Clan Submission Thread

Interested in expanding the history and legends of your clan new or old? Post them here!

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High above Myrian City lies the forum for development of Taloba. Come on up and post ideas and suggestions for the city and its inhabitants!

Clan Submission Thread

Postby Traverse on May 22nd, 2013, 1:11 pm



Hello guys. This thread has seen a good amount of activity from folks fleshing out established clans, but a lot of work is geared toward making new ones. Until the current Myrian Clan list is totally fleshed out, we will not be taking new clan submissions. That being said most of the clans in the Myrian Clan list are completely devoid of any history or information, so have at it! You can also submit addendums and additions to existing clans as well. Also important clan NPCs to go into the wiki are always welcome too!

The Rules are simple:

  • No New Clans: At least until the current 20 something each have their own linky in the wiki.
  • It would be very difficult to pinpoint exactly how old your clan is, so don't worry about that unless they are specifically into genealogy.
  • For now I am limiting clan sizes to no larger than 500. More than likely your clan is a small gathering of 40 - 70 people, but if you imagine them larger, just keep that 500 in mind.
  • We are currently at our limit of magic-centric clans, so please keep that in mind when submitting write ups
  • Keep it plausible. You can give your clan a niche, but no clan is 'more bloodthirsty' or 'more stabby stabby' than any other clan, all Myrians are bloodthirsty and stabby, that's the beauty of 'em!

If we can get a solid list and info going we can begin to form inter-clan relations, which I think could make for some very interesting play opportunities within the city.

So throw up your ideas and let's get to it!

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Clan Submission Thread

Postby Razkar on June 16th, 2013, 10:49 pm

The Shorn Skulls

Traverse Edit: Content added to wiki, members pending

Notable Members:

Lowax, Matriarch of the Shorn Skulls
Skills - Leadership, 67; Rhetoric, 55; Negotiation, 52; Auristics, 20
Most Honored Elder and leader of the Shorn Skulls for nearly thirty years, it would be an understatement to say that Lowax hasn't lost any of her cunning nor strength in that time. On the contrary: the weight of command and responsibility seems to have hardened her instead, perhaps because she knows that to fail her clan would never be forgiven, nor forgotten. Despite the Shorn Skulls' reputation for savagery, Lowax is quite a temperate ruler, at least by Myrian standards. Much like her distant great-nephew Razkar, she is willing to take chances with outsiders... but only one. She dabbled in Auristics when much younger, tutored by the sinister Mayla, and still practices it now and then, aiding in her negotiations and general duties as one who must see to the heart of so many Myrians...

Ruwama, Chief Healer
Skills - Medicine, 30; Herbalism, 15; Poison, 5
"Wama", as the younglings call her, has been grousing and grumbling and patching up Shorn Skulls since before Razkar was born. Like her mother and grandmother before her, she had a gift and endless thirst for the healing arts. Always prowling around the jungle for fresh herbs, always tweaking her potions and catching snakes and bugs for venom... she takes her role seriously and knows she must always keep one step ahead of Dira's endless snares for her clan. Ruwama is further driven by her memory: she remembers every clansman than has died in her longhouse, and is determined not to fail any more. Even she knows it is an impossible vow, and yet she strives to fulfill it every day.

Mayla, Witch of The Wilds
Skills - Malediction, 80; Reimancy, 40; Herbalism, 55; Persuasion, 36
No-one knows for exactly how long Mayla has been the With of The Wilds. Before Lowax ascended to Matriarch, before Razkar's parents even met, the sinister and shambling figure was skulking around the jungle doing Goddess-knew-what. A master of the Power of Bones, Mayla has long walked a fine line between fear and respect among her kin. She is held in awe by them for her formidable dominance over the wyrd, but her ruthlessness and penchant for self-serving deals means many are on the cusp of hating her. The general opinion is Mayla can be counted on to protect the clan as a whole; individuals, however, had best tread carefully.

