CULTURE
Major language groups and dialects
There is no common Nodin language. Each tribe has their own unique language with its own inflections, tones and more. However, long ago, the tribes developed a common spoken and sign language shared by all Nodin. These are used to handle trade and other communication between Nodin tribes or between a tribes and non-Nodin.
The spoken "Nodin common" is called Hareno and the sign language is Hebar.
Common Etiquette rules
Due to the folk stories of 'murderous bugbears', it may seem the Nodin have little etiquette. However, this isn't true. Nodin have a strong sense of honor to the clan-family, the tribe, and personal. It's considered honorable and polite to announce yourself to the clan matriarch when entering a clan-family's territory with the phrase 'I see you, I am seen'. To which the reply is 'You are seen and step softly'. Not doing so is considered a grave insult.
Another long standing taboo is stealing the a Nodin's spirit animal totem. Taking it is almost the worst insult, taking it and then wearing it openly is the worst insult of all. The latter can make the thief marked for a swift and brutal death.
However, if the thief takes the totem, only to leave their own spirit animal totem in its place, this is different. Such an action is the offer of a Lifebond. This is the same as 'battle brothers' or a 'blood bond' in other cultures. When a Lifebond is made for a Nodin, its an unbreakable promise or oath. Burning the totem breaks the Lifebond, but this is only done in the darkest of situations - such as one of the members of the Lifebond being exiled or performing dishonorable acts. No Nodin willingly will break a Lifebond without clear evidence to do so.
Signs and Portents
When a Nodin is born, the Mahala reads the signs and assigns a totem animal to the child. It could be an eagle flying overhead during the birth or a dire boar was seen to appear at the edge of the settlement. The Nodin aspire to the aspects of that totem animal, learning its ways and wisdom. As a consequence, the Nodin isn't allowed to kill that type of animal until after their Time of Changing. Doing so curses the Nodin until they complete a task given by the animal's spirit through the tribe's Mahala.
As stated, this changes when the Nodin reaches adulthood, or the Time of Changing. During that time, the Nodin young men and woman coming of age are to partake of a four day trip where they are to take only a blanket and live, meditate and sing with the spirits on the nearest mountain. At the end of the four days, the young men and women that return are to explain what skills the animal spirits taught them. Then they are considered adults.
The only animal that is always revered no matter what the age of the Nodin is the owl. For the Nodin, the owl is the living embodiment of the silent hunter. Nodin are forbidden from killing owls. Any that do so, will be marked for death by all Nodin tribes.
The Nodin read the movement of animals, nature, or even seemingly prophetic dreams as messages from the spirit world. They take this into account when making most any plans. For some tribes, this can actually make it almost impossible for the tribe to conduct a long term war or conflict. However, any exiled from the Nodin culture may not hold to ill-portents as closely as their tribal cousins.
Nodin are fond of crafting totems. Unlike some cultures, totem creation isn't limited to the tribe's spiritual leader - in their case, the Mahala - but any Nodin can make a totem and it be considered sacred. These totems could be the spirit animal from when the Nodin was young. It also could be a likeness of a favored enemy that fought well before dying. In the latter case, the belief is that in the afterlife, the Nodin will be able to hunt alongside that enemy as an ally and recount - very embellished - tales of glory.
Tales of Raiding
That was the thing of it. Those Nodin bugbear scouts, were deep into their cups the night before the raid. Next morning, we couldn't get them out of bed. But by the time we reached the bandit camp, there was nothing to attack.
Those scouts cut down the bandits like a farmer cuts wheat. It looked like the bandits never heard those hundred pound scouts coming. The captives? Not only had the scouts freed them, they left a pot of soup on the fire for them filled with vegetables and a surprising lot of meat.
We didn't ask what was in the soup.— Geldar Republic Arbiter on the rescue of the Shalemet Guild caravan kidnap victims.
Central to the Nodin way of life are the rituals around kuruk, or the time-honored traditional habit of raiding. This could be other tribes, other clans in a tribe, or nearby settlements. The concept of a kuruk isn’t unique to the Nodin. It’s a concept shared by other cultures, such as in Copan Shire, or KaraKorum.
The Way of the Kuruk is taught to all young Nodin in the form of pranks and games, especially the former which most Nodin enjoy. It isn't uncommon for young Nodin to stalk their siblings, their elders, even close friends of the clan-family. Which can be disconcerting if those friends aren't fully aware of this part of the Nodin culture! However, these games hone the skills of Nodin so that when an adult, they can perform these uncanny feats of stealth.
