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Fyltir Kin'toni Clan

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Kin'toni Clan
Clan Name:
Fyltir Kin'toni Clan
Parent Groups:
Unknown
Descended Groups:
Unknown
Areas Controlled:
Date Founded:
Unknown
Date Disbanded:
Unknown


History

Prior to the turning of future clan founder Chach Alech the Fyltir clan was formerly referred to as what was once known as the Uryinsa clan, which was originally founded by one of Alech's predecessors in the year 4E 15; however, some two years later in the year 4E 35 Alech was turned by someone within the then-named Uryinsa clan, at which point Alech learned about the former clan founder's passing and that a special tournament was to be held to name his successor. After months of relentless training, Alech would eventually win that tournament to become the clan's new leader.

At which point he then learned of several alliances that the previous clan founder had made prior to dying. At this point, he decided to appoint a group of military, executive and religious leaders to become part of his new governmental board, which he referred to as the Pylcawyzc and immediately began to meet with the clan's allies with the intent of merging the clans together to form a unique military establishment. After nearly five years of failed attempts, two of the clan's allies in the Zianzacyl and Quivylrza clans decided to come to the Fyltir clan's region of residence for a private conference.


Which was held in a small cave. After hours of negotiations, Alech emerged from the cave to announce that his clan had officially merged and would now be referred to as the Fyltir clan, and that statement was made public in the year 4E 41. Surprisingly enough, the Fyltir clan managed to prove somewhat successful as a merged clan, but even though the clan suffered several battle losses in the centuries following the merging the clan's military would quickly regain strength and become renowned and respected. In the year 4E 116, however, Chach Alech was found dead by several members of the Fyltir clan.

An autopsy revealed that Alech had been poisoned by a member of a rival clan, at which point the Fyltir clan had no choice but to join into many wars and battles of the Shattering to search for the clan responsible for the former clan leader's death by poisoning. In the year 4E 200, many kin'toni died in wildfire started by a lightning strike that burned their home region badly. This fire killed around a hundred before it died out. The starvation that came after from all the animals that were killed in the fire killed fifty more before enough food was found for them all. This was later called "The Burning"


Today the clan is a wasted reflection of its former self, with the clan's total kin'toni population ranging somewhere between three hundred and four hundred. But the one thing that most Fyltir kin'toni lack is faith, in a time where death is rampant and an ice age is coming.


Psychology

Psychologically speaking, Fyltir kin'toni doesn't have much faith in themselves or anyone or anything else, if any at all, and they are prone to having a short fuse from time to time. Fyltir kin'toni always has a longing desire to speak their thoughts to themselves out loud in the open; they perform soliloquies to themselves in the hopes that someone will hear, but it makes the typical Fyltir kin'toni somewhat depressed when those that one believes might actually listen to them for a change turns around and looks the other direction to walk away. Given that, most Fyltir kin'toni is unusually inconsiderate.

They do not think about anyone else except themselves. A typical Fyltir kin'toni undergoes mainly negative emotions, often expressing feelings of doubt, remorse, regret, sadness, guilt, pain and even frustration; however, not all Fyltir kin'toni are like this, however, for some of them are actually unusually optimistic about the future and look forward to doing certain things during the night, at which point this minority of Fyltir kin'toni would be considered as the Zcoakxans. The majority of kin'toni that don't display this unusually positive trait could best be categorized as the Pezcrynzan.


At which point suicidal thoughts and tendencies would be a standard train of thought. Given the nature of how most Fyltir kin'toni life from night to night and day to day it comes as no surprise that despite the typical Fyltir kin'toni's best efforts fate almost always has something different in mind for one in particular, especially when it comes to being a bystander of circumstance. Within this certain spectrum of likelihood, it is believed that the Fyltir kin'toni tends to have a lot of bad luck when dwelling on past decisions that one typically tends to regret over time, thus for that reason Fyltir kin'toni.

