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Orryner Kin'toni Clan

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Kin'toni Clan
Clan Name:
Orryner Kin'toni Clan
Parent Groups:
Unknown
Descended Groups:
Unknown
Areas Controlled:
Date Founded:
4E 27
Date Disbanded:
N/A


History

At the start of the Third Era, many years ago the zu'aan Government of Valhir exiled ten thousand zu'aan criminals to the Steppe. The criminal system of the time exiled the most volatile and dangerous criminals from various cities to the Steppe due to prison overcrowding and also to keep the rest of the population safer. When the exiles arrived at the Steppe they were forced into slave labour for the zu'aan government, mining for precious minerals. Unfortunately in the Steppe region, there are no precious minerals and the exiles found themselves digging land with no reward.

In the year, 4E 17, during the kin'toni outbreaks a rogue group of kin'toni fled the cities and found themselves amongst the zu'aan living on the Steppe. In the year 4E 27, A zu'aan named Va'Mala Utan was turned into a kin'toni when a member of the Bynysi kin'toni clan bit him on the back of his neck while he was sleeping on his stomach. For nearly two years he was raised and taught how to fend for himself and fight, as well as how to make himself stronger as a kin'toni through a vigorous work ethic; however, he was accused and convicted of a crime, and he was exiled from the Bynysi clan.


At which point he decided to travel to a nearly, uninhabited region and spend the next five years turning kin'toni into his own; thus, he began to get acquainted with his environment, and he thrived in this kind of environment as a result. For the first several years as leader of the newly-formed Tynzarx clan their population grew vastly from five thousand in 4E 27 to around ten thousand in 4E 32; however, the clan had gained several enemies in the Uraken and Kuvesim clans, and by the year 4E 40 these two clans had already been planning an attack on the Tynzarx clan, and when the attack transpired.

The Tyrzarx clan immediately had to act on offence and defence, at which point several days into this battle a fragment of the Xlather clan known as the Yrxians suddenly came to assist the Tynzarx military in their fight to defend their land, which they managed to do successfully despite losing nearly half of their clan's population. At this point the Yrxians and the Tynzarx clan immediately decided to merge, thus becoming the Orryner clan from that point onward in their history. In the seven years leading up to Utan's death, he was responsible for governing the Orryner clan, its government of designated co-leaders and its military.


He took pride in every decision he made regarding the Orryner clan from a fiscal, emotional, psychological and militia-esque standpoint, doing all he could in his power to keep the Orryner clan from being attacked without further preparation. When it was discovered that Utan noticed a plan to attack his clan he took advantage of preventing that from happening, often sending troops to the border months or even years before the planned attack to make sure that their enemies would not pass; however, during a battle in the Shattering that involved, the Orryner clan and the Kuvesim clan the clan suffered great loss of life, including that of their leader.

They were forced to retreat to another uninhabited region to determine a new leader. Today the clan has around one hundred kin'toni left, making them one of the endangered clans, and one that is on the brink of extinction. Part of the reason for that is because there are not many zu'aan to turn within the borders of their new Steppe region, and as a result, they have since become a shell of their former selves. Now with a new Ice Age on the horizon, they may have to move to warmer territory...


Psychology

Orryner kin'toni does not think of themselves very highly and generally are sceptical of their own (mis)fortunes. They don't believe that they will be able to survive the future because death is a fleeting but never fading inevitability. They don't have much faith in themselves in general despite their strengths (and they have quite a few strengths, in addition to a few weaknesses) and their pessimism can sometimes outweigh their optimistic outlooks, which are occasional and apparent on a good day. Orryner kin'toni is also fidgeting on certain things at times and they don't seem.

To have much of an attention span despite their strengths. Orryner kin'toni doesn't like to interact with other clans all that often, or at least not as much as they used to. They don't like having to deal with disagreements between their allies, much less their enemies, and they could care less if their lives suddenly improved out of nowhere. They don't see eye-to-eye at times with one another because they can't tell who their allies are and how to distinguish their allies from their enemies, and as a result, they are not always entirely reliable to other clans.


