Fustir-Gost
"Descendants of the Cold Ones"
Culture
Culture and cultural heritage
Fustir life is a nomadic existence, tied to their famous boats. These 25'-50' clinker-built vessels are called Silver Claws (Lahiri Kuf) because of their blade-like ice runners . Strong gut and hide triangular sails and hollow metal runners (which are buoyant in open water) add speed and flexibility to adesign which is strong enough to cutthrough most floating ice. These boats are comfortable enough to accommodate a family of fifteen.
Shared customary codes and values
Women are the interpreters of Fate (Lufig). Their role in this realm is critical, since the Fustir believe that Fate is the power that binds and rules all things. It is as a supernatural force which composes all of the energy that is neither spirit norsolid. Fire is like the hand of Fate and gives life to the spirit in the cold ofthe North, but pure Light (Syr) guides the hand and opens paths in the Dark.
Sometime between the ages ten and twenty, women choose whether or not they wish to marry and bear children or whether to enter the Order of Sages (Clur Lufir). Those choosing the latter course begin their relontionship with Fate when they are twenty. Ten years of midwifery and apprenticeship follow before these women reach the revered age of thirty.
Then they become the seers and (Rune) mages of the Fustir and serve as the arbiters of the views of what should and will be. From the age of thirty on, Sages travel with their families andspend their time watching the lights in the earth and the sky for signs that guide the path of Fustir society.
It is most unusual of lights tend to speak of doom, Fustir fear blue light, and warm to shades of yellow and green. White light is considered neutral, while the oranges and red associated with fire are marks of birth and maturity, respectively.
Art & Architecture
The Fustir-Gost live in a domain that is part land, but mostly a changing swath of cold sea. They have refuges on the Isles of Green Light (Gosti Hyr) and within the caves of the remote Land of the Cold Ones (Mur Fustir), yet they spendmost of their time chasing across the Northern Sea between the two havens.
When not in their nomadic period living in tents fashioned of antelope hide, the Fustir reside in domed circular structures of stone.
Foods & Cuisine
The staples of the Fustir diet are fish and any Lotanak berries they can gather, though they supplement this with antelope, seal, and a variety of edible wild plants.
Common Customs, traditions and rituals
To the Fustir all living persons havea spirit within them, and those of the same family are part of the same spirit. These collective souls speak as one only through the family head, commonly a man between the ages of thirty and fifty. Such a man is called the "Mouth"(Lus), and it is he who rules the household andsettles all disputes. His father, or the elder male in his line, loses this power when the youngerman comes of age. Instead, the older men become the interpreters of the spirits of others, specifically
the souls and sounds found in the wild.
Sounds of nature are associated with the lost households, and therefore with spirits which have no mouths. There are many dead households in this cruel land, so the voices of the mouthless spirits are
many. Where they speak loudest -by the seashore, beneath waterfalls, or in narrow canyons -stand the most sacred of places. In these hallowed spots the elders talk with the spirits and hope to glean someknowledge of things to come. Thunder and the roaring wind show the anger ofthese spirits and portend terrible cataclysms: avalanches, tidal waves, storms, and the like. Soft breezes and caressing whistling invariably forebode good times.
Since younger sons cannot rule the households in which they are born, many seek new homes. In this way they can become the mouths of new families and carve out their own destinies . This practice reduces stress and allows a new home for the lost spirits who enter the new households.
Funerary and Memorial customs
Fustir burials often contain arrays of objects that are referred to as burial goods. These are objects which may have been of personal importance to the deceased or their family, items which symbolized the social role of the deceased in life or equipment that would assist them in the afterlife (or a combination of the three). These items would be positioned around the remains of the deceased in a burial chamber. Most commonly consisted only of a chamber, containing a multitude of bodies, most of the families have their own burial site on Mur Fustir, the cold weather keeps the bodies relatively intact.
After the burial the burial site isn't entered until the next time it needs to be used.
After the burial the burial site isn't entered until the next time it needs to be used.
