Post by Whammy on Jul 12, 2013 18:14:26 GMT -6
New species suggested by Fluttershy ^_^:
And not quoted here was we also considered the possibility of:
Politics:While Caribou politics are highly stable, they are a lot more fluid than the governmental systems created by the other species of Equestria. This is in large part due to the lesser extremes in ability between Caribou. The mightiest Caribou is in a similar weight class to the least among them. Within a Caribou land, a local leader, called a Jarl, will preside over meetings, called Tings, however this Caribou works only to keep the assemblies on task, to announce the results of the voting and as a tie breaker. All adult Caribou within the community who attend a Ting have an equal vote.
The only time a Jarl is given more immediate power is during emergencies, but this power is reduced as soon as there is time for an assembly. Jarls will select a delegate to attend matters that affect all Caribou at rare meetings that take place within whichever community is closest to the root of the problem. These delegates are often hardier members, as these meetings tend to be tenser than the smaller, community wide assemblies and a Jarl must know their delegate will not break to outside pressure. The host community traditionally utilizes their Jarl as their delegate and will preside over the Ting.
Jarls face “re-election” yearly; however there is no limit to how many terms they may serve. The merits of the individual are presented along with where they may have floundered. This public evaluation is not a source of embarrassment for a Jarl and is not supposed to be petty or vindictive. When corruption is high, Caribou will tend to migrate to a different community; this knowledge has made it very rare that anyone attempts this type of maneuver. Jarls will tend to serve for many years, as political ambition is not a cultural staple of Caribou society.
The only other political position of note is an Exploration Captain, which also express the final power of a Jarl. Jarls may choose a chosen member of their community to lead an expedition. This individual essentially carries the rank of Jarl while the part is abroad and is capable of selecting their own crew; however a Jarl may heavily suggest up to half the members as well. Any more is seen as an insult to the wisdom of the Captain.
Culture: Caribou hold family very close to their heart. Typically, they are expected to know which families aided their family generations back and are expected to pay back debts that were created long before they were born, if any are still standing and the debt is called in. This is not seen as a burden by the average Caribou, who would find any lesser amount of continuity to be a mockery of that individual’s ancestors.
As the Caribou lands have scarce farmland, they treasure farmers with a specific reverence. Most Caribou must make their wages in other professions. Their own culture has no concept of guards or monarchies and they have only learned of these things through interacting with other races. All Caribou are expected to use common sense and to defend their home if necessary. Bravery is treasured more highly than physical ability, though they believe true bravery is also shown by speaking your truth during a Ting when necessary.
As reflected in their political structure, Caribou love expeditions. Being chosen to travel is an honor and only some communities have the affluence to send teams to do so. Caribou rarely travel alone and rarely leave their communities unbidden, but it is their fellow Caribou they stay for, not the geographical location, unless that location includes farmland. An extension of this love of all travel is a deep cultural bond to sailing and ship making being especially treasured talents.
Seidh(Magic)/Wyrd(Fate): Caribou that are capable of magic are born with runic markings where ponies have Cutie Marks. The presence of these markings occurs at birth, however many with the markings never choose to do anything with their innate ability. There are no Caribou with magical ability on par with the pony Princesses. The general manifestation of magic among Caribou helps with weather prediction, fortune telling, lie detection, navigation and very localized manipulation of water and wind currents. These talents are very well respected, but no more so than talents of any other nature. Ambitious Caribou tend to seek their fortunes more often than the general populace, who will only do so when a big event is ahead. Fortunes are told through the use of rune stones, which are magically selected by the castor after all the stones have made physical contact with the subject. A rare few caribou are born with a mark indicating their ability to "fly" by running atop a colored, magical aura that manifests below them, extending only a few inches in front and behind them.
Non-magical caribou tend to be much stronger at architectural, smithing and engineering related abilities. They have a natural instinct toward which materials will be best, able to pick out just the right tree in the forest for timber and knowing just at what angle components should be placed.
Geography: As one might guess, there are no cloud cities within the area claimed by the Caribou. Most of the land is marshy, with hodge-podges of farmland and hills. Most settlements are by sources of water to facilitate sailing, but there are villages that are some distance from anything grander than a lake.
