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Omquaen Kin'toni Clan

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Kin'toni Clan
Clan Name:
Omquaen Kin'toni Clan
Parent Groups:
Unknown
Descended Groups:
N/A
Areas Controlled:
Date Founded:
4E 98
Date Disbanded:
N/A


History

In the year 4E 98, just a few years before the beginning of the Shattering, a kin'toni of supposedly ageless youth named Sanasi Pydyjo decided to found his own clan of followers; furthermore, within the span of a few decades, he managed to turn over one thousand, five hundred zu'aan and achieve a massive following. As he began to assert leadership of his clan the kin'toni he turned began to show their support, and within a span of ten years, the Omquaen clan grew to ten thousand strong. This clan took part in the Battle of the Nahre, in the year 4E 255.

In the Battle of the Nahre, Sanasi began to see his following grow weak as two other clans, both of which were rivals to the Omquaen clan, started to charge forth. That was when he decided to make a careless and ignorant mistake. By forcing his clan to attack his rivals in the Kujami Kin'toni Clan and Galroda Kin'toni Clan, he lead them to their deaths, something that the followers of Sanasi did reluctantly. Unfortunately, after witnessing their leader and a thousand of their own end up killed by their rival clans, they immediately decided it was time to retreat.


Thus ending what was simply known as Pydyjo's first and only mistake. Many more died later due to hunger and disease. After the Batt, the Pydyjo family dynasty took overruling the Omquaen kin'toni Clan. The Pydyjo family dynasty leaders made a law requiring the branding of the kin'toni in this clan on the back. This was still going on during the reign of the third generation of the Pydyjo family dynasty. It was mostly ended in the reign of the 134th generation of the Pydyjo family dynasty.

Despite the fact that this clan has seen a lot of good and bad things throughout their anthology as a cohesive unit, they are still foes of the Galroda, Omquaen, and Kujami kin'toni clans. The Omquaen kin'toni Clan has around 500 kin'toni alive today, and that is mainly because of the immense death toll of the defeat of the Omquaen clan by that clan's rivals and the Omquaen clan's huge mass of blood that was spilt as a result of close to 90% of this clan's population dying as a result of the Battle of the Nahre or the rest of the Shattering afterwards and losses up to today.


Psychology

They have a warm and bubbly personality and a childlike fey-like innocence which has brought disaster to them or others before, perhaps as a direct result of their immaturity and flat-out ignorance; but even though that has been proven to be known, they often cause trouble as their actions are rarely malicious. They are known to have short attention spans. They tend to shun the other kin'toni clans and the zu'aan tribes and cities, partially because of their arrogance and partially because they have had conflicts with most other kin'toni clans and the zu'aan tribes and cities in their long history.

They can be somewhat talented in a wide variety of things, but for the most part, they are also a little impaired as far as their mentality is concerned. They don't seem to find any issues in their ally clans, although most of the clans that they ally with are often untrustworthy and misconstrue the Omquaen clan's intentions, which might also explain their senses of insecurity and a lack of an attention span. Because of this, they intend to find that they themselves are untrustworthy to their very few allies and try to avoid contact with them as much as possible in order to avoid further conflicts of interest.


Furthermore, they often talk to themselves or act out different scenarios aloud, which might serve as their inspiration to write plays based on their history as a clan. Their writing process, however, seems a little complicated when all the factors are put together, despite the fact that they seem to have an endless bounty of creativity just floating around in their respective minds; as a result, they also seem to lack a sense of preparedness as anything can happen on or off of their watch, for when something does come to pass or transpire.

They are more than likely not aware of it or think that it might not happen, after all, hence their lack of mentality. They are also unaware of quite a few things in certain aspects of their personal lives, such as what time of day or night it is currently or how hot or cold it feels; however, they are very protective of their bunkers, which they built underground many centuries ago to protect themselves from the sunlight, which has been known to burn a kin'toni to death should a kin'toni be exposed to it for too long, and as a result, they consider their underground bunkers their home.


