Vildr (Culture) Ethnicity in Gyrraholm | World Anvil
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Vildr (Culture)

From the outside, the Wild Clans of the Vildr seem savage, messy and unorganized, but this is a misconception borne from their ferocity and fearlessness in battle. After all, how can a being that throws themselves so willingly into danger live in a society that has laws or etiquette of any kind? Those that make the pilgrimage to one of the various clan holds will almost certainly be shocked, finding stone roads and sturdy homes with sensibly dressed folk wandering around. But make no mistake, the Vildr are still a terrifying force of nature at their core. They trend more closely towards the chaos of war (by choice it would seem), with the territory lines of individual holds shifting by the day, while their leaders are determined by the edge of an axe. And woe betide any fool who finds themselves facing down against a Vildr raiding party.

Naming Traditions

Feminine names

Augrid, Bäna, Dömna, Fjora, Freja, Gunhild, Helga, Kari, Runa, Sigrid, Siv, Smída, Sölnja, Vidír. It was not uncommon for children to be named in honour of the Monumentals, but many names also reflected the parents hopes for the child, or environmental elements that might have heralded their arrival. Feminine names often ended with a soft vowel, such as a's and i's, though not always.

Masculine names

Augrin, Bänam, Damien, Eamon, Eric, Fjord, Gainor, Gaius, Geir, Hakon, Jareth, Obrecht, Steinrow. Again, as with feminine names, young boys in the Vildr Wild Clans often reflected those of the gods, or the environment to which the child was born. Most masculine names ended with hard consonants, such as n's, c's and t's, but again, not always.

Unisex names

Bailey, Caelan, Darby, Shelby, Unn.

Family names

Surnames in the Wild Clans of the Vildr are slightly different to traditional family names, in that most make reference to the name of the father (or mother in rare cases), or profession or place of origin if no information regarding the parents is known. Felsonn would be the son of a man named Fel, for instance, while the name Østergard (Eastgard in the common tongue) would refer to someone from a farm in the east.

Other names

Some folk gain nicknames over the course of their lives, with some even adopting them as their preferred given names, usually compounding two or more Vildr terms into a new title for themselves. This is most common after a major change in one's life, particularly an event that has changed them, either physically or metaphorically.

Culture

Culture and cultural heritage

The Vildr were born to a harsh and wild land, and so became hardy survivalists in response, with keen minds for expansion and warfare. There's nothing on their archipelago home that they have that they haven't fought to gain and then keep, multiple times. The individual clans themselves have been pushing against each other since their creation, and even leadership in the clans is determined via combat. Might means right, more often than not in this cold and dangerous place, and the Vildr will not be found wanting for might.

Shared customary codes and values

The Vildr Wild Clans are primarily known as fierce warriors and raiders, and their shared values reflect that. Courage in battle, as well as to ones beliefs was paramount in Vildr culture, while honour and truth followed closely behind. As a citizen of the Wild Clans, society expects you to face adversity head on, without relying on tricks or underhanded tactics. Fidelity, to your family, your allies and your clan, demands that you act in the best interests of the many, rather than acting selfishly, though their final (and arguably most important) value was that of Freedom. At the end of the day, the Vildr are a people who have survived by doing what was best for them when the need arose, and their tales and myths encourage the same.

Common Etiquette rules

Though usually seen as savage and lawless by outsiders, the Vildr did in fact have a legal outline that most of the holds observe in full, and most serious violent clashes were reserved for out in the wilds, at war or in one of the continent's many competitive arenas. Outside of warfare, drawing a weapon in the streets of a settlement was frowned upon, unless circumstances demanded it. Additionally, most Vildr adhered to a code of hospitality; to provide shelter and food to those they felt needed it, and to behave accordingly if the offer was extended to them. This seems out of character, but these particular teachings were passed down from Sölnja, Monumental of Light (and wife to the Warfather) herself. It would not do to disrespect the one called the Seashimmer, nor her War-minded husband.

Common Dress code

Folk of the Wild Clans are often dressed plainly, in simple tunics and furs (thanks to the harsh, cold weather), though those who can afford to often flaunt their wealth with more extravagant clothing (particularly lavish jewelery).

