Dhiordan Kin'toni Clan
History
The Dhiordan kin'toni Clan trace themselves back to 4E 38. In that time, a pair of kin'toni psychologists called Rhundma and Zaox started their own band called the Xarel Band. Rhundma and Zaox grew it from its 67 kin'toni into a full-sized clan. The band had been founded in the late Awakening Age from a collection of disparate kin'toni living in a desert near the Xhtl Brushland. The Xarel Band was able to grow from a band into a clan. This was due to Rhundma and Zaox's knowledge of psychology and social engineering.
This knowledge was being used to recruit kin'toni from other bands, packs and loners via through the promise of a safe home, a purpose and a sense of belonging. The clan slowly but surely expanded to one thousand members. By 4E 90, the clan had made a fruitful alliance with the Bynysi kin'toni clan. This clan controlled the nearby Zinewigar Scrubland. The clan trades wood from their forests with them for the Dhiordan kin'toni clan's iron from their mines. The two clans also have a mutual defense pact. In the year 4E 85, the clan moved into the Xhtl Brushland region.
In the year 4E 101, the Shattering had started, and the clan alongside their allied clan waged a bloody, but short war with the Asni kin'toni clan and the Eaka tribal zu'aan. The Eaka tribal zu'aan were hunted through their forest homes like animals. The kin'toni trans-sophont bodies allowed them to chase the zu'aan through the twisted roots and leaf-bare trees. When the zu'aan were finally cornered with many members having dropped from exhaustion before that, the Dhiordan kin'toni bit them and began their turning.
The clan dug out makeshift turning dens along the roots of the as'ok trees and dragged their turning victims there. The clan held off the Asni attacks to protect their turning assets and some members of the Asni defected and joined them. Those defectors had information on the Asni and where they had their lair. The Asni clan was tracked to a root-choked lair. This lair was a dank cave network. The Dhiordan kin'toni set great fires of as'ok tree wood. The smoke choked the Ansi and smoked them out of their lair.
The Asni that did not die from smoke inhalation fled the caves into the spears of the Dhiordan kin'toni clan. The Dhiordan kin'toni clan killed those fleeing Asni and drank their bodies dry. After the Shattering, the clan endured. The clan's rival had been wiped out. A stock of newly turned kin'toni allowed the clan to hold off any other attacks.
The times after the Shattering have been uneventful. They have taken that time to stock up on supplies and members, carrying on with the recruitment of unaffiliated kin'toni. As of 4E 500, the claws of the ice age have not reached the Xhtl Brushland. The Xhtl Brushland's is a hot, dry climate. With such a climate, there has been little drop in the searing heat due to the ice age.
Psychology
In the early centuries of this clan's history, several kin'toni'ati psychologists from within the clan itself were supportive of the theory of sunlight being a kin'toni's worst allergy. These kin'toni'ati psychologists, known individually as Rhundma and Zaox, proposed an addition to this commonly used theory. Their version of this theory, known today as the Wixsoem Alaznaq (Tin'quee for Instant Burn Hypothesis). This suggests that kin'toni who are exposed to even a little bit of sunlight will start to sweat profusely and their skin will begin to shiver. If not completely out of the sunlight within fifteen minutes, the kin'toni exposed to it will burn to death and their bodies will shut down.
As the millennia dragged on there were other kin'toni'ati psychologists, some from within the clan and some from other clans, who put this theory to the test but not by using a kin'toni as a sacrificial lamb. To prove that kin'toni can burn to death after being exposed to sunlight for more than fifteen minutes, they use dummies made of xornoc, or kin'toni'ati carbon, to simulate what goes on inside the body as the skin burns from sunlight exposure. After several minutes the body temperature of a kin'toni's bloodstream will have reached one hundred and two degrees, just six degrees over the normal body temperature.
After five minutes, the body temperature inside a kin'toni will reach one hundred and five degrees, causing the body to begin shutting down, one organ at a time. By the time the fifteen minutes is up, the body temperature inside the kin'toni will have reached 115 degrees, and the internal organs will have already been burnt out due to overexposure to sunlight. In around 4E 152. there was a Dhiordan psychologist named Tero Auxon who proposed a theory of her own. She proposed that while it takes a half-hour for a kin'toni to burn to death as a result of sunlight overexposure. The slightest bit of sunlight exposure won't do much damage to the internal organs.