Zek, Father of Razkar
Skills - Hunting, 35; Animal Mimicry, 15
The oldest male in his branch of the Shorn Skulls, Zek may not have much official authority among the female-dominated Myrians, but his skill, loyalty and ferocity are appreciated by all. He was married to War Mistress Yurta until her death, and the two fathered ten children together, seven of whom survived into adulthood. One of the most accomplished hunters in the clan, Zek has a particular talent for imitating the animals that inhabit the surrounding jungle, ranging from baboons and birds to lizards and Akila Hounds.
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Clan Submission Thread

Postby Kaliope on September 12th, 2014, 12:39 am


The Changing Moon clan is one deeply embedded in mystery and lore. Theirs is not a domain exclusively of steel, iron, or feather fletchings, but one of incantations and fearsome power. Many view these arts as cowardly and innately inferior to their own, but there are those who see the use in such fantastic abilities. Because of this, they are rather polarizing in the eyes and minds of other Myrians; it is just as easy for one to mistrust a Changing Moon as it is for one to revere them. Contrarily, the Changing Moon are a people of tolerance when it comes to other Myrians; never has this clan been at odds with another clan; in their eyes, all Myrians serve Myri in their own way.

Those of the Changing Moon are known by many names: shamans, witches, mages, sorcerers, and ku'tak, a Myrian word literally translating to "Djed Slingers". The Changing Moon clan specializes in various magical arts but has a overwhelming tendency to focus on Reimancy and Malediction. They also have deep roots in other arcane arts such as Fortune Telling, Glyphing, and Herbalism.

In all, there are less than one hundred Changing Moons. Families in the Changing Moon are typically very small (rarely more than three children) and very tightly knit. Because of the art that they practice, Elders believe that each child must have close attention paid to them and their progression in their chosen art in order to minimize the risks and dangers involved. The women of Changing Moon often zealously guard their daughters' purity while sons are more free to do as they please.

It is not uncommon for a young Changing Moon to seek training by one of the other clans in the more upfront acts of war, abandoning their clan and their name in favor of one more suited to the core of their being. Instead of being shunned from their family, one who leaves is still seen as an important part of the clan and is blessed in prayers and other rituals before they leave to serve Myri in their own way.

Brief History

In the time following the Valterrian, there were no Changing Moons. During such a time, magic was feared and those who practiced it were often viewed with contempt. In this time, a young girl named Revant of the Twisting Winds was initiated into the art of Reimancy by a very old woman whose eyes were more on the past than the present.

Over the years, her gift was hidden but honed; Revant grew tall and strong and came to hold rank in the army of Taloba. As they are wont to do, Myrians waged glorious war, eradicating all of their enemies slowly but surely. Revant, her fang, and one other small fang, were dispatched to deal with a Dhani nest that had come perilously close to Taloba but was, as far as they knew, too small to pose any real danger.

Upon arrival, the war party had no trouble ridding the world of the scaled filth, covering the earth with their putrid blood. As they moved to leave, shock and anger claimed the Myrians' snarling faces as they found they had been led into a trap and were now surrounded by Dhani and a small hoard of Yukmen whose Alpha had been tamed by one of the Dhani.

Fighting ensued and the tide of battle shifted frequently. Grim determination swept over those who had survived thus far as they endeavored to forever still the hearts of as many abominations as possible before being drug into the embrace of their Goddess.

And then, fire sprang forth.

Revant stood before her brethren and, in a last ditch effort, set fire to the Dhani and the forest into which they attempted to retreat. Their screams were so terribly it is said that Myri herself smiled at the sound and was lulled to sleep by it would a lullaby a babe. The whirling black smoke blotted out the moon, seeming to change it from full to new in only a few moments' time.

Awed by their comrade's power, the survivors quickly began to seek training from Revant and calling themselves the Moons Changed by Flame. In a way, their hearts had been changed, that night, by a single mage. This was the foundation of the Changing Moons. As years went on, their numbers grew, peaking around two hundred at one point. But, in that time, elders noted the lack of quality of the mages being produced and started making it more difficult to raise more than a pair of children by setting statutes and guidelines for their education.

Religious Views

Of course, Myri is first in every Changing Moon prayer. But, as an incredibly spiritual group, the Changing Moon have prayers and rituals associated with most of the pantheon. Individual mages often choose a specific diety to be a patron to their art; it is not relatively uncommon to see Changing Moons with the initial gnoses of two or more gods.

