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	<title>Rirrskel Kin&#039;toni Clan - Revision history</title>
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	<updated>2026-06-04T15:30:18Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://taerel.com/Wiki/index.php?title=Rirrskel_Kin%27toni_Clan&amp;diff=9550&amp;oldid=prev</id>
		<title>Stevie Lambert: (via JWB)</title>
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		<updated>2026-05-10T12:41:21Z</updated>

		<summary type="html">&lt;p&gt;(via JWB)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox:TwilightAgeGroup &lt;br /&gt;
|Type = Kin&amp;#039;toni clan&lt;br /&gt;
|Name = Rirrskel Kin&amp;#039;toni Clan&lt;br /&gt;
|Other Names =  Unknown &lt;br /&gt;
|Parent Groups = Unknown &lt;br /&gt;
|Descended Groups = Unknown &lt;br /&gt;
|Demonym = Unknown&lt;br /&gt;
|Languages = Unknown&lt;br /&gt;
|Religions = Unknown &lt;br /&gt;
|Government Type = Unknown&lt;br /&gt;
|Population = Unknown&lt;br /&gt;
|Areas Controlled = [[Draight Snowy Blue Taiga]]&lt;br /&gt;
|Allies = Unknown&lt;br /&gt;
|Rivals = Unknown&lt;br /&gt;
|Date Founded = 4E 438&lt;br /&gt;
|Date Disbanded = N/A&lt;br /&gt;
}}&lt;br /&gt;
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==History==&lt;br /&gt;
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The clan was founded by Skel Halvaskirr as he started to take control of the [[Draight Snowy Blue Taiga]]. His followers built the first village deep within the frozen marshes. From there they pushed their territory out in a slow campaign through raids and traditional warfare. As they grew in numbers and power, Skel put his most trusted lieutenants in charge of smaller villages they had captured in their short campaigns. He grew bolder and sent his forces out to capture the entire region in a full out war for control. &lt;br /&gt;
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The battles were brutal as each encounter pushed the clan to cross previously unthinkable lines to succeed. Once the war was done, the clan held twenty villages that lay at key controlling points in the region. The tactics that they employed to finally win changed the clan, turning them into a force that was willing to do anything to take what they believe is owed to them.&lt;br /&gt;
One of the newer village chiefs known as Vorknirr was disgusted by what the clan had become, and in an attempt to change the clan back from its more aggressive stance Vorknirr challenged Skel to a fight to the death.&lt;br /&gt;
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The younger warrior was no match for the founder of the clan, and after Skel took Vorknirr’s head he mounted it on the warrior’s own spear at the centre of the village he had controlled. Thus it was that the right to rule would be determined by a fight to the death against the reigning Warlord. Those who believed the same as Vorknirr continued to issue challenges to Skel. Some were found torn to shreds on their way to where the fight was to take place. Those who made it to the site for the challenge found that Skel had not sat idol while his forces helped him conquer the entire region. &lt;br /&gt;
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The older Warlord had continued his training in the martial ways. And as with Vorknirr, he decapitated each challenger and mounted their head at the villages they came from. Skel’s reign was not stopped by any of the challenges from those who longed for the less violent days, but rather he was killed by his most loyal lieutenant Kyrrvalk when the Warlord wished to settle the dispute through compromise rather than force. Kyrrvalk mounted Skel’s head at the centre of the main village and designated that day Skelsday to be a day of honouring the death of Skel for years to come. &lt;br /&gt;
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But as dusk fell that night, the heads of all the pacifist movement were laid at the base of Skel’s spear. In the following week, the clan lost a tenth of its members as their heads were added to the pile until it was a small tower. The tower became a monument to the legacy of Skel and a reminder of what the clan was to remain. Under Kyrrvalk’s rule, the clan send warriors into the neighbouring regions on raids. These raiding parties offer a simple deal in order to be left alone in the future: the strongest, most capable zu&amp;#039;aan captured must be sent to the Rirrskel clan at least four times a month or the raids would begin again.&lt;br /&gt;
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==Biology==&lt;br /&gt;
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The eyes of the Rirrskel clan have light orange irises with white sclerae and horizontal rectangular pupils. This gives them a heightened sense of vision, and particularly good night vision. However, it is at the cost of some of their other senses. They have a poor sense of taste and an even worse sense of smell. Their sense of hearing is better than before they turned, but average amongst the other clans. The only sense as heightened as their sight is that of their sense of touch. &lt;br /&gt;