As long as they can find a way to avoid the sunlight entirely within a few minutes. Her theory was well-received, and to this day her theory remains one of the more popular kin'toni'ati allergy theories in Terael. Modern-day kin'toni focus on the well-being and mentality of the Dhiordan kin'toni, as well as other key factors that makes a Dhiordan kin'toni live a long and healthy life. Which includes ingesting the blood of large animals and, sometimes, zu'aan, as well as the taking in of tree sap, or yuwu. In the meantime, however, the best way to avoid the sunlight if you are a kin'toni is to dwell in an underground bunker or cave, according to the theory,
Biology
The Dhiordan are adapted to the hot, arid, open Xhtl Brushland. They are tall and lean of build, to lower contact with the hot ground and for convective cooling in the breeze. The downside of this is an lowered ability to absorb blunt force impacts. Their skin is colored in patches of browns, beiges and other earth tones in color, for camouflage. They have no body hair, but the skin has microscopic, flexible hydroscopic tubules for condensing dew during the cool desert nights These are used as an additional source of water.
Their eyes are red-brown in color, with an permanent, horizontal, polarized membrane that acts like natural sunglasses. This filters glare and heat haze for superior long-distance visibility across the plains. The downside of this is a significantly reduction of how much light is available. This makes their vision worse in overcast periods. They have very large, concave ears adapted to wicking away heat and hearing. The ears are able to hear the subtle, wind-carried sounds of distant prey across open terrain.
These ears, by having large amounts of blood vessels under the skin, also can wick away heat. The downside of the large ears is that they are easy to damage. The downside of their hearing is being easy to overcome with loud noise. The nose has a complex, internal heat-exchange capillary system for cooling inhaled air and recovers exhaled moisture. The teeth are flattened and shovel-shaped, adapted for scraping mineral deposits from rock and biting into water containing plants for moisture. The teeth struggle to make deep puncture wounds in large prey.
The claws are short, thick and scoop-like, adapted for quickly digging small depressions into the ground for cover or water collection. The claws are blunter than normal, and are not good for close combat, nor are they good for climbing. Their feet are large, with padded soles for spreading their weight for silent travel and to stop them sinking into sandy patches. As they lack specialized gripping surfaces, wet rock and other slick surfaces are dangerous. The feet also impair climbing.
They have a large and dense network of blood vessels that are clustered near the skin surface of the torso and neck to wick heat quickly via evaporative and convective cooling. The downside of their shallow placement is a vulnerability to significant blood loss from shallow wounds. Their resting metabolic rate, is incredibly low to survive long times without water and food. The downside of this is being slow to to react to immediate threats. The bones are adapted to be light and porous, to lower weight for rapid, long-distance travel and heat dissipation.
The downside of this is the bones are fragile, and falls and crushing wounds are deadly. They have specialized subcutaneous reservoirs beneath the flanks and shoulders that are filled with excess water, to act as an back up supply of water. These show as visible, soft bulges that are susceptible to rupture if struck hard. The hepatic system has evolved to rapidly process and neutralize potent fast acting neurotoxins found in the region's lifeforms. This adaption is limited to the toxins of local lifeforms, leaving them vulnerable to non native toxins.
Culture
The Dhiordanians are known for a wide variety of talents. For example, their polyharmonic chants and vocal exercises often serve as a form of meditation for them. Also, they have several secret instruments that they use to play different kinds of music: one of these instruments, a large guitar-shaped lute often referred to as a two hob, has close to eight strings made out of the long, thin nose hairs of a gargantuan dinosaur-kangaroo hybrid commonly referred to as a ziax. Another common trait in the Dhiordanian culture is the use of medicine made out of several different types of Malatarian soil such as ewog and ogdg.
(Ewog is a bedrock soil with many plantlike grains, whereas ogdg is more of a plant with moderate-sized roots). The use of soil such as the aforementioned is often considered a healthy habit for kin'toni as such soils have many nutrients and lots of flavours. Dhiordanians are also recognized for making different kinds of weapons to use when in battle, most of which are often put to good use. Among these weapons include the nyd, a blunt instrument that is used to incapacitate enemies with a sharp blow to the back of the head, as well as the aqno, a form of mace that is used to blind an enemy when used to spray in said enemy's eyes and also causes blindness for several moments.
A typical Dhiordanian often has a good trait about him or her in terms of financial and economic management. Out of every ten underground bunkers, three to four of them have a bank where Vampyrlars and other related kin'toni currencies can be stored, and almost all of them manage the money that is saved up to almost perfect accuracy and precision, which is why allies of the Dhiordanians rely on these banks for financial stability. A style in this clan favours pleated, billowing grey-green and dark blue-violet garments. Tops are typically long with plunging necklines. Stockings and frocks are also customary.