Commonly Worshiped Deities:
  • Avalis
  • Bala
  • Caiyha
  • Cheva
  • Dira
  • Eyris
  • Ivak
  • Kihala
  • Laviku
  • Leth
  • Lhex
  • Makutsi
  • Myri
  • Nysel
  • Prikil
  • Rak'keli
  • Sivah
  • Syna
  • Tavasi
  • Viriatas
  • Wysar
  • Yahal
  • Zulrav


As stated above, Changing Moon families are very small and very tightly knit. Children are seen as great blessings and, after a birth, particular family groups are known to go about throwing day long festivities and practicing many wonderful rituals.

At the age of 16, all young women are given the opportunity to be initiated into reimancy and assigned a mentor (typically a family member or close family friend who had the same first element); young men are not allowed to begin practicing until the age of 19. After learning reimancy (or not, as some choose not to) young Changing Moons are expected to choose to specialize in some form of martial combat in order to keep their bodies at their peek and some other spiritual skill in order to keep their clan's traditions from fading away.

Common Skill Sets:
  • Armorer and Leatherworking
  • Astrology and Astronomy
  • Botany, Herbalism, and Philtering
  • Candlemaking
  • Dancing, Singing, and/or Playing a Musical Instrument
  • Fortune Telling
  • Law, Leadership, and Organization
  • Meditation
  • Storytelling and Acting
  • Glyphing and Tattooing

The Changing Moon are generally a happy, lively group of people who often seek reasons to celebrate. Many will paint themselves bright, bold colors for the most obscure reasons. Singing and dancing within the clan's compound is incredibly common as are group meals and bonfires.

Another common sight is males performing extreme feats of Reimancy or presenting fantastic Maledicted objects in hopes of wooing the female of their choice.

Clan Lands

The Changing Moon are a people of Taloba through and through. They hold no lands of their own, choosing instead to exist solely in the glorious Myrian city. It is not uncommon for Changing Moons to take sojourns out into the wilderness in order to focus on the flows of energy around them or to focus on a particular skill. The Changing Moons are also frequently called upon by other clans in order to preform certain rituals and cleansings for the clans.

Clan Standing

The positions of power within the Changing Moon are as follows:
  • Matriarch - The eldest female in the clan, a master of all four elements and a expert or above in Malediction.
  • The Elements Council - A group of four (typically females, of any age) who have shown themselves to be exemplary leaders, filled with wisdom enough to assist in leading the clan. The Flame specializes in overseeing the organization of hunting squads and battle-ready fangs. The Wind is a most gifted Seer, always at least once marked by Avalis, charts the stars and the energies of the world, preparing the clan for things to come. The Tide is responsible for trade and services provided for other clans. The Stone, oddly a position typically filled by a male, is in charge of maintaining the clan's compound, seeing that there are always enough buildings and that they are always well maintained as well as helping the clan to prepare for emergency situations such as flooding and forest fires.
  • Teachers - Those who are allowed to pass knowledge and magic onto younger generations are held in high esteem among the Changing Moons.
  • Warriors - As in any Myrian clan, those gifted in combat are honored among their kin.
  • Healers - Without healers, many warriors would be unable to return to battle.
  • Artisans - Armorers, painters, and all other industrial Myrians hold great value.
  • Youth

All Myrians of the Changing Moon are expected to find an occupation and purpose within their clan by the age of 25. Those that do not are looked upon with mild distaste but are not scorned for they, too, have a fate, no matter how useless it may be.


To come.
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Clan Submission Thread

Postby Vurk on September 18th, 2014, 4:36 pm

Important names:
Vita (jungle Atasan, 3 Prowess)
Meerta (Vita's mother)
Zykimdra (Fang Tokoh)
Brynja (Svefra, 3 Phylonura, deceased)
Momoztli (Fang healer)
The Lost Grove Clan - WIP
Epic quote

Often called "the Groves" or "the Grove" depending on context, this clan is credited with cultivating some of Taloba's most gorgeous natural scenes. Professions among the clanswomen vary wildly from herbalism to military service, but most stem from a refined and intricate understanding of the jungle and all that it contains, both its flora and fauna, as well as how to use it to their advantage.

