Difference between revisions of "Hipparion Tribe (Sagolii Desert)"

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(History)
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===Into Eorzea===
 
===Into Eorzea===
  
After countless generations of using the hipparion in their daily life, the tribe was unable to keep them alive during their great journey south and across the ice into Eorzea, and the tribe was forced to adapt. In it's place, they began to utilize the chocobo, a giant native bird of Eorzea. They quickly broke a number of wild flocks, and the Hipparion tribe has has been riding them ever since.
+
After countless generations of using the hipparion in their daily life, the tribe was unable to keep them alive during their great journey south and across the ice into Eorzea, and the tribe was forced to adapt. In it's place, they began to utilize the chocobo, a giant native bird of Eorzea. They quickly broke a number of wild flocks, and the Hipparion tribe has has been riding them ever since. A series of ancient territorial disputes pushed one sept of the Hipparion tribe deep into the Sagoli Desert, where they adapted and established their own customs unique to a nomadic way of life in the deep desert. As generations passed, they fell largely out of touch with the rest of Eorzea, save for occasional forays northward.
 +
 
 +
===The Calamity and the Aftermath===
 +
 
 +
In the year leading up to the fall of Dalamud, the tribe experienced a broadening of its cultural awareness, though to a somewhat limited degree. It was enough, however, to motivate a significant number of its members into joining the fight against the Garlean Empire. One of their nunhs, along with more than a dozen huntresses and tias, set off with high hopes to protect their land from Garlean invasion - a threat they only somewhat understood, but knew well enough to know it was a great danger.
 +
 
 +
Very few returned, following the Calamity. The tribe's family was decimated, and many were crushed by the loss. Although some could not handle it and instead fled, most of the tribe managed to begin to pull itself back together. The effort was a great challenge, however, as the fall of Dalamud brought about strange changes to their roaming lands. The food grew both more scarce and more dangerous to hunt; Amal'jaa attacks, which had always been something at the back of the tribe's mind, became an almost constant threat; their sources of water had largely dried up. The tribe was suffering and in desperate need of a solution.
 +
 
 +
It was then that several of its younger members took it upon themselves to find such a solution. After much debate, it was agreed that the tribe could not continue on as they were, and a scouting party was sent northward to search for a potential new home. Should they succeed, the tribe may find a way to enter a more prosperous age and finally recover from their losses.
  
 
==What outsiders see==
 
==What outsiders see==

Revision as of 20:20, 6 December 2013

Hipparion


Tribal Details

Location: Deep in the Sagolii Desert
Race: Miqo'te
Clan: Seekers of the Sun
Tribe Indicator: K' (Pronounced koo)
Tribe Beast: The Mighty Hipparion
Tribe Leaders: The Council of Elders
Tribe Size: Approx 75 Heads
Breeding Nunh: K'raqi and K'yohko

Lifestyle

Tribal Traditions, Rituals and beliefs

Naming Ceremony

This is a largely perfunctory ritual but still important. Children who reach their fifth year are taken by the nunh who fathered them to the tribal Elders. There, their name will be spoken to Azeyma, the Warden, Keeper of the Sun as an assurance that there will be many more sunrises in their future.

Learning the Hunt

Around age 7 or 8, a child will begin to accompany the huntresses and hunters of the tribe on hunts at regular intervals. At first, they are brought on simply as observers, encouraged to ask questions when the hunters are not actively engaged, and may be asked questions themselves. Over time, they are taught how to hold weapons, how to aim, how to track, corner, and manipulate the intended prey. These lessons continue for a number of years.

At age 10 they have to recite all they have learnt from the verbal lessons.

The Trial of Adulthod

When a child sees their sixteenth nameday, their lessons culminate in a ritualistic first kill. The children accompany the huntresses just as they always have, but this time they are expected to take down a beast for themselves, landing the killing blow. If they succeed, they return marked as an adult. However, a number of youths fail every year. Should that be the case, they are sent on a foraging, tasked with searching the desert or nearby regions for something useful to the tribe as a whole: new hunting grounds, a new town to trade. If they cannot succeed in this, they are not allowed back.

Death

Death is a fact of life for the Hipparion tribe, as the Sagolii Desert is uncompromising in its brutality. As the tribe is nomadic, they have no established burial ground, nor are the ever-shifting sands conducive to consistent burial. Because of this, members of the Hipparion tribe have developed a ritual of burning the bodies of their dead. Elders may speak a few prayers to Azeyma and Nald'thal, and the body is often burnt with a few totems - carved sun and Hipparion figurines, and one or two personal possessions that the tribe cannot repurpose and wants to send off with the deceased.

