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A'voreld Kin'toni Clan

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Kin'toni Clan
Clan Name:
A'voreld Kin'toni Clan
Parent Groups:
N/A
Descended Groups:
Unknown
Areas Controlled:
Date Founded:
4E 45
Date Disbanded:
N/A


History

The A'voreld Kin'toni Clan is a clan founded in the year 4E 45. They formed after the power hungry Xaertoik Mathi left the shattered remnants of the Lakxa Kin'toni Clan due to political conflicts. Xaertoik Mathi wanted the clan to be a dictatorship with xe in change, but the leaders of the Lakxa wanted it to be an democracy where all members got a say. Xaertoik Mathi considered democracy to be too slow, and the people unable to rule themselves. Xe wanted to put in a class of handpicked elites to rule and to keep xir power. The A'voreld Kin'toni Clan was formed from exiles that had the same political view as Xaertoik Mathi, this ideology is known as Zelism. The first generation of the A'voreld Kin'toni Clan was formed from around thirty exiles.

These exiles are known known as the "Thirty Exiles." The exiles at this time had green and brown skin to blend into the Athynu Dark Forest that the Lakxa Kin'toni Clan lived in. The leader exiled the Thirty Exiles as their ideology, Zelism was considered dangerous. These exiles took Xaertoik Mathi as their leader, as xe was a charming and persuasive speaker. The volcano region was picked as it was hidden, sheltered and remote. They arrived at the Volcano after a long time of dejected wandering eastwards through cold, dark, snowy wastes thoughout the Canli landmass. When the volcano towered above the wondering eyes of the exiles, and when they found a cave system leading deep into the heart of the volcano, they know it was the place.


Such a barren snowy wasteland would be overlooked by the other kin'toni clans and it was too cold to grow many forms of common zu'aan crops. For food, they grew a form of plant with a blood like gel inside it known as the xe'tak, and hunted local animals. They was careful to never over hunt though. They kept within their cave systems in order to evade detection. The clan lived in peace even though to the Shattering. The clan stayed out of the Shattering of 4E 100 to 4E 150 in order to converse their numbers. The heat of the bubbling lava in their barren volcanic realm helped stave off the cold. The clan was wise to stay sheltered in their volcano whilst the wars of the Shattering raged around them. Only a few wanding kin'toni had to be killed.

They absorbed the ash-skinned Maeevi Kin'toni Clan, whom settled on the outskirts of the Volcano in 4E 267 by killing those whom would not submit to their tyrannical rule and forcing the rest to submit. They have done the same to or violently driven away any clans that try settle on their land. In time, the "Ash Walkers" became feared. The volcanic ash lands are now considered a forbidden land to local zu'aan tribes and kin'toni clans alike. By the year 4E 500, the coming ice age will not affect them so swiftly due to the lava of their ashen volcanic realm keep them warm. The A'voreld Kin'toni Clan and their xe'tak plants that grow on the volcanic rocks are already adapted for the darkness of their caves within the Volcano.


Of course, maybe, the lava will harden and the blanket of cold will settle on the volcano in time.


Psychology

What goes on inside an A'voreld kin'toni's mind? A lot. They have a lot on their minds to deal with as it pertains to themselves, other clans, and the world around them. They think a lot about how to survive in the volcano when it's cold outside, how to feed themselves in times of hunger, and how to train themselves in the days leading up to the battle, which usually is done through games of strength and resilience. An A'voreld kin'toni also has a very thick skull, making some messages from fellow clan members or members from other clans slightly difficult to decipher, although easy at times to understand.

When interacting with other fellow clan members an A'voreld kin'toni determines how trustworthy they are by grabbing a small rock and pressing it on their fellow clan member's forehead for a few moments. If the rock's imprints can be seen, then their fellow clan member which they interact is not as trustworthy as the others; however, if the imprints are visible but then disappear after several moments, then their fellow interactive clan member can be trusted. Fellow clan members also have brains that are slightly larger than those of a typical kin'toni. There are three parts of their brains.


Which include the yndro (the kin'toni equivalent of a cerebellum), fraqxu (the kin'toni equivalent of a cerebrum), and two gnuxrins (the kin'toni equivalent of frontal lobes). Each of these three cranial parts operate specifically based on functioning skills and physical and mental capacity. As a result of all this, A'voreld kin'toni has been known to be very intelligent, and they were even more so during their rise to power. However, they also seem to have a good deficiency in the common sense department as they aren't always the sharpest tools in the shed. Most of the A'voreld clan members are lacking in common sense.