This may explain why they don't have as many allies as they do enemies or foes. Another thing to consider about the typical Orryner kin'toni is that despite one's great pessimism and lack of faith or slight lack of reliability the typical Orryner kin'toni has a lot to offer to others when going through the motions of explaining one's own life story. The reason why this is true is that many of the Orryner kin'toni possess a strange personality trait that essentially motivates them to be, thinks, act and do their very best in all that they do, even if it fails. What is not considered.

However, is that when a group of Orryner kin'toni fail at something the first time they end up deeply discouraged and are more than likely than other clans to not attempt that same thing a second time. Even so, it takes a lot of motivation and a lot of agreement on a variety of different things as far as what could have been done last time and what they might improve on this time should they choose to do it again; thus, when a group of Orryner kin'toni decide to try something again, they are often ten times as determined to succeed at it and their determination often leads to success.


Orryner kin'toni that work individually, however, believe that failure, although it seems inevitable and omnipresent at times, is not the best option unless one knows for sure that he or she cannot succeed on something on one's own.



Biology

The Orryner are adapted to the swinging temperatures, high winds and open Xatar's Steppe. They are long, lean and aerodynamic of build. Being highly muscled in the legs and core, they have high sprinting speed, but lack power or climbing ability. The skin is tough, dry and yellow brown in color to be resisnt to windburn and abrasive dust. It lacks cutaneous oxygen absorption, needing them to rely on conventional respiration. The hair is a thin, tightly layered coat of yellow-brown hair that acts as protection against biting insects and wind.

This hair lacks in insulation. The yellow eyes are small and deep set with an specialized internal filter that minimizes dust intake and manages visual distortion caused by heat haze. This allows for good long distance sight, but they lack sensitivity to low light or nighttime vision. They have eye muscles and neural filters in their eyes. These are adapted to be able to adjust to the vast, flat horizon of the Steppe. With this, they can maintain focus and spatial orientation without nearby landmarks. The nose has but narrow slits for nostrils.


These are equipped with an intricate series of muscular filters. These filters protect the airways from dust storms and dry, abrasive air. They have glands in the nasal passages in throat that are adapted to be efficient at condensing and recycling expelled water vapor. This is an adaption to aid surviving droughts. The ears are very long, pointed and movable, for pin-pointing sound in vast open spaces. They have neural receptors in their inner ears and sinuses to detect minute atmospheric pressure changes caused by dust devils and incoming storms.

This grants them forewarning of severe weather. This also means that severe weather can overwhelm this sense, leaving them deafened and forced to hunker down. The teeth are short and needle-sharp, for precise and quick blood extraction from mobile, thin-skinned prey during a pursuit. These teeth struggle to bite though thick hides. The claws are short and hardened, changed to act like cleats for maximum traction during high-speed maneuvering and sudden stops on loose dirt or grass. These claws are useless for climbing or digging.


Their ligaments and tendons in their legs are adapted with highly durable, non-elastic proteins. These allow them to withstand the high-impact stress of continuous, fast running. Being rigid, they are prone to shattering in lateral or twisting impacts. The muscle fibers are mostly slow-twitch and changed for maximal aerobic endurance. This allows for hours of sustained pursuit across the open Steppe. These muscles lack the explosive power that allows for swift acceleration or large leaps. They have internal organs and spines that are rigidly anchored by reinforcing ligaments. This protects from high G-forces.

Such forces are often experienced during sudden braking or sharp turns at speed. They have an lymphatic system adapted to be good at removing fine, inorganic dust particles from the blood that they have drunk and air they they have breathed in. This stops systemic failure from consuming dust such as during dust storms, but this can be overwhelmed.