Biology

The Omquaen are adapted to the volatile, rocky, salt-aired Varel Coast. They are streamlined and laterally flattened of build. Their limbs are powerful, their fingers and toes are webbed. This allows them amphibious movement through shallow water and rough surf. The downside of this is being less able to run for prolonged amounts of time on land. Their skin is dark grey, slick and keratinized. It expels an thick, oily mucus. This allows for waterproof sealing and robust protection against salt corrosion.

They have a coat of dark grey, short, oil coated dense fur to allow for insulation against cold ocean currents and aiding in water displacement. This fur also leads to overheating in warmer environments. They have internal fat layers that are optimized to absorb the concussive force of crashing waves. This is so that they can move and hunt with ease in the waves. The eyes have an clear, tight-sealing nictitating membrane with polarized lenses. This allows them good vision both above and below the murky water surface.


They lack outer ears. The nose has nostrils that are high-set on the face and can be tightly sealed by muscular valves. This means they have protection from water during rough waves or dives. This also means they have a much weakened sense of smell while the nose is sealed. The fangs are short and serrated for gripping onto slippery, struggling marine life. With this, they can feed on aquatic prey. These teeth tend to leave large, messy wounds of terrestrial prey, wasting large amounts of blood.

They also retain a few dense molars adapted for crushing the shells of mollusks for essential minerals. The claws are short, thick and adapted to grip like suction cups. These claws allow them to grip even on wet, algae coated rocks, even in the crashing surf. These claws are bad at digging into soil or climbing vertically. They have hidden and retractable spines on their elbows and knees. When these are deployed, it allows them extra grip on surfaces and a way to injure predators or rivals. They have sensitive pores along their flanks and limbs that can detect minute changes in hydrostatic pressure.


With these, they can predict changing tides and incoming waves to some level. The lungs are adapted to be able to compress safely. This allows for superior diving depth and breath-hold capacity. These lungs do not deal well with sudden pressure changes such as decompression, leading to possible rupture. The kidneys, alongside specialized glandular filtration units are adapted to be able to process and also excrete excess sodium and other salts with high efficiency. With this, they can survive indefinitely on salt water and salt-rich marine blood.

They also have specialized gill-like vascular patches under the ribs to allow for extra oxygen while they are diving deep. These do not work in low-oxygen water. This also means they require a higher salt intake to survive, becoming ill if they do not have enough salt. They have hepatic cell clots that are highly adapted to resist common paralytic shellfish toxins and algal blooms. This makes them immune to local marine bio-toxins, such as those used in prey.



Culture

They live in the forests where they like to hunt, frolic, engage in musical and romantic affairs and generally have a good time; it is also for this very reason that the Omquaen clan lives in the forest: because they want to express themselves in as many creative ways as possible. They generally make their own clothes woven from the thread spun from the silk-like protective cases around the seeds of a tree that can mostly be found in their forest. It is not customary for kin'toni in this clan to make their own clothing from plants that grow anything other than that silk-like fibre, but some do anyway.

So, by doing this, they are able to find a way to wear their own clothing in their own way, just as they intend when they make their clothes from the Xcana (silk-like growing) tree. This particular and unusual practice of cloth-making involves the use of bushes that grow a soft cotton-like fibre or Wazvtin, and just like the making of clothes from Xcana trees, this practice goes back more than 14,000 years. They often wear shades of blues, greens and greys. Another cultural influence that makes this clan so unique is its ability to create unique plays for an inter-clan audience.


Although this clan started this trend just a few centuries ago in the year 4E 653, this has quickly become their most popular showcase of talent. Every year a kin'toni'ati playwright that goes by the pseudonym Eazcro commissions the Omquaen government to have one of their own write a two-act play to be showcased at Terael 's equator, the Falquosta, or World's Stage. Within the span of about five to six months, the commissioned play is often written out, printed, copied, and sent to various Omquaen kin'toni that might be interesting in participating in such a play.

