Jump to content

Suir Kin'toni Clan

From Taerel Worldbuilding Wiki
Kin'toni Clan
Clan Name:
Suir Kin'toni Clan
Parent Groups:
Unknown
Descended Groups:
Unknown
Areas Controlled:
Date Founded:
4E 447
Date Disbanded:
N/A


History

The Suir Kin'toni clan is a proud cabal of warriors, as ruthless as they are brave. They have been at war with the Ladar Empire for centuries and their enemies number in the millions. In recent years, however, they have suffered a series of setbacks that have caused them to fall behind on their own war efforts. The most recent blow came when the Ladar Empire invaded the city-state of Tivadolah and conquered it without much difficulty. This has put the Suir Kin'toni in an even more precarious position. There is only one reason why the Ladar Empire hasn't sent its forces into the heart of Suir territory yet.

This is because of a mysterious opponent that has been launching night raids on all their outposts and staging areas along the border. The frequency and size of these attacks have been increasing at an exponential rate for several years. In reality, this is nothing but the Suir Shadow Cabal itself, made of the most elite of the elite clan forces. So far, this shadowy group has performed admirably and has kept the Empire off guard long enough for the remainder of the Suir forces to make necessary preparations for an all-out invasion of the empire.


The question is, who is leading this group, and for whoever it is, they are certainly daring enough to match even the bravest of the Zu'aan warriors. There are several false theories going around, but the most popular one is that this is the doing of the Jicol Cartel; a band of mercs/pirates who sell their services to the highest bidder. Either way, the attacks seem to be slowing down this season. This has made the Empire all the more eager to push into what's left of the Suir territory. The Suir have few allies, but those they do have, are rather close by heart.

One of them is the Phuis Kin'toni Clan, to whom they are bonded by a blood covenant. The other one is the Quom Kin'toni, the desert tribe of which Rolomag is chieftain to. Rolomag, Chieftain of the Quom is a short and stocky savage with dark green skin, and the demeanor to match. He is filled with an overwhelming sense of anger at all things. Years and years of being subjugated to the whims of foreign invaders has put him in the mindset that anyone he isn't friends with wants to kill him or enslave his people. It is unknown if he has sent any forces to help his allies in their time of need.


This is because the heralds are always intercepted by zu'aan bounty hunters well paid by the Ladar Empire. This is a dark day for the Suir indeed, but the leadership has trusting that they will be able to regain the glory days by a combination of combat, bravery and simultaneously conceit. The Suir Shadow Cabal is even recruiting top warriors amongst other Kin'toni clans, an strategy that, if it pays off, may make it the most fearsome fighting force in the continent. The Suir Kin'toni clan has fought many battles against other clans, but none more than the Kishak Clan.


This is an old history, but it did make having diplomatic contact with other clans quite hard in the current days of need.

Biology

Members of the Suir Kin'toni clan have either green or orange irises, that seem to glow in the dark, set in deep grey sclera. Their pupils are round but very dilated. The different eye colors are meaningful for the clan, with “green” members believed to be more insightful than the "orange" members. Their skin tone varies from grey-green to light orange and is slightly rubbery to the touch. It has a powdery chalk like texture, especially on the joints, such as the elbows and knees. Suir tend to be very strong compared to other races, and even stronger than the average Kin'toni.

They are surprisingly fast despite their bulky size (though not as nimble as certain other clans). Though they are fast runners, they aren't particularly good acrobats or skilled climbers. Their bulky stature leads to a higher fat to muscle ratio. Though not significantly overweight, they are "cushioned" enough that blunt force attacks are fairly less effective against them. This also means they are less likely to lose balance from a sharp jab to the ribs or a kick to the shin. Suir have large lung capacity and great stamina. They can hold their breath for longer periods of time under water and most can run for hours without getting tired.


The natural camouflage of their skin makes it harder to be seen in many environments, which makes them naturally skilled scouts. Their saliva contains mild paralysis toxins, that may affect even creatures normally immune to such things, so they could potentially "take out" larger prey if needed. It is rare, but Suir can live longer than most races. Some rumors exist that claim some Suir have lived up to two hundred years, however these are never confirmed. Due to their large stature and fast speed, Suir clanners don't have needs for mounts.

They charge directly at the enemy while they pronounce thundering warchants. While some prefer to use axes, others go for the more traditional swords and shields. These are metal shields with a bronze dragon design. They are rarely used in battle nowadays though since most prefer the raw power of an axe. Each shield is unique and handpainted by the individual who wields it. The Suir have always lived in the plains and marshes of southern Arat. While members with green eyes are thought to be smarter, members with orage eyes are believed to be better in battle.