Seem to have an inability to learn from their own mistakes, which might explain why they are forced to repeat history time and time again. In conclusion, Fyltir kin'toni have a brash way of speaking their mind, but they are mainly more bark than bite, meaning that they are not as able to back up their words as other clans of kin'toni are. Some will ramble on all night as they go about their activities in the hopes that someone will be listening; but even so, most of the time there will typically be at least one other kin'toni like the one that is rambling. Fyltir kin'toni has a lot in common with one another, despite their weaknesses.


Biology

The Fyltir Kin'toni are adapted to the, swampy, wet, soft-grounded Flooded Grassland of Lyss. They are tall and lightweight of build, with an long torso. This allows them to partially submerged or traverse shallow water with minimal resistance. Their build is fragile, and less resistant to blunt force impacts. The skin is thin, with coloration in dull greens and browns to hide in the swamps. This skin is coated in an highly regenerative hydrophobic secretion to instantly shed water. This stops waterlogging and maintains body temperature.

The skin being thin, is vulnerable to wounds and localized skin infections. They lack all body hair, and in replacement have stiff sensory filaments on their skin along the spine and limbs. These are able to detect even the smallest movements in the water, but can lead to them being disoriented in turbulent conditions. The eyes are small, and dark green in color, with an clear nictitating membrane (third eyelid) that sweeps horizontally. This is to protect from silt and waterborne debris. The downside of this is an lack of depth perception.


They lack outer ears with the auditory canals protected by flexible, cartilage-reinforced flaps, able to seal tight to keep out water. The nostrils are small and located high on the bridge of the very flat nose. This allows them to breathe while nearly submerged. In their mouths, the teeth are long, with large gaps and fine lateral grooves. These can filter blood from marsh water or muddy sediment and bite into fish and other small marsh lifeforms. The downside of these is that the teeth are weak, and often break when trying to bite into the dense hides of larger terrestrial prey.

The claws are short, needle like and semi-retractable. These claws are used to anchor themselves into the soft, muddy ground for stability while stalking. These claws are bad for climbing, lacking the hooked shape and length of climbing claws. Feet are long and paddle-like with an highly flexible joint structure and wide, thin webbing. This way, the thrust in water is maximized and the sinking in mud is minimized. The downside of this is that running across firm, uneven ground is extremely clumsy.


The circulatory system has an enhanced capacity for peripheral vasoconstriction. With this, they can drastically reduce blood flow to the limbs to conserve core heat whilst in cold water, but can lead to intense pain, then numbness, then even necrosis. The metabolic rate is very slow, and cold adapted to allow them lie dormant and motionless in the water for hours. In this torpid state, they are extremely slow to react if suddenly ambushed. The bones are lightweight, hollow and fragile, adapted to have a level of natural buoyancy that allows them to float and conserve energy in the shallow flooded areas.

These bones are fragile and shatter easily under impact. They have an immune system that produces potent, broad-spectrum anti-pathogenic proteins. With this, they can be immune to the vast array of bacteria and parasites found in stagnant marsh water. This only works on bacteria and parasites native to the Flooded Grassland.

Culture

The Fyltir kin'toni clan's culture is predominantly revolving around a number of different things pertaining to how they are able to interact with one another, including gathering around in caves to tell funny stories of what they believe to be their past lives, hunting together in certain areas of their region to pass the time throughout the night, and even venturing into the deepest and darkest depths of caves within the region that was once long forgotten. These three things best describe how the kin'toni of the Fyltir region best function, for they often have a way of knowing how to survive.

On their own with a little bit of help from each other from time to time. During the darkest hours of the night leading to the dawn, a majority of the Fyltir kin'toni population will typically gather in several different spots to venture into what they call Tle'Cyvyntysyae (or, the Forgotten Caverns), which are essentially three caverns located within the region that had been long forgotten by their ancestors and abandoned, yet rediscovered by the modern Fyltir kin'toni in the present day. The Fyltir kin'toni will typically venture into these formerly abandoned caverns and venture into the deepest and darkest depths of said caverns.


