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Post by Admin: Otto on Mar 18, 2023 12:09:19 GMT -5
Cultural GroupsThe Borderland Dvoryanin
A collection of culturally similar tribes that make their home along the borders of the north and southern regions of the Zeinav Desert. The Dvyoranin men are traditionally of swarthy complexion and dark hair with famously long mustaches, while the women are tall, pale skinned, and blonde to almost white in hair color.
The South The Valley Dvoryanin strongly hold onto their nomadic roots, following migration patterns of herds of animals in large caravans of white and brown hide tents mounted on wagons surrounded by a swirling mass of outriders that act as scouts and messengers. Their movements across the grassy plains are heralded by a mass of rippling yellow and gold flags that denote the clans that are part of that particular migration.
Dvory Racing Crown
The major cultural festival is the annual meeting of the Ash Land and Valley Dvoryanin in the middle of the Zeinav Desert where the biggest horse race of Charon take's place. The Dvory Racing Crown acts as a festival and the accepted way of settling grievances among the Dvoryanin. Outside of the 100 mile endurance horse race that is the main event and the associated gambling, there are an innumerable amount of sabre duels, the sabre being the most prolific blade among the Dvoryanin. The outcome of the races and these duels establish the hierarchy between the Dvoryanin till the next meeting. The Horse Lord Tribes
The Twelve Great Tribes Oh’Mek, Katua'Pu, Ganaatokee, Dettowa Crow, Crab, Yupa, Tiwok Lauk, Red Riders, Jidatsa, Braddock
The Twelve Great Horse Lord Tribes of King’s Valley are roaming groups found all across the country. Though their cultures and beliefs are diverse, they have forged a tentative peace. Relations between individual tribes are varied, most only engaging in trade when necessary, though understanding that coexistence is necessary for their continued survival within the Valley.
To mitigate conflict, the twelve chieftains from the tribes hold annual meetings within the planes to ensure continued harmony. These meetings are recorded in song and tapestry, containing individual verses and pictures depicting each of the individual tribes that blend into one another in seamless harmony, a representation of their continued relations. When a tribe is banished from this alliance, their verse is removed from the song, and the threads of their image are removed from the tapestry. From that point on, they are considered dead to the tribes; left to their own devices, and never acknowledged, or removed from future song and art. The only indication that a banished tribe once existed is the discordance in an otherwise seamless melody, and the stitching in a tapestry where something has been removed and brought together.
Banishment is a rare action, generally only taken in extreme circumstances, though these reasons are generally lost to time, as the Horse Tribes make no record of why these banishments occurred. Since their most recent banishment of the Wind-Song Peoples, the twelve great tribes have coexisted in peace, though recent rifts have occurred due to tensions with the Red Riders… Extinct Tribes Miroquois, Wind-Song, Thunder-Hoof Talon, Potauk
The Red Riders The Red Riders are a collection of men and women from all the other tribes plus those that came on the Red Ships. Their skill in horsemanship and other aspects of the life of the plains is second to none as they bring strengths from all the other members of the people. The blades and armor that the Red Ships brought with them help keep their warriors technologically superior to the warriors of other tribes as they have access to lamellar and chain intermixed with the hide and leathers common to the people. They believe in absolute freedom and have gathered as a people to make that idea a reality. The men and women of the Red Ships were dissidents from Dragon's Cradle that left their homeland in search of a place they could be truly free and in control of. After weeks at sea, they lost a good deal of their tribe and mounts and were eating nothing but what they catch or shoot down. When the storms broke and they saw land, they moored on what was the southern point of the King's Valley bordering the Marsh Flats and the inner sea. The people who greeted them were not like them and were kinder than any they had met before, sharing their homes, food, and land with them. In turn they shared their weapons, armor, beliefs, medicine, and manpower. The people they met were a small gathering of exiles from other tribes, and it was in this gathering of like minds that they formed a new tribe of people, bringing in youths from other tribes that fell in love with their philosophies as well. As their core belief they refused to name a chief amongst them and instead voted on all things so that the majority voice was the one that was heard most. It was in this strength of union that they were able to grow so rapidly and begin to become an actual threat to the various groups of bandits that had taken hold of the heartland. After several long years, they pushed the bandits to the recesses of the Valley and had made it as safe as possible for to live and flourish, but this also led to their size becoming too big for them to sustain on their own. This is when they began to raid and ask for tribute from all that crossed their territory. This is also when they began their tribute to the High Chief to cement themselves as necessary and above reproach. As they lost warriors in their raids, they began to bolster their numbers with any that had come to them for work, or to live amongst them. This would result in all sorts of bandits like the very men they had spent decades hunting joining their community. Their ruthlessness and the fear that strikes at their hearts of those that see the Red Riders upon them has become legendary and a tale that many a merchant has slung in taverns across Charon. The Red Riders set up raiding camps and roving bands of warriors throughout the southern plains and its forests. Their camps are easy to spot by the large banners with a black mare on a red background, and their two layers of palisades. Their prioritization on battle tactics that meld both the ways of the original tribe and that of the bandits is terrifying and awe inspiring all at once.
The Oh'Mek Tribe
The Oh'Mek Tribe reside in the plains of King's Valley. Their settlement sits near the tree line of Kingswood. Being highly spiritual in nature, the tribe is no stranger to the superstitions of the Kingswood, always choosing to respect the plant life and creatures that reside within it. As with other tribes that populate the Valley, the Oh'Mek are not just known for their hunting skill, but also for their fighting capabilities. The Oh'Mek primarily use the bow and the sword/knife. Being hunters, stealth is their core principle. Their style of fighting heavily embodies the saying, "The punch that knocks them out is the punch they never see coming." Like their fellow plainsmen, the Oh'Mek are no strangers to worshipping Ginma. Although where most of the tribes are absolute in their devotion to Ginma, the Oh'Mek are more understanding and open. Not all beings in Charon have a connection to the gods, which in turn means that not all plainsmen have a connection to Ginma. A fact that they have come to know due to their high frequency of interaction with outsiders of the Valley. They value showing respect to others regardless of what region they hale from. Due to their kindness to outsiders of the Valley, some of the other tribes view the Oh'Mek as beneath them. While there are tribes who go out of their way to steer clear of the Oh'Mek, they maintain strong connections with the tribes that don’t. Since their settlement sits so close to the Kingswood, caravans of merchants often interact with the Oh'Mek. Members of the tribe have often been hired as guides through the wood and share their culture with the outsiders. Due to the frequent visitation of passing caravans, the Oh'Mek have mingled and taken in many a passing merchant and traveler.
The Katua'Pu Tribe The Katua'Pu is one of the most pacifist tribes of the plains, mostly comprised of gatherers and shepherds. They are also one of the few to have a fixed settlement high in the mountains to the southeast of the plains, where they gather twice a year during the days and nights of Solstice to feast and dance. It is also where they usually display their beautiful tapestries that tell their stories, along with the new ones that people work on during the whole year.
They are wise philosophers, and a very spiritual people, usually advocate for peace and balance. There is a slightly matriarchal tone to their culture, with midwives and wet nurses placed in high regards within the society, but they are usually very balanced in term of the hierarchy of power, with a deep respect for their elders. The leadership is always a couple, a Child of Ginma and a Child of Solaria, and while they hold the final decision for their people, it is common to hold big meetings among the Elders to help make important decisions.
Over the course of their existence, it was common for other more violent tribes to raid upon them since they usually don’t have many warriors among themselves. Even now, the Katua'Pu try to always solve things in a non-violent way, making friends out of the other tribes to avoid conflict and have those who would protect them around.
