Kawaru

The Kawaru are sub-faction of the Breim Herd. The Kawaru are the outcasts of Breimian society who strive for progress and ingenuity with little care for what it takes to achieve their goals. They also worship Argus as their patron deity and revere the Arcane as their favored element. 
To visit the Breim Herd Directory, Click Here! 
== Overview ==
=== Things to keep in mind about the Kawaru ===
* Their society is inherently individualistic, ambitious, and selfish
* The wealthy among the Kawaru do little for the poor and push the narrative that anyone who works hard can make something of them self.
* The Kawaru have a "If you don’t work, you don’t eat" mentality.
* Politics among the Kawaru are historically corrupt, with the wealthy buying votes to keep the poor out of office.
* The Kawaru have historically raided and attacked the Umare in ways that maintain their anonymity.
* The Kawaru, while wanting to become independent of the Umare, feel as if the Umare owe them resources as they are still a part of the Breim herd.
* The Kawaru steer away from socialist ideals as that is what the Umare are founded on, they instead hold up capitalism as the pinnacle of progress and the way of the future.
* They have a heavy focus on science, magic, and innovation, believing that technology will create a better and brighter tomorrow.
* The Kawaru value smart work, innovation, and intelligence.
* They view they Umare as stubborn, unchanging, cowards unwilling to accept the natural evolution of society.
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== Society ==
Despite differentiating views, the equines of the Kawaru are still Breimian and remain part of the herd as a whole. (Though the Umare will almost always deny this as a fact when speaking about the Kawaru among themselves.) Most Kawaru are born into this area of the herd, raised to believe in the Kawaru values of technological and magical progress and experimentation. While some do hail from Umare families this is rare, given the stigma one receives when deciding to follow such ways of life. Many are disowned by their relatives and peers, often finding themselves homeless until they can find a way to get back on their feet. Those that aren't, find themselves hidden away or looked down upon by those around them. In such cases, these equine are often pushed to take the leap and move to Sterling.
Much unlike the Umare, the Kawaru earn respect through accomplishments. Though respect among the Kawaru often isn't enough. While those with talent may be moved up in status (and sometimes rank) in order to progress even further, influence and money are often needed for any individual to really make a name for themselves. That said, hard work is valued much in the same way the whole of Breim does, where laziness is frowned upon and not tolerated by most. Many equines here have continued to retain the traditional etiquette of respect, bowing to superiors upon greeting (Though this "bow" is really more of a dip of the head). While no where near as strict as Umare standards, many still consider it rude to address a superior without formality. That said, younger equines among the Kawaru rarely follow the formalities of their predecessors.
The structure of the Kawaru society is not as rigid nor as defined as that of Umare. With only a handful of ranks, many conflate superiority with wealth and influence rather than age or skill . This can be a bit confusing to some, unsure how to address those whom they have just met, so most give a quick bow in greeting to anyone they do not know well.
Likewise, the Kawaru still hold some amount of stigma when dealing with romantic relationships and physical shows of affection. Over the past centuries, such views have been challenged among the Kawaru with an urge to move further from the roots of such feelings. The herd’s traditional views are continually pushed toward change (as is the basis of these equines existence) but old habits die hard and some vestiges still remain. Even so, there is much more acceptance within the Kawaru when it comes to outward affection and touch, with many individuals even using it as a display of rebellion against the Umare.
==== Relationship with the Umare ====
* There is still much animosity between the Kawaru and the Umare, the Kawaru believing the other to be too set in history. It is their belief that progress is the only way Breim can move forward and prosper in Hireath, giving up old ways of life for new and improved teachings. Most hold onto the idea that expanding outward and making connections with the other herds will improve trade, resources, and safety by creating allies.
* Other disputes between the two societies have only intensified in the past generations, as the Driven have begun to make greater advancements in technology. Through ways not yet understood, the Umare have continually created similar technologies to be released among the Umare, claiming them as their own.
* In recent years, the Umare have also pulled more and more support from the Kawaru, enhancing the smaller faction's lack of resources and making life even more difficult for them. This has bred even more resentment towards the Umare, as they continue to steal Kawaru tech without so much as sending rations to help the already struggling faction.
* Things such as healthcare and education aren't as socialized among the Kawaru, and local healers and teachers often have small private practices instead of being part of larger hospitals or schools. While some healers and tutors will provide their services in trade for something else, many require solid payment in the form of crystal shards, making it difficult for many citizens to get the necessities they need.