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This allows them a better understanding of their surroundings in combat and gives them an edge in their dexterity. Due in large part to their thick leathery skin and extremely thick coating of body hair, they are able to endure harsh conditions and are thus immune to the extreme cold of their territory. Their skin is pale in tone and covered in dark red blotches. The hair on their skin is fine in texture and often golden brown in colour. Often the hair on their head appears blonde or a pale golden shade of brown with hints of red. &lt;br /&gt;
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Their thick skin also allows some resistance to fire, however they are unable to handle extreme heat or tropical climates. Their skin also can withstand most slashing weapons and while it can be pierced, it takes a heavy arrow or a strong thrust from a weapon with a razor-sharp edge to make it to any vital organs.  They are taller and leaner than many of the other clans while still retaining a very toned muscular appearance. They often stand a good four to five heads taller most zu&amp;#039;aan. Their long limbs provide them with the ability to use melee at a farther distance than many other clans. &lt;br /&gt;
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Their feet have well-developed arches and segmented padding on the soles. This helps to make it so they can run faster than the average zu&amp;#039;aan and without making a sound to any normal observer. They have long fingers with two extra joints. This allows them greater fine control over their long spears as well as triples their grip strength. It&amp;#039;s nearly impossible to disarm a clan member and even when it is done they are often quick to grab the head of their target and attempt to rip it off. A strange evolution to their environment allows them to blend in with their surroundings. &lt;br /&gt;
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However, this is only within their own region and only when they are completely still. They often are mistaken for trees at first glance and have been known to use this to lure their targets into ambushes. Utterly carnivorous in their diet, they have developed razor-sharp teeth only suited to ripping through flesh. They have also developed the ability to adjust their jaw to allow for a larger and stronger bite. However the time it takes to adjust their jaw and the fact that it requires them to open their mouth wide for the duration can leave them vulnerable to those willing to face the likelihood of getting bit in the process.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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In their villages, the clan builds hide and wood huts with fur inner lining on raised wooden frames to stay warm and dry in the frozen marshes. One hut near the heart of each village is several times longer and wider than the rest. This hut holds the home of the village chieftain at the back and the rest is devoted to being the village meeting hall. It is there that they host celebrations, plan their raids and campaigns, share food and drink, gather to hear the orders from the Warlord, bring issues to the chieftain, pray to the spirit of Skel, and give offerings in honour of the glorious fallen.&lt;br /&gt;
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All clan members wear the skins and pelts of their kills wrapped around their torsos like great kilts. Otherwise, they wear no other clothes. They tattoo the image of the head of the biggest animal they&amp;#039;ve killed in pale red on their skin to grant them the strength of that beast while in battle. For this blessing, they must hunt the largest animal they can find wandering their territory and face it barehanded. Then as proof of their victory, they must bring the carcass to the village’s skinner. They fashion the pelt into a new kilt with the head as a shoulder covering. &lt;br /&gt;
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The hunter must then carry the rest of the carcass to the village butcher to be prepared for the next meal. Some clan members have specific roles while in their village. Every village has a chieftain to rule them, relay the orders and will of the Warlord, and speak on their behalf to the Warlord when called to sit in council. They have a skinner to skin their kills and fashion kilts for them. A butcher to chop up and prepare the meat for their food. A woodcarver to make the shafts for their spears, beams and planks to use in the frames for their huts&lt;br /&gt;
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A builder to fashion materials into tools to use in daily life, frames and coverings for the huts, guarding spikes and walls for the protection of the village, and the great altar upon which they sacrifice offerings for the glorious fallen. A weapons maker to make and repair their spears and shields. Every village also has one member to act as speaker, who leads the village in prayers to the spirit of Skel that if they are to die it is while in worthy battle so they may join the glorious fallen. In the central main village instead of the meeting hall, there is a larger more ornately carved great hall where the Warlord lives. &lt;br /&gt;