However, the Kuruk is not all pranks, wedding proposals or other benign events. The Kuruk is also when a Nodin tribe - or some of its members - go to their version of 'war'. When a Nodin tribe or a group engage in the Kuruk for battle, they can be a silent - and unimaginably lethal - killing machines. This also allows exiled Nodin to make excellent mercenaries, or chaos-corrupted minions of liches, necromancers, fiends or worse.
It was a moonless night. The rain had stopped no more than an hour back but the clouds were still moving on. Then I heard the sound of a floorboard creaking, or the faint yowl of a fox. I just couldn't tell, it seemed just another one of the dozen or more noises you hear when on night watch.
Then without warning or any sound, it was just there filling the doorway to the guard post on padded, bare feet. The thing rolled it's shoulders, making the necklace of bones rattle like a necromancer's wind chimes. Lamplight glinted of the long curved blade in his massive hand. Above those massive shoulders, a block-like head tilted. The thing's bat-like ears tilted and turned at every noise. I held my breath and the hilt of my sword. It... he... was a Nodin bugbear, and he looked like he was spoiling for a fight.
I figured I was about to have a no good, very bad, day...— Elias Benton, City Watchman
The last reason for the Kuruk is one that has inspired hundreds of horrific legends surrounding Nodin, and specifically bugbears. Because Nodin place such high value on honor - specifically the honor of a clan-family - they have trouble seeing mistreated children, abandoned orphans or even occasionally families. Many stories of Nodin - or bugbear - raids that brutally wipe out a settlement exist. Some of those stories are even true.
However, the remainder of those stories spawn from Nodin slipping in to offer help to mistreated children, abandoned families in need of help and so on. In these cases, the children that accept the offer are quietly spirited away to the particular Nodin tribe and formally adopted. Where after that, they are treated as if they were born to that tribe.
They are taught the language, customs and more. The same is for families. In the case of entire families, they would be packed up and taken back to the tribe. The former dwelling of the newly adopted family? That is utterly destroyed - and sometimes burned - as an offering for a good omen and honor for the new tribal members. But the destruction is part of the source of the "brutal killer" folklore.
Art & Architecture
Nodin structures are that of the Peltak, or 'clan longcave'. A peltak is a long tent that is often roofed with shaved and treated birch bark to stave off weather. The cloth used is a rough mix of leather, hand-knitted fabric. The result is a multi-colored quilt that blends in with the surrounding environment the tribe has settled in for that season. Similar quilting techniques are used to fashion belts, vests and other clothing items for the Nodin.
The Nodin art takes the form of song and storytelling as they follow an oral tradition with their history. Likewise, totem creation is another form of their art, with adult Nodin able to whittle elaborate totems with life-like detail. Quilting, as expected, is another art form for the Nodin. Through their quilting, the Nodin develop patterns and styles unique to each clan-family that are intended to ward off disruptive and evil influences that might harm the clan-family.
An odd art form for the Nodin is the art of wrestling. For the Nodin this isn't a form of combat as is understood elsewhere, but a form of exercise and an art. This is why most Nodin festivals - such as weddings or birth celebrations - have some sort of wrestling competition. Often in a setting many cultures consider dire - such as on an unstable platform over an open fire pit and so on. To the Nodin, this is high art.
Clothing and Styles of Dress
Nodin clothing trends toward basic, loose fitting trousers for both men and women that are wrapped at the calf and ankle with a cloth tie to gather the material close around that part of the body. This also helps reduce snags on briars. Shirts are also made of linen and dyed in various colors that resemble the local environment for that season. Their most common outermost layer is either a quilted vest or full jacket. Colors and materials are the same that are used to make belts and other art as mentioned.
However, this is the common style of dress when at home. When raiding, things can be different. Often armor, usually a thicker quilted armor or a leather lamellar armor is worn over a quilted padded layer with ties that allow the most freedom of movement. This is especially important since Nodin raids rely on stealth and surprise.
I love it! The lullaby really does pull things together, as do your other quotes. I am really loving the depth you provide to their culture! You are either missing a verb here, or your words are a bit out of order. "Weddings are a huge affair".
Necromancy is a Wholesome Science.
Thank you! But really, I'm just following your example with the lullaby. And I think it was the word order. I've swapping that sentence around. I think it is clearer now. Thanks!
I think what I'm enjoying the most is that the culture encompasses the bugbear species among others ( like medusa ). I am really enjoying taking the old stereotypes of classic fantasy gaming and turning them on their ear, so to speak!
And I love it! Too much fantasy is stuck in a rut. Add to that the racist origins of many of those tropes and it's awesome to see other takes. Keep it up! This is great!
Necromancy is a Wholesome Science.
Oh, from orc, medusa, goblin to harpy, elf, human and drider ... I've a LOT more to go. So there will be plenty more where this comes from!