After that, an extra month is taken to gather the cast together and rehearse the play, which leads to a unique performance on opening night, where thousands of kin'toni supposedly watch for their own entertainment. The entertainment is supposedly staged, however, with emphasis on theatrical elements. Whereas water is often dispensed for comedic scenes; however, during scenes of violence, instead of using their own blood, they use the blood of animals that were hunted down and dried of blood, and most kin'toni'ati clans do not consider this outlandish or extreme.


Government

The clan was ruled by the clan's founder, Sanasi Pydyjo before the Shattering, but after his death in the Battle of the Nahre and the fall of the clan's government, the Pydyjo family dynasty took over the clan. In 4E 167, the leaders of the Pydyjo family dynasty made a law requiring branding of the kin'toni in this clan on the back. This law was still in place during the reign of the 134th generation of the Pydyjo family dynasty, and variations of this law are still in effect today in certain parts of the Fakorta region, some are wanting the law brought back in effect in the entire Fakorta region.

The Omquaen's government has a unique council consisting of biologically related members whose ancestors were part of the Pydyjo family dynasty. and since the change from a founder-led government to a dynasty-led government somewhere between seven and ten descendants of the Pydyjo dynasty have been assigned the task of leading this clan's daily activities, and around two or three of these descendants are also leaders of the clan's military, which over half of the clan's population is a part of. There is also a hierarchy in this clan's political system.


For example, when you are a part of the Omquaen clan's government you start out by serving as a lobbyist for the descendants, and from there you can rise up the ranks over a period of a few decades and become one of the clan's religious guides with an encyclopedic knowledge of this clan's primary choice of religion, which revolves around Sanasi Pydyjo as this religion's main god (although those of the secondary religion believe in the Equestrian kin'toni Qualafa. When laws are carried out to determine how the Omquaen kin'toni should live day today.

They are often proposed by one of the seven to ten descendants that preside over this clan. Once this proposition is made, it is given equal and fair treatment and allows the other descendants to give their thoughts on the proposed law. A vote is then conducted by the Yldar, or the oldest of the descendants, and the other nine are given the option to either approve or disapprove of the proposition and if at least five of the other nine descendants approve or disapprove of the law. The majority's vote is then counted and decides the fate of said proposition.


This can lead to either the termination or ratification of that proposition.


Military

This clan's military consists of over half of the clan's population and is ruled by two or three descendants that happen to serve as the clan's leaders or Zeadkanas. These two or three Zeadkanas take turns throughout the typical week leading this clan's military activities, which includes regular exercises, missionary trips to other regions, basic training, and so on; as a result, these military leaders often wear shields when preparing for battle with their fellow militants. When a kin'toni in this clan decides to join this particular military, they are given a series of tasks to perform.

For the leaders of this clan, which includes several 100-yard dashes, a fifteen-minute jumping jack session and a run-through of an obstacle course designed especially for this clan's military and built by the ten descendants that rule the Omquaen clan; subsequently, the Omquaen clan's obstacle course is supposedly one of the most difficult obstacle courses ever conceived by any kin'toni clan. Once the applicant can get through all of this, he or she is then initiated by the two or three descendants that rule over this military. However, if not, then the military's leader will conclude.


That this kin'toni is not ready to be a militant and that they can choose to apply at a later time. From time to time the Omquaen clan's military will attend the Meeting Of The Descendants, a session that is held every month to determine how to better their clan's military and population; this meeting, which involves the use of a sacred dance known as the Fawa, this consists of several descendants dancing while the main leader of this clan passes through them in the centre, at which point both immediately stop dancing and salute. This generally is followed up with a brief sermon on the history of the clan as told by the clan's religious advisor and one of the leaders of the clan's military.

