Post by Nazerine on May 1, 2012 19:12:59 GMT 10
"Teaching boys to harness their rage is the most important lesson we Mjonir can bestow. There is no worse regret than to lose your temper and to fell your brother rather than your enemy." - Wulfrick Cougarfang, Barbarian. |
Name: Mjonir. Pronounced 'Mho-jeh-nher'. Plural form:- Mjonir. Nicknames: Barbarians, Mountain men, Snow people. Lifespan: 60 - 85 years. Reputation: Patriarchal, wanders, challenging, territorial. Common Classes: Berserkers, Shaman, Beastmasters. Racial Gods: None. Racial Attributes: +4 Strength, , +4 Constitution, +2 Wisdom. * Specialisation against beasts. * Weapon Specialisation with Axes. * Slight resistance to cold. Cities and Towns: None. |
Origins
As the imperial empire expanded across the land, they sent their most sea-hardened to sail the vast ocean that met them at every corner of their map. These men and women were selected from the coastal villages, claimed to be the best in their field.
So the chosen were sailed to the north, across endless months of stormy ocean. Many perished in the journey and food was scarce. The people became violent, turning on one another to fight over whatever valuable resources they had left. Pickled cabbage and other foods stored in vinegar were rationed and the few hundred left were forced to consume their own urine in order to stay hydrated.
But upon the eve of one late evening, their vessels finally came into contact with land. The dwarves, having already established their city and observing the poor state in which the strange new people arrived, took them into custody and boarded their ships in Thom'dol's docks.
Though they were not clearly welcomed, they were fed and brought back to good health. The dwarves kept the human prisoners, but upon the blessing of their King, eventually led the humans to the wilderness. Wanting the humans to prove themselves worthy, the dwarves ordered they survive in the wilds. If they were to succeed, they were guaranteed a home in their land, but if they were to fail or disagree, the dwarves would slay them.
Having no choice and no way to get back home, those that remain scattered into the cold lands, seeking what refuge they could. Many bonded with others, trailing off along the coast or into the forest to find shelter.
Many stories stemmed from that time. Legends tell of animals warming up to the newcomers. Following the habits of the creatures of the land, the humans learned to adapt to their new environment.
Since that time the imperial empire of man sent more ships to explore the land now currently known as Kildheimer, home of the dwarves. Though the outcasts were invited back to join their old homes, many stayed behind, having grown accustomed to the bond they shared with their brothers and their new land.
Biology
Bulky in build, the Mjonir men and women are arguably discerned as the strongest of the human races. With firm muscles and solid bones, the Mjonir are regarded as meaty and hardy. Men are tall and well developed, with muscles being defined and prominent in their frame. Women are also quite bulky, but are less stoic than their male counterparts.
Hair is usually very thick and comes in array of dark auburns, browns, shallow reds and dirty blondes. Facial features are customarily squarish, accompanied with a firm brow and a prominent forehead. Females do not possess the brow like the men, but both sexes share in possessing placid skin colour which reflect between pale and tanned consistency.
Age and Reproduction
Families are usually raised in small groups, with children only coming in quantities of two to four. Male children are circumcised in their early years, usually at the time before they reach puberty. Females are raised to cook, clean and look after the sickly, with their goals kept limited. Men on the other hand are clearly the favoured gender, and are granted more freedom and less responsibility.
The males are known to form close bonds with one another, forming packs or crowds where they set off on parties to hunt, share women or do other important duties that are said to be completely necessary. Women are mostly kept in the camp and are not allowed to roam the wilderness without a male escort. Most women are kept domesticated and are ruled to not handle weapons unless they show and prove their worthiness.
Throughout the seasons, the tribe, depending on their totem animal, follow their totem. Some migrate further and more consistently than others. They do not live in towns or settlements like other humans, preferring to use tents and other temporary fortifications for shelter. Usually a clan will move 4 times a year, one for each seasonal change.
Usually a Mjonir will never leave or abandon their tribe, but it is not unheard of to hear of traitors. Some members, both men and woman alike have been known to leave their people to join a bigger and better clan. Those that leave are rarely welcome back.
Social Structure
The Mjonir are carved into seven different clans, each that uphold and worship a different set of morals and totemic animal. The clan reflects the nature of the animal they worship, adhering closely to their habits and lifestyles in devotion. Each clan is headed by a leader, chosen by his people through feats of strength and wisdom. Being a patriarchal system, women are not regarded as strong leaders and are simply dismissed as anything but a domestic worker until they prove themselves worthy of better respect.
