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Wound Clan - SCross

Wound Clan

From SCross

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(tentative summary placeholder for now, more later)
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=Wound Clan=
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The Wound Clan is the clan living furthest to the north of the continent, subsisting primarily on the hunting of lifestream-spawned monsters and the remnant prey produced by Gaia. They also enjoy the occasional pilgrimage to the Mana Tree there, though they do not rely on it for their lifestyle. They are almost exclusively Cold Adapted, due to the harsh (even by Northern standards) climate.
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[[Image:tundrabadge.jpg]]
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The wound clan cygil.
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Blue Mages are particularly renowned from this clan, as are the occasional great Gaimen.
 
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==Territory==
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The Wound Clan is the clan living furthest to the north of the continent, subsisting primarily on the hunting of lifestream-spawned monsters and the remnant prey produced by Gaia. They also enjoy the occasional pilgrimage to the Mana Tree there, though they do not rely on it for their lifestyle. Most are clustered around the old Wound Crater, where the battle for Holy millenia ago had occured; the lingering scar still providing a veritable feast, if one cares for monster meat, at any rate.
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==Lifestyle==
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Even by Northern standards, the climate of the Wound Clan territory is a harsh one, the killing cold there mandating high-energy sources of food and careful conservation of heat and shelter. So far north, there is few game that isn't monstrous, and the Wound Clan suffers a terrible attrition rate each year to cold and vicious monsters.
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Hunting of monsters is a dangerous occupation, and consequently, expert Feralis are in high demand to negate monstrous abilities while hunters battle. The Wound Clan relies heavily on teamwork, traps, and landscape advantages to hunt; most of their prey is too dangerous to openly attack without a well thought-out ambush. Most areas where canyons, crevices, or landscape can be used to trap and disable prey are well-known to the clan members; no [[Malboro]] or [[Behemoth]] could safely be hunted without such careful precaution.
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The Wound Clan also heavily trades in monster parts, primarily for use in medicines and totems by other clans; they are the nearly exclusive source of Behemoth bones/claws/teeth, and likewise of Malboro tentacle (valued for both medicinal purposes and as a delicacy). They're also known to mix [[Elixir]] for hunting of Magic Pots.
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Due to the close proximity to such an intense source of [[lifestream]], Gaimen are also heavily valued; shifting the flows of lifestream away, or moving the shape of the land both for protection of [[lifestream]] eruption, or for hunting advantages.
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In short, life for the Wound Clan is short, brutal, and unforgiving. The weak are often politely encouraged to seek their life elsewhere, and most do without complaint; the land is too harsh to tolerate the mediocre. Those who choose to remain are often elite in their fields, but because of the attrition, their numbers are relatively few. The total Wound Clan population in the north is only, on average, 1500. This population is fairly stable. ''Editor
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s note: Since the coming and fall of Glacious, the Wound Clan has been decimated. Present population is only approximately 300! It will take about sixty years for the population level to restore itself. This has also led to the awkward situation of more Wound Clan voluntarily outcast than living within the clan proper.''
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Children are the center of anyone's life in the north, and likewise for the Wound Clan. With the furious rate of death every year, children are badly needed to restore the population killed. It's not unusual for a family with 12 children to see only three or four make it to full adulthood and children of their own. Of those, roughly half will be unfit for life in the high north, and will leave for more welcoming, southern territories.
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They are almost exclusively Cold Adapted, due to the harsh (even by Northern standards) climate.
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==Wars==
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The Wound Clan is often too busy fighting to stay alive to bother with aggression, and its land isn't considered desirable enough by other clans to make serious efforts to strike into their territory. Those that do often find themselves overpowered, as the Wound Clan's vicious realities of life have winnowed the weak away so often that the relatively "softer" clans of the south cannot compare without twice or thrice the numbers of warriors.
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The Wound Clan's only notable wars involved the Black Wolverine clan of the Khaluet, in what was a short and horrifying defensive war, and the Shade Wars, wherein the clan fought alongside the rest of the north and heroes to stem the great tide of Shades once and for all(?).
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Update:
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During the Glacious Wars, most of the Wound Clan was decimated, with less than 800 survivors gaia-wide, of which only 300 or so still occupy the far north. 500 more live throughout the northlands, many returning home at the call of their brethren, desperate for those ready to take up the life of the high north anew.
==Battle Song of the Wound Clan==
==Battle Song of the Wound Clan==
Cursing, you stir to rise and groan. <br>
Cursing, you stir to rise and groan. <br>
Muffled in yet-to-come mutters a battle drum <br>
Muffled in yet-to-come mutters a battle drum <br>
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Werewolves don't usually walk alone. <br>
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Lobos don't usually walk alone. <br>
Think on the battle-cost; this time the wolf has lost <br>
Think on the battle-cost; this time the wolf has lost <br>
Better beware, my lord; better prepare, my lord; <br>
Better beware, my lord; better prepare, my lord; <br>
I was the least of my kind. <br>
I was the least of my kind. <br>
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==Economy==
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The Wound Clan trade heavily in exotic monster parts and rare northern herbs. The source of these herbs is not revealed, but they are one of the ingredients necessary for [[Elixir]]. They import food and tools from other clans. They have little contact with the Empire outpost, the territory very far south of their range.
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One of the more notable exports from the Wound Clan recently has been expatriots seeking life in gentler climes; many of those who could not "hack it" up north, or who simply desired an easier life for themselves, have moved south and made the long, hard trek to the outpost. The (relatively) warmer climate and easy wealth attractive to them.
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==Player Members==
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[[Blusa]]
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[[Faruza]]
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[[Kyna]]
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Players wishing to chargen as Wound Clan are welcome to.
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Back to [[main page]].

Current revision as of 22:33, 29 November 2007

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