Wraps are popular accessories. Silk and shoulder pads are staples of the style. Tan, dark brown, and pale violet are also common colours. Nobles and commoners wear very different clothing. The written text has characters that are formed with mostly curves in a fairly simple style. They represent mostly sounds, as well as some concepts. Some of the characters are taken from a recent conqueror's culture's writing system. A ritual is that anyone trying to have a vision must slay an enemy in a ritual space under a waxing moon when a certain constellation is in the sky
Government
The Dhiordanian government, which is often referred to as the Aqnordhior, is made up of three separate but equal branches of five government officials and one leader for each branch, which is referred to as the Dhiorcaor. Each of the government officials in each branch of the Aqnordhior is often referred to as the protectors of their clan, or the Rodoqnydhiors (Tin'quee for "clan protectors"), and they all serve distinct roles in their respective branches as they try to govern their clan into a prosperous future. The first of the three Aqnordhior government branches is called the Quxunaga (Tin'quee for "financial branch of commerce").
It consists of a group of fifteen Rodognydhiors who all vote on a series of financial propositions to legislation that the Dhiorcaor makes to determine whether the officials will either approve or reject the proposed law. All legislation must first be proposed by the leader or a Rodognydhior before everyone can vote on it. The second of the three branches in the Aqnordhior is often referred to as the Enwoquonaga (Tin'quee for "judicial branch of enforcement of the law"). It is the most powerful branch in the Aqnordhior, and it mainly deals with laws that were passed by the other two government branches.
Fifteen Rodognydhiors will vote on the passed laws, and the vote is often conducted by this branch's Dhiorcaor, who is in charge of determining which laws will go into effect. The final branch of this clan's main government is often referred to as the Bazronaga (Tin'quee for "military branch of action"). It consists of ten Rodognydhiors who regularly meet with their branch's Dhiorcaor to determine which proposition of law will take effect. Any of the government officials in this clan can propose a law that they think should take effect, but it is up to everyone else to do a vote to determine the approval or rejection of this law. All topics refer to the Dhiordanian military.
The political structure is an autocracy and a strong influence in the military. A popular issue is a failing economy, but the government is somewhat stable. Personal Freedoms in this clan are almost nonexistent, but scandals are infrequent. Foreign Relations with other local kin'toni clans are very good, but not so much with the zu'aan cites and tribes that are nearby and it is not going to be well within the clan. Three laws in this kin'toni clan are: The penalty for wounding a slave is a brief-term of servitude. The penalty for a foreign kin'toni destroying food is death. The penalty for insulting a criminal is a small fine.
Military
In the Dhiordan clan of kin'toni there is a clan military that tests physical, mental, emotional, and spiritual strength and stamina; this military, which is often referred to as the Qoaznadhior, consists of nearly half of the clan's current population, and almost all of them possess a kind of strength about them that cannot be seen in other kin'toni of other kin'toni clans, and they are all grouped into a series of two branches. The first of these two military branches often referred to as the Rogcloanva (Tin'quee for "Spiritual Corps"), tests the spiritual and mental limits of those that apply.
To get into this branch you would have to pass an initiation test that requires you to meditate nonstop for several hours with a clear conscience and complete concentration. Those that get initiated into the clan and pass the test will take refuge in a cave and spend their days meditating (Meditation is said to be a way for the body to recharge itself, so it is extremely important in this branch). The other branch in the Qoaznadhior, which is referred to as the Yuonatanva (Tin'quee for "Stamina and Strength Corps"), requires a lot of patience, willpower, stamina, strength, and physical endurance.
To get into this branch one would have to go through and complete a rigorous obstacle course that requires you to climb, tumble, somersault, crawl, jump and sprint. Once one completes the obstacle course and gets initiated into this branch, they will be subject to nights of marching and synchronized exercise. To get promoted and rise the ranks in this military, you have to demonstrate hard work, loyalty, determination, persistence, high standards, bravery, and honesty. This includes extensive participation, a unique ability to follow orders given by the branch corporal, and taking full advantage of golden opportunities as they come up.
After several decades in the Qoaznadhior, one can choose to continue serving or retire with honours and pursue a new way of life. This army relies heavily on powerful infantry and the use of maces. They are famous for their refusal to accept surrender and for bloodlust. Each faction contains 10 teams of 10 soldiers. They have a highly formal chain of command, with ranks based on social status. Currently, they are recovering from a string of recent losses in many small battles with many clans and are trying to make sense of many contradictory intelligence reports.