They are very community oriented and rely on each other for survival much like an ant colony. Many younger members of the clan believe that this closeness is what makes them stronger than other clans. Whether this bond is a natural occurrence resulting from their physical features, or whether it was bred into them through selective turning, is currently unknown.

Culture

The Suir Kin'toni clan see other kin'toni as treacherous and honorless. They also consider the zu'aan to be lowly creatures. Their word means nothing as they will always stab you in the back if it is beneficial for them to do so. They also see other clans as inferior due to their lack of community. They specially despise anyone with a reliance on alcohol. They understand that certain other clans require it for their members to function, but they do not respect it. The Suir see themselves as the rightful rulers of all of Arat due to their size and strength.

They are patient in achieving this goal, waiting for the right moment, but many younger members are less patient, believing they should take what is rightfully theirs. They have been at war with the Qweepas zu'aan since they arrived in Arat due to territorial disputes. While this isn't a large scale war, skirmishes between the two still occur on a regular basis. They are currently allies with the Uwai tribe due to their mutual hatred of the zu'aan. The Suir see themselves as the strongest and most powerful people in Arat. While they respect other clans for their crafting abilities.


They do not consider them to be proper warriors. Despite this, most kin'toni clans in the region are currently allied due to a mutual enemy in the form of the zu'aan and other hostile forces. The Suir are a patriarchal society, with the male that turned the most zu'aan leading the clan. They conduct a ceremony where they cut off the left horn of a feral beast and place it on their spears when they pass the tests. This is to symbolize that they are ready to lead. If this leader proves unworthy, he may be challenged for his role by a younger member.

Failing this challenge results in death for the elder, while victorious results in him keeping his title.The zu'aan of the nearby region live in a bunch of unruly bourgs that have no respect for each other, let alone other races. They dwell in scattered communities on the edges of the swamps. Most of their communities are poor and isolated, making the most of whatever they can. The main area of Suir Kin'toni economic activity is raiding caravans along the roads, or ambushing travellers or merchants that are unfortunate to stray too close to their territory.


The hunted Zu'aan are mostly small, but very fast, relying on ambushes and poisoned weapons to bring down their Suir kin’toni enemies. They have a reputation for cowardice that is only half deserved. A group of them is deadly to anyone who isn't a warrior, however if they are caught off guard they have a tendency to flee rather than fight. Fleeing is however of limited use since the very fast Suir can persecute any Zu’aan who isn’t mounted on fast steeds or very good at hiding.

Government

The leader of the Suir is currently Warmaster Brandolf, who took control after his predecessor died during a failed raid on a Qweepa fort. He is feared by most of his clan due to his violent nature and hard to convince in military matters. Most of the time he just sends a messenger to other clans demanding goods and dragon sculptures for the boats. Brandolf is not popular with the rest of the allied clans due to his aggressive nature and heavy handed tactics. While he has led the clans to a few victories, many of them feel he is not the proper leader for the coalition.

Most of the other allied clans are willing to put up with Brandolf at the moment since they are currently winning, however if this changes, there is a possibility that he will be challenged by one of the other leaders. Brandolf doesn't particularly care about this as he is only interested in serving his own purposes. He was chosen to lead because he had proved himself as a skilled raider and warrior. Brandolf has many enemies within the allied clans; the Uwai tribe are probably the closest thing he has to friends due to him having warred with their enemies in the past.


But they are now a small community without proper military power for large scale conflict. They are mainly useful for shielding him in internal disputes. Besides the Warmaster leader, the Suir Kin'toni are led by the Seven Generals. These are the leaders of the tribes. They have a higher "diplomatic" status than the Warmaster and traditionally meet to discuss matters of strategy and diplomacy. There is currently tension between Brandolf and the Generals, as Brandolf's rise to power has meant that only one of them can ever be considered the leader of the coalition.

The other allied tribes are led by Yunari Chieftains, who in turn have control over their Tribemates. Yunari are Suir Kin'toni, but their tribes can be of any kin'toni heritage, since they are assigned to lead by force by the mandate of the Warmaster. While the allied tribes are part of the same military machine, they maintain a large degree of autonomy. Tribes can fight against each other if they want to, although this rarely happens as most are content with staying out of the conflicts between other tribes. In general, they have little loyalty towards the whole "coalition" and most would switch sides at the drop of a hat.


The only thing that really holds them together is the fear of the Warmaster's wrath. In fact, most tribes tend to use the ongoing conflicts as an excuse to loot, pillage and raid both their enemies AND allies, depending on what is more convenient at the time. This causes a lot of grumbling, but the fact that Brandolf has brought more resources and wealth to the table keeps everyone from leaving for another Power. The whole setup is precarious, but it works for now. Perhaps it will continue to work fine as long as Brandolf keeps winning his wars for them.