Ideals
Beauty Ideals
Beauty ideals are deeply connected to their lifestyle as a nomadic tribe and their
cultural values of resilience, strength, and practicality.
Stature and Strength: Stocky, muscular builds are considered highly attractive, symbolizing the ability to endure the harsh, nomadic life and to defend against enemies like the Syrkakar. Thick arms and broad shoulders, capable of carrying heavy loads, are admired.
Hair: Black or white hair is a significant marker of beauty. Pure, rich black hair is seen as symbolizing night, mystery, and endurance, while bright white hair is associated with wisdom, purity, and an affinity with the cold, harsh climates they live in. Braiding is common, and intricate braids are a sign of care, skill, and pride. Sometimes hair is adorned with simple beads or metal clasps that reflect status or achievements.
Skin Tone: Fustir people often have a wind-chapped, ruddy complexion, and weathered skin from exposure to the elements. This is not seen as unattractive, but rather a mark of honor, representing the tribe’s nomadic life and the individual's survival skills. However, soft, smooth skin around the face and hands is admired as it hints at a strong immune system and good health.
Eyes: Dark eyes, especially black or deep brown, are considered the most attractive, symbolizing strength, focus, and a connection to the tribe's spiritual ancestors. The Fustir are highly superstitious, and blue eyes are regarded as a bad omen, linked to misfortune or curses. Those with blue eyes may be treated with suspicion or caution, believed to bring ill luck. Clear, unwavering gazes are prized, as they are thought to indicate wisdom, resilience, and a strong connection to the natural world and the tribe’s ancestors.
Facial Scars and Tattoos: Scars, especially those gained in battle or hunts, are highly attractive as they show bravery and skill. Many Fustir adorn their bodies with tattoos, often of runes or depictions of wolves, the moon, or other symbols representing survival and protection. The placement of these tattoos—especially on visible areas like the arms, neck, or face—can signify status, with more intricate designs indicating greater accomplishments.
Jewelry and Adornments: While the Fustir value practicality, small, functional adornments like simple metal bracelets or necklaces made from animal teeth or bones are seen as enhancing one’s appearance. These pieces often carry personal significance and are passed down through generations.
Clothing: Clothing is practical but is also a way to show skill and status. Well-maintained furs and finely woven wool tunics or cloaks are valued. Clothing is expected to be both functional and visually impressive, showing resourcefulness and craftsmanship. Women may decorate their tunics with simple but elegant embroidery, while men may favor heavily reinforced clothes or belts with intricate designs.
Stature and Strength: Stocky, muscular builds are considered highly attractive, symbolizing the ability to endure the harsh, nomadic life and to defend against enemies like the Syrkakar. Thick arms and broad shoulders, capable of carrying heavy loads, are admired.
Hair: Black or white hair is a significant marker of beauty. Pure, rich black hair is seen as symbolizing night, mystery, and endurance, while bright white hair is associated with wisdom, purity, and an affinity with the cold, harsh climates they live in. Braiding is common, and intricate braids are a sign of care, skill, and pride. Sometimes hair is adorned with simple beads or metal clasps that reflect status or achievements.
Skin Tone: Fustir people often have a wind-chapped, ruddy complexion, and weathered skin from exposure to the elements. This is not seen as unattractive, but rather a mark of honor, representing the tribe’s nomadic life and the individual's survival skills. However, soft, smooth skin around the face and hands is admired as it hints at a strong immune system and good health.
Eyes: Dark eyes, especially black or deep brown, are considered the most attractive, symbolizing strength, focus, and a connection to the tribe's spiritual ancestors. The Fustir are highly superstitious, and blue eyes are regarded as a bad omen, linked to misfortune or curses. Those with blue eyes may be treated with suspicion or caution, believed to bring ill luck. Clear, unwavering gazes are prized, as they are thought to indicate wisdom, resilience, and a strong connection to the natural world and the tribe’s ancestors.
Facial Scars and Tattoos: Scars, especially those gained in battle or hunts, are highly attractive as they show bravery and skill. Many Fustir adorn their bodies with tattoos, often of runes or depictions of wolves, the moon, or other symbols representing survival and protection. The placement of these tattoos—especially on visible areas like the arms, neck, or face—can signify status, with more intricate designs indicating greater accomplishments.