They often keep big flocks of sheep, from which they get their high-quality wool for their tapestries; and goats for the milk to make their sought-after cheese. When they must slaughter one of their animals, it is always in a painless, ritualistic, and respectful way. Since their tapestries are highly valued by other tribes and merchants, they often trade and do business with everyone else. Despite their preferred colors, their tapestries are often vibrant and extremely colorful. They are a calm, stern and happy people, soft spoken and a bit shy by the other tribes’ standards. They are known for being rather superstitious and for having some weird beliefs. One of the most common one is that one should never call out for other people’s name three times in a row.
It is common for their shepherds to be Children of Solaria, graced by the Sun God with healing hands, which is fitting for their role of nurturers and caretakers. Most of their warriors, while rare, are Children of Ginma and often take the role of gatherers. They are monk-like, wise people who are said to be able to punch holes through rocks and trees when provoked. They are not fond of blades, except the little knives they use to collect herbs, and use their quarterstaffs to defend themselves. Their knowledge of herbs is extensive, and alchemists and herbalists across Charon are known for coming to the plains with the sole purpose of shadowing a Child of Ginma to learn. Given their gentle nature, there are often glad to oblige.
Both Children of Solaria and Ginma use staffs in their daily lives and hold them as symbols of their positions. They usually like to decorate and carve their life story on them. Children of Solaria often prefer to attach ornaments like feathers and frills to theirs, painting their lives on it. Children of Ginma will use their earth-bending abilities to carve their staff and tell their story, while keeping it sturdy for combat, when necessary.
The Katua'Pu, sadly, had almost been erased from the plains a couple times, their only settlement raided and their ancient tapestries either burned or stolen. It is said it came to a point where a few surviving Children of Solaria united to bring about a curse towards a warring tribe that had just raided their settlement: all their attackers suddenly became weak under the light of the Sun God, and their blood became so thin and weak they needed to take other people’s blood to survive. It is hard to say how much of this legend is true because the mentioned tribe that attacked them no longer exists. It is the only registered instance where the Katua'Pu has taken revenge on their attackers. What stands as a fact is that, since then, aggressive tribes often think twice before raiding the Katua'Pu now, especially when there's a Child of Solaria or Ginma present.
The Ganaatokee People The Ganaatokee People come from the southern forest and plains of the King's Valley, bordering the ocean and the Marsh Flats. They have spent several centuries honing their unique style of mounted combat that involves using a metal staff with fixtures for a sling at one end of it, utilizing horse archery to the extreme as they fling sling bullets at their fleeing foes. When engaging in close combat with their polearm-like staff techniques, they use their metal construction to its fullest, striding atop their horses and typically aim for the skull. The half circle like sling tops also allow them to grapple their foes which has gained them a reputation as ruthless warriors, a stark contrast to their otherwise peaceful and negotiation first tactics. As a people they live in thatch houses within their sacred village and then use domed tents when they travel, either as merchants or raiders depending on the needs of the people. They smoke and salt most meat they harvest and prefer corn and wheat as a growing crop. They have also been known to ferment berries and wheat into a drink they call "Ichor" that is nearly as alcoholic as the ale the dwarves make in the Bleakfort, albeit with a sour fruity taste. The Ganaatokee fear what the Red Riders mean for their people as a whole and that they have the High Chief’s ear when it comes to keeping the security of the Valley. Their raids and warbands do keep out intruders en masse, but they also harm anyone who crosses them. If only their tribute wasn't so helpful, and then they could be rid of them... The Dettowa Tribe
The Dettowa Tribe claim the range of land just north of Thunderhoof Village and for twenty miles more towards the inner coast. It is in these wide-open plains that they move about in yurts and raise cattle and sheep, the products from these animals making up most of their diet. They are a proud warrior people and have been known to raid many a caravan that moves through the King's Valley, yet they also respect those that have made pacts with them and will defend their trade routes to the last warrior. An uncompromising people, their opinion is heavily valued whenever the moot is called. Their position always that of what the Great Tribes need most at any given moment, with stability and peace their first choice. They believe that even though they are proud warriors and have always and will always train every member of their tribe in their ways of war, they would rather use them as a last resort if possible. This extends to their raiding habits as they typically like to ask for tribute first and will strike after if rejected. It is only right after all that the travelers pay to use their land, isn't it? The Dettowa are the most suspicious of the Red Riders, but they accept them begrudgingly as the High Chief tolerates them and the benefit they bring. Their raids on outsiders helps keeping all but the Knights of Duros out of the plains, but their raids on locals are of great concern. People of the Crow The People of the Crow have made their home in the rolling hills along the Southeast Side of King’s Valley. They prefer higher altitudes, and stake their settlements at the tops of hills in portable, rounded yurts. Ritual is extremely important to the Crow Peoples. They are nomadic, basing their behaviors off of the migratory patterns of the birds that they revere. Their rituals and customs revolve around collecting feathers and braiding them into hair. Habit is their way of nature; and deeply ingrained in them are the habits of battle, and self-defense.
Though they are not an outwardly aggressive peoples, they are quite isolated, and will defend them and theirs when it comes down to it. Those who have been trained as warriors and fighters are made distinct with red clothing and accents, and wear their weapons in the open.
In addition to their ritualistic beliefs, their culture is largely guided by their worship of the Crow. They have a strong belief in augury - fortune telling by way of reading the numbers and patterns of the birds. They follow these prophecies like truth, believing the crows to hold ancient wisdom to guide their human actions.
Leadership in this tribe is not passed down from any one lineage. The election of a new tribe leader is a ritualistic process, where the wisest augurs and scholars and hunters set out in search of the wisdom of the birds. They travel up to a secluded hill, knowledge of which has been passed down in bird-song and old tales. It is within the darkened cave of this secluded hill that the People of the Crow believes an ancient spirit resides, one that will give them the power of their divine animal; an ancient werecrow whose human form has been warped and distorted until it was lost to time. Prospective leaders surrender themselves in front of the beast, allowing themselves to be scratched by its talons and face its judgment. Those who are not strong enough to survive the sickness brought on by the curse merely die, buried beneath the mounds of the Valley with their possessions, to aid their journey to the afterlife.
But those that survive - they find themselves irrevocably changed.
Only those who have accepted the spirit of the crow into their soul and body are fit to become leader. They do not view the affliction of the werebeast as a curse, but that they are bestowing the most fit to lead with the wisdom of the crows. By accepting the curse, they become closer to the sky, able to take flight when fully transformed. Their wisdom as regarded as law - even their mindless, bestial rage that can overtake them when fully surrendering to the transformation.
The People of the Crow are generally isolationists. They pay little mind to the comings and goings of others, not particularly aggressive but not willing to engage in relations and trade with others. Outsiders who bring offerings of animals may be treated like a friend - allowed to pass through with no trouble. But visitors may find that the People of the Crow are rather secluded, rarely acknowledging others that encroach upon the borders of their camp once they have determined that there is no threat.
It is this stubbornness that has led to a decline in their strength over the past few years. They are hunters and scavengers, and rather protective of the people within their own flock. They sustain themselves on game and foraging, with little trade to subsidize what they are lacking. Their weapons are primitive and often repaired simply with the bark of trees, or simply cast away while new ones are scavenged from old bodies and grave sites. Though their way of life is not unsustainable, their stubbornness has kept them trapped in perpetual antiquity. While the world changes around them, they remain the same. People of the CrabThe People of the Crab primarily reside along the southeastern peninsula of King’s Valley. Being a tribe that primarily relies on the boons of the ocean, their culture is markedly different from other vagabonds and settlements from the Valley. The People of the Crab live between a few scattered settlements along the oceanfront, though communication between groups is strong. These small pockets are flexible, always shifting like the tide, and capable of packing up and moving at a moment’s notice and moving where they are needed, which primarily occurs when confronted with storms. They have little need for currency; they primarily trade in valuables scavenged from the ocean.