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Instead of an altar inside the main area of the hall, all offerings and prayer at the monument of skulls at the centre of the village. In a secluded location to the south of the main village lays a circle of dry land surrounded by the bones of the dead. This is the site where all challenges for the title of Warlord is to be fought.&lt;br /&gt;
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==Government==&lt;br /&gt;
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The leader of the clan wears the title of Warlord. They hold all authority over the entire clan. It is their will that shapes the clan as a whole and sends forth the raids and campaigns into the neighbouring regions and determines what tactics the warriors will use. When it is Skelsday, the entire clan comes together at the Warlord’s great hall to honour the death of the first Warlord. A new Warlord can only be determined in a battle to the death between clan members. This battle is to take place at a specific ritual site after a challenge has been issued. &lt;br /&gt;
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No outsider can ever be Warlord. When it is time to send out raids and campaigns, the Warlord calls together his lieutenant and the chieftains of the villages to plan the shape of the campaigns and directions to send their raiders. The Warlord also sends instructions to the chieftains about different matters within the clan and receives word concerning the villages and their needs from the chieftains. Within the villages, the people follow the will of their chieftains and take their troubles to them. If the chieftain is unable to provide an answer they send word to the Warlord for guidance.&lt;br /&gt;
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The chieftains control their own villages and the people within them. They can send out raids but not campaigns. They are in charge of the design and safety of their village and if their village falls to a raid, they are to fight and die in its defence. If a chieftain flees from their village as it falls, they are slain and their legs are mangled so they are unable to join the glorious fallen. The same goes for any warrior who runs from any fight. The chieftains can raid other villages within the clan.&lt;br /&gt;
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However, they must sound a call from outside the village they are to raid. If the raid is successful and they take the village, the conquering chieftain may request the Warlord to appoint the new chieftain from within his ranks.&lt;br /&gt;
It is the law that no clan member may refuse the call to campaign or a challenge to fight. It is also the law that if one clan member wants something a fellow clan member has they must offer a challenge in the meeting hall in front of the eyes of the village chieftain. If they kill without issuing a challenge.&lt;br /&gt;
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Or if they take what desire in secret they are slain and their hands and feet are chopped off and stuffed into their mouth. There must be no killing on Skelsday. In honour of the death of Skel and the many sacrifices made in the days after, the only Rirrskel blood to be shed on that day is that of old wounds not yet fully healed. All challenges must be settled the night before or wait till the sun sets on Skelsday. If anyone breaks this law, they are slain as soon as the sun sets and every part of them is ripped apart and burned in honour of the spirit of Skel.&lt;br /&gt;
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==Military==&lt;br /&gt;
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The Warlord is the master of the military might of the entire clan. They lead their people in every aspect of life. It is to them to choose when to send out campaigns, to select the warriors, to plan the strategies, and select the tactics to use. The Warlord leads the main campaign and directs the flow of battle through the chieftains. They can order the chieftains to send raids into the neighbouring regions. And they alone can give the rank of chieftain to those they choose. They act as a chieftain in the main village and may send those in their village to raid any of the other villages if that is their desire.&lt;br /&gt;
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The chieftains are the next in rank under the Warlord. They meet with the Warlord to plan for the campaigns and lead their men into battle under the direction of the Warlord. They send out raids and oversee the defence of their villages. It is to them that the blame is given if the campaign ends in defeat and they return alive. They also take the blame if the defence of their village fails and they remain alive. For it is their responsibility to lead their villages and their men in battle just as the Warlord leads them.&lt;br /&gt;
Every chieftain has their lieutenants who lead the raids the chieftains send them on. &lt;br /&gt;
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It is to them that goes the responsibility of training the warriors in their village in the spear and shield and in the tactics and strategies ordered by the Warlord and the chieftains. They are the ones who carry out the orders and must make sure the raids succeed. When they return from a failed raid they are the ones to face their chieftain’s wrath. If they lead a successful raid against another village of the clan, it is from them that a new chieftain will likely be chosen. The raiding parties are often made up of ten to fifteen warriors, many of whom have mastered the spear and shield. &lt;br /&gt;