Jewelry and Adornments: While the Fustir value practicality, small, functional adornments like simple metal bracelets or necklaces made from animal teeth or bones are seen as enhancing one’s appearance. These pieces often carry personal significance and are passed down through generations.
Clothing: Clothing is practical but is also a way to show skill and status. Well-maintained furs and finely woven wool tunics or cloaks are valued. Clothing is expected to be both functional and visually impressive, showing resourcefulness and craftsmanship. Women may decorate their tunics with simple but elegant embroidery, while men may favor heavily reinforced clothes or belts with intricate designs.
Major organizations
There seem to be five tribes of Fustir-Gost. A sixth group is maintained on Mur Fustir, but it is nomore than an amalgamation of those too sick to travel, those who guard the tribal stores, and certain apprentice Sages. Each tribe has about one thousand people and is divided into clans of
200-500 . The clans are, in turn, broken down into kindreds or collections of families.
The families were extended groups of about thirty folk. Typically, each having a leader, or Mouth, who received his right of power or "spokesmanship" upon reaching the age of thirty. His position is one of great honor since the Fustir are all but illiterate and rely on a refined oral tradition . Nonetheless, women are prominent figures. Like all the Fustir, they can own property from birth . They rarely fight, but often aid in sailing. Older women are also keepers of records and manage the family resources. Some hunt, but most spend their time making clothing and gear or raising offspring.
This system of exchange is also the basis of their legal system. Of course, order among scattered families is rarely a problem, and the norms are almost always adequate to keep the wild one in rein. Still, the Fustir have a simple way of settling their disputes. When a member of one's kindred commits a crime against another, their responsible kindred must pay the victim's family restitution considered equal to the transgression. Each member of the culprit's kindred is responsible for a portion equal to their status in life. Some crimes, however, cannot be erased with goods, so the perpetrator is occasionally required to become the slave of the victim or his family. The ultimate sanction, death, appears to be rare or nonexistent.
Decisions at a higher level are infrequent. Survival is usually left to the family, and this notion reinforces their feeling for their own collective spirit. In the upper echelons the Fustir work through two groups, an advisory council of clan heads, and the Sages. Sages actually meet as a group and elect a leader for a season, usually their eldest capable member. Her word becomes law when the clan council (Fusawkir) declares that the time requires a reading of the Fate, which occurs in times of war, or when the Sages find the Lightspeaks of doom.
The families were extended groups of about thirty folk. Typically, each having a leader, or Mouth, who received his right of power or "spokesmanship" upon reaching the age of thirty. His position is one of great honor since the Fustir are all but illiterate and rely on a refined oral tradition . Nonetheless, women are prominent figures. Like all the Fustir, they can own property from birth . They rarely fight, but often aid in sailing. Older women are also keepers of records and manage the family resources. Some hunt, but most spend their time making clothing and gear or raising offspring.
This system of exchange is also the basis of their legal system. Of course, order among scattered families is rarely a problem, and the norms are almost always adequate to keep the wild one in rein. Still, the Fustir have a simple way of settling their disputes. When a member of one's kindred commits a crime against another, their responsible kindred must pay the victim's family restitution considered equal to the transgression. Each member of the culprit's kindred is responsible for a portion equal to their status in life. Some crimes, however, cannot be erased with goods, so the perpetrator is occasionally required to become the slave of the victim or his family. The ultimate sanction, death, appears to be rare or nonexistent.
Decisions at a higher level are infrequent. Survival is usually left to the family, and this notion reinforces their feeling for their own collective spirit. In the upper echelons the Fustir work through two groups, an advisory council of clan heads, and the Sages. Sages actually meet as a group and elect a leader for a season, usually their eldest capable member. Her word becomes law when the clan council (Fusawkir) declares that the time requires a reading of the Fate, which occurs in times of war, or when the Sages find the Lightspeaks of doom.
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