* Wealth disparity is easily seen among the Kawaru, with the wealthy living comparably lavish lifestyles while the poor struggle to make ends meet. The upper district is all but off limits to the majority of poor individuals, and while many strive to make it big in hopes of joining the wealthy, it's not a realistic dream for most.
* This wealth disparity can most easily be seen throughout Sterling's separate districts. The upper district houses Sterling's wealthiest and most influential equines, and is kept isolated from the rest of the city. Life in the upper district tends to be quite lavish, and horses living there don't have much to worry about. The middle and lower districts on the other hand, are much poorer, as wealth is not shared and distributed throughout the herd.
==== Economy and Trade ====
* The Kawaru have a (failing) capitalistic economy, and believe that every individual should only receive what they have worked for.
* Wealth disparity among the Kawaru is a huge issue, with only a small part of the population having accrued much wealth or influence, while the majority are relatively poor.
* While they don't have many trade partners, the Kawaru have been known to reach out to traveling Vagabonds.
* Common Imports: Glass, Material components, Gemstones, Imbued objects, Interesting tech from other herds, Food (When able), fabric, and clothing
* Common Exports: Technology, Small invented contraptions, Imbued objects, Potions, Medicine, and Prosthetics
==== Families, Homes, and living arrangements ====
* Families among the Kawaru are typically rather small, with parents only having one or two children on average due to the limited supply of food and other resources.
* Kawaru parents are much more protective of their children than their Umare counterparts, and they often do not let their children do anything unaccompanied.
* Multi-generational homes are rare among the wealthy, but are still quite common among the poor, as houses and other living expenses are high.
* Kawaru homes vary wildly depending on where they are and who lives within them. Poor families tend to live in homes created out of all sorts of materials, with many built into the cavern walls and built up on top of each other. Wealthy equines typically have much nicer homes made out of better materials, with some even having small attached gardens.
==== Gender and Sexuality ====
==== Fashion, Art, and Entertainment ====
* Kawaru fashion is incredibly colorful and flashy, with individuals preferring styles that stand out visually rather than blending in.
* The Kawaru are quite fond of bright clothing with colorful patterns and textures, and are prone to wearing a multitude of accessories.
* Poorer individuals often make their own accessories made of cheaper materials, while wealthier equines have been known to spend quite a bit on custom pieces.
* Heavy fabrics are also a favorite among the Kawaru, as the waterfall and skylight often add to the cavern's already rather cold environment.
* Tattoos, piercings, and dyes are adored by the Kawaru as a whole, as it allows for even further individual expression. Many equines adorn themselves with these showy body modifications as an act of defiance against the Umare and what they stand for.
* Kawaru art is often more modern and experimental in style, with pieces being created with mixed media and most sculptures being made of scrap materials.
==== Education ====
* Schooling among the Kawaru is optional and typically only the wealthy are able to send their children to a proper school or hire private tutors.
* The majority of the Kawaru learn what they can at home before going into an apprenticeship in whichever job/field they so choose.
* Even so, there are public night co-operative schools, where poorer Kawaru go and teach what they know and share their skill with others in hopes of gleaning something valuable themeslves. These schools are often free to attend, but many choose not to, feeling their time is better spent elsewhere such as perfecting their own trade.
==== Food, Health, and Medicine ====
* While the Kawaru have some of the best and most advanced medical knowlege in all of Hireath, only the wealthy can typically afford it.
* Food is also a commodity that is typically afforded mostly to the wealthy, with poorer individuals only getting the scraps.
* The lack of these necessities availability to the common Kawaru is often used to control the majority of the population and turn their frustration towards a common enemy - the Umare.
* Free clinics and soup kitchens are found in the lower parts of the city to provide help to the poorest of the Kawaru, but it's n where near enough to address the issue as a whole.
==== Births, Weddings, and Deaths ====
* Coming Soon
=== Values and Law Enforcement ===
The laws of Sterling are simple, yet to the point; an attempt to keep peace and self govern an already governed society. While the laws of Breimian society still technically apply to the Kawaru, the Watch do not patrol the city on a regular basis. In fact, they rarely show up at all, often only visiting the city to pick up a reported criminal currently sitting in the city's holding cells.