Despite having an extensive history that predates the goddess-queen's birth and producing some extraordinary figures in Mryian history, the Lost Groves is a name rarely uttered by those who live within Taloba. This is most likely because, aside from those few exceptional figures, the Grove does little that would catch the attention of most Myrians. The clan as a whole is dedicated only to the cultivation and preservation of Caiyha's domains within Taloba, maintaining the little pockets of natural beauty within the city. These efforts are spearheaded by those who bear the mark of Phylonura, who tend to take oversee each area in question while also aiding fellow clanswomen in their related pursuits. Myrians of the usual savage bent regard these practices with some nominal respect, but it is not a clan tradition that has made it famous. Rather, it falls to those figures that the clan seems to produce with stunning regularity to carry the clan's good reputation.

One would probably call the Lost Grove one of the larger small clans, with a population that frequently comes close to having 80 members yet never seeming to quite reach that number. There is no particular style of family considered traditional, and it is just as likely to find an only child as a family of nine or ten. The clan has no restrictions nor traditions on how private families should be organized, and opts to leave such matters to the family involved.

Notable of the freedom given to its members, the clan nonetheless has a strong sense of identity when it comes to Caiyha's realm. They may appear to act independently, but when it has come time to act in the interests of the clan every kinswoman has done so.

Clan Psychology

Other People

Other Magics

Other Gods

Clan Rituals

Clan Lands

Clan Hierarchy

Clan Myths

Suggested Skills for Clan PCs

Last edited by Vurk on September 29th, 2014, 3:57 pm, edited 4 times in total.
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Clan Submission Thread

Postby Monsoon on November 6th, 2014, 1:25 am


The Blooded Fangs

We bare our fangs for Myri and bury are past with each kill.

Known History of the Blooded Fangs

It’s unsure where this family of Myrians came from, but it is said that they are an offshoot of a different clan, who had practiced Summoning prior to the unification under Myri. This clan was not popular amongst the other Falyndarians, their magic hated for its use of otherworldly creatures. As such they were constantly under attack, and had to defend themselves on a regular basis.

As their numbers slowly began to dwindle, they searched for a means to better themselves so they would not fall prey to the other tribes around them, who despised them and wished to take the lands they believed were rightfully theirs. So they drew in a number of the Diverse from the world of Zaiden, 12 males to mate with the four daughters of the clan head and the four daughters of her two sisters. Each girl chose her husband, and the children had by this union became the first of what would become the Blooded Fangs.

As the children grew older they were introduced to the idea of eating the flesh of their defeated enemies, and found it to be a religious experience. With the constant egging of their parents and grandparents, the children sought to better themselves for the good of the tribe, and came to believe that eating certain parts of the body would impart the traits of that body part upon the person eating it. As such, they searched for steadily more and more powerful enemies in order to kill them and eat them, thus absorbing their power.

However, eventually one of the children spoke to a member of another clan, who told them of their origins and the vile practices their ancestors had partaken in. Disgusted, this child, a girl by the name of Zashti, rallied the other children to overthrow their parents and forge their own way. Infused with otherworldly blood, and having trained far harder than the aging leaders, they quickly butchered their parents and grandparents, devouring them to take their power. They abandoned the ways of Summoning and changed the name of their clan to reflect their new diet, in hopes of expunging the deeds of their parents and the rumors of their origins from the records. Nobody knows what the name of their origin clan was, but it is known that none are left.

Three generations after the violent overthrow of the Summoners, Myri’s march to gather the clans together arrived upon their doorstep. They were eager to accept the invitation, the rumors of their heritage having not yet dissipated. They were despised by a great number of the clans for having otherworldly blood as well as for killing their parents and the barbaric magic that ran through their veins. However, Myri insisted and silenced those that would act against them, and for that the leaders pledged their undying devotion. This zealotry lives on to this day, and the Blooded Fangs remain one of the main clans interested in all divine politics concerning Myri, including her rumored love affairs with Navre.

Over time the clan has proved their worth to Myri, though they have remained relatively small, never having more than 40 members at a time, often having less than 30. Many clans still hold grudges from the days before the unification, wishing Myri had chosen to wipe out the clan rather than to accept them with open arms. Yet others have recognized them as Myrians, the otherworldly blood much diluted in their veins. Occasionally genetic factors from the Divirse will pop up in the bloodline, but this is rare.