The people of this tribe are traders and hagglers. Though they do not believe in the power of money such as the Solar, they are generally willing to engage in cultural and material exchange with other tribes, finding much more value in practical goods they can make use of. They offer their own common goods; fish, washed-up relics, and even pearls, for food weapons, and clothing from other tribes. In the absence of red meat such as beef, mutton, and yak that other tribes sustain themselves on, the People of the Crab primarily sustain themselves on fish and creatures that they can scavenge from the sea. Red meat is a rarity generally only obtained by trading.
The People of the Crab are not especially spiritual people, though belief differs on a case-to-case basis. There are some within the tribe who follow the teachings of the main pantheon, mainly Avasha and Salina, respecting the fury of the storm. Fortunately, most are of the belief that prayer alone is insufficient to guard from storms that ravage the coastline. They believe in solutions they can see and touch. They are quite experienced in the practice of flood protection and sensing the storm on the winds. And they are more than happy to share this knowledge with outsiders… for a price.
Warriors are rare in this tribe. They are divers and fishermen who spend their days in the sea and understand both its serenity and its beauty. They spend their days searching the depths for objects to make use of, not a single treasure from the sea gone to waste. They use driftwood to fashion their fishing spears, tools that double as weapons when peace needs to be kept.
There is a saying popular amongst this tribe, “One must be firm yet delicate to extract the best meat from the most stubborn crab” - which is likely where their name came from. It is a reflection of their practicality and grounded nature. They see beauty in simplicity and understand that there is a need for everything. Their down-to-earth nature, coupled with their understanding of the necessity for violence with the situation calls for it, makes the People of the Crab formidable enemies indeed. It is only their lack of numbers and their utter disinterest in politics that does not identify them as a threat. They merely keep to their own little pockets of life, happy to share what they have and receive in return. The Yupa TribeThe Yupa Tribe are nomads that roam the central planes of King’s Valley, generally between the Zeinav Desert and King’s Valley. They rarely stay in one place for long, and their location generally means that the people of this tribe work as mercenaries and escorts for travelers moving north and south through the plains. They are generally more sociable with outsiders and are most closely linked to the Dettowa Tribe, whose territory they generally pass through when moving southward.
Much of the Yupa’s customs originate from their strong belief in the primordial power of the land. They believe less in Ginma as a deity and more in the earth itself, and that his will is woven into every creature, living and nonliving. They believe that mankind was imbued with a minuscule portion of Ginma’s spirit; that every human, by nature, is a little bit divine. Tapestries depict the creation of mankind as humans rising from the clay, with that mote of divinity making them flesh and blood and sealing their souls within their bodies. As such, clay work is incredibly important to the Yupa People. They make bowls and pots and vases which are shared freely with outsiders. The most sacred act, however, is the act of making masks.
The act of mask making is incredibly personal to the Yupa people. It is a coming-of-age ritual within the Yupa to be given a piece of clay mold it into a mask and paint it, which they will then wear for the rest of their lives. As the Yupa believe they came from clay, there is nothing more vulnerable than constructing a mask from this material. The Yupa believe that this mask contains a small piece of the individual’s soul, a glimpse of their true face beyond the mortal form. There is no greater shame than having one’s mask stolen from them, and there is no more horrible death of the spirit than to have one’s mask crushed in front of them. Those who have committed a great enough offense to be exiled from the tribe will have their mask smashed in public, a highly brutal punishment.
Though the Yupa Tribe has a leader, there is none more important than the shaman. The shaman is not a combatant, nor will they ever be armed with mortal weapons. Their job is one of remembrance. After any conflict, it is the Shaman’s job to collect the masks of the fallen and remain intact and display them on their person. That way, though their mortal bodies may decay where they have been left behind, their true souls will never be forgotten. It is considered an unfortunate job, but a necessary one, and for that, they are to be revered but avoided. They are only approached when asked to share stories of the fallen.
The Yupa tribe has no concept of the afterlife. They believe that what came from the earth will return to the earth and that the single piece of that spirit captured in the clay mask is what remains of those who were once living. Honoring that remaining spirit is important to them, while also acknowledging the circle of life.
Despite the fact that they have a high regard for nature and the spirit of the world, the Yupa are not pacifists. Their warriors train to protect them and theirs and they are no stranger to scorched earth tactics when necessary, for even the ash that remains will foster the growth of plants in the future. They do not mind the use of violent tactics to do what is necessary. It is merely the will of the earth, and they are the enforcers. The TiwokThe Tiwok are quite an interesting tribe, as they are a culmination of many smaller groups who have banded together for the sake of self-preservation. As such, the Tiwok People are widely fractured and different in their beliefs varied even in terms of race and upbringing. The Tiwok are a mix of small minotaur families, centaurs, humans, and a small number of aviankin and lizardfolk. Outcasts and the remains of dying, weaker tribes that have been banded together because of necessity.
The Tiwok primarily live to the south, closest to the Ganaatokee Peoples, though they primarily keep to themselves. Deep, varied histories make them distrustful of others. They are not raiders, but they do scavenge and collect where they can, skirting away from others unless absolutely necessary. Rather than a singular leader, their leadership can best be described as a council of people from different attitudes, acting as a collective to decide what is best for them. Though these people do not often… agree, they generally try to reach a majority consensus when important decisions need to be made. When meetings of the twelve horse tribes are called, the Tiwok send a different representative each year, in the sake of fairness.
Because of their respective backgrounds, respect and equality are important to the Tiwok Tribe. Even though their religious beliefs, pacifism, and cultures vary, when tensions brew, activity in the Tiwok grinds to a halt while they settle out their differences, however, that may be. Sometimes, it is a trial by combat. Other times, it is by exchanging goods in apology. On rare occasions, those who cannot settle or reconcile their differences are cast from the tribe, only welcomed back with open arms if they can prove that they have settled disagreements on their own.
Minotaurs in the tribe generally serve as warriors, taking care of the tribe’s self-defense and training their young. They also take care of the hunting, roaming the forests for game, and taking care of any monsters that might pose a threat to their people. Because the Tiwok are mostly sedentary, living in a handful of small settlements and clusters through the forest, they sustain themselves off of the land around them. Though their tribe is young, they have begun construction on permanent structures within their tribe; homes, community buildings, and a meeting room for the elders. It is from this construction that woodcarving became a fast tradition - an art that was born from people decorating custom tables and floors, quickly extending to the decoration of their own doors and staffs and even the hilts of their weapons. Woodcarving is a highly practical art, mainly extending to the construction and decoration of their own items, including chairs, beds, and other pieces of furniture and houseware.
In addition to their furniture, the Tiwok are known for their pipe-carving. The smoking of tobacco and other grass products is a tradition that was brought to the Tiwok by the centaurs, and the making of intricate pipes based on different designs is a favored pastime. People of the council of leaders that govern the Tiwok possess longer pipes, fashioned after different animal totems. The obtention of different types of wood and even bone ivory is a priority when it comes to trade, so that they may construct different pipes and different pieces of furniture.
Because of the diverse needs of the people within their tribe, the Tiwok have a strange mixture of diet and fashion. Their cooking and recipes are simple, without much spice or flavor to it, though it is filling and warm. They wear patchwork from different kinds of fabrics that they can get their hands on, and because of the centaurs in their group, trousers are a rarity in their tribe. Most everyone wears long skirts and airy, robed clothing.
The sedentary life is a foreign thing for most people of the Tiwok. They strive to create a life of peace and understanding, though that trust does not come easy to them. In their seclusion from other tribes, they have developed a pseudo-language composed of clicking and hand signs so that others cannot understand what they are trying to convey. Despite their differences, they work hard to foster a sense of community with one another, through group activities, cross-cultural exchanges, and stories and mythology shared between different people. This has resulted in a unique, amalgamation of myths and beliefs.