But if he doesn't, things could get out of control. The only other faction that is not under the direct command of the Warmaster are the religious leaders. The shamans and their ilk have no real control over the military, but they can influence public opinion through their oracles and rituals, so they are not to be disregarded. They all have their own agendas, but since Brandolf has brought lots of spoils for all of them, they have so far remained supportive of him. The stories of the current Seven Generals are all pretty similar:


They all started as Yunari warriors, but they all exhibited a natural leader gift that made them stand out from the rest. The Warmaster took notice of them and assigned them to lead the allied forces in the field. In theory, they have the final say in all military decisions, but in reality, Brandolf has given them very little independence and has his own people placed right beside them to oversee everything they do.

Military

The military of the Suir Kin'toni is divided per warrior-tribe. Each has their specialty and each is led by one of the seven generals. In practice, this means that all the warriors of a certain tribe act as a cohesive unit: they all tend to fight and train together and seek honor and glory in the same way. The secondary allied tribes are more varied in nature, but since the Warmaster keeps a close eye on them to prevent any potential sedition, he ensures that all the tribes are at least familiar with each other’s' fighting techniques.

Some are still more effective against others, but by and large, most tribes can hold their own in a fist-fight against any other tribe, so long as they have the element of surprise or skill on their side. There are also several allied tribes that do not fight at all, but still contribute to the war effort by providing food and supplies. These tribes work in close supervision of the Warmaster and are suppossed to do what they can to assist them when needed.


The following are the most important of the seven warrior-tribes of the Suir:

  • Tredompas Warrior-tribe: Large, fierce Kin'toni that are beyond compare. They charge the enemies and crush them under their weight. One might think that the most sophisticated of the allies (that prefer ambushing) would oppose such tactics, but for whatever reason, the two tactics rub along quite well together. It might be due to a sympathetic nature of the Tredompas leader, Chara Laddom.
  • Daruk Warrior-tribe: Also large, but not particularly fierce. These are the most enthusiastic of the seven and at the same time least respected. They're seen as too trusting and not fearsome enough. Still their enthusiasm compensates for this to a degree, so they're kept around. Their leader is Li'lush Daruk, a huge bull-necked man that loves battle almost as much as drinking.


  • Guf Warrior-tribe: The most civilized of the seven tribes, and also the smallest. They're a mysterious lot that wear masks over their faces at all times and have strange rituals of which none know the meaning. Still they are among the most effective warriors, having perfected the art of wrestling and joint-locks in combat. Their leader is Kyros Guf, a frail-looking man, but with a wiry strength about him.
  • Rask Warrior-tribe: The largest of the seven tribes, these are the berserkers of the Suir Kin'toni. They charge into battle with reckless abandon, caring nothing about potential death or injury. Their numbers are larger because they take in anyone willing to die soon and "with glory". They're a dedicated warrior-tribe in their own right, but as such lack the structure and discipline of the other six. Still they make up for it with their bloodlust and endless endurance. Their leader is Arr Arr Rask, a huge armored bear of a guy, which wades fearlessly into enemy hordes.
  • Yerik Warrior-tribe: The most reclusive of the seven tribes, these are the ambushers of the Suir. They prefer to strike from an unseen position and then quickly withdraw. They're also one of the smallest of the seven tribes. They're a stealthy lot that are rarely seen. Still they're some of the most effective warriors, even if their bloodlust is lacking somewhat. Their leader is unknown, but they seem to speak with one voice, so perhaps it's a type of cabal that rules them. Some believe this to be the origin and core of the recently expanded Suir Shadow Cabal that has been striking terror into the nearby Zu'aan realms.


  • Zo'lanka Warrior-tribe: The most zealous of the seven tribes, and the second largest. They are fanatically dedicated to the worship of Yag and "an eternal struggle to contain His power from overwhelming the world". As such they see their struggles with the other tribes and the unbelievers as a way to prove themselves worthy. Indeed many volunteers from this tribe have been known to seek out the most dangerous assignments in order to prove a point.


The seventh tribe has been exterminated long ago. Their name has been struck from all records. All artwork depicting them has been destroyed. The Suir use large dragon boats with a dragon figure head for traveling along rivers and coastal waters. They also use this as their main form of coastal and marsh combat as well by using the ships size to their advantage during sea battles. They are equipped with catapults and ballistae for long range attacks.