Clan Psychology

Treatment of Dhani:

Dhani are hunted and killed for sport. The Blooded Fang is known for their extreme brutality and hatred for the Dhani, like any other Myrian clan. But the Blooded Fang take it to an extreme. Older members of the Blooded Fang tell their children war stories about their great ancestors tearing apart units of Dhani as the Myrians pushed them back into their hole.

Treatment of Outsiders:

Outsiders are often captured and brought before the elders for judgment if the outsider could be of any use as a slave. Otherwise the Blooded Fang takes it upon themselves to kill any who seem unfit.

Rituals, Trials and Beliefs

The Hunt: Is the coming of age trial for the Blooded Fang. The child is taken outside of Taloba. Shown a tree that has been marked with a dagger sticking out of it. The dagger’s blade is dyed in red. After given an bell to survey the area. They are then blindfolded and taken three bells away in any direction from the tree. They are to make it back before the days end, where another older member of the clan will be waiting. If they succeed the child is tattooed with a set of fangs beneath their lower lip.

Marriage: Marriage is open in the Blooded Fang. A female may choose as many someones they feel is worthy and reproduce with them. At the same time if a female would like to only have one partner. As long as there are children being produce to keep the clan alive. It is not looked at as a serious matter. Only if the clan were to get to low numbers would it be brought up.

Death: Upon death the Myrians body is burned on a pyre. The only difference is that the family of the dead will decorate the body with warpaint if the warrior was noteworthy. So if they were going to serve in the Shadow Guard. Whoever they faced would see the paint and know what clan they came from.

Clan Relations

Friendly Clans:

The Tiger Eyed- Considered the Friendliest Clan to the Blooded Fang. After the unification of the Myrians, the Tiger Eyed and Blooded Fang quickly became close.

Enemy Clans:

The Tempered Steel - One of the clans that wanted the Blooded Fangs destroyed during the unification. Some of the older members still show aggression and hatred to the Blooded Fang.

The Broken Spear- Another clan like the Tempered Steel that wanted the Blooded Fang to be destroyed. Though unlike the Tempered Steel the hate has faded over time. Though there is still tension between the two.

NoteThis is not 100% mine. The person who began the write up has not been active in quite some time. But the history is to her credit
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Clan Submission Thread

Postby Monsoon on November 7th, 2014, 5:09 am


The Raging Fires

Born from the fires. We praise Syna with our art


The Raging Fires rose up after the Valterrian. They claim that their very souls were wrapped in the fires of the disaster and given to Myri as a gift from Kihala. Known for their legendary fire dancing and instrument talent. Myri put them in charge of the Festivals celebration. The Raging Fires have enhanced many things about the Myrians culture. From chants and circles around a fire to the banging of war drums. The Raging Fire has expanded and given birth to knew arts. The primitive circles has become extravagant dances with torches and staffs a light with the fire. The chants turning into songs and the drums now bang along with strings. Their stories are heard throughout Taloba and most are known to be true. Though they are masters of their art the Raging Fire is not a pushover. They possess a fighting style known to them and them alone. Myri is rumored to be the only person outside of the clan to use this style.

Clan Psychology

Treatment of Outsiders:

Outsiders are usually captured and used as slaves. Often practice for the younger Myrians of the clan who are training in the clans unique fighting style. If the outsider resist the capture. The Raging Fire are known to shove a torch down their throats still burning.

Rituals, Trials and Beliefs

Dance upon Fire:

The coming of age trial for the Raging Fire differs from most clans. The children are made to do a a fire dance upon hot coals. The dance is made to show both older and younger Myrians the pride and passion that the clan has. The coals to show teach them the hard journey that they must walk. To keep their clans culture as well as the Myrian culture ablaze and serve their gods in the process.


Death is treated the same as most clans. The dead is burned upon a pyre. However the direct family of the dead will perform one last dance for them to help guide them to Dira and bring them back to Taloba with their souls burning with the passion they held before.


Syna is praised not only for the gifts she gives to the Myrians. But also for the warmth and her symbol. Many of the Raging Fire, once they pass their coming of age, have a tattoo marking the fire in the sky that is Syna.