Group activities include evenings of story and dance, sitting, and smoking pipes while they share meals. The people of the Tiwok are no strangers to misery and loss, and it takes a lot of effort to make something new with other people. They work hard to make their own brand of peace, and though they are generally distrustful folk to outsiders - once you have breached their inner circle, you become family. The LaukThe Lauk people are a fully nomadic tribe within the Valley. Though they prefer to stick to flatland planes, the Lauk can be found anywhere, moving wherever the land takes them. Their caravan is their home, a collection of tarp-covered wagons and pop-up tents that can easily be assembled and dismantled for the evening when they settle down for rest. They rise with the sun and set with it, generally following a strict diurnal schedule. During those hours, the Lauk are always moving, ambling slowly through the fields and sharing stories and songs. Due to the nature of their lifestyle, the Lauk are heavily reliant on beasts of burden; horses, yak, and donkeys are the most important animals to the Lauk tribe. They care less about speed and efficiency and more about the weight their animals can carry. As such, their animals are bred to withstand heavy packs during the day’s travel.
It is unknown why the Lauk travel as they do. According to stories and songs passed down through the generations, the Lauk were once a sedentary people living near the edge of Thunderhoof Village. Their ancestral leader, at the time, was a field-tender, unsatisfied with his life. He would frequently wake in the middle of the night, having wandered into the tall grass and plains, listlessly sleepwalking further and further each night. In some songs, he is depicted as having heard a call in his dreams, begging him to find them. To quell this restlessness, he packed up his things and took to the road, and the Lauk have never stopped since.
Some believe that the Lauk hold this call in their blood, to find what is missing, though any knowledge of what they are looking for has long since been lost to them now. Others might think them unfortunate, cursed to eternally wander with no end in sight, but the Lauk consider this a blessing. They believe there is value in the journey, and much like their ancestor, they continue to walk in hopes that their waking, eternal pilgrimage will ease the restlessness of their sleep.
During their day, the Lauk fill their walking hours with song; their preferred instrument is a bowed fiddle which is often carved to depict their animal of choice, with strings made from horse hair. They rarely stop during these hours, electing to eat and sing on the road while they move. Generally, the Lauk only stop their trek during the day to converse with other tribes they may cross upon their path, or to engage with others in the exchange of knowledge or goods. When they stop for the night, tending to their horses and other animals is an important ritual, making sure to clean their hooves and ease their burdens to prepare them for yet another day’s journey.
In their nomadic lifestyle, the Lauk have become pragmatic as far as their sources of food. Their diet consists of meat, primarily making use of the animals that they breed and that travel with them. Slow-cooking overnight is an important cooking technique, where stew made from yak and donkey is their most common dish. As foraged nature is an inconsistent food source depending on where they are located, the Lauk rarely depend on such resources, preferring to stick to what they can carry with them.
Interestingly enough, chicken is a common food source for the Lauk. Within their caravan, one of their wagons has been converted to a chicken coop for the hens, which are allowed to roam free and feed during the early hours of the morning before their travel and in the evenings after they’ve settled down for the night. The chickens are an ideal resource, providing eggs that make for a robust source of protein and feathers that are woven into headpieces. They also serve as an ideal source of entertainment; for in the evenings, once all have settled down for the night, chicken fights are a primary source of entertainment. Cages woven from wood and bits of scrap are set up, where two healthy chickens are set up with knives strapped to their legs. Chicken fights are a spectator sport, in which people gather around and place bets on the most favored chicken to win. Though the losing chicken may result in lost money, that animal is then cooked that evening, resulting in good feelings all around.
The Lauk are not traditionally fighters. Though their caravan possesses knives and other small blades, they generally do not arm themselves. Their people are bardic virtuosos and shamans who are protected by ancestral spirit guardians. For that reason, others might see them as weak, but the Lauk are quite capable of tapping into ancestral and primordial energies to protect their own if need be. Nor do they relish the idea of fighting, and generally frown on those with overly aggressive ideals, such as the Red Riders. They merely wish to keep on their pilgrimage, and that way of life is more than enough for them. The Jidatsa TribeThe Jidatsa tribe are traders and smugglers that travel anywhere around the valley, though they primarily stay close to rivers. They are fast and efficient travelers - they have long since mastered the art of constructing kayaks, which serve as an excellent method of quick travel. They move light and fast, generally sticking to small groups to avoid detection from others. Whether by land or by sea, the Jidatsa have a deep understanding of using the earth as natural camouflage, and that makes them highly superior at slinking through the tall grass and hiding in riverbanks.
The Jidatsa generally avoid combat, but they are masters at trapping, disarming, and ambush. They do not carry weapons, preferring to utilize martial arts and survival techniques when necessary. To them, it is preferable to handle things quickly and efficiently, rather than escalate to all-out combat. Their trapping techniques extend to hunting as well; small game and river-fish are their primary sources of food.
The Jidatsa originated as traders, though it became quickly apparent that they would not be able to sustain themselves on what they could catch alone, especially with their small numbers. In order to ensure their survival, they came into the business of smuggling, primarily in weapons or illegal substances from the Marsh Flats to Zeinav City. Though it is not the most savory occupation, they understand that there are some acts that are necessary to survival.
Though their job means that they frequently interact with those from other countries, the Jidatsa maintain their own rituals and cultures they find important. Their most valued ritual is the maintaining and care of their hair. From birth to death, the Jidatsa allow their hair to grow, keeping it up in elaborate braids and coils. To have one’s hair cut is a great personal shame. Because they are constantly moving and need to be quick and light on their feet, most Jidatsa take the time to ensure that their hair is worn up and out of their face, only electing to wear it down once they’ve reached old age and pass work on to the younger generation. It is said that this custom started as an act of defiance, a piece of control over their own lives. Even now, their hair is a source of quiet pride, carefully kept and brushed every morning before setting out for the day’s work.
Their attunement with the land has led to an acute understanding of the medicinal properties of flora and fauna, as well. Select members of the Jidatsa are considered herb mongers; herbalists and healers. They rarely share their practices with others, even within the tribe. The knowledge held by the herb mongers is only passed from parent to children, though their skills in herbalism keep their people healthy and fit.
Though the Jidatsa hold a healthy respect for the world, their lack of strength in a changing and growing world has forced them to change their ways and adapt. They change necessary parts of their fundamental way of living in order to keep surviving, though they still hold onto old parts of their traditions in an act of defiance. Although they will change with the coming world, they will not allow themselves to be changed. They hold tight to their own convictions, while bending where necessary, just like the very rivers they travel. The Braddock TribeThe Braddock Tribe considers itself the oldest and most established tribe of the Valley. They believe themselves to be the descendants of kings, the last remains of the royal family that once resided here before the ruling family moved to Sol City. Whether there is any merit to these claims is unknown, for the written record of the ancient kings of the valley has largely been destroyed. Though there is no denying that the roots of the Braddock Tribe extend generations back, they possess an intimate familiarity with the land.
They cling to their legacy, often clashing with the other Horse Lord Tribes as they believe they have rightful claim to the land around them. They desire to bring back some semblance of structure to the Valley and have a strong desire to unite the roving tribes of the Valley under their rule. Because of their beliefs, they strongly oppose the Red Riders, and they ong opposition of the Red Riders, and are under the impression that the raiders have been left unchecked for far too long.