Religion
Shortly after the loss of the Dhiordan clan's founder Is'dara, the Dhiordans decided to take refuge in caves where they would begin to hold masses in honour of their founder; these masses included the singing of secret Tin'quee hymns from the beginnings of the Dhiordan clan's existence, as well as a brief venture outside the caves to perform synchronized dances. These periodic rituals are to this very day a part of a religion known as Is'darism, which is also named after the clan's founder. Since Is'darism is the dominant religion in this clan, kin'toni that believe in this religion also believe in the existence of the clan's founder.
Part of which lives inside their soul (It is a lot like Vyrism, but with a Dhiordan twist). As a result, they often dedicate their yuwu hunts to Is'dara, the clan's founder, and often engage themselves in an Is'darian ritual where they sink their fangs into a root of the tree and begin to ingest the yuwu flowing from the root for a short while. An Is'darist also sings Tin'quee hymns of praise to the clan's founder while making weapons out of rock, stone, and wood during the night, and after they finish making the weapons they often use their fangs to carve an upside-down "Y" in the weapon to signify and indicate that the maker of this weapon is a proud and religious Is'darist.
During the day when they sleep, they often experience dreams of subconscious conversations with Is'dara. Other keynotes of importance include the following: firstly, Is'darists often worship Is'dara through their nightly activities and exploits, some kin'toni'ati psychologists consider this use of religious devotions to be superstitious. Secondly, Vampyrians who believe in this religion or have recently converted to this religion from another must engage in a daily prayer that can only be spoken in Im'nys. The symbol is a fire and has radial symmetry and the holy colour is saffron.
It is passed down: via one holy book and the creation myth type in succession. Mortals were forged from metal in this religion and a major myth and its Symbols are the betrayals, the cave, the redemption. The Deadly Sins are blasphemy and recklessness and the High Virtues are honesty, responsibility, piety and charity. The associated artform is stories and parables. A coming of age rite involves a task that must be completed and marriage is completely an affair of the heart. Marriage rites are often quite rowdy and death rites involve cremation. A major taboo in this kin'toni clkan is death.
Miscellany
Two of the Dhiordan clan's allies are the Aw'drai Kin'toni Clan and Bynysi Kin'toni Clan, mainly because they reside in forest and brushland areas and are very dependable; however, two of their foes are the Boughdyn Kin'toni Clan and Xalather Kin'toni Clan clans because the Dhiordanians and the Boughdynse and Xalatherians don't see eye to eye on many things, especially when it comes to territorial issues. Part of the reason why this is so is because of this clan's history of interacting with other clans. Another fact that is supposedly often overlooked is that the Dhiordanians had roughly one-quarter of their part of Terael 's technology at one point in their early existence before the zu'aan governments seized them.
And ever since that fateful series of events they have learned to live without the presence of all of the technology that they once had, mainly because of their desire to live independently as a group. This clan is often associated with being one of the only clans in existence to have a balanced and equal male to female population, with close to 50.2 per cent of the population consisting of males and the other 49.8 per cent consisting of females. Occasionally they can track some zu'aan down and turn them into Dhiordanians, which results in success about 90 per cent of the time.
Because the Dhiordanians are so talented, they also can make and produce their own kin'toni'ati money made out of soft stone with the right equipment, although at one point during the clan's early history they were able to do it in a much easier and efficient way. Since being bombed back to Stone Age technology the Dhiordanians now rely on objects such as the teach (The clan's word for stone hammer) and the zawaqua (The clan's word for hard stone chisel) to make their currency. The clan's flag is a rectangle with three stripes of umber, blue-green and dark bronze, and a diagonal cross of pale violet. The emblem is a crystal and a gauntlet.
Holidays in this clan are: Rufan is a solemn cultural holiday celebrated on the winter solstice. It is associated with passion, harmony and a change in plans. Celebrations last. Traditions include public and private marriage proposals, declarations of intent and annulling of contracts. Nearly all traditions celebrate it differently and Neazyalm, a joyful historical holiday celebrated on the second new moon of spring. It commemorates a reconciliation. It is associated with an illness, temptation, a legal problem and strife. It is also associated with wildcats, crows and the colour red. Celebrations last three days.
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This article is written by Kevin Thomas Anderson, Stevie Lambert (biology, history). Copyright 2026 Kevin Thomas Anderson, Stevie Lambert. All rights reserved.