1. Are there pirates in their world?
2. If an individual lives long enough, which generation of descendants can they see? Grandchildren, great-grandchildren, or even later generations?
3. How do individuals without power or status live?
4. For what reasons would they abandon their homes or migrate?
5. What is their architectural style like?
6. Do they subtly distinguish between "us" and "them" when imparting knowledge?
7. Can different species (or kinds) produce offspring together?
8. For them, is crying or showing emotions considered shameful, or does it represent revealing one's true feelings?
9. Do they have massive engineering projects like the Transcontinental Railroad built in 1862 in the real world?
10. What is their monetary system like? Is it convoluted, like the troublesome calculation method in the Harry Potter series?
11. What kind of appearance do they prefer? For example, sleek and shiny fur.
12. How large is their territory usually? Can it be differentiated, for instance, into living areas and non-living areas?
13. Are there common festivals that, despite having different names, share the same essence or content?
14. In what ways do they express goodwill, consolation, or comfort? For example, through touching, sharing food, or something else?
15. How many individuals are there typically in a clan?
16. Is their way of life tending toward uniformity, or does it vary? For example, some are nomadic, some are settled, and some follow water and pasture.
17. Since they have long lifespans, how often do they replace their teeth? Is it like sharks, where teeth are replaced whenever they are lost, or like humans, who replace them at specific times?
18. (second occurrence) Do they allow outsiders to enter their territory?
19. (second occurrence) Are there more deaths from natural causes (dying of old age) or from unnatural causes?
20. Are there individuals who flee from their clan, and what is their fate after fleeing?
21. How do they resolve conflicts?
All Tomorrows/Killer Folk AU - The Areia Project
Yes and no. Most Areians have an instinctual fear of the water (fur and water really aren't a great combination). Unless it's a special occaission, most won't go near it. With the biggest exception being Tundra/Polar Areians. These people live in the coldest regions of the planet. Surrounded completely by water. They are a nomadic peoples that travel near and along coastlines, spending the vast majority of their lives in the water. Going so far as to have their body plans adapted for a semi-aquatic environment. While they engage in trade with other groups, their large size, "unusual" appearance, and unique lifestyle turn many groups away. Making direct trade difficult, with many groups simply engaging in piracy for survival. Creating a stereotype of piracy and vandalism as a result.
2. Great grandchildren or even great-great grandchildren are pretty common.
3. Most smaller clans live in service to the larger more powerful and influential clans. Those of lower castes have little ability to change their station and often have to hope that they won't be abused or used by others.
4. Most groups migrate. It's just the way of life, with very few groups being actually stationary. Mountain and a few Plains groups being a few exceptions. Like humans, a group would be forced to move due to lack of resources, an inability to trade, or forceful relocation because of wars and colonization.
5. Have thought that far. Plains influenced by Spanish and East Asian styles. Mountain Live is homes carved into the mountain sides, while Tundra live on house boats.
6. Absolutely. Most groups have the sense of Us vs Them with many using this to justify genocides, wars, and conflicts. The Xivalvan Conclave is a famous Plains hate group infamous for their brutality and cruelty.
7. Yes. All Areians are parts of the same species, but have different phenotypic traits based on the environment their ancestral group evolved in (Think the differences between humans because of their ancestry). Though logistics can be difficult because of varying sizes.
8. Depends. Crying can be seen as very normal, especially for young and adolescence. But adults can vary. Hunters and leaders have to be willing to be more stoic and controlled because of the high risk high reward nature of the jobs. So showing to much emotion can be seen as out of control, or reckless.
9. Not yet. The Industrial Revolution hasn't happened yet, but will happen sometime soon with the advent of Factory Farming.
10. Almost all groups still rely heavily on bartering and trade deals/contracts. Money hasn't become a major concept just yet.
11. Clean and sleek fur is greatly valued because it shows you are able to take care of yourself and that you have the resources to do so.
12. Larger clas can hold huge expanses of terrotory, especially among settler Plains clans. Most of it being used for livestock. But a smaller portion is dedicated to the housing and care of Areians themselves.
13. Many groups celebrate variants of Day of the Dead. Dead are greatly honored and cared for, their stories, legacies, and beliefs being held on to and passed down. Many cultures have beliefs surrounding Death and would be seen as Death Cults by human standards.
14. Physical contact is the main way to express affection and care. Unlike many human groups, free physical contact is very common and expected. Someone who rebuffs physical affections is seen as strange or even rude.
15. Immediate to extended family. Clans are multigenerational, so anywhere from 50 to 100+ is rather common for large clans (having multiple partners helps). Smaller clans will often range from 20 to 50 people. Clans of only immediate family are exceedingly rare.
16. It honestly varies between groups. Mountain are primarily settler, but do have members that go out for trade. Plains is a mix between settler and migratory groups. Settlers are actually used to confirm and maintain territory within a tribe. Tundrans are almost completely nomadic, with a few groups being migratory. Desert are also primarily nomadic, but will meet at sacred spots for religious events and trade. Hairless are strange in the the females are completely sedentary and territorial, while males are nomadic and rely on the females for temporary shelter. (Tree-dwelling beings)
17. More like humans; have evolved at least three sets of teeth that come and go at various intervals of life and some groups have evolved teeth that continuously grow and rely on the hunting and grinding of their largest fangs to prevent them from becoming brittle and fragile.
18. Many do have trade and barter agreements/contracts with outside groups. Often because of necessity or power plays. Singular individuals are rare and will be looked at with suspicion. Though some can be integrated into smaller clans or lower castes despite their assigned genders.
19. Mix. Many causes of death are from hunting or hunting related illnesses and accidents. Those who make it to old age often have physical disabilities or ailments because of the rigorous work they did in the youths. So, death from prolonged work injuries would actually be more common.
20. Yup. For a multitude of reasons, a person will flee their clan. If lucky, perhaps another clan will take them in and they will work as servants. Or they will Join the Corvid Order; the "Border Patrol" group in charge of ensuring trade routes and protecting travelers, traders, and hunters alike as they travel between territories. Because they serve the Corvids, not specific clans, they act as neutral parties. Worst case scenario, a person will be rejected or even hunted by their old clan and sold into slavery or servitude.
21. Historically, with conflict. Most wars and battles were fights over territory, resources, or other issues and was the solution to resolve it. Many groups have moved away from this model because of its damaging environmental effects and have moved towards negotiation and discussion instead. Can still become violent in the end.