Spirit of the Wind
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Post by North on Jan 20, 2021 20:17:45 GMT -5
OVERVIEW The last of the Draconic tribes, Lutrians are stalwart nomadic hunters and gatherers, priding themselves in their adherence to the old ways and their connection to the earth. Recently, however, the land they once roamed has become smaller and smaller and while some suggest moving to new lands, others believe their traditional home should remain open to them. They have made camp in a valley in northern Manthir, claiming it as their own.
The kingdom's colors are teal and brown, and their symbol is a bear. They are inspired by Mongolian/Viking culture and aesthetics. Lutrian people can be of any descent, as the culture welcomes all who share their ideals, though most are of Eurasian descent.
History One of the original Draconic tribes alongside the cultures that have since become Manthir and Taknier, Lutra refused to swear allegiance to the tribe of Taknier long ago and since then have continued to traverse the northern snowscape, preferring to continue on their own in the nomadic ways of old. Their numbers have increased with exiles from Taknier and generally those who wished to maintain or return to a simpler life.
In the last few generations, however, Taknier and Manthir have been encroaching on the unclaimed lands they traveled. Around 50 years ago, Manthir claimed the land to the north (Ramberaht) for various nobles and their workers. More recently, just over 20 years ago, Taknier pushed in from the east and is continuing to expand to this day. The encroaching nations have changed herd movements and severely limited the land in which the tribe can move freely without being driven away or worse.
Most Lutrians see themselves with two options: move on to lands unknown to pursue their nomadic nature and attempt to find another herd to follow or push their luck with one of the two kingdoms to reclaim lands they call home. Raiding parties frequent the borders of both kingdoms, with more success in Manthir. Those sent to Taknier don't often return with much, if they return at all.
GOVERNMENT The tribe as a whole is ruled by a council of nine elders. A simple majority vote is required for most decisions. Tribe members can seek council from or petition the elders solo or as a group to be heard on any issue. The elders help organize hunts, ceremonies and so on. Often at least one elder is a veteran warrior, one is a shaman. Elders are chosen based on age and experience, typically by the current council. They serve for life or until they step down.
At present, there is a schism in the community on whether to move on or stay here. Led by a triumvirate of warrior siblings, the Reiðin faction are those who wish to reclaim their lands by force from Manthir.
Law and order are conducted on a personal level in most cases, with larger disputes brought to the elder council. Often, disagreements are settled in an 'eye for an eye' manner or by trial by combat, sometimes to the death.
There is very little by way of social services. The council does not demand taxes or tribute but does not offer much in return.
ECONOMICS Hunters and gatherers by nature, they make what they can't scavenge. More recently, they have turned to raiding to make up for the encroachment of their once larger territory. Within their culture, a simple barter system is employed. Lutrians don't often trade with other cultures, preferring to either live off the land or take what they need by force.
Major Imports: Some luxury items(typically stolen) Major Exports: Furs, Leather
SOCIETY Lutrians are a very rowdy group, enjoying any chance to celebrate life. They are wary of outsiders and any who do not wish to conform to their ways. Those that do express a desire to join are welcomed provided they prove themselves not to be 'soft'. Men and women are generally considered equal, though there is a high respect for female warriors, especially those that are also mothers. There is very little recognition by way of inheritance beyond family connection and what one can earn for themselves. Adoption is common. Sexual relations are heavily traditional between one man and one woman, and those who subvert these rules are either ostracized or forcefully corrected depending on their family.
There are no official ranks beyond those of the Elders, the rest being commoners or slaves. Respect and power are afforded to those who live by 'survival of the fittest.' Many of the best fighters and leaders are recognized by the honorary title of "Jarl." They often have a "Thane" as a second in command when it comes to leading warriors into battle. Jarls will hand pick their warriors for raids and it is a great honor to battle alongside them.
Slavery Slavery is commonplace, but most people of Lutra themselves are freefolk. Slaves can be taken from raids to serve as laborers, servants, cooks, craftsmen, or concubines. They are forbidden from owning or even carrying a weapon. Some slaves that prove their worth and loyalty can be granted their freedom. Each slave serves the warrior that captured them, but will generally provide services to the entire clan. A warrior usually has not more than 2 or 3 slaves at a time.
CULTURE Their nomadic culture is simple on the surface, but in fact, most of the people are skilled craftsmen as well as warriors. Potters, cobblers, weavers, tailors, leather workers, blacksmiths, and carpenters are all examples.
They rely on basic first aid and herbs to tend to injuries and disease. Those who master such skills are called shaman, but they are very few and far between. Shaman are also spiritual leaders of the old ways, those some more than others.
They are not very skilled at permanent construction, but this is largely by design, preferring more either smaller and more portable tents or easily erected huts. They have begun work on a sturdier structure to serve as a gathering hall and place for meals, largely through the skills of some recently captured slaves.
Clothing Clothing and weapons are very similar to Viking aesthetics and are handmade, featuring lots of leathers and furs. Tattoos are used to denote accomplishments such as feats in battle, epic hunts, shaman prophecies, or becoming an elder.
Art Metal working, tattoos,...
Core Values Courage - bravery in battle, standing up for beliefs, conviction Truth - honesty is seen as courage, live what you believe Honor/Respect - living up to personal and social ethics, respecting all life Self-Reliance - taking care of themself and family, independence Perseverance - never quit, determination to be better
Language They speak their own language of Lutrian, a harsh sounding tongue that is difficult to master for outsiders. Most born Lutrians struggle in turn to fluently speak other languages.