Though lacking in common sense, they know how to take care of themselves and each other, which is critical during this, Terael 's "tribulation" era. Because kin'toni from this clan lacks common sense, they can do dumb things that can get them into trouble with other kin'toni. kin'toni in this clan are known for their sensation-seeking, to the point of sometimes harming themselves or others, conformity, the long-term preference for adopting attitudes, beliefs and behaviour that match social and group norms. They are known too for their honesty and altruism towards the kin'toni of their clan.

Biology

The A'voreld are adapted to the hot, chemically volatile, and geologically unstable Rinfenus Volcano. They are short, squat and heavily muscled of build, as to have stability and resilience in a seismically active, and corrosive environment. Their skin is tough, thick, calloused and mottled dark grey and black in color. The skin contains high concentrations of silicate minerals, to protect from thermal heat. The skin is not resistant to the cold, often cracking in colder environments.

The thick callousing and scar tissue means that the clan is unable to absorb oxygen though the skin while underwater, meaning they have to rely on breath-holding. The clan's members have dense armored bone plates on their back and shoulders, as armor from minor concussive shockwaves from vents and from small volcanic rocks. The eyes are lava-orange in color. Their eyes have an thick, clear nictitating membrane as to protect from airborne ash and superheated particulate matter.


Their ears are long, pointed and wide, containing a large number of small blood vessels to help shed heat in the hot environment. Their hearing is tuned as to be able to detect low-frequency seismic rumblings, in order to be able to predict imminent eruptions or ground instability. The inner eye is adapted to have superior balance and equilibrium. This is so they are able maintain footing on slopes and during tremors. Their noses are small, with an specialized nasal gland that secretes an alkaline mucus.

This mucus neutralizes incoming acidic vapors and prevents respiratory tract corrosion. Their teeth are short and pointed, and are adapted to catch small prey. The clan has gills behind their jawline, adapted to filter toxic sulfur dioxide and hydrogen sulfide out of the air they breathe. Their claws are dense, containing metallic compounds, short and blunt. These claws are used to carve temporary shelters into the hard, basalt rock faces for immediate safety. The feet are large, wide and with long toes containing microscopic friction pads.


These are used to grip the uneven, slick, loose volcanic rock and ash without slipping. Their blood is highly metallic, and is adapted to operate at an elevated temperature and this prevents cellular damage from extreme environmental heat. The downside of this is that colder environments are hostile to the clan. Their digestive tract contains extremophilic bacteria to allow them to extract nutrients from sulfur-rich, subterranean fungal blooms. The clan require some levels of metallic compounds to keep the metal levels up in their claws and their blood.

They also need silicate minerals for their skin, leading them to eat rocks for the metal and silicates. This reliance of supplements of silicate minerals and metallic compounds means they are mostly stuck in the mineral rich Rinfenus Volcano. The bones are dense, and thick, as to withstand high-impact falls and crushing pressures. The downside of these bones is that they are unable to swim as they sink to the bottom of water bodies. They are able to enter torpor to survive times when there are intense, prolonged, and lethal volcanic gas clouds.


Their healing is focused on dermal tissue, as to focus on quickly healing burns and chemical corrosion on their exposed skin.

Culture

Their traditional pastime is a sport they call Qanu, a game where you use your surroundings to make art and use it for makeshift weaponry to inflict damage on a grimp (the A'voreld clan's version of a ventriloquist's dummy). Whoever can inflict the most damage on the grimp in one shot wins, but the damage inflicted is measured using a drynqi, a meter that measures the damage based on how many wounds are on an object. This game is great to play when training for combat, but it also makes for great art as A'voreld kin'toni have been known for their artistic craftsmanship and large bone density.

Even so, they are a less friendly clan of kin'toni who interact with each other and, from occasion to occasion, other kin'toni clans. There are two kinds of animals in their volcanic environment that they feed off of to keep themselves feed, however. One is the ynblu, a phoenix-like creature with white veins and green feathers that is bitten on the back of the neck by the A'voreld kin'toni for survival; it, just like all the animals on Terael, have wounds that heal at a fast rate, although healing takes a little longer than with other animals. The other is the hilwyr, a dinosaur-like creature with two tails and three legs whose wounds heal within hours if an A'voreld kin'toni feeds off of it briefly.


