans at 3.5% and then by kemonomimi with 1.9%, with elves, dwarfes and tori forming the bulk of the remaining population. Much of these populations have been newcomers, arriving as early as the 1940's, with foreign nationals in Ŋołtʻokeq starting to supplant native mannish groups as the majority within the species in the census.

Languages

There are more than 150 languages spoken in the Dze Confederation, most of these belonging to the Dzenic Languages and some other smaller families spoken by human groups; another thing to note is the Lingua Francas spoken between people of different groups, of which the most widely used is Old Dze which is also the national language for administration. Most Dze are at the very least bilingual, learning their native tongue, one of the Old Liturgicals and sometimes Old Dze or other languages; most shamans and tʻaaniq are trilingual and further, as they are responsible with interacting with outside peoples the most, the first Tsotʻaan of the modern confederation, Xanaaq̇ut, was reported to know eight languages fluently. This is due to the Dze's innate ability for language learning, aided by their superb hearing and vocal abilities as well as their natural curiosity.

These days Dzenic languages, as well as all mannish languages inside the Confederation, are written in scripts derived from the Moonblade script, an alphabet originally made ten millenia ago for the old dze language, or from variations of the Old Jhu script in the case of some mannish languages.

Religion

Religions in the Dze Confederation (1990)
Religion Population Share
Religious 7,000,000 100%
Tx̣ex̣uq 6,860,000 98%
Zheduktsu 70,000 1%
Mang Na 42,000 0.6%
Other religions 28,000 0.4%
Total 7,000,000 100.0%

Dze follow a set of religious practices collectively known as Tx̣ex̣uq, called Dze Shamanism or Ngunism by outsiders, which seem to stem from a common ancestral religion of which the descendant traditions have only slightly diverged from. Humans on the other hand follow many different religions, including Tx̣ex̣uq, with the most widely practiced being Zheduktsu, of which around 50% of the human population adhere to, with the Mang Na religion being the second largest minority faith.

Tx̣ex̣uq is famous due to the fact that it is fairly decentralized, however the spiritual leaders, the Shamans, have kept the various traditions of Tx̣ex̣uq alive and almost entirely unchanged since the days of the Chalcolithic when these began to be written down and the religion is widely practiced by all Dze. These traditions themselves vary wildly from clan to clan and sometimes even between related tribes, however there is an unanimous agreement regarding the crown deities, the Five Holy Ones, and some of the main philosophies, with each tradition having their own prioritized secondary deities for worship and their own divergent sets of myths. Due to all of this, contemporary tx̣ex̣uq is known as a family of religions rather than a singular belief system, as the original myths and traditions have diverged since the moonblade era to the point where they are mutually unintelligible in many ways. Shamans and religious figures of all of these traditions of tx̣ex̣uq gather occasionally at the Tx̣edzuńńi, which are highly secretive and are for discussing matters of faith, however these events are rare, the last one occurring in 1898.

Most humans however follow two religions: Zheduktsu and Mang Na, both practiced in the cental and south-western regions of the country as well as the northern reaches of the western range in a region called the Mannish frontier, while minority religions are upheld by newly incorporated human groups in the westlands of which their traditions are poorly documented in outside sources.

Government and politics

The Dze rule themselves in a Semi-executive Constitutional Monarchy, with the central figure of the Tsotʻaan, who is elected for life during one of the Great Meetings held annually at the Leaf Lance Valley; these meetings are held by the tsotʻaan and the 153 tʻaaniq of each clan. When a tsotʻaan dies, the Great Meeting elects amongst the most worthy of candidates, usually from the direct family of the last tsotʻaan, which are valued in their worth by their intelligence, strength and craftsmanship, with whoever excells the most at these three categories being elected, be it man or woman. The current tsotʻaan, Łʻysxalx̣, was chosen after the passing of his mother, Ł̣utʻtońat, in 1998 through the right of heritage and duel to first blood.

Since the year 1998, the Tsotʻaan also has the power to name the Seven Overseers, which function in the same manner as a cabinet and who remain in power until resigning or replacing. Of these the most relevant are Foreign Affairs, Economy, Justice and Defense.

