Garundi Ethnicity in Alphatia | World Anvil
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Garundi

Garundi communities can be found throughout Garund’s civilized nations (and even in many of the uncivilized ones). These people generally make for kind and caring neighbors, happy to pitch in to build a stronger community for everyone to enjoy. The complex interactions between individuals and families within Garundi communities are not well understood by outsiders. There is no certain knowledge regarding the origins of the great and noble Garundi. While scholars agree that they originally came from the southern reaches of Garund, few can agree on exactly when this migration occurred or what prompted it. Despite some superficial similarities, there is no reliable evidence that the Garundi had any biological ties whatsoever to the Azlanti culture of Thothia, although a great deal of evidence shows they were contemporaries. What is certain is that Garundi are among the very oldest human cultures in Delrind, and many truly ancient ruins made by lost Garundi civilizations predate Earthfall. The notable ancient empires of Osirion, Shory, Jistka, and the Tekritanin League all brought civilization to northern Garund after the end of the Age of Darkness. These Garundi kingdoms were among the first to rise after a millennium of worldwide savagery, and they helped to drive civilization north into Alphatia. On the other hand, in between (and sometimes during) epochs of powerful civilizations and sprawling empires, the Garundi take to wandering. Garundi influences are felt across the entirety of the continent with which they share their ethnic name, and many scholars believe the Mwangi descend from very ancient Garundi wanderers. Garundi culture tends to divide itself into relatively small clans (usually 15–20 families that travel together). These clans form the basic unit of Garundi society, unlike the cultures of Alphatia and Valorian, which are family based. In their hearts, Garundi are expansionists; a newly founded clan tends to travel until it discovers an area suitable for development, whereupon it immediately begins building a permanent settlement and establishes a strictly hierarchical community. A Garundi clan does not consider itself to be successful until it has a particular place on a map that it can claim as its own. Since it sometimes takes years or even generations to find the right location, though, the clan gathers mementos of the places it has been—physical records of a spiritual journey that often become incorporated as symbolism into their art and tales. Any Garundi clans that pass through another clan’s territory are welcomed as honored guests but are not allowed to settle permanently. After a full month has passed, the visiting clan is obligated to leave or to pay a hefty tribute to the dominant families of the existing community. If this tribute is paid every month for a full year, the clan is allowed to join the permanent community, but must take up the lowest rung on the social ladder. Regardless of the climate in which they live, Garundi dress in colorful clothing that is equally practical and beautiful. They usually attempt to incorporate parts of traditional garb into whatever outfits they don. This frequently means that men wear sashes, kilts, long robes, or pointed hats, while women cover themselves in billowing blouses, wraps, and shawls. As they originated on a continent known for its extreme temperatures, their clothing usually consists of loosely fitting layers. In the northern sections of Garund, traditional Garundi dress incorporates aspects of Keleshite garb, while heavy Vudran influences are recognizable in Nex. Garundi names are used to define both the territory claimed by the clan and the individual’s place in the local hierarchy. Those at the top of the hierarchy have names that span the entirety of the territory—the name of the city, geographic region, or nearby major river or mountain. Mid-ranking Garundi are named after sites, geographic features, or buildings known to most locals—waterfalls, neighborhoods, or important local occupations. Low-standing clan members have names of local sites (often from near where they were born) — streets, statues, or trees.

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