As such, Sterling is kept in order by The Arisen and the self enforcement of its own citizens. At times, this can cause its own trouble given Sterling’s safety is run by word of mouth. Crime is much higher here than in Nariah, and shady dealings are not uncommon in the back allies and shadows of the tunnels. Some of Sterling's citizens have even taken up the role of bounty hunters, looking for and apprehending known criminals in Kawaru controlled settlements, bringing them to the holding cells. While they do not prevent crimes themselves, they are quick to react to those who choose to commit them.
The following are the Values of the Kawaru, and though not all are "official" laws, they are in the very least the guidelines that the Kawaru hold to.
* The Arisen have the final say in most things. They are the mouth pieces of the Kawaru
* Be the Sterling’s eyes and ears. Report unlawful and shady behavior
* Foals shall not be left unattended
*Keep the Umare away from Kawaru creations and technology
*Look out for yourselves and your family
*Be careful in your dealings with the Umare, they are volatile and should not be trusted
* No Kawaru shall intentionally harm their brethren; those that do risk forcible banishment or death
* Resources shall not be wasted; that which is not used shall be recycled or given to those who can use it
Those found in violation of these Kawaru tenets are often fined or imprisoned, though particularly heinous infractions may result in banishment or even death.
=== The Kawaru Revolution ===
Over the last fifty years or so, tensions have grown so strong that many of the Kawaru have risen up as revolutionaries against the Umare, Sneaking in to destroy and steal what they can from those that have oppressed them so long. They have been responsible for many of the recent cave ins and explosions around Nariah, including the one that started the fire during the Aodhian King Amadeus's visit. As life for the Kawaru grows more difficult and the situation more dire, more and more young Kawaru are stepping up to do whatever it takes to secure their secession from the Umare and make their oppressors pay.
=== Science, Magic, and Technology ===
The Kawaru have made many technological and magical scientific discoveries over the years, though they often lack the resources to put them into any kind of large production. As such, inventors often work on a commission type basis, only making new product when it's requested to ensure no resource goes to waste. Here is a list of some notable Kawaru scientific discoveries and creations (Many of which have been stolen by the Umare):
* High Functioning prosthetics. (Please note, working prosthetics only function if they are built off the existing bone structure of the limb they are meant to replace.)
* Teleportation pads (used by the Kawaru to access otherwise inaccessible areas of their caverns for growth, stolen by the Umare as a form of public transportation in Nariah)
* The use of Arcane energy as a power source and the discovery that certain crystals can store and conduct this energy.
* Vaccines against most common illnesses
* Advanced surgical techniques
* More to be listed....
** Note: The Umare have the resources to put these inventions in place in a large scale, but often lack the innovation and drive to create these kinds of things them self. They often treat stolen Kawaru technology as a "fee" for being allowed to continue to reside in the Labyrinth and use the Breimian name for protection and alliances. Though by making these Kawaru inventions more easily accessible and mainstream, it takes business away from the Kawaru inventors themselves.
The Kawaru can be assumed to be able to "invent" or have things created in the real world before the year 1800. That said, the Breim do not have access to, nor any desire to build things such as trains and airships, as they are entirely impractical for their way of life. In addition, Breimian technology does not run on things like steam or electricity, but instead on arcane energy. Please keep this in mind when looking for things for characters to invent! As such, much of their technology is integrated with magic as well, giving them a more magi-tech aesthetic.
=== Religion and Spirituality ===
Click HERE to read more on religion among the Kawaru
== Additional Resources ==
=== Pronunciation Guide ===
* Sirith: Seer-ith
* Breim: Breh-im
* Umare: Oo-mah-ray
* Kawaru: Kah-wahr-oo
=== Herd Relationships ===
Click HERE to read up on the relationships the Kawaru have with Hireath's herds
=== Playable Ranks ===
* Arisen
* Driven
* Major
* Militia
* Citizens
* Grower
* Informer
* Uncut
* Outcast
=== Notable NPCs ===
* Jade, (Deceased) - The original founder of the Kawaru movement, Jade is still held in high esteem by all in the faction.
* The Arcanist - The shadow leader of the Kawaru
* Bo - An old Kawaru Bounty Hunter who's not afraid to get his hooves dirty
* Yoshi - The Arisen record keeper. He has long served the Arisen, keeping track of all policies and paperwork for years.
Text by DawnsComing and GingerBlues
Category:Breim
Category:Kawaru
Category:Faction