Sun Festival

The Hipparion give thanks and make offerings to Azeyma on the longest day of the year. A great fire is lit and the people of the tribe dance around the great pyre. The festival has deep meaning to the Hipparion tribe and it is not permitted for outsiders to participate or watch.

Tribal Shaman

The shaman of the tribe share many similarities with the conjurers of Gridania. They perform a number of important roles within the tribe, one of which is they act as the tribes healers. They apply their own brand of medicine to clean and mend wounds, ward off sickness and splint broken bones. This could be anything from a herbal poultice to sucking out the venom from scorpion stings. In recent generations the conjurers have been sought out and their teachings and magical aptitude have been adapted into the shamans knowledge of desert readies.

Another role is vital to the safety of the tribe members before engaging on a hunt is to speak the spirits of earth and wind. If the shamans placate the spirits with offerings then the tribe will be safe from sandstorms and other such desert dangers. They also speak to the water spirits to help the tribe in times of drought.

The tribes shamans are also the keepers of the tribes history and traditions. These have been passed down, shaman to shaman since before the great migration. The shaman are the ones who see to it that the young of the tribe understand their past.

Tribal Law

Tribe Structure

There may only be two active Nunh at any given time. Ideally, each Nunh would have at least ten females.

Leaving the tribe is considered a severe offense resulting in shunning, this is different from the Foraging that adolescents are required to do in their rite of adulthood.

Mating

All heterosexual sex outside the tribe is forbidden. Homosexual sex outside the tribe is technically allowed, but looked down upon quite severely and not discussed. Homosexuality within the tribe is allowed, but heterosexual sex is strictly only between a female and her chosen Nunh. A female can change which Nunh she wants to mate with but its forbidden for her to be mate with both. If a Nunh is found to be lacking in his attentiveness to his females due to homosexuality he will start to lose the support of his females. Tribe members are allowed to consent to sex at the age of sixteen.

Fighting

Violence against fellow tribe members is forbidden, unless for the purpose of training or ritual combat to settle mating rites or disputes.

Ritual combat to settle disputes is generally to first blood and can be between any two recognized adults of the tribe be they male or female.

Challenging a Nunh

Following traditional tribal Miqo'te culture, only particular males in a tribe, called Nunhs, are allowed to pass on their genes. The other males of the tribe are Tias. It's important to note that the distinction between Tia and Nunh is not one of greater or lesser rank; they simply have different duties the the tribal family. Many Tias, however, may wish to become a Nunh to continue their own lineage. To do this, they must either found new territory for the tribe, or they may challenge one of the current Nunhs.

In order to challenge a Nunh, the Tia must both have the support of at least one female from the tribe (representing his ability to successfully carry out his duties), as well as provide the tribe with a feast. During this feast, the challenging Tia and the Nunh engage in ritual combat before the tribe that, while brutal, should not end in the death of either. There is a certain amount of personal shame in losing, but the act of challenging a Nunh is part of the way of life for Tias, not a behavior looked down upon as an act of defiance. Rituals such as this also serve to reinforce a Nunh's personal strength and vigor, showing him as suitable to the position of furthering the tribes lineage. A Nunh having been beaten well become a Tia and join the rest of the tribe once more. Nothing prevents a Nunh from attempting to regain his title and breeding rights.

A Tia may only attempt to challenge a Nunh once a moon, this is to prevent the Tia's of a tribe from disrupting the Nunh's duties. In times of war a Nunh's position may not be challenged as there are other more vital matters to attend to, because of this a breeding Nunh is not able to declare or sustain a war to prevent himself from being challenged.

Hunting Techniques

The Hipparion also make use of the giant worms that live in the Sagolii desert. Their larger teeth are used for spear heads, and those of a smaller size become arrowheads or are carved in decorative ways. The skin of the worm is light but tough, and and has been used to make tents and clothes, while the armored scaled plates are made into protective armour and bowls. The flesh they carve up and provides them with a major source of sustenance. The blood is also utilised by emptying large guts and filling them with the blood. They then carry this around their neck to drink when they are thirsty

The light spear favored by the Hipparion has allowed them to take down vultures and other large birds mid flight; taking careful aim, a practiced huntress can drop a bird from a fair distance. The feathers are highly prized for decorative purposes.

Although the spear is the chosen weapon for a large number in the tribe, a few favor the large two handed axe - similar in design to those found in Limsa Lominsa. These miqo'te rush in and hack away at the flesh of their prey, while the rest of the tribe keeps their target busy with their spears. The axe is able to break into the toughest worm plating revealing the bright flesh underneath.

