Iroquoian facts, information, pictures . A sixth tribe, the Tuscarora, joined the League in 1. Roanoke River in response to hostilities with White colonists. In the 1. 98. 0s members of the six Iroquoian tribes lived in Quebec and Ontario, Canada, and New York, Pennsylvania, Wisconsin, and Oklahoma in the United States. ![]() Location. Lawrence River south to the Susquehanna River. Within these boundaries each of the original five tribes occupied a north- south oblong strip of territory; from east to west, they were the Mohawk, Oneida, Onondaga, Cayuga, and Seneca. The region was primarily lake and hill country dissected by numerous rivers. Deciduous forests of birch, beech, maple, and elm dominated the region, giving way to fir and spruce forests in the north and in the higher elevations of the Adirondack Mountains. In aboriginal times fish and animal species were diverse and abundant. Demography. By 1. Iroquois tribes numbered at least sixteen thousand, not including several thousand persons of mixed blood. In the 1. 98. 0s the total population of the six tribes was estimated to be over twenty thousand. Affiliation. The languages of all six tribes are still spoken. History and Cultural Relations. The Iroquoian confederacy was organized sometime between 1. Subsequent to European contact relations within the confederacy were sometimes strained as each of the five tribes sought to expand and maintain its own interests in the developing fur trade.
For the most part, however, the fur trade served to strengthen the confederacy because tribal interests often complemented one another and all gained from acting in concert. The League was skillful at playing French and English interests off against one another to its advantage and thereby was able to play a major role in the economic and political events of north. Eastern North America during the seventeenth and eighteenth centuries. The Iroquois aggressively maintained and expanded their role in the fur trade and as a result periodically found themselves at war with their neighbors, such as the Huron, Petun, and the Neutral to the west and the Susquehannock to the south. Much of the fighting was done by the Seneca, the most powerful of the Iroquoian tribes. From 1. 66. 7 to the 1. Iroquois maintained friendly relations with the French, and during this time Jesuit missions were established among each of the five tribes. Iroquois aggression and expansion, however, eventually brought them into conflict with the French and, at the same time, into closer alliance with the English. In 1. 68. 7, 1. 69. French military expeditions raided and burned Iroquois Villages and fields. During Queen Anne's War (1. Iroquois allied with the English and at the war's end were acknowledged to be British subjects, though they continued to aggressively maintain and extend their middleman role Between English traders at Fort Orange (Albany) and native groups farther west. The victory of the English over the French in North America in 1. Confederacy by undermining the strategic economic and Political position of the tribes and by promoting the rapid Expansion of White settlement. When the American Revolution broke out in 1. League as a whole nor even the tribes individually were able to agree on a common course of action. Most of the Iroquois allied with the British and as a result during and after the Revolution were forced from their homelands. In the period following the American Revolution the members of the Iroquois tribes settled on reservations in western New York state, southern Quebec, and southern Ontario, where many of their descendants remain today. ![]() Settlements. Villages were built on elevated terraces in close proximity to streams or lakes and were secured by log palisades. Village populations ranged between three hundred and six hundred persons. Typically, an enclosed village included numerous longhouses and several acres of fields for growing crops; surrounding the village were several hundred more acres of cropland. Longhouses were constructed of log posts and poles and covered with a sheathing of elm bark; they averaged twenty- five feet in width and eighty feet in length, though some exceeded two hundred feet in length. Villages were semi. Permanent and in use year round. When soil fertility in the fields declined and firewood in the vicinity became scarce, the Village was moved to a new site. This was a gradual process, with the new village being built as the old one was gradually abandoned. The settlements of the five tribes lay along an eastwest axis and were connected by a system of trails. Economy. Subsistence and Commercial Activities. In addition, they fished and gathered berries, plants, and roots. Before the arrival of Europeans the primary weapons were bows and arrows, stone axes, knives, and blowguns; however, by the late seventeenth Century European trade goods had almost completely replaced the traditional weapons and tools. The principal crops were maize, beans, and squash which, in addition, were prominent in ceremonial activities. In good years surplus crops were dried and stored for future use. After the harvest of crops in the late summer, the seasonal round included fall hunting that lasted until the winter solstice, early spring fishing and hunting of passenger pigeons, and then spring and summer clearing and planting of fields. Farming has now been largely abandoned by the Iroquois, although the annual cycle of festivals and ceremonies associated with planting, harvesting, and other traditional economic activities persist. In the 1. 98. 