After the meeting is over they will go on a journey to their allies the Minemi clan's homeland and the leader of each clan will take part in a conversation, talking about their respective militias and how they plan to lay the battle lines down for their next forthcoming attack on one of the Omquaen and Minemi clan's rival clans, as well as how one leader respects the religion and culture of the other. After this is done, the Omquaen clan will return to their homeland and train for upcoming missions. The clan military is known for its harsh discipline.


Religion

The Omquaen clan's religious advisor, known only to them as the Zualu, or Spirit in Angor, must oversee all religious activities within the spectrum of the Fakorta region, including prayers, worship, and services related to the clan's predominant and secondary religions; furthermore, he, like the rest of the elite that rule over this clan's every aspect of life, is a direct descendant of the Pydyjo bloodline and serves as the administrator of all official worship ceremonies and services within the schedule of the descendant's calendar year, which is generally once or twice every month.

This was not always this way, however, for in generations past the Zualu was sometimes revealed to be a religious advisor from another clan who was either kicked out of their past clan for unfathomable offenses that said advisor was not convicted and proven guilty of or left their past clan to convert to the Omquaen religions of choice and overall way of life; either way, almost every religious advisor throughout the clan's many thousands of years of existence as a cohesive unit has proved to be useful for the clan's governmental orders.


In some worship ceremonies or services (see the first paragraph of the Religion section just above) the primary leader of the Omquaen clan, often referred to as the Bzaleru, or Brain in Angor, is sometimes seen giving the sermon as it pertains to how the descendants will attempt to improve their clan population's way of life and overall living environments, with the Zualu interpreting the sermon in either sign language or the clan's official language, which is Val, depending on either the simplicity or complex nature of the sermon. Most importantly, however, the Zualu is the second most powerful.

Of the leaders of the Descendant-run government; he or she has the right to veto any passed legislation that either conflicts or contradicts the clan's religious culture and indigenous spirituality, and can also provide guidance on how the rest of the Descendants can amend said legislation(s) to the Zualu's liking, especially if it makes life more tolerable for the descendants and their Omquaen subjects. Three of the Omquaen kin'toni Clan's laws are: The penalty for stealing coins is branding, the penalty for kidnapping a servant is whipping, and the penalty for abusing an animal is whipping.


Miscellany

kin'toni of this clan are able to run absurdly fast yet not make any sound when running, which might also explain their slender and thin body frame and skeletal structure; in addition, their food choices supposedly keep their stamina levels at extremely high levels each day and night, but this comes with the drawback that, they cannot go without blood for longer than a couple of days without dying, so they often eat four small meals every day to keep themselves from starving, although this comes at the cost of never truly avoiding hunger pangs.

A surprising fact about Omquaen kin'toni is that most of them are physically and mentally able to play and make instruments from scratch. However, some choose not to play or produce music and instead dabble in physical arts such as construction or home maintenance, which are two equally as impressive trades in themselves. A final thing to consider when studying the Omquaen kin'toni is that they are surprisingly good at remembering things although having a very short attention span and a childlike mentality. They can remember many different things about other visiting clans.


When other ally clans come to see them, including how they train, how they keep themselves groomed, how they create works of art, and how they manage their land and protect it from invaders. The characters of the clan's written language are formed with lines and curves in a detailed style. They represent sounds. A few of the characters are versions of an older culture's writing system. The clan's flag is a swallowtail with two vertical stripes of forest green and yellow-green. The emblem is a hydra and an arrow. Two of the Omquaen kin'toni Clan's holidays are.

Kair, a religious holiday celebrated just before the second full moon of autumn. It is associated with inspiration, decadence and illness. Many celebrate it differently and Flyskor, a civic holiday celebrated just after the summer solstice. It is associated with decadence and inspiration. Celebrations last sixteen days. Traditions include public and private chanting, forgiveness from debt and sacrifices. Several sub-regions of Fakorta celebrate it differently. One of the clan's rituals is: Those wishing to be forgiven can offer a gold coin by throwing it river at midnight.


Nearby Groups

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