The Braddock Tribe resides in the fields outside the Kingswood, generally roaming just around the borders in a territorial stake in what they believe is their own claimed land. They are Pastoralists, raising and herding their animals within set patterns to avoid depleting the natural resources of an area while cultivating the land based on the seasons. Their primary game is sheep and goats, with a few cattle when they can get their hands on them - while crops consist of corn, wild rice, and squash. They have an innate understanding of farming and irrigation methods that are passed down from parent to child. Because of their migratory patterns, spending up to an entire season in one place, the Braddock people build somewhat more permanent homes for themselves. They build wooden shelters that are reinforced by dried clay and mud.
They only deviate from their annual migratory path on one occasion during the year, for a pilgrimage to the ruins. They believe that they are returning to their ancestral home, returning to the place where their connection to their birthright and the earth is strongest. The Braddock tribe spends a week in the ruins, where they light a bonfire and burn pieces scavenged from the castle to release any bad spirits and omens that might remain. They continue this ritual until one day the castle will have been cleansed, and they will have put their ancestors to rest so they may rebuild anew.
During the rest of the year, the Braddock Tribe herd sheep and goats and grow crops. They are, perhaps, one of the most prosperous clans, possessing great numbers and valuable items that they can trade for fine things. They frequently send caravans to Thunderhoof Village to barter and obtain what they cannot in the wild, from thick blankets to even more advanced weapons, such as crossbows and even weapon enchantments. They trade sheep and livestock as currency. They are prosperous enough that they do not necessarily need to engage in trade, though it bolsters their strength and sets them above some of the other tribes in terms of strength.
The Braddock Tribe is fierce and competitive and has no qualms about acting to get what they want. Their main sport is horse racing, in conjunction with the Valley Dvoryanin. They frequently compete in racing competitions, including the Dvory Racing Crown, and breed their horses specifically for speed. Art comes in many forms for the people of the Braddock Tribe. In the way they train their bodies, in the art of sport, song, story sharing, basket weaving, and hide tanning.
Their forceful will and strong personality may be off-putting to other tribes, but they are born leaders and have no qualms about enacting their will to do what is necessary. A majority of Braddock warriors are Warlords, employing a system in which the most accomplished warriors command small platoons of 3-5 warriors, with which they engage in guerrilla tactics - which their fast horses come in use. They do not raid others, for they do not need to. But when others encroach on what they believe is their birthright, or they are challenged, they will fight with no prejudice. They fiercely believe in their goal of unity, and they will do whatever it takes to achieve that. Carregbryn DwarvesThe dwarves of Carregbryn, an isolated mining community in the badlands of King’s Valley, represent the southernmost reach of the dwarven diaspora. This small community of dwarves make their living by mining and shaping marble stone from the quarry they have developed and expanded over the centuries since the diaspora. The finished product from the quarry is highly prized by imperial engineers in building fortifications and the nobility for their mansions or castles for the same reason, attempts to destroy the finished stone via non-magical methods requires the patience necessary to learn the meaning of futility. The dwarves are led by an elected chieftain who serves ten year terms, the current chieftain is a dwarven woman by the name of Durloct who has been elected for two consecutive terms.
Port of Gewiadur, Located in a bay on the eastern coast of King’s Valley the port town of Gewiadur was built by the Carregbryn dwarves from the stones of the quarry with the finances of an early Sultan and is the main reason for the thriving existence of the dwarven settlement as it allowed for the dwarves to develop a steady trade route between them, Zeinav, and eventually Darkveil as well. It is a small port designed only for trade ships to come and go picking up quarried stone and dropping off supplies for the dwarves. Naval vessels from Zeinav anchor outside of the bay to act as a deterrent against pirates as small boats resupply them for the continued patrols.
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Post by Admin: Otto on Jun 17, 2023 16:48:32 GMT -5
Regional Customs King’s Valley Cultural Events The nomadic peoples of King’s Valley carry a wide variety of beliefs, customs, and practices, each different tribe unique and diverse in their beliefs. Despite the customs that make up the individual tribes, many in the country are united by similar, fundamental beliefs, that have culminated in a series of different events that are observed throughout the year. The most notable of these, of course, is the Dvory Racing Crown and the various other horse races held across the plains. The spirit of competition is strong in the hearts of men and women of the Valley, sport being a favored pastime and a uniting force. But there are many different events to be found in all corners of the country, and the nomads are always more than happy to share these customs with outsiders.
The Great Hunt Horse tribes, villagers, and nomads gather from all walks of the country to participate in one of the biggest annual competitions of the Valley; the Great Hunt. This week-long event is held in a different location each year, depending on the beast that has been selected for sport. The purpose of this event is not the slaughter of animals, but to test one’s mettle and connection with nature in competition against others to find and slay a strong beast. It is not enough to simply be adept with a bow; but to have an understanding of nature, of the life that inhabits the plains and the woods, and to foster a connection with this.
This hunt is largely for sport, and differs from traditional hunts in a few key ways. Namely, no weapons are allowed besides bows and arrows, which are fashioned with enchantment-blocking leather bands to prevent the use of magical means. Magic is not outright banned, being seen as an extension of one’s self to the earth, but the use of offensive spells is considered highly unsportsmanlike. Thirdly, and perhaps most importantly, participant’s arrows are fashioned with long, red ribbons that make them sway in the wind. No one is quite sure where this origin started, though the intention behind it is clear - a hunter must have an innate understanding of the currents in the wind song and how to use that to their advantage. Because this hunt tests a great many skills, it is often seen as a coming-of-age event for younger tribesmen.[
The hunt is meant to be a test of sport, not a wasteful endeavor. When a hunter, or hunters, slay the beast, they bring it back to the campsite where spectators and families have been waiting for a week, enjoying the serenity of one another’s company. The next day is spent cleaning and preparing the animal, where the victor is granted a single spoil for themselves. The rest is broken up and distributed, not a single piece goes to waste. A majority of the food and materials go to weaker tribes and groups in need - an act of charity, to thank the gods and the earth for both the unyielding strength and the overwhelming kindness of nature’s bounties.
Yearsdeath Yearsdeath is, perhaps, one of the most somber events of the Valley. It is not held at the end of Charon’s calendar year - but rather, on the longest night. It is meant to be a day of somber remembrance. This day, while not celebrated by every tribe, is one that brings people together. On the darkest day of the night, it is tradition for tribes to spend the day with their weapons down, no matter the state of war or turmoil. During this day, individuals recount the losses and laments they have suffered during the last year. It is believed that by gathering all of these miseries on the darkest day, they may bring about the death of the old year holding those laments in their souls - and as the new year is born, they leave those losses behind.
This tradition originated as a day meant to be celebrated in solitude, but celebratory customs began to shift when two now-extinct horse tribes honored the Yearsdeath during a period of turmoil as a result of territory strife. The two clans celebrated the night while camped in close quarters with one another, which led to the sharing of stories and exchanging of tales of tribesmen who’d been lost during the struggle. This day of goodwill allowed them to wake up the next morning in peace, and come to a resolution regarding their conflict. Since then, the tradition continued, growing between the tribes and creating a sense of unity and peace.
Yearsdeath is now celebrated between all the tribes that wish to participate, where nomads from all over gather in a somber gathering to remember all that they’ve lost. No weapons are allowed at the Yearsdeath celebration, allowing tribesmen to spend the longest night sharing stories, honoring the dead, and discussing all the misfortune they have encountered, so that they may let it go some sunrise. This is probably one of the largest moments of community amongst the individual clusters that make up the Valley; one that even outsiders are allowed to observe, so long as they respect the unspoken rules in place.
Festival of the Harvest Bounty Although most communities in King’s Valley are nomadic, there are pastoral groups and settlements that rely on the harvest of fall to sustain them. As such, the coming of the autumn harvest is a highly celebrated event. The bountiful crop season is ushered in with a day-long celebration across the tribes that participate in the event. Tribes celebrate by enjoying a feast, drinking home-brewed spirits, and dancing around bonfires. It is a day of joy and celebration, where people enjoy games, small competitive events such as wrestling, and the enjoyment of arts and crafts.