- Clan of the Elk
Living in the forest and snowy plains of Kildheimer, the Clan of the Elk migrate the most out of the seven. They consume a vegetarian diet in homage to their totem animal, the elk. The Clan of the Elk are also known for their exceptional carving and woodwork, but their prowess in speed has made them some of the fastest axe-wielders in the land. - Clan of the Bear
With territory expanding to the furred forests and wooden hills, the Clan of the Bear is known as the most dominant of all. Their fearsome tactics in battle have given them honour in all of Kildheimer. Though the clan migrates the least, their encampments are well entrenched and are well protected against invaders. - Clan of the Cougar
Claiming the caves within mountains and valley alike are the Clan of the Cougar. Secretive and cunning, the people of the clan are renowned in playing out many successful invasion attempts against enemy clans. However, their pride rests in their communication with the beasts of the snow and have been seen riding on the backs of their totem into the wilderness. - Clan of the Eagle
Inhabiting the coastlines of the region, the Clan of the Eagle are one of the less populated clans. Warmly regarded as successful fisherman, their duty lies in protecting their encampments with keen observation. Known as having the most stable falconries in all of the land, they use their skills in exploration and scouting to their people's advantage. - Clan of the Fox
Small yet cunning, the Clan of the Fox are not as aggressive as the other six. Specialising in trap making and stealth, the clan is regarded cowardly to some, while others see them more as thinkers than doers. The clan is the most trade adept and have claimed ownership over successful trade-posts within the woodlands. - Clan of the Bison
The Clan of the Bison is the most family orientated of all clans, choosing to uphold tradition and gatherings above battle. The location of the camping grounds usually rests in the plains, where they follow their totem, the bison, on an annual basis. Their most sacred symbol is the white bison, considered godlike in their lores and customs. Their most famous tradition lays in wrestling, where the tactics from the sport have been known to thaw out into their battle techniques, gifting them with superior unarmed combat. - Clan of the Wolf
Laying in the depths of the thickest woods is the Clan of the Wolf. Known as aggressive and suspicious, their team work has gifted them great success over countless generations. Rumours have spread far and wide about men in their ranks becoming shapechangers, turning into the essence of the wolf itself.
Psychology
Mjonir are spiritual people who worship many idols. They see the beauty in nature and admire simple things many others take for granted. Tasteless and sturdy like their food, they are known to have a sense of humour with many jokes often being outlandish and perhaps over the top to a race like the elves.
They are not as aggressive as the dwarves, though naturally they treat enemy clan members or outsiders with suspicion. Many Mjonir are quick to anger, especially the men. Females are more passive, though they are known to be quite hot-headed in the family home and the bedroom.
Mjonir reflect the characteristics of the harsh land that has gripped their hearts. Warm blooded and warm hearted, they are brutal to their enemies, but should they grow fond of someone, especially a male, they are seen more as family than a friend.
Racial Traits
The cold winter landscape has given the Mjonir a natural sturdiness to the chill. Every member of the race possessed thick skin and surging warmth. This has allowed them to adapt better than most to the cold climate, gaining a permanent resistance.
The honoured axe is the traditional weapons of the Mjonir, formerly used by their lumberjacks. Since that time, it has been crafted into a tool of war. All men, no matter their status and some women too, are taught to handle both one handed and two handed axes from their early adulthood or early puberty.
Since their stay in the winterlands to the north, the race has had to rely on beasts far more than their cousins. Their knowledge of the wilds and their firm belief in the beasts that share the land with them has granted them an understanding and an advantage in dealing with beasts.
Clothing, Art and Industry
Clothing plays a huge aspect in Mjonir culture. Usually the material is skinned and flayed from various animals and beasts to make leather, feather and furred items. Metal within their culture is uncommon, and is solely used in being crafted into weapons, shields, braces, caps, helmets and buckles.
Men are usually topless or wear minimal clothing on their chests if the day is not too chilly. Tattoos are extremely common which only males possess. Designed in swirling or floral patterns, all males are given a tattoo upon entering manhood. Others whom grow fond of the art or wish to make their appearance more intimidating continue to add tattoos to their body throughout their entire lifespan, often with the aid of a body artist.
Throughout the clans of Kildheimer, many uphold certain professions better than their rivals. The craftsmen within each clan are deeply respected. The most talented are those whom manage to build and craft their living tents, which can vary from small to huge in size. The communal tents of each clan is painted and individually decorated, with the command tent being the centre of attention to each camping ground.
Religion
Mjonir follow many different beliefs and deities, but all share a common system. The totemic animal worship is their main belief ideology. Each totem is considered unique in helping that particular clan in gaining success and are considered to be very sacred. Some particular clans hold some beasts in a god-like essence, such as the white bison for the Bison Clan and the black cougar for the Cougar Clan. However, those that do not belong to any tribes are still recorded to do some level of animal worship.
Some clans prohibit the slaughter of their totemic animal while others label theirs as the ultimate hunt. Upon seeing their totem, many clans will bow in prayer as it is seen as a blessing or a sign of great luck.
Other figures of worship include the Darnphi, Goddess of the Hunt and Sinotra, Maiden of Winter. With both natural instinct and winter playing a huge role in their lives, they can be considered to some as their second belief system.
Mjonir believe that in death the spirit returns back to nature and joins the other animals spirits and spirits of the wilds. Burial is usually a private occasion unless they are a person of great importance. The belongings of the dead are burnt along with the body except for their weapon which is hung up in the memorial tent of the fallen.