One of the few clans who offer up more praise to Kihala then Dira. The Raging Fire believe that it was Kihala who brought their ancestors to Myri and put their burning souls into cycle. They offer her praise in a festival in their territory outside of Taloba.
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Clan Submission Thread

Postby Ayatah on March 23rd, 2015, 7:05 pm


The Scattered Bones

'When we die, it is our bones that remain. Dira may guide us to whatever we deserve after death, but even she cannot take our bones. They give us life, they give us strength. When they break, we break as well. Our Bones are the very centre of our being. Without them, we are nothing.'
- Quinneth, current matriarch of the Scattered Bones.

According to the legend, the first member of the Scattered Bones clan was a woman called Keena. After a particularly gruesome battle, Keena found herself dying. The spirited Myrian refused to allow herself to die, and tried to bargain with the Goddess of Death. Dira, amused by the woman's desperation, decided to make a deal with Keena: If you manage to collect all of the bones of one ancestor, and bring them to this spot within the year, I will let you live.

Keena accepted the deal -- after all, how hard would it be to find the bones of a single ancient ancestor? As it turned out, Keena's task took her far and wide, away from the Jungle and to the very corners of the world. Each bone, from the whole skull to the minute stapes, had been scattered around the lands by Dira to make Keena's challenge all the more difficult. Nevertheless, one year later, Keena returned to the spot where she had almost died and began to lay out the skeleton of her long dead descendant. There were two hundred and five bones in total, and immediately Keena realised she was one short. A rib was missing.

When Dira arrived, Keena offered to take out her own rib to make up for the missing one. The Goddess, having foreseen this event, agreed and watched as Keena sliced herself open, retracted one of her own ribs, and laid it down with the skeleton of her ancestor. Keena had fulfilled her part of the deal, so Dira did the same and allowed the Myrian to live. After the Goddess departed, Keena realised that the skeleton of her ancestor had disappeared, and had been replaced by a Myrian male.

Keena and her newfound mate, Rivet, lived happily for many years, but were gifted with no children -- despite many attempts to extend their family. Over time, Keena realised what she would need to do in order to have a child. She and Rivet collected the bones of another ancestor, but once again there was a single bone missing. This time it was only a finger bone, so Keena was somewhat relieved when she simply had to hack off her pinkie finger in order to complete the skeleton. After the Myrian couple retreated for the night, they were greeted by the rise of Syna with the cries of a newborn baby.

Over the next century, Keena's family extended slowly one by one. Each new clan member required the bones of a relative to be collected and for Keena to sacrifice one of her own. By the time Keena was an old woman, she had sacrificed several limbs, and was utterly exhausted. One day, she instructed her entire family to gather as many bones as they possibly could. Over the next two years, their clan home became overrun with bones and skeletons. Her family started to think that Keena had gone mad. This was not aided when she told her eldest daughter, Gruet, that she wished to die. Gruet had to promise her mother that once Keena was dead, she would scatter her mother's remains with the rest of bones that now littered the clan home.

The old woman's wishes were finally granted, and with Keena's departure came about the Scattered Bones clan as they are known today. Legend says that once Keena had finally joined Dira, the women of the clan could bear children in the natural way, ending the requirement of sacrifice to extend the family.

It is this very tale that the children of the Scattered Bones are told when they ask about the history for their clan. The accuracy of the legend seems to have little importance to the older and more mature members of the clan. Instead, they value the morals of the story more than anything: their family is one with roots in sacrifice, bravery, and above all else: bones.


The Scattered Bones are a clan steeped in ritual and tradition. Bones are believed to be at the centre of all sentient life. In turn, the clan regards bones as almost holy in their own regard, and are therefore something to be hugely cherished, regardless of where they come from. A member of the Scattered Bones will kill you, torture you, but give the utmost respect to your bones and even add them to their own collection long after munching on your intestines.

Outsiders & Others

Like all Myrians, the Scattered Bones are dedicated to their Goddess-Queen and the Myrian race. They believe that all bones are created equal, but the crucial matter is the life that becomes centred around the skeleton. Other races, for example, might be seen to have betrayed the purity of their bones simply by not being Myrian.

That being said, the Scattered Bones are regarded as being more patient and tolerant than the majority of the Myrian people. It is quite usual for a woman of the clan to leave Taloba to explore the lands beyond the jungle, just as Keena did in their clan legend. Likewise, though they will slay any unwanted trespassers, the Scattered Bones try to be respectful of all living things that contain a skeleton. For this reason, some of the harsher Myrian clans perceives the Scattered Bones as weak or flighty.

