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Post by Kira on Jul 10, 2022 21:59:08 GMT -5
Species: Mil’Nor (Think Kobolds) Average Height: 3’8-5’0 M, 3’6-4’10 F Average Age Range: 58M, 62F Reproduction Method: Egg Clutches of 3-4 normally, 4 Month inner incubation before 4 of outer incubation.
Culture: Social bonds are hugely important in Mil’Nor society, with there being an ease of friendship and cooperation between the people, even if they are total strangers. This is from their nomadic past, having to find shelter within their caravans and clans from those outside who viewed them with contempt. This sense of self preservation within one’s “tribe” so to speak encouraged the companionship found within the community and the individuals within.
This is why the family unit is central to Mil’Norians. Those you can count on most should be your family, and just as the family must be supported, so shall the child be aided in return.
As for the other species of the world, the negative actions and even attacks on the Mil’Nor has led to a general distaste for those of the Old World. Stories have been fondly shared about those who broke those preconceptions after contact was established with the Old World, but misgivings are still abound.
Beyond that, the Mil’Nor are a…clumsy race you could say. Ever the curious bunch, young adults will oftentimes get themselves into minor accidents of the comedic variety, along with their product designs, be they civilian or military, tend to edge the line between difficulty of use and above average general efficiency. They will generally build you a decently effective weapon or item, but at first glance it would appear more form over function.
As for those little rumors…Mil’Nor have a bit of strange look on them. They aren’t about to deny the truth when it stares them in the face, but, in the words of one Clan Head “when taking a bit that “the Others” won’t be able to notice, whose to say they really deserved it in the first place?”
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Post by Kira on Jul 18, 2022 12:27:03 GMT -5
The Three Clans of Mil'Nor: Clan Gruvar: Holed up in the snowy mountains of east Mil'Nor, This clan lives the life of the workman, the many villages and settlements of its people being the life blood of the raw resource production of the the nation. Born of the earth and children of the stone, their homes are more often then not built into the ground itself, with hillsides and mountain cliffs being carved out to form caverns and underground living for its people. A hearty people, Gruvar is strict on it's unspoken laws on hospitality and duty to one another. Political actions moreso taking turns to see who can be more a hospitable host and lead the social affair, rather then backdoor deals and the like. Religion matters the most to the Gruvar, with religious architecture and design being massive baked into their daily lives. Do not be surprised if a Gruvar genuinely blesses you after a everyday interaction. Relations with the other two clans are lukewarm at best, but Gruvar will always be looking to their own needs first.
Clan Tolvaj: Heading the national government and generally acting like they lord over the other two sits Clan Tolvaj. Having been the clan directly responsible for the Great Journey, they've managed to reap the most benefit out of the move. While overall actions were taken by prior leaders to keep the unity of the clans stable, current leadership of Tolvaj seeks to supplant the other two and bring the nation into a more centralized system then what has been done for the past several centuries roughly.
As for the Clan itself, Tolvaj is your merchant clan. A member of the Clan would be willing to sell a foreigner anything they have for the right price, and the customer would be amazed to find twenty minutes later their wallet is truly gone. Thievery between clans is much less of a thing due the people's nomadic past and needing to find shelter among their own for so long. Paradoxically, this has fomented a strong sense of duty to help those who can't help themselves within the society. A "Steal the shirt off one guys back to give it to your brother who has none" sort if mentality. Family Duty still plays a strong part within the community, but it's wider to extend to help the needs of the local community and not just the family first.
Clan Meiyo: A people bound to the due of their forefathers, the Meiyo have always been a thorn in the other two clans side. They have a strict view of how each person should live, with each family planning their children's lives for them in order to keep the family name 'Pure'. Duty to the Family, but Duty to ensure the forefathers are proud as well. In relation to the other clans, disgust and borderline racism are the main interactions, a sense of "I'm better then you" being the biggest of reactions to any interaction. With foreigners, however, it can strangely be reversed. Their desire to see themselves do better then the other two clans will often lead them to seek out whatever support then can get from others, still carrying that small chip of pride on their shoulder during interactions however.
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Post by Kira on Jul 28, 2022 22:02:25 GMT -5
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