Foreign relations

Once a reclusive and isolationist nation, during the late 1950's the confederation began to open up to the world, joining REK in 1961 up until it was dissolved in 2010, to then join the NC the same year, as well as partaking in a number of economic endeavours with many countries, being one of the founding members of the KLoN. The nation's main diplomatic focus has been to maintain as many stable trade relations as possible to propel its economy, while being able to remain relatively free of diplomatic entanglement. The nation also holds individual mutual defense alliances with the nations of Il-Saakan and Owlet.

Military

Enjoying a period of relative peace for 50 years after unification, the Confederation would find itself partaking in many wars to defend its allies, both in and outside of REK, such as the Iktah War, the 4th Outer Union Civil War, the Khaganate Wars, or the War of Heavenly Reclamation, while also using it's peacekeeping forces to send relief to civilian populations in conflicts such as the Baltocarpathian Civil War.

Legal system

The Judiciary of Dzeia is made of a three-tiered, court system, with each tribe having it's own first instance court to judge via a Lawseer, an apellate court in the provincial level and the court of last resort in Łʻysxḿoˮniq at the Supreme Court of Dzeia. Matters of Law and proposed changes to it are discussed in the anually held Great Meetings, with the Overseer of Law, appointed by the Tsotʻaan, acting as the representative of the Council of Laws, which nominates judges and approves the changes proposed at the Great Meetings.

Administrative divisions

The Confederation is divided into 152 Xuŋxł, meaning clan, and subdivided into over 400 Sʻaaq, meaning arrow. Each clan represents a distinct ethnic group within the confederation, the last change to the system being in 2007 with the addition of the Tori clan, however most of these have stopped being ethnically homogenous, as the borders have been mostly unchanged since 1906 and, as such, the populations have slowly begun to drift away from the borders. Each sʻaaq used to represent a tribe within the clan, though in modern times the district is more of a guide on where certain nomadic families may be found, rather than an indication of tribal alliegance proper.

Major cities

Around 5-8% of the nation lives in permanent settlements, most notably from the human, kemonomimi, iktah and dwarven species, as well as all of the nation's sprites being settled, though those are not counted in the census.

 
Largest settlements in Dzeia
2010
Rank Clan Pop. Rank Clan Pop.
Ŋołtʻokeq
Ŋołtʻokeq
1 Ŋołtʻokeq Ŋołtʻokeq 194,964 11 Tugoka Näru 17,936
2 Łʻysxḿoˮniq Łʻysxḿoˮniq 73,820 12 Ngyur Drak Mön 17,301
3 Träkyo Näru 62,428 13 Lo leu Nyen 16,774
4 Myön Drak Mön 61,936 14 Ṭahhawad Ṭerum 15,623
5 Adḥurza Ṭerum 61,310 15 Nakashi Shinkokyo 13,027
6 Darθuzðe Aġarrθuz 57,534 16 Ul-fawa Ṭerum 12,891
7 Gwalagh Garuch 48,621 17 Thorai Rhotoi 12,553
8 Skarios Rhotoi 39,426 18 Gauros Garuch 11,820
9 Gamilnâlan Zigiltarâg 28,592 19 Parangdai Bagawa 9,735
10 Seetan Bagawa 23,173 20 Iisperitʼqʼe Shinkokyo 6,372

Economy

Economic activity in the Dze Confederation has long been based on herding and agriculture, although mining and luxury goods have begun to emerge as the main drivers of industrial production. Once a producer of raw materials, ever since 1989 the nation has quickly began to transition to an industrial economy, with nearly a half of its GDP being from the beverage, jewlery, furniture and, specially, textile industries, with a quarter originating from the mining sector.

Dzeia is ranked as a lower-middle-income economy, with around 7.4% of people living on less than 3.20₼ a day, which is qualified as "extreme poverty", and around 29.3% lives with less than 7.25₼ a day, which is below the national poverty line. Despite this, the nation has been able to pull out up to 6 million people out of this line since 1989 and aims to lower these figures to 0% and 10% by 2020, respectively.

After 1989, a mass of foreign investment, the development of native industries and the railway boom, there was sustained double-digit growth for a decade between 1995 and 2005, stabilizing around 4-8% by 2006 and expected to remain there until 2020, with the nation passing several economic reforms that are aimed to sustain the levels of growth and prevent it from imploding or contracting as investment is overtaken by production. The nation has begun to struggle in the past years with reducing inflation below 4.5%, a goal it aimed to do by 2007, and has been forced to underspend during many years to allow for a budget surplus to serve as monetary reserves due to the nation's small economy. The Łʻysxḿoˮniq and Ŋołtʻokeq Stock Exchanges are some of the smallest in the world by market capitalisation, with a combined 536 companies listed in 2010.