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They set out in silence towards their target and stop before they can be spotted. If their target is a band of people within their territory they use their natural skill to appear like trees until it is time to attack. If it is a village outside of their region, they do not give any warning before they attack. By their law, if the target is another village of the clan they will send out a call before attacking. One of their common tactics is actually to approach from a side that doesn&amp;#039;t have an entrance and sweep through the settlement with the only sounds being the clash of weapons and the screams of their victims. &lt;br /&gt;
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Another tactic is to silently surround the settlement and attack from every angle so none can escape. This tactic is used especially when against the other villages in their clan. No matter the strategy or tactic, they are trained to never stop until they are either victorious or they are all dead.&lt;br /&gt;
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==Religion==&lt;br /&gt;
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The clan worships the idea of a glorious death in battle. They revere and give sacrifices and offerings to honour the glorious fallen. And above all, they pray to the spirit of their slain founder Skel for the opportunities to die in battle rather than any other way. Beyond that, they fear the loss of any limb not caused in battle. For they believe they will not have them after death. This is especially true if they lose their feet or legs because then they would not be able to join with the glorious fallen in the afterlife. They believe that the glorious fallen have gone on to conquer a paradise.&lt;br /&gt;
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That awaits them on the other side of death and that if they lose their feet they will be unable to make the journey there. The worst fate is to be torn apart and burned outside of battle for they believe that means they will be food for the spirit of Skel and continue to die forever. To avoid such fates every clan member seeks a battle to die in. Any fight outside the training ground is believed to always be to the death. A fight between fellow clan members must begin with a challenge in the village meeting hall and witnessed by the chieftain. &lt;br /&gt;
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To fight otherwise will result in the victor refused the honour of a glorious death. To flee from a fight is to forsake the opportunity to join the glorious fallen. To refuse to kill someone they have beaten in battle is to condemn them to never reaching paradise and joining the glorious fallen. Both are condemned by the clan. Within each village, one clan member is chosen to be the speaker, the only person allowed to handle the blood sacrifices and lead the village in prayer to the spirit of Skel before every raid and campaign. They also are the only ones who handle the responsibility of punishing those who have broken the laws.&lt;br /&gt;
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And betrayed the beliefs of the clan. On Skelsday, the clan’s most sacred day, the speakers guide the entire clan in giving offering and prayers at the base of the monument of skulls to honour the death of their founder. If any clan member kills another on that day, they are held by the speakers until the setting of the sun and then they are torn apart and set on fire as the final offering in memory of Skel’s death. A speaker must be present during any challenge as well as the sacred fight to the death for the right to be the next Warlord.&lt;br /&gt;
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They also put faith into the idea that they can take the strength of the animals they kill with their bare hands as long as they put the animal’s likeness into their flesh and wear its pelt. This leads them to hunt the largest and most fearsome beasts in their lands. It is believed that if they die on such a dangerous hunt they will become the soul within the very beast they were hunting.&lt;br /&gt;
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==Miscellany==&lt;br /&gt;
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{{NearbyGroups&lt;br /&gt;
 | Centre    = {{PAGENAME}} &lt;br /&gt;
 | North     = Unknown&lt;br /&gt;
 | Northeast = Unknown&lt;br /&gt;
 | East      = Unknown&lt;br /&gt;
 | Southeast = Unknown&lt;br /&gt;
 | South     = Unknown&lt;br /&gt;
 | Southwest = Unknown&lt;br /&gt;
 | West      = Unknown&lt;br /&gt;
 | Northwest = Unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CrossSiteAttribution&lt;br /&gt;
| User = [https://www.fiverr.com/xoishtar xoishtar]&lt;br /&gt;
| Holder = xoishtar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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[[Category:5th-century Twilight Age kin&amp;#039;toni clans]]&lt;br /&gt;
[[Category:xoishtar&amp;#039;s contributions]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
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