Through their artistic talents, they often carve pictures from inside their volcano in a similar manner as when the cavemen drew pictures in their caves. Their pictures, which supposedly hold a sacred message when interpreted correctly, tell to accurate detail stories of their ancestors, which roamed Terael long ago before most of them were killed by the Atean government. They also tell of their origins through ancient scriptures, carved on stone walls in the caves they live in. The ancient scriptures are in the Aundi language, although some are scripted in their more common Ryran language.

The characters of the Aundi written language are formed mostly curves in a somewhat complex style. They represent syllables. A few of the characters are very close to an older culture's writing system. The characters of the more common Ryran written language are formed with lines and curves in a fairly simple style. Both written languages are carved in stone. They represent concepts. A few of the characters are very close to another culture's writing system. The A'voreld kin'toni Clan has a holiday Jaevif is a solemn holiday celebrated on the third new moon of autumn. It is associated with fortitude, vengeance and wildness.

Government

The A'voreld clan has a secret way of governing themselves, but like most of the other kin'toni'ati clans they do not do it in the ways of mass government—they instead use secret handshakes to determine usefulness and loyalty. For instance, one of the secret handshakes involves a clan member using both of his hands to pull his or her ears, criss-cross style, while the other does the same; afterwards, the two keep their arms crisscrossed as they shake each other's hands. In determining a leader, however, they go to the right edge of the inside of the volcano in which they reside to cast a vote.

For instance, if the voting host is to call for those who want a certain clan member to be elected, then those that want that clan member to be elected leader would have to gently graze the walls with their sharp fingers. Whoever gets the most wall grazes at the end of the vote is usually elected to take leadership within the A'voreld clan. A'voreld clan leaders often meet with leaders of other clans in a secret gathering, or conference, to determine a solution to their problems; however, the locations may require the A'voreld clan leaders to wear protective gear in case they encounter colder weather.


Depending on which location they go to, and the leaders of other clans may also have to wear protective gear if they encounter weather that contradicts their existences or causes an allergic reaction of sorts. It is rare, however, that an A'voreld clan leader is ousted and even rarer, on hostile terms. If an A'voreld clan leader is found to be in some kind of a relationship with a zu'aan or someone from another clan be it romantic or friendly, then the clan leader in question will have to respond by taking part in a 'true blood' test of faith, where the clan leader must have a drop of lava poured onto his or her hand.

If they feel no pain during this, then they can still be allowed to lead the A'voreld clan; however, if they feel any kind of pain at all, then they will be asked to give up leadership in the clan to a fellow clan member, but they can still be part of the clan as long as they are loyal. The political Structure is a hereditary autocracy and guilds and syndicates are a strong influence on the government. The most popular issue is a technology and personal freedoms are very good. The government's stability is extremely stable, but scandals are almost constant and foreign Relations are bad and getting worse.

Military

The A'voreld clan's military is often a military of hard work, missions, and stout leadership and responsibility, but it is often associated with the A'voreld clan's way of life. Clan members that gain membership into the A'voreld clan military will have to go through a series of physical and mental exams—two physical and two mental exams, to be specific. If an A'voreld clan member can pass all four of these exams, then they will gain entry into the clan's military, which goes to warmer (and, on occasion, colder) regions within Terael to take part in missions.

Two branches of the A'voreld clan's military serve equivalent and universally equal purposes, albeit in differing ways: one is the Baqryz branch, which deals with getting A'voreld clan members strong enough to where they can not only stand the heat, but, to a certain degree, cold as well, and participating in rituals that test their ability to gain mental and physical energy from the warm air; the other is the Xidnr branch, which consists of clan members who participate in similar but differing rituals and participating in missions across the warmer areas of Terael to show loyalty and leadership to each other and their clan.


For a clan member in the military to get promoted, a clan member would have to be proficient in various key codes of conduct, including his or her loyalty to the clan and its military, the amount of teamwork he or she puts into the ritual, and the amount of leadership and responsibility he or she shows while in the military. There are a total of three promotions, all of which deal with the three aforementioned codes of conduct; if a clan member in the military is to achieve all three of these promotions, then they will be granted with a star-shaped stone that symbolizes leadership of the clan's military.