Mining

Minerals represent about 40% of Dzeia's exports monetarily, down from 97% in 1989, while having increased by 15% in tonnes exported. Fiscal revenues from mining represent 14% of the government's annual income, with around 1,000 licenses awarded to native companies. The industry has seen a massive rise as the nation's vast deposits of Platinum, Tin, Copper, Iron and Rare Earth Metals have caught the interest of many nations worldwide; one obstacle however has been the nation's refusal to employ surface mining due to its enviromental protection laws, however it has gone for a two step process in where small scale pit mining of a deposit takes place, to then be taken over by underground mining with the usage of machinery such as insectoid drones from Distan.

Artisanal mining is also widely practiced, with many deposits seeing the extraction by locals throughout the confederation, with state subsidies to provide tools and refining equipment to artisanal miners, who generally work seasonally while also partaking in agriculture or husbandry. It is estimated that there are over 200,000 artisanal miners across the nation, most of whom have banded under the Kʻatłʻonoq to increase profits and provide a method to compete with the larger companies.

Agriculture

Agriculture in Dzeia constitutes around 20% of the nation's gross domestic product and employs slightly over half of the workforce. However, the high-altitude of much of the nation, the mountainous terrain, long winters and high fluctuation in temperature have hindered the development of agriculture, with 85% of the sector's net worth being in Animal Husbandry. With around 70% of the nation being employed as pasture grounds and only 1.5% of the population employed in cropping, the sector is mostly focused around providing the raw materials, such as wool and hides, to the industrial sector. Around 0.5% of the population is also employed in fishing, though it is mostly for local consumption.

Industry

A rising sector in the Dzeian economy, the most prominent export industry in the country are, by far, the luxury goods industries, such as fine textiles, liquor and jewlery, whilst the most prominent industries for internal consumption are regular textiles, furniture, raw good processing and dairy, all of which account for over 65% of the nation's gross domestic product, however employing around a third of the workforce. The industry of the nation, despite being quite old, was not expanded upon until the 1980's, until reforms made during the latter years of Tsotʻaan Ł̣utʻtońat's reign and the massive pouring of international investment led to the Boom of 95-05, in where the industrial sector specially grew massively in output and scale.

Infrastructure

Communications

Telecommunications in Dzeia face unique challenges. As both one of the most sparsely populated nation on the planet, and the one with the highest concentration of nomads, it has been difficult for many traditional ITC companies to take root in the nation, with the dze themselves mostly clinging to silent speech for long-distance communication, either with just their voice or the help of amplifying horns. Nevertheless, landline technologies do follow railway lines into the nation's settlements, mostly concentrated in Ŋołtʻokeq, while wireless technologies have proliferated amongst nomads as part of the nation's "Words in the Air" programme; postal services are provided by state-owned DzePost and 17 other licensed operators.

Energy

The nation's electricity consumption in 2010 was 7.71 TWh, whilst the energy production of the nation was estimated at 6.52 TWh, mostly provided by nuclear and wind power, though natural gas, which is exclusively imported, also forms an important block in the energy sector, specially for heating in the nation's cities. The nation has long aimed to achieve energy independence and has set plans in motion to achieve such by 2025, while also looking for ways to become fully renewable around the same year.

Transportation

The nation is famous worldwide for its refusal to use asphalt roads, relying exclusively on railways for inland transportation; dotted with several conventional, as well as a few HSR, lines, spanning over 10,000km worth of rail tracks, the nation has stations in every settlement, of which there are relatively few, as well as links to most of the nation's mining areas to facilitate transport. Nevertheless, there are minor stone roads connecting the villages of Shinkokyo and settlements in the human clans.

Despite the nation's historical dislike for airplanes, plans for airports at Łʻysxḿoˮniq and Ŋołtʻokeq, to be finished by 2017, have been drafted in order to allow for the quick transport of people, specially diplomats and academics should they want it. The nation does, however, have several Starskiff Ports dotted around the nation, most of them being in the mountainous regions of the country, which operate Starskiffs bought from Da Xing, with DTA Airlines being the national operator of much of these machines. Due to the nation's ban on cars and trucks, all transport inside the cities is either by foot or through public transport, mostly in the forms of trams, metros, buses and taxis. There's also a small ferry transport business that operates in some of the larger bodies of water of the confederation, being exclusively traditional wooden watercraft used mostly for the transport of light goods.