Coming of Age Rites

When Vildr children hit the age of fourteen within the Wild Clans, they are tasked with traveling the settlements of the hold for a month, typically on their own. Surviving the wilderness is the primary concern of this rite of passage, though it also serves to create inter-settlement bonds and connections that the young will (hopefully) have for life. Coastal settlements may make use of their geographic location, pitting their young against the waves between the archipelago's island settlements, as opposed to the woodlands.

Funerary and Memorial customs

As their nautical past is so prominent in the Wild Clans, it was not uncommon for Vildr deceased to be interred in a casket made from a converted canoe, or from the wood of a larger ship, and it's said that these vessels will carry the dead to the shores of Vahǫll where ages of endless battle and feasting await them. Prayers are offered to Bäna, the Wolf of Death, to ensure safe passage into the afterlife. These prayers often included an offering of meat and wine, to sate Bäna's hunger. Those who do not receive the proper rites risk being devoured by her, never landing on the shores of their eternal meadhall. Those that fall on foreign shores (usually in battle) and don't have access to the appropriate funeral rites, cremation ceremonies are held in which the dead are laid into small vessels, before being pushed out to sea and set alight. It is said that the Wolf of Death fears great fires, and so their souls are safe from her scythe.

Common Taboos

Embarking on a nautical voyage without paying tribute to the gods is said to invite disaster, especially on merchant ships weighed down with goods. Most captains will flip a silver coin into the waves to curry favour with Fjordall, otherwise known as the Merchant of the Waves. Touching these coins after they've been paid is seen as dishonourable, unless you serve the Monumental of the Seas and collect his coin for him.   Killing animals for sport is frowned upon, as increasing the hardships of others for no good reason is not the Vildr way. Even when hunting for food or pelts, an offering to the Monumental Vidír is customary, lest future hunting trips end in failure.

Common Myths and Legends

Myths and legends of the Wild Clans often feature honourable heroes that possess great physical strength downing horrible threats to their homes and communities. One such tale speaks of their patron Monumental, Kaldhrenn, expelling his dark twin Van Fridr from the Monumental city of Domcleft, following an attempted takeover by the latter. Another great legend tells of the Elder Tempest, a great storm given form by the Monumentals, in an effort to provide some common grounds for the constantly warring Wild Clans. The tale involves chosen warriors from each of the clans who would go on to shape the individual ideals held within each hold, and concludes with the creation of their ruling authority, the position of Wild King/Queen.

Historical figures

First and foremost among figures in the Wild Clans' history are the Chosen six, who traveled to the peak of the Himmengeir to defend the land from a great storm given physical form. The most prominent of these are Einer Godefroy, so named for his unbending faith in Kahldrenn, and the protection of the gods that those around him felt he had earned. Einer used his divine strength to tear the Elder Tempests heart out, earning him the right to be called the first Wild King of the Clans. Also of note is Saint Vidír Estur, who ascended from the position of Jarl in the East, to that of a legend, before eventually being hailed as a goddess of nature, after the name of her original patron was lost to time.

Ideals

Beauty Ideals

Traditionally, the Vildr of the Wild Clans prized good hygiene above most else, though as a warrior people, muscular physiques and a healthy collection of scars were somewhat desirable (on both men and women). Women in particular were often sought after more if their hair was longer, while men would adorn their shorter hair and beards with jeweled rings to advertise their wealth.

Gender Ideals

The ideal Vildr women, according to the male populace, are muscular with long flowing hair. While many Vildr men would shy away from a woman who exceeded them in height, this is not a necessarily common practice, but large women are not turned away. Vildr men, on the other hand, are most desirable with more than a few scars to show for their years, and adorned facial hair is usually a sign of status. While both genders grow quite thick body hair, the absence or abundance of it doesn't seem to deter either from one another.

Courtship Ideals

It's not uncommon for Vildr women to take the lead when it comes to courtship, often bringing a drink the man before engaging in a drinking contest. There are few faster ways to a Vildr mans heart than through his liver, after all. Some of the greatest romances of Vildr history have begun with a brawl of all things. Vildr women are tough and know how to handle themselves, and Vildr men are absolutely smitten by a woman who can beat them in particular, though these particular brawls are rarely too aggressive.

Relationship Ideals

Roles in a Vildr relationship are often split equally between men and women, with chores (for instance) falling to whomever suits them best, rather than physically daunting tasks set aside for the men, and more delicate tasks reserved for the women.
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