The Harvest Bounty Festival is also a day meant to celebrate music. Artisans play throughout the day, from sunrise to sunset, while tribe members wear their best clothes and dance throughout the plains. Many pray to the Takiuka spirit for rain to ensure that crops are not dried out. Most consider the day of festivities to be an offering to Ginma, that they honor him through dance, song, the enjoyment of his spirit through the feast, and even their offering of woven arts and crafts.
Traditionally, no work is done on the day of the festival itself. It is meant to be a day of rest and relaxation, and a preparation for the start of the harvest the next day. By spending the festival making merry and enjoying life, they are refreshed, fed, and ready to pick up their farming tools the next day and tend to their land. Even though considerable prayer and good wishes have been imbued within the land, the care and keeping of their crops are just as important. They work hard to play hard and believe that in this event, the harder one plays and works, the more crops they will yield to feed their people throughout the fall and into winter.
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Post by Admin: Otto on Jun 17, 2023 16:48:36 GMT -5
Flora and Fauna DewshroomsLocation: Found in King's Valley, on the backs of cattle, boars, and other such creatures These fungi look far more like raindrops than they do an ordinary mushroom, truth be told; they have a translucent exterior membrane that looks deceptively fragile and contains a pocket of seemingly unending water. The stem digs into the backs of living creatures, and forms the basis of a symbiotic relationship between the two organisms (more on that later); overall, they're pretty, and really look kind of like jellyfish instead of like mushrooms. Dewshrooms are a quaint specimen; they specifically grow onto the backs of living creatures and root themselves partially into their bodies, providing a steady and consistent water source to their host. The pocket within the mushroom will periodically empty and hydrate the creature the mushroom latches on to; the key symbiosis comes in the form of the mushroom absorbing a small portion of vital nutrients from the creature in question, creating a relationship that allows them to sustain both organisms. Water for lifeblood. They're useful in removing toxins from a person's bloodstream, in fact; that is their key medical use. Alchemically and beyond? I have yet to figure it out. Toxicity: They're good in flushing out toxins, but eating one would likely just be like drinking water except crunchier, I assume. Additional Notes: Some have opted to call them Mooshrooms instead of Dewshrooms, based on the fact that they primarily grow on the backs of cows... Horse HeartLocation: Found in King's Valley, anywhere a horse happens to feel like taking a shit For a plant that grows from horse dung, it’s actually surprisingly pretty in terms of appearance– it looks like a small sapling of sorts with three golden leaves, each one of them taking a bit of a distended heart shape, with little red flecks woven through. It tends to build shallow roots into the earth, making it a bit of a hassle to actually uproot. Horse Heart is a remarkably potent healing plant, thus why it has such deep value to surrounding tribes in King’s Valley; it’s considered sacred due to its utility in myriad types of tonics and medications. The root can be set aside, cleaned up, and chewed on for a while in order to ease aches. In terms of alchemy, it tends to be especially useful as a core component in major healing potions. Toxicity: None, but I’d recommend cleaning it off before using it for anything. Also, I don’t understand why you’d just… completely eat it instead of using it for medicine or potions, but… suit yourself. Additional Notes: It is remarkably potent and very valuable in healing, but please be respectful when obtaining it. It is sacred for a reason, and you should take great care in handling it. Also, uh… remember where exactly you’re obtaining it from. Shy Man's MandrakeLocation: Found in King's Valley, in various places; anywhere there's plains, you may possibly find themI do not typically describe plants as cute, but... this specific type of mandrake is cute. They look more like turnips with a carved face than they do a traditional mandrake, with little stubby legs and a permanent look of distress. Their leaves hang over their faces and they tend to hide behind them when they're above ground.Shy Man's Mandrakes earn their name because of the long game they play when uprooted; they do their typical thing where they scream, potentially knocking you unconscious, but if that fails, they will flee, hide, and rinse and repeat. They can be pesky, but this can only continue for so long, as the initial uprooting will lead to them perishing after around half of an hour. It's a bit morbid and collecting them tends to bother some, but... they are quite useful in all kinds of powders and potions, namely sleeping powders, confusion-inducing potions, and even some (auditory) illusory splash potions.Toxicity: To your ears? Yes. Very much so. I hate dealing with them. Otherwise? Not at all.Additional Notes: As endearing as I find the Shy Man's Mandrake in terms of aesthetics, and as useful as they are, that wretched scream is the bane of my existence, as noise-cancelling equipment is near-impossible to find for a man with ears like mine. However, for all others? Simply bring something to block out the noise and you are good to go.
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Post by Admin: Otto on Jun 17, 2023 16:48:51 GMT -5
Important NPCs Braun Bright Hoof King's Valley, Centaur, Male Appearance |
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Description | Personality | Braun has recently been chosen by many of the horse lords to become their leader. Over the last few years the political landscape has started to push towards them, forcing the tribes to unite. While they are still figuring things out, Braun has done his best to unite them and is making great progress. While not a scholar or great speaker, he is passionate and skilled on the field of combat. | Braun is a mighty warrior who lived and battled all through out King's Valley. He has earned his reputation and is beloved by his people. He deeply cares about the region and would give up his life to protect it. |
Hashké Apsaroke
King's Valley, Human-Werecrow, Male Appearance |
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Description | Personality | Though his bloodline is human, Hashké's appearance is more bestial in nature. This is due to his position as the leader of the People of the Crow - accepting the curse of the werebeast has shifted his appearance until it is more avian in nature, a reflection of his capricious and often violent nature. His tribe's decline in strength is a source of frustration for him, though he is far too stubborn to seek help, believing himself to be enough to fix what is broken. He often gives into his bestial nature, allowing his anger and hunger to seep through the cracks when speaking with others. Despite his often mind-numbing rage, Hashké is determined to bring strength to his people once more, no matter what the cost. | Before his ascension to leader of the Crows, Hashké was a scavenger. His keen eye for valuables and food made him an ideal leader in the eyes of his people - as such, when their previous leader passed away, he was one of those selected to undergo the trials of his people. Of the group of elite candidates he was part of, he was the only one strong enough to survive. A quiet, tenacious demeanor was twisted and morphed into a quiet anger and indignity, and a desire to bring back the greatness of his people. Hashké holds himself like a man put together, believing himself blessed with the wisdom of the crows, and understanding that his decisions are justified. But underneath that surface simmers boiling anger and sharp talons, just waiting for the opportunity to be unleashed. |
Kaya Stormsong King's Valley, Half-Elf, Female Appearance |
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Description | Personality | The leader of the People of the Crab is a practical woman, a consequence of her upbringing. Her elven heritage often marks her as an outsider of the waterfront-dwelling people of the Valley, but make no mistake. Her down-to-earth roots and her work ethic have helped the People of the Crab prosper within their own rights. Her selection as the next leader of the Clan was once a point of great contention, being that she was born out of wedlock between the previous matriarch and a traveling elven storm mage. But she has long since proven herself, and earned the respect of her people. Though she does not particularly have the ambition to expand her territory, she will take good care of what is hers. | Kaya's levelheaded personality makes her an easy person to interact with. She works almost with desperation to prove herself and provide for her people. She sees no need for extraneous things, living a rather modest lifestyle, preferring to have only what is necessary while ensuring that no one in her tribe goes hungry or without shelter. Kaya will not allow herself to be disrespected by others, possessing an odd mix of pridefulness and humbleness. She has an unusually high aptitude for sensing the coming storms, whether that be the salt in the air or the unease in the wind - and when trouble arises, Kaya is exactly the kind of person you want to have at your side. |
Vaddar Kattituyok King's Valley, Minotaur, Male Appearance | |
Description | Personality | Storytelling is a highly important ritual to the Peoples of the Valley. Storytellers are valued members of the community, identified by their lack of weapon - and there is none with a deeper voice and a more sonorous melody than Vaddar Kattituyok. He is not affiliated with any tribes, nor does he claim any political stance. Vaddar is frequently found in any tavern or inn along the populated areas of King's Valley, or camping in the woods. He will gladly share a story with any guest around his campfire, for the price of a story in turn, added to his collection. Because of the nature of his profession, Vaddar is generally respected by most tribes of the Valley, who welcome him within their grounds if it means getting to share a pipe and tales of the past. | Vaddar fashions himself a pacifist, though a long road of blood and battle paved the way for this to happen. Once a vicious warrior and raider, Vaddar plundered villages and settlements alike to steal their valuables - and he was good at what he did. Whatever made him give up such a life is unclear; though Vaddar carries himself with the mournful sorrow of someone who regrets what he did. It is for this reason that he refuses to carry a weapon. An eidetic memory may mean he'll never be able to erase the horrors of his past. But he'll be certain to fill his mind with beautiful things, too. |
Sanuye King's Valley, Human, Female Appearance | |
Description | Personality | Sanuye has honed her body and her mind for years in preparation for taking over as the leader of the Yupa People. She is a relatively new leader, having earned her position via the Shaman's appointment, as per her tribe's customs; though this was no surprise to her, as she is a born leader, and has trained her entire life with the belief that she would one day take up the mantle for her tribe. Though she is amicable with the other Horse Lord tribes, they do not embody Ginma's principles in the way that the Yupa tribe believes they ought to, and Sanuye will enforce his divine will. No matter what bridge she has to burn. | People often mistake the curve of Sanuye's mask for a smile; it is perhaps an indicator of her nature. Sanuye walks amongst the world with a pleasant, almost detached attitude. She understands the wholeness of the earth and her part in it, and that everything is within the boundaries of her god's will. It often makes her appear as if she does not care for human life when it is quite the opposite. All life is sacred to her, and sometimes sacrifices have to be made to return that power to the earth. And she will gladly do so, with a permanent smile etched on her face.