Education

After the unification of the country by Tsotʻaan Xanaaq̇ut in 1906, a nationwide program to teach kids how to write was established in cooperation with the nation's shamans and scholars, which led to illiteracy being virtually eliminated by the end of his reign in 1964. Asides that, however, little was done to create systems of primary and secondary education, with guilds and initiation into roles such as that of shaman being the only way to acquire knowledge outside what was strictly necessary for the tribe and clan.

In 1960, at the tail end of his reign, Xanaaq̇ut would initiate the creation of an eight-year primary education system, however it would be one of the reforms stopped by his daughter, Ł̣utʻtońat, until 1980, where it would be changed to a ten-year program and, finally, a twelve-year program by 1990. Secondary education was strictly restricted to the IDAR, located in Ŋołtʻokeq, until 1980 when proper universities were created out of the Guild Initiation Rites that the nation possessed, some for over two milennia, in Łʻysxḿoˮniq, as well as the UoN being finished in 1983.

As of 2010, universities across the nation enroll over 5,000 students yearly, with over three in five dzeian youths choosing to pursue higher education. Since 2003 the nation has instituted a program to teach Common in all schools in grades 11-12 as an optative course for those wishing to work in fields such as International Relations, Engineering, Mining or the Military; such an effort is due to the nationwide reluctance to teach foreigners their local languages, leading to the Confederation choosing to learn Common instead.

Health

Modern Dzeia has inherited a rich array of traditional medicinal practices, as well as developed a solid modern health infrastructure with the aid of many nations during the 80's and 90's, being noted to have "strong health indicators, in spite of low per capita incomes and thanks, in part, to the nation's commitment on matters of healthcare and a national culture leaning towards good health", with infant mortality and life expectancy being on average quite high compared to nations of similar GDP per capita.

Problems remain, however, with the ease of acquisition of medicine for many nomadic families, many of whom don't live near settlements. A solution to this has been the creation of mobile hospitals with the aid of shamans to work in cooperation with medics, which would reduce the distance and time constraints that nomads have with access to healthcare nationwide.

Culture

The most notable aspect of Dze culture is their semi-nomadic lifestyle, with their internal cultural diversity being most notorious in aspects like music and cuisine.

Dress

Although a very diverse people, in the confederation there's certain dressing universalities, with most peoples using garments such as kneecap-length over-coats for men and ankle-length dresses for women tied with a sash or belt, though these vary from place to place, with the dze living in desertic regions prefering robes. The area with the most diversity for clothing is with footwear, with most people in the nation using different types of boots or similary outfitted shoes with intricate designs and variants.

Headwear is most common in the southern, warmer areas where they are used to cover the head from the heat and sun, whilst in the steppes and some colder areas they are used most commonly in the winter for cover from the wind. Another piece of headwear commonly used are primitive sunglasses, used mostly by clans in the mountains and desert, which are made of finely weaved cloth or reed to protect the eyes in the harshest summers.

Family structure

The inheritance in a traditional dze family is egalitarian, with each child recieving an equal proportion of their parents' livestock and personal items, however due to the dzeii being nomadic there is little to inherit, whilst in human societies it is common for preference to be given to the eldest child as the inheritor of the household, though this varies from group to group.

Extreme priority is placed in caring for the young, due to the nation's previously quite high infant mortality, with most cultures having a taboo of naming a child before the age of four due to this phenomenon. Still, most families on average have three children, down from twenty years ago being four.

Visual arts

Visual art has been historically created for religious purposes or for the decoration of tents to mark out the individuality of a Dze. Paintings in Dze culture are most recognizable in the Ḳawaq style, usually done on parchment or animal skins/felt. Of these the most common type and well renowned is the Ḿx̣łqułʻ or "traditional style". Although most Dze practice different forms of crafts, it is viewed in a positive light to have knowledge in the making of a Ḿx̣łqułʻ, if only for decorative purposes, to mark one's own distinctive identity as a creator of objects. Many dze take delight as well in the decoration of tents with depictions of their ancestors or of daily life and general religious motiffs.