Another thing that the typical Fyltir kin'toni likes to do during the night is hunt, because hunting is, to be fair, one of the Fyltir kin'toni's best hobbies, although it is one that they are not as successful in as they would like to be. Typically when groups of Fyltir kin'toni hunt they like to hunt as a group so they can learn how to function as one; this helps their team-building skills because it makes them more aware of themselves and everything surrounding them. However, their unusually lengthy teeth have been known to dig in too deep into a large animal commonly referred to as a Ynzora.

This causing the Ynzora to react violently for a brief period of time and scare the Fyltir kin'toni away, but when the Ynzora's wound heals, usually only a few hours, it shows as a scar. It also comes as no surprise that the Fyltir kin'toni also like to tell jokes to one another to make their own lives easier and more tolerable. Typical kin'toni in this clan will generally joke about a variety of different things, including mocking and even impersonating some of the animals in their region, which usually gets a positive reaction from those who hear the joke, namely one of the Fyltir kin'toni's own.


What does come as a surprise, however, is that when mocking certain animals and impersonating them an animal that wanders by can sometimes mimic the impersonator's movements and, in rare cases, scare the joker off in an attempt to get him to clean up one's own act, so to speak.


Government

The modern concept of the Fyltir kin'toni clan's government, referred to within the clan as the Bvrydal (or, Fyltirian Hierarchy), was conceptualized nearly three years ago upon the inauguration of the clan's newest successor to the leadership throne, Qunog Xarym. The hierarchy of this clan's government includes, from top to bottom: one Qunog (or, clan leader), three Vuqunogs (or, designated clan leaders), and a tribe of five leaders from the military, religious, and legislative branches of the government that rules over this clan. In total, there are roughly nineteen total leaders of the Fyltir clan.

Each of them serves their respective duties in the Fyltir clan on a nightly (and, in some cases, daily) basis. What has also changed within the Fyltir government, in addition to the way in which it is structured, is the way in which laws are carried out and enforced. During a typical session, a law is often suggested by one of the three Vuqunogs, after which the proposed legislation first goes to the religious branch for deliberation. After the religious branch deliberates, it will flip a coin, and those within that branch that calls the coin flip correctly are the ones that are for such a proposition.


At which point the majority rule is three out of five. The same process transpires in the military and religious branches, but at this point, if a majority deliberates and cannot call their coin flip correctly the law will be forced to undergo revision or be struck down. Given that, if all three branches manage to pass the suggested legislation (even if it has to be revised several times), the proposed law will then go to the Qunog for further review and deliberation. If the Qunog sees that the law is what he or she believes to be contradictory to the interests of the clan, then an announcement will be made.

This is in front of the Vuqunogs and branch leaders that the law is hereby void for now and must be revised or struck down; however, in the event that the Qunog believes that the law proposed has the clan's best interest at heart, then the law will be passed into legislation and enforced by the three Vuqunogs who have control of their respective local sectors. Although vacancies within the Bvrydal don't happen very often, they do sometimes come in clusters; that being said, in the event that several clan leaders or branch leaders decide to retire from their position or become deceased several special tournaments.


Are held in the departing leaders' respective honours to determine who will take their place. Applicants can apply as soon as a week after the initial position experiences a vacancy and as late as the night of the tournament, but in the end, the winner will take the place of the departing leaders who decided to give up their position or became deceased, at which point new responsibilities will be in order for the new leaders to handle discreetly.


Military

On a typical night three of the five leaders of the Muzyrb (or, Military) branch that make up the Fyltir clan's Bvrydal government preside over the Fyltir clan's military, which as of present-day makes up roughly 75 per cent of the Fyltir clan's total kin'toni population, usually to lead certain military activities inside the Fyltir region's largest cave. During these activities, soldiers typically practice physical routines, such as the stretching of arms and legs or a spider-walk inspired exercise commonly referred to in the clan as Grzyaku, and for a little, over an hour these exercises go on relentlessly until the soldiers start to get tired.