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Wisewoman Poloma King's Valley, Human, Female Appearance |
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Description | Personality | The Shaman of the Yupa Tribe is a miser who has cast away her previous life to assume the role of mask holder. Besides the clan leader, the Shaman is the most important member of the Yupa Tribe. As such, Wisewoman Poloma is as revered as she is to be avoided. People see the clinking of her mask as she makes her way through the clan's encampment as a sad omen, knowing the burdens she has to carry, and that they will inevitably one day end up amongst her collection. Despite the unfortunate and holy nature of her position, she is always open to conversing and sharing her wisdom with those who take the time to seek it. | It takes a person with a strong constitution to do what Wisewoman Poloma may be considered of moderate temper and a peacemaker, but she is far from soft. Stern when need be and possessing wisdom from all that she remembers. She alone bears the pain of all their clan has lost in the recent decades so that others do not have to grieve and mourn. Even the tribe leader recognizes the important role that Wisewoman Poloma plays in their way of life. Indeed, the shaman has been around for as long as most folks can remember... and she has seen much. And yet, she continues on with her duty day in and day out, as is the way of life. Few speak with her except in times of misery, but she is always open to conversation. |
Shtiya of the Roving Bulls King's Valley, Astralblood, Male Appearance |
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Description | Personality | One of the leaders in the Tiwok Tribe. His origins, like many in his tribe, his origins are rather unfortunate. A member of the Roving Bulls, an old family who once roamed the hills of the Valley in tandem with the animals they were named for. A family said to possess Ginma's blessing... up until the point they were slaughtered by raiders in an unfortunate battle, and Shtiya was left alone. Now, with a disdain for the gods and divine providence, Shtiya leads his new family - the Tiwok - with a blazing fury and a desire to prevent tragedy from ever befalling his home again. He desires peace, no matter what he has to do to obtain it. | Stubborn to a fault. Once he sets his mind to something, there is little that can change Shtiya's mind. Others, in the past, have called him pigheaded. Once upon a time, he perhaps was - with an ambition and strength of will that was unparalleled to his peers. Now he is older, embittered after the end of his old family. He seeks to preserve his clan's peace, no matter what war might be waged to attain it. In particular, he hates the gods and will spit curses at them given the opportunity. Perhaps one day his anger will be quelled, but it will not be anytime soon. |
Xangai Moali King's Valley, Human, Male Appearance |
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Description | Personality | The leader of the Lauk Peoples. He is the youngest child of six, and was not ever expected to head the tribe. But his siblings all set out throughout the world to explore all that it had to offer, and when their mother passed away, Xangai took up the mantle. He takes good care of his people, and has a special talent for keeping the peace. His people are rarely warriors, and neither is he; other horse tribes often argue this makes him a weak leader, but there is unseen strength in being a mediator. | A jovial and friendly man, possessing the near-limitless energy and wanderlust characteristic of his tribe. He possesses a curiosity for the world beyond, and understands that his part in it is small. But he is always looking to expand his knowledge and life experiences. He leads his people across the lands, always looking while not quite knowing what they seek. Though he is not a fighter, he is a skilled musician and has a way with animals. |
Munokhoi
King's Valley, Human, Nonbinary Appearance |
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Description | Personality | As the leader of the Jidatsa Tribe, Munokhoi has a strong sense of survival and perseverance. They are adept at martial arts, and especially skilled in the ways of fishing - though, to their chagrin, they never have quite seemed to get the hang of braiding. They were the tribal leader who decided to take up smuggling as a way of life, and although their people are quite skilled at it, there are many among the ranks of the Jitadsa who resent them for their decisions. This has led to turmoil in their clan as they forge a new path in a changing world. | On the surface, a mild and respectful person. But Munokhoi is an expert at fishing, trapping, and stealth, and always seeks to perfect their craft, pushing their people to new heights. They are rather inventive, too; some might consider them too forward-thinking at times, but Munokhoi pays no mind to those who are too stubborn to yield to change. They have cast out dissenters with an uncaring efficiency and pushed their people to newer heights. They invented novel ways of smuggling by sewing items into the hem of their robes, they bartered and haggled and created a system for the good of their people. And they refuse to allow themselves to be disrespected. |
Oyuun
King's Valley, Human, Nonbinary Appearance |
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Description | Personality | An herb monger of the Jidatsa tribe; Oyuun would likely be considered a druid by modern Charonian standards. They have a deep understanding of the earth and the plants that are grown within it. They are currently under the apprenticeship of the head herb monger, their mother. Oyuun holds a deep loyalty for Monokhoi and, on occasion... may be persuaded to break their vows to only heal through medicine, and dissenters may find themselves passing in the middle of the night from an unknown sickness. | Bright, inquisitive, and naive. Oyuun can read the wind and the currents and point out which plants are poisonous and which are safe to eat in the blink of an eye, but they have no idea how to read people. Munokhoi was their childhood friend, and as such, they hold a deep loyalty and respect for their leader. They are still an ardent worshipper of Lunala. |
Jungsai
King's Valley, Human, Male Appearance |
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Description | Personality | Jungsai is an exile of the Jidatsa clan - cast away not long after Munokhoi was selected as leader. He was rather outspoken about his distaste for their status as smugglers, believing that they did not need to stoop to crime and find a way to survive. Though he was rather outspoken and earnest in his beliefs, he one night was stricken with a mysterious 'illness' - one that Oyuun could not diagnose, and one that he was not expected to survive. When he awoke, he was blinded in one eye from the severity of the poison, and Munokhoi had asserted that Ginma had struck him down for his dissent. He was promptly exiled, his hair cut off, and left to wander the valley. | One might think that his banishment made Jungsai embittered, but it has only strengthened his ideals for unity and peace. Jungsai trains, seeking new methods of combat and training in horse riding and war, so that he may one day return to his people and challenge Munokhoi for their title. He is disciplined, and a firm believer in the Jidatsa's roots. He is almost unnaturally serious to a degree, pursuing his goal with a single-minded intensity. |
Yanisin of the Braddock King's Valley, Human, Male Appearance |
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Description | Personality | The current leader of tribe Braddock, having inherited the title from his own father. He is a skilled horse rider and marksman, and not much of a thinker as he is a warrior. He knows the importance of a leader having smarts and wisdom, but these traits are lost on him. What Yanisin lacks in smarts he makes up for in pride. Pride in his people, his bloodline, and himself. As leader, he holds onto a rather lofty goal; uniting the horse tribes and creating a unified King’s Valley once more so that their power may be respected. Once this is complete, he seeks to reclaim and rebuild Braddock Castle for his people. In addition to being the tribal leader, he is also the one in charge of training young warriors in his clan.
