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Kryros grasslands tribes

Kryros grassland tribes are largely descendants of the Ezou who didn't follow the call of their fellows to join what would be the foundation of the burrow society and chose to remain on their ancestral lands. Despite they had to renounce most of their old territory because it had become unhospitable there was still enough grassland left to persevere and continue their old way of life.
They are organized in patrilineal familiar clans that live off herding, especially goats and horses. They have a nomadic lifestyle in tents they carry, when they halt their journeys, they construct earth walls around their camps, shielding both structures and people from the fierce winds of the grasslands.

Naming Traditions

Unisex names

They keep using traditional unisex names they always have been using: Kanse, Omorkes, Ehra, Kunzul, Nogga, Netres, Lertru, Uytrik, Zoixku...

Culture

Culture and cultural heritage

They don't have a written tradition so songs, dances, and oral storytelling are used to pass down their ways. Usually, there is a role called the Speaker, who memorizes all the stories and directs the dances to ensure tradition is transmited correctly to future generations.

Shared customary codes and values

They are a warrior culture where leadership is based on merit. The most important positions are the Great hunter, the Storm Guardian, and the Drat.
  • The Great Hunter is the military leader entrusted with handling the matters of both war and diplomacy. They are especially important to defend the village against marauding monsters and fostering diplomatic relations with neighboring clans.
  • The Storm Guardian is a wise person, who learned the ways of climate and geography. They are trusted to predict the best time and routes to move and avoid dangerous storms so they have the final say in the matter of where the tribe should go.
  • Finally, the Drat, the religious leader, is tasked with keeping the traditions of the people and the will of the gods. 
While the three are considered the supreme arbiters of their respective areas their position is only valid as long as they can keep the respect of their people, a bad leader is quickly striped of their position as they are considered a danger for the survival of the entire clan.

Average technological level

The tribes have retained the same technological level as their Ezou forebears: wool clothes, leather implements, bows, saddles, stirrups, mobile forges, steel, bronze, jewerly, sabers, spears... They also buy guns from the burrow society.

Common Etiquette rules

Hospitality is a fundamental pillar of the tribes to the point they even consider the breach of hospitality a valid reason for war.

Common Dress code

The tribes wear practical clothing suitable for their nomadic lifestyle, often in the form of tunics made from wool and leather, and turbans. Important members of the clan embroid jewelry into their clothes.

Coming of Age Rites

Usually when a young becomes an adult must face a test of skill in an area of their choosing under the watch of a seasoned expert. In this trial, they must convince the veteran that they are ready to take on adult responsibilities and perform their craft.

Funerary and Memorial customs

They believe the dead must return to the earth by fire, purified by the touch of Zifres, so they cremate the body and bury the ashes in funerary mounds so they can reunify with the land.

Ideals

Beauty Ideals

The Ezou value sturdiness and the ability to survive so tanned and weathered skin, stocky builds, and fit bodies are considered attractive.

Courtship Ideals

Marriage used to be a loose matter in the past, but now is a very important way to ensure alliances with other clans. Considered the cornerstone of their society marriage bonds serve to strengthen the unity of the tribes themselves.
Estimated population: 12.000 people divided into about 90 clans.
Encompassed species
Related Locations

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Cover image: by Me, with Inkarnate

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