0s most Iroquois who are employed work off the reservations Because economic opportunities are so limited on them. Some men, for example, work in high steel construction, which has been an important source of employment for the Iroquois since the late nineteenth century. Industrial Arts. House frames, pack frames, snowshoes, toboggans, basket rims, lacrosse sticks, and other wood products were made using these techniques. Rope was made from the inner bark of hickory, basswood, and slippery elm, and burden straps and prisoner ties were made from the braided fibers of nettle, milkweed, and hemp. Pipes of fired clay were among the many types of items manufactured by the Iroquois. They are known for making ash and maple splint baskets, although this craft may be of European origin. Trade. Clay pipes were an important trade item that reached other native groups all along the east coast of North America. The aggressive behavior the Iroquois exhibited toward their neighbors during the fur trade period has been interpreted by some as the result of their aim to protect and expand their middleman role. Others have suggested that the behavior was related to the scarcity of furs in their own territory and the resulting difficulty in obtaining European trade goods. Port Manteaux churns out silly new words when you feed it an idea or two. Enter a word (or two) above and you'll get back a bunch of portmanteaux created by jamming. A list of 4 letter words and useful four letter Scrabble words. UOP Students can get homework help for book notes, essays, course notes, flashcards and other quiz. Now complete your homework assignments at UopCourseworkHelper. According to this theory, the Iroquois warred primarily to obtain the trade goods of their neighbors who were in closer contact with Europeans. After the center of fur trading activities had moved farther west, the Iroquois continued to play an important role as voyageurs and trappers. Division of Labor. In addition, men had the more visible roles in tribal and confederacy politics. Farming was the responsibility of women, whose work also included gathering wild foods, rearing children, preparing food, and making clothing and baskets and other utensils. Land Tenure. Among the Cayuga, Onondaga, Seneca, and Tuscarora, the matrisibs were further organized into moieties. Among the Mohawk and the Oneida, no Moiety division was recognized. Descent was matrilineal. In Modern times, the stress placed on patrilineal inheritance by Canadian authorities has undermined the traditional system. Kinship Terminology. In one's own and the first ascending and descending generations parallel relatives were classed with one's lineal relatives and cross relatives were referred to separately. Marriage and Family. Marriage. Postmarital residence was matrilocal. Polygyny was practiced, but by the late eighteenth century had entirely disappeared. Divorce was possible, and when it occurred the mother retained full control over her children. Domestic Unit. Each extended family group occupied a longhouse within which individual nuclear families occupied designated sections and shared common hearths. Each longhouse was under the control and direction of the elder women in the extended family group. Inheritance. In the 1. Iroquois on reservations in the United States, but not so for those in Canada, where the government has enforced a patrilineal system of inheritance. Socialization. There was a clear dividing line between the activities of men and women and the ideals of male and female behavior, and roles were communicated to children by elders through oral traditions. Except for those who achieved political office, no formalized rites of passage marked the transition to adulthood for boys or girls. Sociopolitical Organization. Social Organization. Moieties had reciprocal and complementary ceremonial functions and competed against one another in games. Matrisibs cut across tribal boundaries so that members were found in each tribe and Village and often within each longhouse. Political Organization. When the Tuscarora joined the League in 1. The Council was a legislative, executive, and judicial body that deliberated only on the external affairs of the confederacy, such as peace and war, and on matters common to the five constituent tribes. The council had no voice in the internal affairs of the separate tribes. Tribal representation on the council was unequally distributed among the five tribes, although abuse of power was limited by the requirement of unanimity in all council decisions. Below the level of the League council were separate tribal councils concerned with the internal affairs of each tribe and each tribe's relations with external groups. The tribal council was composed of the sachems who represented the tribe on the League council. Alignment – d. 20. PFSRDThis game assumes good and evil are definitive things. Evidence for this outlook can be found in the indicated good or evil monster subtypes, spells that detect good and evil, and spells that have the good or evil descriptor. Characters using spells with the evil descriptor should consider themselves to be committing minor acts of evil, though using spells to create undead is an even more grievous act of evil that requires atonement. Creatures with an evil subtype (generally outsiders) are creatures that are fundamentally evil: devils, daemons, and demons, for instance. Their redemption is rare, if it is even possible. They are evil to their very core, and commit evil acts perpetually and persistently. Mortals with an evil alignment, however, are different from these beings. In fact, having an evil alignment alone does not make one a super- villain or even require one to be thwarted or killed. The extent of a character’s evil alignment might be a lesser evil, like selfishness, greed, or extreme vanity. Having these qualities might not even cause the character to detect as evil when subjected to detect evil, as creatures possessing 4 or fewer Hit Dice do not register to the spell (with the exception of clerics or other characters that radiate an aura). A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. Alignment is a tool for developing your character’s identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent. All creatures have an alignment and alignment determines the effectiveness of some spells and magic items. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free- spirited, but they do not have the moral capacity to be truly lawful or chaotic. Good Versus Evil. Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit. Good Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. Evil Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master. Neutral People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others. Law Versus Chaos. Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it. Law Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed- mindedness, reactionary adherence to tradition, self- righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should. Chaos Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them. Neutral Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others. Alignment Steps. Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric’s alignment must be within one step of the alignment of her deity. Lawful. Neutral. Chaotic. Good. Lawful Good. Neutral Good. Chaotic Good. Neutral. Lawful Neutral. Neutral. Chaotic Neutral. Evil. Lawful Evil. Neutral Evil. Chaotic Evil. The Nine Alignments. Nine distinct alignments define the possible combinations of the lawful- chaotic axis with the good- evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts. The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM’s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them. Alignment is a tool to aid players in creating personalities for their characters. It is a guideline for a character’s morality, and Game Masters should not use it to unduly hamper characters, nor should it be used to straitjacket PCs in regard to determining the relationships between them. Just because two characters are of good alignments—possibly the same alignment—does not guarantee they can work well together. Other personality traits ultimately affect the type of relationship formed, not just similarity along the good- evil alignment axis. Good Alignments. The good alignments are shorthand codes indicating that characters generally have some of the following characteristics: they oppose evil, respect life, defend the innocent, and sometimes make personal sacrifices to aid others. In contrast, characters with evil alignments have no qualms about killing innocents and sacrificing others as a means to achieving their own goals. The alignment rules are indeed part of the game, and they should not be ignored, but they need not spoil your fun. GMs and players should discuss alignment’s role in the campaign, making sure that all agree or understand how the system works within the game, how much alignment will be stressed, and what its ultimate role is in the game. In such conversations, your GM may want to provide a procedure for changing or deviating from an alignment and for any character effects that might result from doing so, particularly in regard to paladins or monks. The following sections present several examples of each of the good alignments, showing that characters need not be cookie- cutter versions of each other but rather can include a variety of opportunities for roleplaying. Additionally, they detail significant advantages and challenges for each of the alignments, while discussing character possibilities and ways to deal with moral quandaries. Or perhaps you believe one’s own daily life should be planned and controlled to the tiniest detail—you have your daily rituals, and these cannot be disrupted. Order in life leads to a clear, peaceful mind. If you want to take on the role of a good character, you can make your job easier by planting a strong motivation at your character’s core. The following ideals can help define your good character’s personality and guide her actions. Motivations For Good Characters. Use the following motivations to help focus your character’s purpose in the game and build your champion into a world- renowned hero. Then consult the appropriate alignment section in the pages that follow to see how you can differentiate your character from other individuals of the same alignment. Equality: No individual is better than any other. Freedom: People are meant to be free. Nothing incites your ire like witnessing slavers buy and sell others, hearing stories about raiders kidnapping people to bring them to market in other lands, or learning about leaders who subject their people to harsh treatment or impose severe restrictions on their people’s liberties. You abhor slavery in all its aspects, and seek to release the downtrodden from dictatorial rulers and eradicate the slave trade—or at least disrupt and curb it where you can. Honor: The true measure of a person is her honor, how she responds and acts, whether in the midst of war or in everyday matters. You follow a strict code of behavior that guides your path in this world, and you expect others to do likewise. While your strong sense of honor may lead you to be a cavalier or paladin, you could just as easily be a wizard with a code of honor regarding magical duels—or maybe there is honor among thieves, and you are a rogue who regulates the thieves’ guilds, ensuring only those who abuse the less fortunate with their excessive wealth are relieved of it. Justice: It is important to you that others receive the punishment they deserve for wrongdoings, and the law must be fair to all. You might fight to protect the civil rights accorded under the law, tangling with politicians who seek to disregard or outright abuse them. Turnitin - Technology to Improve Student Writing. Revision is essential to great writing. Help students become better writers with specific, actionable feedback throughout the writing process. Engage students in a supportive writing space that extends the reach of instruction and aligns with learning outcomes. Discover Revision Assistant.
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