Other forms of visual artistic expression include weaving, totem-making and pottery designing, practiced with widely across different clans.

Architecture

Although the Dze themselves do not build stationary homes, humans within their lands are sometimes sedentary, with unique architecture styles that bear evident influence from Dze tent designs. The most prominent of these is the Gyampi Tsak style of the Mong Lak people, designed to inhabit the rainy hills of Hammerfall peninsula that arose in the early 1st milennium BR.

Dze homes are usually called x̣eḿt, a word that has a broad meaning but is generally understood to be a type of tent, which are mostly circular with a dome-shaped roof or entirely dome-shaped with a few variants being more conical in shape. The x̣eḿt is the foundation for all Dze-inspired arquitecture, such as the Khet Tsekh, and are famous for their quick assemblage time, with three Dze being able to place a x̣eḿt in two hours. The materials for building a x̣eḿt are usually an outer layer of felt, a few layers of skins, a wooden frame to support the structure and a padded cover between a wooden base floor with a woolen carpet on top, while human homes are usually built out of wood, stone and sometimes brick depending on the location.

Music and dance

The Dze, due to their vocal abilities, have integrated bitonic singing into overtone, creating a tritonic chant of infrasound and two audible pitches. Combining what the Dze call "Qiŋul", silent speech, and audible speech they are able to transmit both a mood in the song and to give it an intended effect in its listeners with the silent speech, being the infrasound component and able to have physical effects in those who hear it. The Dze have several variants of fiddles, made of animal gut and hair, whose use ranges from storytelling to every day music, as well as several varieties of drums and flutes. The most famous instruments are the Cewq drum and the Çǫhiq, Miiq and X̣uhun flutes, used by the Eastern Dzeii peoples, like the Nywan tribes.

The music styles in Dzeia are mostly comprised of 3
4
, 4
4
, 5
4
and 7
8
time signatures, with the most prevalent musical styles being the Long Song, Overtone Singing and a style of music similar to a Taximi. These are usually accompanied by dances in an open circle of which the most famous styles are the Ḳnḳał̣uq or "rain dance", practiced by the Ŋǫłiníí people of the cloudspear peninsula, and the "wind dance" practiced by peoples in the greater range and the adjacent valleys.

Cuisine

Dzeii cuisine predominantly consist of meat, dairy and fats with small contributions from wild vegetables and herbs. The most common dish is smoked or salted meats, be it of a land or aquatic animal's meat, thanks to their long spoiling time, however during feasts and events it is much more common to see roasted meats, cooked directly on the spot. Other frequent sights are stews and soups, specially during winter times, which are made as a way to use as little food as possible to feed as many people without exhausting their limited reserves.

The extreme climatic conditions has influenced the cuisine in the lands, specially for the nomadic peoples where access to vegetables is less standard; for these great majority of peoples the vegetables have, due to their wild nature, extremely sophisticated cooking methods to make the most out of them; spices however are a common part of the cuisine of several groups due to the prevalence of the types of plants needed throughout the land as well as the extensive trade networks present in the land. Dzean cuisine is also very noticeable for the prevalence of fruit and herb kibble-type deserts and drinks.

Sports and festivals

The national festival in the confederation is known as The Games, a milennia-old tradition occurring exactly three days after a Great Meeting in where skilled sportsmen are sent by all tribes to partake in games honouring the main Dze deities and celebrate the continuation of the unity of the clans, the main traditional sports of the festival are foot and horseback archery, wrestling and horse racing, however in later times activities such as bone flicking and rayhawk games became mainstream as well. Although not celebrated nationwide for over two thousand years, in 1906 the festivity was re-instituted by Tsotʻaan Xanaaq̇ut after unifying the country. The nation has also now famously hosted the 2009 Eclipse Games in the cities of Łʻysxḿoˮniq and Ŋołtʻokeq.

Other notable festivals practiced in the confederation are the Dze Lunar Year, occuring on the 16th of February, and the Solar New Year, occuring on the 21st of February, with the period between these festivals being called the Birth of the Five Holy Ones, which are a collection of highly revered deities. Asides that, the Sunhawk Festival is celebrated annually on the month of Magnus in the Central plains by a wide array of clans and the Nang, a religious festivity celebrated by the Mong Lak people in honour of the main Mang Na deities.