Cardinalism While there are many different beliefs in Fjall, Lutra shares the central religion that focuses on the spirits of the land. Practice in Lutra is very loose and there are many gods, with the four cardinal directions being the most powerful. Most venerate the South Wind the most. It is said these four beings banded together to kill the supreme god, consuming its power between them. West and North formed a partnership in an attempt to control the other two, but West made a secret pack with South and betrayed North, exiling him to wander the world as a harbinger, collecting lost souls and feeding on his power. That is why the world is so cold. East is seen as a mediator that has been spurned.
North Wind | Winter | god of death, time, and karma (order) South Wind | Summer | god of destruction, nature and freedom (chaos) West Wind | Autumn | god of protection, knowledge, and law (father figure) East Wind | Spring | god of fertility, growth, and beauty (mother figure) Old Gods It is believed that before the Four Cardinals, there was a single spirit that controlled the realm. Under it, spirits walked the earth alongside man as equals. While not entirely at odds with Cardinalism, less emphasis is placed on the four spirits of the wind, with many spirits and beasts venerated for different reasons.
Shamans Part spiritualist, part healer, shamans are looked to for guidance in many matters, and yet also looked down on. While seen as essential for taking care of injuries and disease, they have very little power as the role is not seen as 'strong' in the traditional sense. There are very few shaman in Lutra and the only way to become one is to be trained by a previous shaman.
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Post by North on Jan 27, 2021 19:47:13 GMT -5
Lutra Military
OVERVIEW There is no formal 'army' in Lutra. All people are trained to fight and protect themselves. The Elders are in charge of any organized conflict such as declarations of war.
The Reiðin Known as The Wrathful, this faction within the tribe is more blood thirsty. Often comprised of the younger generation and those seeking to prove themselves, the Reiðin are the strongest proponents of taking back land from Manthir by force. The Ghalleron family are also primary supporters.
Raiding Parties Raiding parties are groups organized by a Jarl. It is a high honor to be chosen to go on a raid and many compete to show they are worthy of being chosen. There is no limit to the number of raiding parties nor the number of raiders in a party, though they don't usually exceed 30 warriors. Warriors also often have a primary skillset, be it as a Rider, Archer, or Skirmisher.
Blood Packs Blood Packs are small elite teams of practiced "blood hunters" that have worked together since they were young, typically siblings by blood or by bond. They are the most feared of Lutrian warriors, a mix of berserker and stalker which employ strange magics to hunt down their prey, both animal and human alike. Due to the dangerous nature of their training, there are few of these teams and they contain two to four hunters. Once part of a pack, you cannot become part of another.
For rank openings and information, go here.
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Post by North on Jan 27, 2021 19:48:28 GMT -5
Lutra Magic
OVERVIEW The people of Lutra claim to be descendants of the West Wind, the Dragon. Long ago, he and the other gods were rumored to walk the earth and he created the Draconic people that used to travel the northern snowscape in nomadic tribes, though now only the Lutrians can claim to follow these ways (at least until recently). They carry a drop of the god's blood in their veins.
Blood Familiar Each drop of blood contains an imprint of the soul which is particularly strong within the Lutra people, more so with those of the older families. Each Lutrian can bond with another creature to form a strong blood connection with the beast, making them their familiar. They must renew this connection every lunar cycle(on the new moon) by drinking a small amount of blood from their familiar. They can only maintain one bond at a time. They and their familiar have a strong emotional understanding of each other's basic needs and mood. They can know in what direction and how far away their familiar is.
A creature that is actively aggressive or unwilling cannot become a familiar. If a familiar and its bond are separated by over a hundred miles, the bond is severed.
Age and practice is directly linked to the size of creature they can bond with successfully. Most can bond to a small or smaller creature. Those above thirty years, medium or smaller. Those above forty years, large or smaller. Ancient myths tell of those who could see through the eyes of their familiar, mentally communicate with them, or even merge with them to control their actions. Perhaps, one day, someone will rediscovered these skills of legend.
Only those related to original lineages from the tribe can bond with a familiar. At least, for now...
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Post by North on Mar 23, 2021 1:08:11 GMT -5
Lutra Notes
Overview A place for notes such as, festivals, ceremonies, and extended lore that might not fit anywhere else.
Ceremonies Ritual of Fate Welcoming a new Elder to the council represents a great many things, tied in general to the gods of protection, but also very personal to the new Elder. The new Elder must hunt and kill a beast (often a stag) and sacrifice it to the god of their birth season. Typically this hunt occurs the day before, so that the beast's meat and hide and other components can be prepared for the ritual. This is to show their dedication and ability to provide for their people.
The ritual is held at one of the sacred stone sites and is open to all to witness. The ceremony takes place at sunset, where the newcomer presents the parts of his kill to the existing council. All members are gifted a part of the animal, generally smoked meat, with the hide being presented to a particularly respected member. There are no specific formal words to the gathering, but generally the newcomer expresses their value to the tribe and what they will bring to the community as a leader before the council each engraves a part of the Web of Wyrd tattoo on the newcomers shoulder. A close relative or friend adds the final central line for them.
It is followed by a feast back at camp where all are welcome to eat and drink, even slaves, should their masters allow.
Ritual of Family weddings. Something simple, witnessed, often with a feast afterward
Ritual of Blood Well, it is called a "Blood Pack," of course there is some semi-dark, blood related ritual they have to go through! This could be that "shared eating of an animal heart" concept and/or blood bonding similar to Elders
Ritual of Sky Death ritual, funeral, typically cremation, returning to the sky from which the winds and spirits and humans originated.
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