Species: Caribou do not have a wide range of difference between them. They are generally around the same bulk as a particularly hardy Earth pony of the same gender. There is no structural difference between a castor or a non-castor other than their markings. Old males' antlers fall off in December, young males' fall off in the early spring, and females' fall off in the summer.
The only time a Jarl is given more immediate power is during emergencies, but this power is reduced as soon as there is time for an assembly. Jarls will select a delegate to attend matters that affect all Caribou at rare meetings that take place within whichever community is closest to the root of the problem. These delegates are often hardier members, as these meetings tend to be tenser than the smaller, community wide assemblies and a Jarl must know their delegate will not break to outside pressure. The host community traditionally utilizes their Jarl as their delegate and will preside over the Ting.
Jarls face “re-election” yearly; however there is no limit to how many terms they may serve. The merits of the individual are presented along with where they may have floundered. This public evaluation is not a source of embarrassment for a Jarl and is not supposed to be petty or vindictive. When corruption is high, Caribou will tend to migrate to a different community; this knowledge has made it very rare that anyone attempts this type of maneuver. Jarls will tend to serve for many years, as political ambition is not a cultural staple of Caribou society.
The only other political position of note is an Exploration Captain, which also express the final power of a Jarl. Jarls may choose a chosen member of their community to lead an expedition. This individual essentially carries the rank of Jarl while the part is abroad and is capable of selecting their own crew; however a Jarl may heavily suggest up to half the members as well. Any more is seen as an insult to the wisdom of the Captain.
Culture: Caribou hold family very close to their heart. Typically, they are expected to know which families aided their family generations back and are expected to pay back debts that were created long before they were born, if any are still standing and the debt is called in. This is not seen as a burden by the average Caribou, who would find any lesser amount of continuity to be a mockery of that individual’s ancestors.
As the Caribou lands have scarce farmland, they treasure farmers with a specific reverence. Most Caribou must make their wages in other professions. Their own culture has no concept of guards or monarchies and they have only learned of these things through interacting with other races. All Caribou are expected to use common sense and to defend their home if necessary. Bravery is treasured more highly than physical ability, though they believe true bravery is also shown by speaking your truth during a Ting when necessary.
As reflected in their political structure, Caribou love expeditions. Being chosen to travel is an honor and only some communities have the affluence to send teams to do so. Caribou rarely travel alone and rarely leave their communities unbidden, but it is their fellow Caribou they stay for, not the geographical location, unless that location includes farmland. An extension of this love of all travel is a deep cultural bond to sailing and ship making being especially treasured talents.
Seidh(Magic)/Wyrd(Fate): Caribou that are capable of magic are born with runic markings where ponies have Cutie Marks. The presence of these markings occurs at birth, however many with the markings never choose to do anything with their innate ability. There are no Caribou with magical ability on par with the pony Princesses. The general manifestation of magic among Caribou helps with weather prediction, fortune telling, lie detection, navigation and very localized manipulation of water and wind currents. These talents are very well respected, but no more so than talents of any other nature. Ambitious Caribou tend to seek their fortunes more often than the general populace, who will only do so when a big event is ahead. Fortunes are told through the use of rune stones, which are magically selected by the castor after all the stones have made physical contact with the subject. A rare few caribou are born with a mark indicating their ability to "fly" by running atop a colored, magical aura that manifests below them, extending only a few inches in front and behind them.
Non-magical caribou tend to be much stronger at architectural, smithing and engineering related abilities. They have a natural instinct toward which materials will be best, able to pick out just the right tree in the forest for timber and knowing just at what angle components should be placed.
Geography: As one might guess, there are no cloud cities within the area claimed by the Caribou. Most of the land is marshy, with hodge-podges of farmland and hills. Most settlements are by sources of water to facilitate sailing, but there are villages that are some distance from anything grander than a lake.
Species: Caribou do not have a wide range of difference between them. They are generally around the same bulk as a particularly hardy Earth pony of the same gender. There is no structural difference between a castor or a non-castor other than their markings. Old males' antlers fall off in December, young males' fall off in the early spring, and females' fall off in the summer.
And not quoted here was we also considered the possibility of:
A fusion of Santa Reindeer and the Bifröst. So Caribou could "fly" via running along personalized, colored auras. So to go straight up, they'd have to run in circles o.o