Religion

For such an apparently simple minded kin'toni clan, the religion of the Suir is suprisingly complicated. This may be why it doesn't actually play such a prominent role in day-to-day life. There is no formal Church and ordained priests are unheard of, but that doesn't mean it isn't present. Shamans are in charge of the war prophecies. They divine by asking the spirits of nature and of fallen warriors for guidance. This is, needless to say, an extremely dangerous job. If a shaman predicts the outcome of a battle wrongly, they may be executed by a General or Warmaster.

Normally, a Shaman will want to make his predictions for battle as positive as possible, specially if the battle is inevitable. This will help moralize the troops for combat. The beliefs of the Suir for the afterlife are interesting, to say the least. They believe various spirits are split into two factions, the Eternal Warriors and the Peaceful Slumbers. Each warrior that falls fighting for the cause of the Suir goes to the Warrior's Rest, a place filled with battle and glorious victory in death. The Warrior's Rest is said to be ruled over by the Great Warrior King, though the actual ruler to have this charge would change often.


Those who die at home, or through any means other than battle go the Peaceful Slumbers. They are filled with the warmth of a fire, and are having an endless feast. They are ruled over by the Great Mother, who is said the only one to ever bear children in death. The religion itself is also used as a form of indoctrination for recently turned kin'toni. They are told tales of the Great Warrior King sitting upon his throne of skulls from the enemies of the Suir, and of the Great Mother brewing love potions in her cauldron. These tales are used to make them want to go to the Warrior's Rest or Peaceful Slumbers when they die.

To fail in this duty means your place will be given to another more worthy, and you will instead be forgotten. As the Great Mother and the Great Warrior King are both alleged to be able to be fertile, their roles have been combined in some tales into the Mother of Fathers. These tales claim that she is able to create children out of those who die without having any (as is common amongst kin'toni, because they can't have children after being turned), thus ensuring their line doesn't die out. Finally, there is the Church of Yag. The Zu'anka tribe worship the octagonal God Yag, a seemingly malevolent force that dwells in another plane.


He is both creative and destructive, benevolent and malicious, generous and tyrannical. All things are a part of him and he is a part of all things. This isn't quite a full-fledged religion as much as it is a gathering of self-described mage-priests. They are tasked with maintaining the Runestones that are spread across the nation, detailing chapters of Suir epic history. The Church of Yag is situated in a large circular temple in the center of the Derama’as mobile city-camp, much like a Tabernacle. There are several other minor temples of this type.

Each temple has a runestone embedded in it, detailing the story of its camp. To become a member of the Church of Yag, one must have an aptitude for stealth. All rites must be performed in secrecy, since “one must not be seen by the God”.

Miscellany

Though most Suir clanners aren't specially religious, most of them are incredibly superstitious. Most pervasive is their misguided belief in "Luck", most particularly "Warrior's luck". They make a series of amulets for this purpose. Those amulets are most often wooden and feathered, though other materials exist. They are fashioned after the image of diverse animals, plants, household items, and deities. The amulets are normally small, in order to be able to be easily carried as trinkets into combat. These are the most common ones:

  • Smallbear Amulet: A piece of oak wood fashioned on the form of a little bear cub. Painted with oil. This idol is revered by the Guf as a means of gaining protection against werebeasts. It is common to see them tied to a belt or worn around the neck.


  • Bania Acorn: There are many types of acorn sculptures, some large, some small, some red, some green. They all hold different properties according to what type of magic one suppossedly wishes to practice.These trinkets are normally found among the Rask and the Daruk tribes, rarely the Guf.
  • Firefly Necktie: A rare item used by only the most powerful shamans of the Rask tribe. These necklaces are made of woven fireflies, and are said give their wielders immense power over nature. In reality, they are mostly used for intimidation and as a sign of Shaman status, since they are very rare and expensive.


  • Yag miniature idol: A small statue of the deity Yag, God of Octagons. While rarer than other amulets, it is normally made of Gold or Silver and in the image of a dragon (Yag's holy animal). It is given as a gift to powerful clerics to show reverence. It is worn as a necklace, and is common among the Church of Yag, though not very popular among the rest of Kin'toni.
  • Hare lucky charm: A small charm in the image of a hare's paw. It is very common among the Guf and the Rask tribes of Suiric, though it's usage is more for general good luck than "warrior's luck".


  • Tiny forged sword: A non fuctional very small sword. This one is used by generals, and made of steel. It is normally worn around the neck as a symbol of one's status.

Other amulets exist, but these are the most common ones. Also common are tattoos. Gofric Suiric (a former leader fallen in battle, rechristened as the God of Fire and War) has a massive following among the Rask tribes, and while they normally have small tattoos dedicated to him, during wartime they will get large ones to celebrate a great victory.

Nearby Groups

This article is written by Anima_U. Copyright 2026 Anima_U. All rights reserved.