
๐๐๐. ๐๐ข๐๐ ๐๐ฒ๐๐ฅ๐ ๐๐ง๐ ๐๐จ๐๐ข๐๐ญ๐ฒ
๐ ๐๐ฆ๐ข๐ฅ๐ฒ ๐๐ง๐ ๐๐ข๐ง๐ฌ๐ก๐ข๐ฉ
Family refers to the word Rodzy, which also has the secondary meaning refering to one's clan. Usually, the difference can be determined by the structure of the sentence, but it is known among non-native speakers of the khรกnid language that it can be hard sometimes to spot the difference.
Families are made up of two parental figures and their kids. One of these figures takes up the head of the family status, while the other takes up the position of helper. These positions are not determined by gender, but by power, wealth, lineage, or by mutual agreement. The head of the house's job is to keep the family afloat, deal with income, protection, and anything major. The aid's job is to take care of the kids, house upkeep, and is usually the one closest to the kids.
๐๐ฅ๐๐ง๐ฌ ๐๐ง๐ ๐๐ฅ๐๐ง ๐๐ฒ๐ฌ๐ญ๐๐ฆ๐ฌ
The khรกnid people are broken up into six seperet clans. By name, they are: Clan Lev, Clan Wรผlk, Clan Lev, Clan Sas, Clan Lรณky, and Clan Sรณky. Even though these groups have their own cultural and historical differences, their cultural systems are set up almost the exact same way.
Each clan is led by a noble house, and at its head is the Grรณf, also known as "little king". These figures are looked upon with almost divine reverence, and for no little reason. Each Grรณf claims lineage leading back to Saint Zofia, the mother of all Khรกnids, and through her to the divine itself. Next to the divine rights, there's also the material might, as each Grรณf holds direct rulership over every acre of land their clan holds. On top of all that, each clan head holds their ancestral weapon, one of the great six blades. Although there have been cases where someone else from the clan held one of these mighty weapons. The weapons hold a divine attribute that not even the greatest of priests have been able to crack, making these ancient markers of power a great mystery. A few things are certain, though; they are able to cut through almost any object without any resistance. They are known to change shape into whatever would suit their inherited weilder. Each one has some sort of spirit that only accept rightfull weilders, it is well known that these blades can easily break one's soul and mind if they are used by an unearned wielder.
Clan Sรณky
Clan Sรณky is situated at the mouth of the Khรกnid sea, with their seat of power being in the merchant city of Zagrad. Even though they take up the least amount of territory among all clans, they are one of the most populated ones. This is mainly due to their open minded view on the rest of the world. In the eyes of the average Sรณky, the only people that are considered outsiders are the Rodzynie. The clan, for all its history, since they've settled in Zagrad, has been led by the Windham family. Under their lead, the clan has moved from nothing more then faughter for the rest of the clans, to the merchanitle heart of the kingdom.
Clan Sas
Clan Sas is situated in the Southern end of the Riverlands. Due to their placement between the three clans of Lev, Sรณky, and Lรณky, they have often been at the heart of great conflicts. This created a though culture that can live through almost anything. This also had the secondary effect of being highly closed off towards other clans and keeping to themselves. For this reason, there are no Rodzynie in the Sas clan. Another thing that places the clan apart from the rest is their way of choosing a Grรณf. Unlike all the other clans, there isnt a blood-related family at the charge. All grรณfs are elected by the populis and then adopted into the Piast dynasty.
Clan Lรณky
The Lรณky clan is known for their rough and sometimes almost barberian-like nature. They are well known as the toughest warriors amongst the khรกnids, but due to their almost inhospitable homeland, their population is very small compared to the other clans. The clan has been led by the same family for as long as they have existed, though their form of succession is a little bloody compared to the other clans. Upon the death of the Grรณf, it passes to the eldest living child of the grรณf, though any member of the Gendimanius family may challenge the inheritance. This is done by a duel to the death, or till one side yields, but this is rare.
Clan Kel
Clan Kel is settled right in the heart of the riverlands. Their semi-mediterranean climate makes their homeland perfect for farming and herding. For this reason, they are known to be the most populous amongst all the clans. Their homeland is widely known for inventing the khรกnid form of chivalry, made popular by the founder of the current ruling dynasty, Stefรกn Bรกthory. Due to this, kel knight are known to be the most prideful and boisterous, proudly showing elk motives anywhere they possibly can, may it be armor, weapon, or even their mount.
Clan Wรผlk
Clan Wรผlk is known amongst the other clans as the "loneliest", due to their lone wolf mentality. They rarely trust anyone who is outside of their hometown, let alone those outside of their clan or even their nation. Their home in and around the wolves' wood makes their isolationist nature very easy to achieve. Their capital, Zounok hold the one and only road leading through the vast expanse of their mysterious forest. They are known for their different look on the Varjuist faith, as they have no churches or major religious sites. They remain more shamanistic compared to the other clans, but still worshiping in one true way.
Clan Lev
Situated in the rich Northern mountains and hills of the kingdom, Clan Lev is known for their rich gold and silver mines. Once hosting some of the mightiest warriors of the kingdom, fighting off invasion after invasion, the Levs of our current era have turned into miners, clerks, and hunters. Due to their closeness to the capital region, their population has begun to flow over into the neighboring capital regions. It is rare to see a member of this clan outside of their border, although unlike other clans, this is not for their isolationist view, as they have none, but due to their close-knit family structure. To leave behind one's family is looked upon with at best confusion, at worst with great shame.
๐๐๐ซ๐ซ๐ข๐๐ ๐ ๐๐ง๐ ๐๐ง๐ญ๐๐ซ๐ฆ๐๐ซ๐ซ๐ข๐๐ ๐
Marriage is one of the most important parts of the family and the clan system among the khรกnids. Courtship can differ, not by region, but from person to person, as there are no established courting cultural pillars. One thing is certant though, to be successful in courting someone, they must show their strength. This can range from obvious showcases of power to one's intellectual might; all is determined by what the other side is looking for.
Relationships outside clans were forbidden for a long while, but since the establishment of the Varjuist church, such laws have been erased, letting love flow without borders among the khรกnids. Courting someone outside the clan system, though, can come with complications as couples are expected to fully adapt into the existing clan structures.
๐๐จ๐ง๐จ๐ซ, ๐๐ญ๐ซ๐๐๐ง๐ ๐ญ๐ก, ๐๐ง๐ ๐๐๐๐ค๐ง๐๐ฌ๐ฌ
The honor system of the khรกnid people is highly complex and sometimes even seems contradictory. To be honorable, one must hold a great level of strength that is expected of all khรกnids, yet use it in an unselfish, helpful, yet not belittling way, for it is greatly shameful to help someone by weakening them, whether by just showing some levels of incompetence, or by showing a lack of physical might. For these complex reasons, it is a rare sight to see someone truly live up to these high standards, but whenever one manages to reach such peaks, admiration follows them.
Laws of Honor
Pact of Battles: One must remain humble in victory. To boast of one's achievements is the tool of the weak, for if the accomplishment is truly great, one does not need to spread it.
Pact of Vows: Once a vow is made, it cannot be broken, no matter the reason. If one breaks a vow, any promise after will be worthless.
Pact of Guests: When one is invited into someone's home, if they've shared a meal with one another, neither the guest nor the host may be harmed. By custom, it is usually bread that is shared.
Pact of Trials: Every man is granted the right to prove their innocence through their might. If one is accused, they may challenge the acuser for a trial by combat. This may be done by the accuser and accused, or by champions representing themselves. These fights go on until one side is defeated, killed, or one side yields.