The Dhani, however, are an entirely different matter. They change their bone structure, mutating their natural form into that of a snake and a half-snake, half-human abomination. This is regarded as disgusting and blasphemous to the Scattered Bones. Should a clan member kill a Dhani, the skeleton of the snake-being is left, or even burned. No reverence or respect is shown to the bones of a Dhani. Interestingly, this mistrust of the form-changing snake people is extended to Kelvic individuals, who are seen as generally less threatening than the Dhani, but are mistrusted and regarded as curious all the same.


As a whole, the Scattered Bones regard magic and the arcane as almost unnecessary. Whilst some forms of magic - such as shielding or reimancy - may be seen as potentially useful, the general outlook of a Scattered Bones member towards magic is 'thanks, but no thanks'. It would be a strange thing indeed for a member of the Scattered Bones decided to dedicate their life to any form of magic.

There are two exceptions to this general rule: malediction and morphing. The former is seen as actively tainting the goodness and wholeness of bones, and so is instantly mistrusted and disliked. Morphing is similarly unnatural, as the user alters their bone shape and morphology to become something, or someone, else. No Scattered Bones member has ever been allowed to practice either forms of magic.

Note that gnosis marks, - particularly those from Myri or the other Gods they worship - are incredibly valued by the Scattered Bones as these are a sign of religious dedication.


Birth Weapons
All female clan members are gifted with a weapon at birth. This weapon is always made out of the bone of an ancestor, and should represent the newborn in some way. Ayatah's birth weapon, for example, was a double-bladed dagger that was thought to represent her dual heritage.

Solo Hunt
Upon turning 16, all members of the Scattered Bones are required to embark on a hunt aided only by the two clanmates who underwent the challenge last. The accompanying relatives cannot speak to the young hunter, but are there simply for protection. Upon making his or her first kill, the youngster is expected to successfully skin and gut their killing, returning home with the skeleton of their prey.

Travelling Bones
If a Scattered Bones member leaves Taloba to adventure beyond the jungle, they are given a bone inscribed by the rest of their clan. This is seen as a token of good luck. The bone should be gifted to a friend, or left somewhere in the lands beyond the jungle, before the Myrian returns home. This is to ensure the bones are efficiently 'scattered', much like those in the legendary tale of Keena.

The Scattered Bones worship all the same deities as the rest of their people, but their reason for worship and their faith to certain Gods does vary slightly:

Without a doubt, Myri is regarded as the most worthy deity in the eyes of the Scattered Bones. She is not only their Goddess-Queen, but also the mother of all Myrian people. Her worship comes as second nature to the Scattered Bones, and despite their comparatively accepting nature, they will more than happily kill for their Goddess-Queen.

The second highest-ranking deity in the Scattered Bones' religion is the Goddess of death. She guides their spirit to Myri after death, but the fact that Dira leaves behind bones not only bought about their clan, but also maintains their heritage and traditions.

All living sentient beings have bones, and so the clan extends their faith to the Goddess of Flora and Fauna as well. Living in the jungle, they are surrounded by Caiyha's creation and so their admiration for the Goddess cannot be denied.

Clan Lands

The Scattered Bones' clan territory lies North of Taloba, approximately a bell's walk away. The pathway to the lands is usually kept relatively clear and free from overgrowth by the clan. As one walks towards the clan base, the dirt path will become increasingly more flecked with white bones until the remains almost form cobbles.

Legend has it that the clan lands are the same place where Keena first laid out her ancestor’s bones.

Last edited by Ayatah on July 26th, 2015, 4:01 pm, edited 1 time in total.
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Clan Submission Thread

Postby Garta on March 25th, 2015, 10:07 pm

This writeup is a work in progress. This is just a draft.

When you take your own life, you have nothing to fear from your enemies. By cutting your own throat, you show that you do not fear your death more than they should fear theirs.
- Maqti, respected elder of The Slitted Throats.