There are some-what rare cases, of course, where militants end up having to leave the military or dying as a result of injuries sustained in battle. Those cases are often talked about among military leaders and some members of the A'voreld clan. Nonetheless, if a clan member in the military is to leave due to injuries sustained in battle then they will be granted as much time as they need to recover from their wounds—and once a clan member fully recovers from his or her wounds, then they have the option to rejoin the clan's military in due time.

Religion

A'voreld kin'toni generally believes in the presence of a deity they call Zyzr, a celestial being they think to create a biosphere that serves as an electromagnetic shield for their home planet, Terael. According to the A'voreld religion, Zyzr was born from cosmic dust that formed when Terael was a planet in its infancy. A'voreld clan members also believe that Zyzr holds the key to not just the rebirth of the zu'aan race, but the rebirth of the kin'toni'ati race, too. They also strangely worship Zyzr: by taking a small piece of molten rock and eating it.

This small piece of molten rock is speculated by A'voreld clan members to be the flesh of Zyzr itself as it was half lava, half water celestial giant, and by eating this small piece of molten rock A'voreld worshipers are blessed with an extended life span, good health, and reduced pain sensitivity, even though such worshipers immediately experience a brief migraine that lasts for just a few minutes. A'voreld worshipers read a Terael I equivalent to the Bible, which is often referred to as the Moqax Zyzr (translated in English as the Chronicles of Zyzr, from the secret Aundi language).


It contains three testaments involving life before, during, and after the existence of the god Zyzr; they are respectively called the Snazcri, the Xazcri, and the Qinazcri. Each testament is roughly 300 articles of Aundi scriptures that were written by the first A'voreldains around 3E 2000 during the Vampyrian race's rise to power and eventual fall from grace. Not many of these books remain and what books there are copied out by hand when the old books get tattered. The old books got rid of lava. While other clans worship this religion, often called Zyzrism, no clan is more dedicated to this religion than the A'voreld clan.

Each morning the A'voreld and gather to the centre of the volcano (the bottom of the core, to be exact) in which they reside to sing songs of praise to Zyzr, or Tyzras. Each song is roughly three to four verses in length and discusses the existence of Zyzr and how it positively affects the A'voreld clan's way of life.

Miscellany

A'voreld clan members also find it easier to live in dark volcanoes where it's warm, yet their sensitivity to the cold leaves some of the clan unable to reproduce. But those that can reproduce must do so in the dark, otherwise, their offspring might end up out of the deformed or motionless when turned. Like the Diwarale Kin'toni Clan, most of the A'voreldians have mental disorders that affect their ability to function normally and can affect how they sleep and wake up. During the day when it's light outside, they sleep in their volcanoes to prepare for their nightly feeding. Most A'voreldians get about 12 to 15 hours of sleep, depending on how long the day is.


However, they need this sleep as it is critical for them to avoid being sleepless and more prone to allergic reactions caused by cold weather. If they get too much sleep, however, then their vision will be slightly worse and their ability to function will be slightly impaired. Another thing you might not know about A'voreld kin'toni is that they have a keen and, at times, wicked sense of humour. When A'voreld clan members are not busy they often crack jokes to pass the time, and sometimes these jokes are often told in Aundi or Ryran tongues. There are only a handful of other clans who share that distinct sense of humour, but the A'voreld clan's drawings on the inside of the volcano sometimes tell funny or ironic things.


And finally, A'voreld clan members have secrets hidden within their dwelling, secrets that involve stories of their religion and how it impacts their daily lives. Over the last 16,000 years of the Third Era, they have managed to keep those secrets strictly to themselves, but they have done so because of a fear that other clans will discover hidden or esoteric weaknesses in their personality. Nonetheless, these secrets are not drawings written in the volcanic walls, but, rather, morals that were passed down from generation to generation. A ritual of the clan is that Commoners wishing to affect the weather should interpret cast runes by a river under a quarter moon.

A fashion of the clan favours crude, scanty deep green garments. Tops are typically sleeveless with low necklines. Skirts and doublets are also customary. Turbans are popular accessories. Chiffon and flax are staples of the style. Black, light green, and grey-green are also common colours. Men and women wear very different clothing. The clan highly values piety and is known for its cuisine. The most popular entertainment is gambling and the most respected Profession is an explorer. Most discrimination is gender-based and a major taboo is bodily functions. One major social ill in this clan is domestic abuse.

Nearby Groups

This article is written by Kevin Thomas Anderson, Stevie Lambert (Biology). Copyright 2026 Kevin Thomas Anderson, Stevie Lambert. All rights reserved.