A small number of Hipparion who have journeyed from the tribe have picked up the skills of archery. Although not common among the tribe, its uses are quickly being adapted into their hunting style.

Music and Dance

Rocky this is for you :P

History

The Hipparion are a tribe of Sunseeker miqo'te who have dwelled within the Sagolii Desert since the migration across the frozen seas into Eorzea.

Before the Great Migration

Before the great migration south into Eorzea, the tribe made extensive use of their namesake: the hipparion, a majestic striped horse-like creature with horns. They followed the migration patterns of these creatures, and eventually took to herding them, riding them, and using them for food. Their most popular use was to ride hipparions in small groups while hunting, skillfully utilizing their added speed and mobility to hunt large prey.

The Hipparion was a chief source of food, and items such as cups, decorations, crafting tools, knives and clothing made from the animals flesh, hide and bones. The tribe would follow the seasonal grazing and migration of the animals

The tribe lived in tents made of tanned skins of the hipparion. They dry the flesh in the sun, cutting it thin like a leaf and when dry, grind it like a meal to keep it, and make a sort of sea soup of it to eat. It would be seasoned with fat which they always try to secure when they kill a hipparion.

Into Eorzea

After countless generations of using the hipparion in their daily life, the tribe was unable to keep them alive during their great journey south and across the ice into Eorzea, and the tribe was forced to adapt. In it's place, they began to utilize the chocobo, a giant native bird of Eorzea. They quickly broke a number of wild flocks, and the Hipparion tribe has has been riding them ever since. A series of ancient territorial disputes pushed one sept of the Hipparion tribe deep into the Sagoli Desert, where they adapted and established their own customs unique to a nomadic way of life in the deep desert. As generations passed, they fell largely out of touch with the rest of Eorzea, save for occasional forays northward.

The Calamity and the Aftermath

In the year leading up to the fall of Dalamud, the tribe experienced a broadening of its cultural awareness, though to a somewhat limited degree. It was enough, however, to motivate a significant number of its members into joining the fight against the Garlean Empire. One of their nunhs, along with more than a dozen huntresses and tias, set off with high hopes to protect their land from Garlean invasion - a threat they only somewhat understood, but knew well enough to know it was a great danger.

Very few returned, following the Calamity. The tribe's family was decimated, and many were crushed by the loss. Although some could not handle it and instead fled, most of the tribe managed to begin to pull itself back together. The effort was a great challenge, however, as the fall of Dalamud brought about strange changes to their roaming lands. The food grew both more scarce and more dangerous to hunt; Amal'jaa attacks, which had always been something at the back of the tribe's mind, became an almost constant threat; their sources of water had largely dried up. The tribe was suffering and in desperate need of a solution.

It was then that several of its younger members took it upon themselves to find such a solution. After much debate, it was agreed that the tribe could not continue on as they were, and a scouting party was sent northward to search for a potential new home. Should they succeed, the tribe may find a way to enter a more prosperous age and finally recover from their losses.

What outsiders see

Rumors

  • "Look, just telling you what I saw. Guts and blood all over the place and they were dancing some ritualistic kind of thing. Just make sure to stay clear of 'em, is all I say."
  • "I heard that one of their women can carry two grown chocobos without any help. With the birds trying to get away!"
  • "I was once honoured by being invited to one of their hunts. They tracked something I couldn't even see for days. Their patience was incredible."
  • "Saw them catch up to a sand worm once. They went from quiet tribesman to frenzied killer so fast I thought they'd snapped. They ripped it apart."
  • "Their shaman are like Gridanian Conjurers, I've heard. They heal and control the hunts. I guess the hunts are rituals, huh? They'd be sacred."

Members

Nunh

K'raqi Nunh

K'yohko Nunh

Tia

K'ahna Tia

K'haz Tia

K'jiihn Tia

Females

K'latolo Bashir

K'senoh Bashir

K'luha Haaz

K'ailia Yohko

K'mih Yohko

K'nahli Yohko

Elders

Lost Members

K'airi Thalen

K'airos Thalen

Dispossessed

Antimony Jhanhi (formerly K'piru)

D'aijeen Thalen (formerly K'aijeen)

Keeper Branch

Khaze'to Zhwan

Tyakha Zhwan

Louree Canaan (Desfosse)

Xha'li Moui

Family Tree

Below is the Hipparion tribe family tree. Note: this diagram does not show every NPC in the tribe, it just links PC's and NPC's important to their individual stories.

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