Using a subset of Nature spirits known as Wind Spirits in combat, the Naturists of Wind are the most peaceful of all the clans. By far the most willing to trade, send emissaries, and use diplomacy, the Naturists of Wind have focused on internal improvement for the last couple of decades. This has resulted in a substantial population growth, and the majority of Balloh who leave Vhanarr are Wind Mystics. Their settlements are considered safe places for travelers, so long as they do not attempt to cause trouble; the Wind Naturists' friendliness belies the ferocity of their mysticism if angered.
They make the best dancers and have a natural affinity for wind instruments in music, and usually get along with their neighbors. They are also the most adept swimmers, as they can influence water currents to get around quickly or to bring food to them.
Many of their settlements are found near water, frozen or otherwise, and since they are able to swim deeper and further than other clans, they often find valuable pearls or rare sea creatures for food that other clans cannot get to, which they can then trade. When their clan-members die, they will break a hole in the ice and lower the body into it; they see underwater currents as being much like the wind, and so return the body to the wind in that sense.
They typically use gold or silver for their jewelry, set with green, blue, or blue-green gemstones. Each will have at least a headpiece or earring, and further accessorize with bracelets, rings, and necklaces. They are the only clan that wears circlets.
Because they do a lot of trade, they often have one or two tents far larger than the others for traders to meet in. The Balloh don't have any sort of currency, and barter a direct trade of goods, and the travelers usually have specific instructions from their clan leader as to what to bring back.
While Balloh clans are generally small, they do need a lot to continue to survive. They typically only eat once a day, but eat a substantial amount on account of their large size. Things from the water - fish, shellfish, and aquatic mammals like seals and such - make up the bulk of their diet, but they can hunt animals on the surface as well. They're carnivores, so they can't exactly grow crops, though they may occasionally keep pets that are able to help them.
They often bring back the entire corpses of the animals they kill and make use of just about everything. Hides can be used to make tents and bags, and furs are made into cloaks, carpets, cushions or other such furniture. The meat and organs are eaten, of course, with Vhanarr's frigid temperatures helping to preserve it, as is the fat - the Balloh have a layer of insulating fat on their bodies that it's important for them to keep up. The bones can be carved into tools, instruments, accessories or things like dice to pass the time with, or crunched up as a a snack. Clans that seek to arm the lower castes with something can also use teeth and claws of larger animals to make crude weapons from.
Clans also either desire the materials to make jewelry from, or pieces of jewelry, depending on whether they have the resources to craft their own or not. Better-off clans might also trade pieces of art, but this is rare. There may also be more short-term negotiations, such as trade in exchange for a temporary alliance, truce or help with a raid on an enemy clan. Longer-term trades can also be negotiated, such as an exchange of hunting grounds, if one clan is running short on food.
Either way, despite the harsh nature of Vhanarr, trade between the clans is imperative to their survival, even if they only trade with their own clan types.
Race and characters belong to me.
Art by
not-fun. Original here: https://www.furaffinity.net/view/11904918/
They make the best dancers and have a natural affinity for wind instruments in music, and usually get along with their neighbors. They are also the most adept swimmers, as they can influence water currents to get around quickly or to bring food to them.
Many of their settlements are found near water, frozen or otherwise, and since they are able to swim deeper and further than other clans, they often find valuable pearls or rare sea creatures for food that other clans cannot get to, which they can then trade. When their clan-members die, they will break a hole in the ice and lower the body into it; they see underwater currents as being much like the wind, and so return the body to the wind in that sense.
They typically use gold or silver for their jewelry, set with green, blue, or blue-green gemstones. Each will have at least a headpiece or earring, and further accessorize with bracelets, rings, and necklaces. They are the only clan that wears circlets.
Because they do a lot of trade, they often have one or two tents far larger than the others for traders to meet in. The Balloh don't have any sort of currency, and barter a direct trade of goods, and the travelers usually have specific instructions from their clan leader as to what to bring back.
While Balloh clans are generally small, they do need a lot to continue to survive. They typically only eat once a day, but eat a substantial amount on account of their large size. Things from the water - fish, shellfish, and aquatic mammals like seals and such - make up the bulk of their diet, but they can hunt animals on the surface as well. They're carnivores, so they can't exactly grow crops, though they may occasionally keep pets that are able to help them.
They often bring back the entire corpses of the animals they kill and make use of just about everything. Hides can be used to make tents and bags, and furs are made into cloaks, carpets, cushions or other such furniture. The meat and organs are eaten, of course, with Vhanarr's frigid temperatures helping to preserve it, as is the fat - the Balloh have a layer of insulating fat on their bodies that it's important for them to keep up. The bones can be carved into tools, instruments, accessories or things like dice to pass the time with, or crunched up as a a snack. Clans that seek to arm the lower castes with something can also use teeth and claws of larger animals to make crude weapons from.
Clans also either desire the materials to make jewelry from, or pieces of jewelry, depending on whether they have the resources to craft their own or not. Better-off clans might also trade pieces of art, but this is rare. There may also be more short-term negotiations, such as trade in exchange for a temporary alliance, truce or help with a raid on an enemy clan. Longer-term trades can also be negotiated, such as an exchange of hunting grounds, if one clan is running short on food.
Either way, despite the harsh nature of Vhanarr, trade between the clans is imperative to their survival, even if they only trade with their own clan types.
Race and characters belong to me.
Art by
not-fun. Original here: https://www.furaffinity.net/view/11904918/
Category Artwork (Traditional) / Fantasy
Species Mammal (Other)
Size 983 x 632px
File Size 1.2 MB
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