Culture

The Orryner kin'toni typically doesn't mind getting into the water to bathe or wash and rinse oneself as it has been a customary trait of an Orryner kin'toni clan member for many millennia; therefore, it is given that even though the typical Orryner kin'toni can tolerate water when bathing it has been known to only do so around once to twice a week, sometimes three times a week at best. It is also important for one to consider that the very thought of bathing makes an Orryner kin'toni feel as though that such an act is an act of repentance, and also one that suggests entreating of forgiveness.

Given that the Orryner kin'toni clan have a unique sense of humour, they also like to tell jokes to one another in an attempt to make one another laugh and incite a little bit of good humour into their otherwise pessimistic and not so prosperous life; they tell these jokes to one another because it has proven to be therapeutic to the population of Orryner kin'toni in millennia past and continues to prove therapeutic even today. This doesn't necessarily mean that all of the Orryner clan will take a joke the same way, for in occasional cases the kin'toni telling the joke has caused a kin'toni recipient of said joke.


To take the joke the wrong way, and in even rarer cases it has led to fighting. Because of the nature of the Orryner kin'toni's overall psychology, one can sometimes ramble on for more than an hour about things that they believe to be important but are not as much so in reality as they originally thought; thus, for that very reason, you might generally suggest that the Orryner kin'toni typically feels passionate about a lot of different things and can generally attract the attention of others if their rambling is passionate enough and can relate to the population, who are more than likely willing to listen.

And relate to the rambling in some cases. Some of the witnesses have been known to explain they're being able to relate to this as a result of this. This clan has a lack of ability in playing or perform music. They wear clothing of thick fur trousers and shirts to help cope with the cold of the region they live in. One of the clan's holidays is called, Flimak, which is a solemn holiday celebrated on the second new moon of spring. It is associated with deception, harmony and balance. Nearly all groups celebrate it differently. The written language of the clan has characters formed with mostly curves in an abstract style


Government

The Orryner kin'toni clan has a very small government and considering that the population of the clan as of late is three hundred, it makes a lot of sense when you think about how small the Orryner clan's government is. In addition to this, the government responsible for leading the clan consists of a military regime consisting of one chief commander, two vice commanders and two generals, all of which serve the four sectors within the Orryner kin'toni population's region of residence. The two vice commanders and two generals responsible for running each local sector effectively are also given commands by the chief commander.

This is to train the population into learning how to deal with the cold efficiently. The Orryner kin'toni military regime has a stronghold somewhat on several different things involving how to obtain heat, which include the ability to create and manage fires using wood sticks, making thick clothing to keep oneself warm in times of serious freeze, and protecting and patrolling their region from supposed and suspected invaders. Another key part of the Orryner regime is teaching Orryner kin'toni within the population how to defend themselves and fight, so as a result of recent events a new tournament.


Is held once every three years to determine who has the fire and passion to earn the right to be an honorary general for the duration of the period between the end of the previous tournament and the beginning of the forthcoming one. Additionally, and as a result of this, if there is a vacancy within the five-kin'toni leadership of the regime a special marathon will be held to determine who will fill the vacant position. Many of the Orryner kin'toni immediately show interest in this when the opportunity comes, so a special sign-in scribe is made to determine who will make the list.

And because of this the eligibility registration generally will end on the day before the marathon is held. When the marathon takes place, all of the participants will run across the corners of the region, and the person who finishes crossing all of the corners first will be promoted to the spot that was once vacant, whatever that spot may be. A final note of importance regarding the Orryner kin'toni military regime is that in the event of an authority figure within the regime abusing their power, then they will immediately be investigated by the witnesses that saw the wrongdoing being committed.


However, if there were no legitimate witnesses other than the authority figures themselves, then the regime will investigate the accused authority figure in an attempt to get to the truth, followed by a trial by ordeal. If found guilty, the accused will be killed by way of an angry mob; however, if found innocent, the accused will retain his or her position within the regime and continue to rule over the clan.