After which another hour is spent meditating to gain wisdom. As with other clan militias, any kin'toni, no matter the origin or place of residence within the region, can choose to apply for the Muzyrbiazo (or, Fyltirian Army) if one is fully transformed; then and only then will one's faith, persistence, determination and eagerness be tested, especially by the Muzyrb branch leader with the most power, who usually conducts time trials across at least one of the local sectors within the region. In these particular time trials or Zozyrmas, if a kin'toni manages to run to the northernmost edge of the local sector in which they reside and back within a certain amount of time.


Then they will gain entry into the Muzyrbiazo; otherwise, they will be forced to try again in no sooner than five years. The way in which a kin'toni is able to rise up the ranks of the Muzyrbiazo in this clan is pretty simple: anyone that is determined, willing, knowledgeable, substantially driven, and even capable of having a basic understanding of how to survive on one's own will more than likely be first in line for a promotion, which essentially means that all the hard work you put into your military activities every couple of nights could end up getting rewarded in the long run.

That being said, most of the kin'toni in the Muzyrbiazo often find themselves struggling sometimes, but with a little bit of motivation from their three Muzyrb commanders, anything is within reach and destined to transpire at some point or another. It's not very easy to get discharged from the Fyltir clan's Muzyrbiazo, but it isn't very hard, either. Depending on the age of a kin'toni soldier in the Muzyrbiazo one can choose to retire from the Muzyrbiazo on one's own free will after one has served diligently for at least two thousand years, and from there on can even choose to run for a spot in the clan's Bvrydal government.


In some cases, however, some have been dishonourably discharged on charges ranging from treason, going AWOL in battle, or even something as insignificant as insubordination; even so, those that were dishonourably discharged can still be part of the clan, but they are essentially barred from applying to be a soldier for life, which, according to some, is worse than being exiled.


Religion

When it comes to religion and spirituality the Fyltir kin'toni are not entirely gung-ho about religious service and their faith in some higher power; however, roughly sixty per cent of the total Fyltir kin'toni population do believe in a religion that was created by their newest clan leader, Qunog Xarym. This religion, which is commonly referred to within the clan as Lyryg-knu (or, Luminism), is a religion that worships the orbit of Terael 's several moons as they revolve around the planet each night and day, and it is also a religion in which nightly prayers are more often than not required by the Bvrygal establishment.

Although roughly a third of the clan don't necessarily know how to pray to the three moons. Typical Fyltir kin'toni spiritualists tend to pray to Terael 's three moons at least once every other night, with some of the most faithful praying at least once a night. What is not as typical about the typical praying of the Fyltir kin'toni is that they sometimes pray during their typical hunting activities, which is something that most other kinds of kin'toni don't seem to do, and thus it makes the Fyltir kin'toni much different in mentality than those residing from other clans and regions.


Though there is not much proof to support this fact, some onlookers have had a strange encounter with a praying Fyltirian, although most Fyltir kin'toni generally suggests that their prayers are just a part of their personality. However, there are masses that are held in the region's second-largest cave, which is referred to as a Lzoazj (or, sacred church), and it is in this Lzoazj that more than sixty per cent of the Fyltir kin'toni population meet in this cave to worship their planet's three moons. During a typical service, several of the leaders of the Cyzranzoa (or, religious) branch of the Bvrygal establishment that rules over the clan will normally lead in simple chanting.

Followed by a sermon given by the Cyzranzoan with the most political and religious power. After the service, several appointed ushers lead in a closing prayer before the mass of kin'toni depart from the Lzoazj and resume their normal nightly activities. If one were to practice in such a field as Lyryg-knu one would have to study up on one's own knowledge of an ancient book for which this new religion is based, which is an ancient book of scriptures commonly referred to in the clan as the Gazryd'ia. The Gazryd'ia, which was supposedly written by one of the current clan leaders predecessors.

This is both a tribute to the clan founder's original religious beliefs as well as a biography of the new religion in which the Fyltir kin'toni population believes in.


Miscellany

Nearby Groups

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