The Slitted Throats are among the smallest of the Myrian clans, numbering a mere 27 as of 515 AV. The First Matriach, Quiztli, found that the first thing a Myrian warrior must conquer is her fear. If a Slitted Throat child cries when born, the child is sacrificed to Myri and Dira. The Slitted Throats see this crying as a weakness, and one that will not be tolerated in life, no matter how early the stage. When Quitzli was born, it was rumored that she did not cry. In fact, the legend is told that when she exited the womb, she roared like the mighty tiger so that all in attendance could hear her power. As she grew, she found that fear was the main factor in making a weak warrior, and she spent her life conquering every fear she encountered, until she came at last to the fear of death. It is inherent in almost all races, and to conquer it, Quitzli slit her own throat to show that death was, at best, just the end of the road. With her dying breath, she called to Dira, who answered her call to find the warrior woman clinging to life with the same tenacity that she first entered it. Intrigued by Quitzli’s resolve, Dira restored her to full health, but left a grisly scar to remind the woman that death was just as grisly as it was inevitable.

Every female born to the Slitted Throats that passes the initial test are then groomed to conquer her fears as soon as she is able to communicate them. If the girl is afraid of snakes, she is presented with one to kill every day until she is in control of that fear. This tends to harden the women, and they typically are the ones to strike out on their own as soon as their Blooding and Rite of Passage is completed.


The Slitted Throats are reared to believe that fear is a warrior’s greatest weakness. Even a lamed warrior can still prevail in battle, but a scared warrior will surely fall. Because of this, the Slitted Throats cherish bravery in the face of fear, even to the point of self-sacrifice. They believe that death is far preferable to living the shamed life of a scared little girl.

Outsiders & Others

Even more distrusting than most other Myrians, the Slitted Throats believe that no race other than Myrian possesses the courage necessary to live in glory. They despise all outsiders and typically struggle to tolerate other Myrians, though they rarely voice that opinion.

Dhani and Charodae in particular are hated, mainly because they are the closest outsiders to the Myrian borders. The Slitted Throats are convinced that the Dhani are cowards because they change their shape to escape or ambush opponents. This slight is unforgivable to a Slitted Throat.

In addition, they find that the Charodae’s reclusiveness is based out of a type of xenophobia, and as such is a cowardice. They fault the Charodae as much as the Dhani.


The Slitted Throats are ambivalent towards magic. They see no harm nor real benefit in practicing any form, with the exception being Malediction. The Personal Magics are seen as another weapon, but not one necessary to conquer one’s fear unless the fear specifically focuses on that magic. Slitted Throats are free to practice any magics they want, but Malediction is typically the most commonly found.


The Birthing: This trial is mandatory for all Slitted Throats. At birth, the child is examined when first exiting the womb. If the child cries, it is summarily sacrificed. If the child does not, however, it is allowed to live and is named. Once named, the child is reared to the age that they begin to speak.

The Dismissal of Fear: From the moment a child can speak, she is presented with a barrage of information and images. If she reacts in fear to any of them, the child is subjected to each one individually until she has overcome it. If she fails to overcome it, she is exiled.

Abandoment: In order to receive her Slitted Throat, the warrior is sent out into the Jungle at the age of 15. She is to remain out there for eight days and seven nights and return home, completely unguided. She is armed with a weapon of her choosing. Also, she is given four days’ worth of food and water. This trial shows that the warrior is not afraid of abandonment, starvation, dehydration or death.

The Slitting: When the warrior returns, a feast is thrown. The women of the Slitted Throat dance and sing while the oldest member of the clan tattoos a large red gash on the young woman’s throat. Once the ordeal is over, the warrior is considered a full fledged member of the tribe, and can then make her own decisions.


Worship of gods is a personal matter, and not one generally concerning the entire clan. However, the majority of the Slitted Throats follow two:

Myri: Their unwavering loyalty to the Warrior-Goddess is unsurpassed by anything. The progenitor of the race holds the highest honor among the Slitted Throats.

Dira: The Goddess of Death remains a central deity to the Slitted Throats. She was the one who resurrected Quiztl, and is representative of the biggest fear to conquer: Death.

Clan Lands

The lands of the Slitted Throats lie to the northwest of Taloba, maybe thirty chimes or so. It was claimed as the spot where Quitzli was resurrected by Dira, but that remains unconfirmed. Legend has it that the Slitted Throats also enjoyed the territory because it was close enough to Taloba to run to when war was declared.
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