| A rather forceful man for all his talk of peace and unity. He has big aspirations and is one of the few people who still cling to the antiquated beliefs that blood begets one’s own merits. He has a vehement disdain for the Knights of Duros, whom he sees as guard dogs sent by the king to keep the wilds under the thumb of the new royals. Yanisin also dislikes the Red Riders, believing them to be obstacles to his goals, and that hatred often puts him at odds with his desire for peace, though is sense of politics is not much more nuanced than “peace can be achieved even through force so long as the one yielding the power is strong enough to bear it” - and he believes that he is more than strong enough for the task.
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At'Eed of the Braddock King's Valley, Human, Female Appearance |
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Description | Personality | Yanisin’s wife is a skilled marksman and a feared hunter. She was not born to the Braddock Tribe - rather, she spent her life as a wanderer with no clan to call her own. Yanisin met her at an archery competition and fell in love with her, asking her to be his bride. She agreed on the condition that he bring her the head of the most ferocious beast in the Kingswood, claiming that she would only agree to a union with the strongest warrior in all of the Valley. He did just that - and they were married a year later. Many of the Braddock people were slow to warm up to an outsider, but she brought a different kind of prowess and wisdom that they quickly came to respect.
| Nowadays, many regard At’Eed as the unofficial leader of the Braddock. She has no interest in matronly duties or crafts, and has little mind for socializing - but her firm will and stubborn personality make her a fine leader. When she wants something done, it will get done, whether by her hand or someone else’s. Due to her independent nature, she is incredibly self-reliant, and settling down has not changed that. You’ll never find her without her crossbow, as if she expects to be ambushed any moment, and gods help anyone who accidentally sneaks up on her. She commands loyalty through fear, and that works just fine for her.
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Durloct King's Valley, Dwarven, Female Appearance | |
Description | Personality | Twice elected to lead by Clan Carregbryn, Durloct represents a growing discontent with the isolation that dwarves have been enduring for millennia since the Rune Wars. A progressive, Durloct has been making diplomatic overtures to the tribes of King’s Valley to help foster a budding industrial complex that can utilize the resources of the land for the greater benefit of all within King’s Valley.
| Durloct is a stand on a crate and whip the crowd in a frenzy firebrand. Her dynamic personality allows her to wield an outsized influence, generating contracts for quarried stone at a rate that has seen the wealth of Clan Carregbryn grow exponentially, but expansion has become increasingly necessary and Durloct has eyes for a brighter dwarven future.
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Global Moderator
545 POSTS & 0 LIKES
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Post by Admin: Otto on Jun 17, 2023 16:48:55 GMT -5
Important LocationsThe WildsA cluster of scattered flatland islands off of the southernmost coast of the King’s Valley plains. This cluster of scattered, grassy lands might once have been part of the mainland, though the earthquakes plaguing the whole of Charon have broken pieces of the world apart, leaving small, weaker fragments of earth that have become their own independent islands. These islands are wild, pure clusters of overgrown tall grass and flatlands.
These islands are too small to be particularly habitable by settlements; though their isolation from the mainland makes them ideal for individuals to hide out when they need a place to stay out of the eyes of the law. Anyone who visits these islands might find them overrun with the wild horses that have made these uninhabited lands their grazing grounds. Ginma’s FingersA unique cluster of rocks in the plains of the Valley; their oblong shape and the way they jut out from the earth has earned them the name ‘Ginma’s Fingers’. They serve as a landmark for travelers, as the expanse of flatlands can be quite monotonous.
Whether these rocks were formed naturally over the course of history, or are a manmade creation, is a point of great contention. The carvings on these rocks have been lost to time, a language that is no longer understood by the common masses - and Kings Valley lacks the scholars to decipher any messages that might have been contained within. StonecircleNestled somewhere in the Sunshine Glade, the Stonecircle is more a legend than an actual landmark on a map. While the Glade is a mere rumor, the Stonecircle is the faintest whisper of a rumor. Most travelers who find themselves in this otherworldly forest will find themselves in this circle one way or another, whether they get turned around or lost. Once found, though, the circle stands out amongst the trees, namely because it is crafted from perfectly carved stone, a single, manmade construction hidden within nature. Its design is so mesmerizing that most travelers who have reported seeing it are unable to draw their eyes away from its beauty, and even when they begin to walk away, they will find themselves back where they started, even if they feel as if they've walked in a straight line. Though the origins of this monument have long since been lost to time, as is the case with many constructions within the King's Valley, most knowledge of the Stonecircle's trappings is circulated in whispers and rumors, cautionary tales. Parents warn their children not to be caught unaware in the wood - and if one runs across the Stonecircle, the only way to break free of it is by staring directly at it, walking backward until it is out of sight. Why someone might have constructed such a trap is beyond them. However, now that more knowledge has been unearthed about the Land of Wonder, people are beginning to speculate... Arowaki BasinArowaki Basin, otherwise referred to as "Nomad's Lake", is a unique geological feature within the Valley, for one reason; when the hot summers come around and the lake dries up, it seems to disappear completely, only to reappear somewhere entirely different in the country come next rainfall. While it is possible that these are merely different lakes, their shapes and wildlife are nearly identical whenever an old lake disappears, and a new lake appears. Unlucky travelers who have lost items at the bottom of the water will find that even these sunken objects have moved along with the Arowaki Basin. A multitude of different stories exist about the Basin's origin, different interpretations, and values throughout the various tribes. But most are in agreement that the lake itself has provided respite for so many travelers that it has absorbed the spirit of the nomad, and now, it too must take to the road and move. Its ever-shifting nature is highly respected, and though few roving tribes purposefully seek out the basin, it provides respite to all who stumble upon this waterfront. Arowaki Basin has also, throughout history, been a source of great confusion for Charonian mapmakers attempting to document the layout of King's Valley. The TwinsA pair of twin mountains split down the middle by a deep crevice. Though these mountains have never received a proper name, they are colloquially known as "The Twins" by those who pass through them. They serve as a reference point on many maps, and their steep and rocky edges make them difficult to pass over and add days to any journey if one decides to pass around them. If you hire a guide through the Valley, chances are they will bring you through the Twins, with a somber expression on their face. Though this pass is convenient, there is an almost bloody feel to the air, as if the pass and the surrounding plains are choked with unfortunate spirits who have refused to pass on. Most stories tell of a great battle that took place on the pass, which may have once been an optimal tactical point to ambush passing armies. The participants vary from story to story, but everyone can agree on one thing - there was once a slaughter here, and its scars can still be felt today.
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