Military

The Orryner kin'toni clan are governed by a military regime consisting of five military leaders, two of which are Kailai (generals), two more of which are Xona'Cha (lower commanders) and one of which is the Xona'Jaka (chief commander). Anyone that is a member of the clan is also a part of the clan's military, which is known as the Xad-D'sanca (loose translation: Military of Bloodswords), and those that are a part of the Xcsad-D'san also have an opportunity to either shine in darkness or fade in the light. This essentially means that one can either have a future in the clan and military through hard work.

And loyalty or fall below the wayside like some have had to do in centuries past. The funny thing about how the Orryner clan function as a cohesive military is that they find themselves working surprisingly well when working together as opposed to working solo or by themselves. Most of the Xcsad-D'san's military activities involve lots and lots of teamwork, and these activities often prove to weed out the weak from time to time as well as give every individual member or soldier an equal value in their respective efforts. Given that, it comes as no surprise that some have been proven incapable of handling certain tasks.


At which point other activities would be available for those that can't handle or accomplish certain tasks. That way, everyone has a chance to get something done. That's why the Kailai and Xona'Cha that run the clan. This is essentially what makes a military a military: hard work, teamwork, faith-building, complete concentration, and above all else, sheer determination and willpower to work towards a common or uncommon goal. Now, while this is true, most of the soldiers in this clan's military have often shown their discontent for one another in a way that isn't always necessarily offensive or crude.


The normal soldier in the Xad-D'sanca has as weapons, a stone-headed spear with a six-foot-long wooden handle, a four-foot-long bone sword and a five-inch long stone blade with a bone handle. The soldiers each also have a wooden bow and use bone tipped arrows. The standard light armour for soldiers in the Xad-D'sanca is made of leather and covers the lower legs, lower arms and torso. Many soldiers in the Xad-D'sanca ride large wolves like created called yarn. In battle, tactics used include mounted kin'toni riding around the flacks and to the rear of the foe to encircle them and attack from the sides and rear.


Religion

While it is generally suggested in the archives of at least one of the Orryner clan's allies that the vast majority of the clan are agnostic, the Orryner kin'toni themselves claim that their military is not just their way of governing themselves, but also their way of expressing one's religion and spirituality freely without any misrepresentations of such practices by other clans. The Orryner clan made up their religion more than five thousand years ago with a name that's categorized by five strange but relatable symbols that point out the clan's main values in life.

This religion is commonly referred to by members of the clan as Zeqxoazyyrsu. When it comes to certain concepts on how they want to enforce their religion, the Orryner kin'toni typically like to combine church and state and put them together in ways that not many clans would consider to be normal. During mass, the Orryner kin'toni like to listen to religious music played by an ensemble of musicians from within their clan that can read and write music, and at the end of each song, a brief sermon is given by one of the vice-commanders, who also serves as one of the clan's high priests.


At the end of each concert, the band leader, usually represented by the military regime as a designated Pope, gathers the clan together for prayer before all return back to their local sectors to live life like normal again. Needless to say, each concert is like a worship service. We know that it is a given that the Orryner clan like to have church and state together in the same cultural building, so to speak, but what one might not seem to notice in particular is that, the founder of the Orryner clan, supposedly a military figure himself, is now worshipped and seen today as a permanent idol.

This is of praise and recognition for his contributions in helping shape what the clan represents in the present and modern-day. That being said, most of the Orryner kin'toni pray to the clan founder's spirit, which is supposedly hidden deep inside a cave where the remains of the clan founder are encased in a cremation urn. One can pray to the clan founder's remains anytime he or she feels downhearted or pessimistic about the future. Given that, the Orryner kin'toni are firm believers in the inclusion and incorporation of church and state, being among the few clans in the kin'toni'ati world.


That belief is such a conceptual belief; however, this does also come with some downsides, such as the inability to share their religion with other clans as a result of their fear that their religion would be viewed in a predominantly negative light and not the other way around. For that reason, not many kin'toni in the clan believe that church and state should be separated, and if that were the case, then the clan would have disbanded long ago.


Miscellany

Nearby Groups

This article is written by Kevin Thomas Anderson. Copyright 2026 Kevin Thomas Anderson. All rights reserved.