Auvyx
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Government - Kritarchy/Judges
Ethnicity - Auvyxian
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Auvyx
Auvyx is a large island occupied by kobolds who have trade connections with both Elysian and Zerseic groups.
GOVERNMENT
The kobolds of Auvyx rule by law. There is a long-winded list of laws passed down orally through generations, in which the learned are elected as judges. There is value placed on memorization and innate understanding of proverbs and parables, most of which are made to teach the old laws.
CULTURE
The Auvyxian people are stereotyped as lazy and fun-loving, because many of them are encouraged to play even as adults. The culture places values on community, generosity, action, wisdom, and courage. These values are tought through many fables passed down by kobolds for generations, with each family being encouraged to create their own if they choose. There is also a lot of value placed on imperfections showing the hand of the spirits that influenced a kobold's birth, so hiding imperfections is seen as vain and blasphemous.
Houses are large and made to fit many kobolds, as siblings live together for their entire lives and often live with other sibling groups. They are rounded, made of sticks and grasses bent into shape and covered with mud. Since kobolds are excellent climbers, there is usually one ground door and many door/windows, as there is little distinction between the two. The windows can be covered with woven reeds in case of rain, but are usually left open. Kobolds enjoy swimming, and often live near water, with some houses having an underwater door that allows fish to swim to where they can easily be caught by a kobold waiting indoors, or a kobold to swim out of the house directly into the water. These ponds are maintained by the kobolds living in the house, and typically are seperated by a mud wall with a reed-covered door.
Kobold clothing is made of woven reeds and animal hides. Some kobolds opt to go nude or nearly nude, choosing to forgo clothing in the warm, humid environment on a casual level. Most kobold clothing, except for Northern Coast traditional dress, consists of a woven grass skirt with an animal hide belt and leg guards. Northern Coast kobolds add on with a chest wrap made from hide.
Partnership in kobold communities is loose and informal. Most kobolds only meet their partners during the day, rarely choosing to live with them over their siblings. Kobold eggs and hatchlings are raised in a hatchery, where dedicated caretakers keep track of the eggs and parents can visit with their children or trade who raises the child. Some parents will, for the duration of their litter's childhood, live together in a communal house or in the village hall.
Kobolds gain at least three names during their lives. The first name is a one syllable childhood name, such as Rei, Dau, or Mur. The second is a name chosen by the kobold during their coming of age ceremony, and has a meaning symbolic of the kobold, such as Rutti (Red), Danta (Mouse), or Murubi (Flower). The rest are names and epithets given by others. In formal address, kobolds are called by all of their names at first, then their chosen name after that. For example, Rutti Quickstep Swimmingchild, once called Rei. At least one of the epithets refers to village, such as Darkseeker (Takan Morik), or Sunbearer (Tabi Morik). Floodwater kobolds are named by the age of their first floodwater relation, so if one came directly to Elys from the floods as a child, they are called First Swimmingchild.
DEMOGRAPHICS
The majority of the population is kobolds, and there are three kobold ethnicities, grouped under the same nation: Sowil, or Southern Wilderness moriks, Eneico, or Northern Coast moriks, and Wendatu, or Western Forest moriks. They have an animist and many-faceted spiritual religion focused on the power of individual places and small things.
The Morik Code
Loyalty
Kobolds are expected to remain loyal to the code and their morik as long as is sensible.
Kobolds must not cause harm to any of their morik, and treat the creatures of the earth with respect.
In the event that a kobold leaves a morik for any reason, they are considered no longer part of that morik and are not required to disclose that information to any other morik they choose to join.
Peace
Before war is even considered, negotiatons should include a meeting of the entire tribe in a neutral ground without weapons. If there is still enough anger for violence to erupt, only those who truly wish to fight should do so, and only in neutral, predetermined battlegrounds.
No weapon should be turned against the morik of its creation.
In the event of infighting, the instigators fight with no weapons at a fighting arena at least fifteen minute's walk from the camp.
Causing death of anyone is punishable by isolation for one month. If it is determined that the kobold shows an appropriate ammount of remorse, they are allowed back into the morik..
Kinship
Kobolds should strive to spread resources as evenly as possible among the morik, especially in times of need.
If a kobold is caught witholding resources that others do not have, they are isolated for one half-month and their resources are shared among the clan.
A kobold is expected to remember the kin they are related to within their morik.