Klinc (Culture)

== History ==
WIP
== Physical Attributes ==
=== Description ===
Klincs are glass bottles typically 45 cm(1.5 ft) tall. They have no eyes, ears, or mouth. They do not eat nor sleep. They "see" via vibrations read off their glass "botties". Arms and legs are typically tied on, unless they are made of metal then they are fastened on with leather or more metal. Sticking to the production norms passed down by the generations, bottles are given two arms and two legs. The bottles can be of various colors depending on class and faction affiliation. The glass is durable, but it can break if enough force is applied. Cracks in the glass can occur, but given enough time the spring water within the bottle heals the cracks. Chips or clean breaks in the glass do not heal, and can be fatal if not plugged. Attachments such as arms or legs can be broken or deteriorate over time, but replacement is possible. New arms or legs that replace broken parts typically take a season to regain full function. The water held within the bottles is the life pool of the bottle. Losing water is not fatal to start, but with low enough levels, bottles can become weak or fade in mental capacity. With no spring water in the bottle, sentience is lost and the bottle is dead. Refilling the bottle does nothing to bring sentience back.
=== Language ===
To communicate with each other, their arms and legs are typically containing some part that is intentionally abrasive so that sign language can be read. The speed, direction, length, and style that a sign has connects to a symbol which represents a phrase or part of a phrase. The dialects are directly affected by the materials that bottles use for their arms and legs. The hands themselves of bottles have abrasive palms to allow for shorter common phrases to be used, aptly referred to as "shorthand".
=== Production & Sentience ===
Klincs believe that a creator long ago made a first batch and taught them how to make more of themselves. Many generation were created, and after a while the creator faded into legend. Sentience comes from filling the bottle with magically-infused spring water. Throughout the bronze age, production was not perfected and it was typical to see defects in bottles. This varied depending on the planned status of the bottle. Higher status meant more effort was put into minimizing defects, while lower status would have a much lower threshold on production standards. During production some bottles break, and due to the fact that sentience is not gained until filled with the spring water, the bottle is not considered a serious loss. Bottles have free will, but see their original purpose as not only their best means of income, but also as a service to their culture. 
== Social Practices ==
=== Hierarchy ===
A single Brim, the Dagmir, use their sole knowledge of the magical spring water's location to hold power over the other Brims. The Dagmir Brim keeps the peace between all Brims and maintains a loosely followed focus for Brims to towards. While only a single Brim knows the location of the spring, it makes sure that all Brims get turns to produce new bottles. 
=== Grouping ===
Socially, bottles keep close to their original batch until later in their lives. While bottles might stray from their batch to take on personal ventures this does not occur until the caravan they initially work within replaces them. It is considered criminal to abandon a role. Batches are groups of bottles that gain sentience at the same time. Caravans are groups of batches, and are approved for formation by a Brim. Caravans typically have a primary focus of which the roles bottles fill within the caravan are dependent on. Brims are groups of caravans similar to factions within the culture. 
Often bottles will use their incomes to upgrade their lives through learning new trades, or starting their own caravan. Bottles that follow this path are typically respected for doing so, and keep within their Brim. Sometimes hiring other existing bottles, new caravans can also request bottles to be produced to fill roles. Creating a splinter caravan does cause friction among the old caravan's leadership and the splinter caravan members, but Brims try to keep it to a minimum. 
Group Name	Size 	Bottle Count
Brim 	Multiple Caravans	No Max Count
Caravan 	2 to 8 Batches 	8 to 96
Batch 	4 to 12 Bottles 	4 to 12
=== Trades ===
There are many trades within Klinc culture such as merchants, tinkers, couriers, explorers, musicians, and jewelers. Even though bottles do not eat, they have been known to learn recipies and cook (albeit not always the best).
== Notable Groups & People ==
=== Notable Groups ===
* Brim Dagmir
* South Brim Tonica
* West Brim Tonica
* Brim Falmir
* Brim Solus
* Brim Nocius
=== Notable Bottles ===
*list of people
* who make the list
* of people who are notable
== Cultural Items of Value ==
Trinkets
Trinkets of any kind are valuable to Klincs. By nature they are good tinkers, so the more intricate a trinket, the more value it is perceived to have. The sound a trinket makes is also an important part of what bottles value about trinkets. Since they can not see, they rely on feel and sound to give them a visual appeal. 
Writing
Writing is considered only a high-class Klinc activity since reading is not possible. Writing serves more of a purpose of making self-appreciated art rather than for communication.
Knowledge
Knowledge is considered a very valuable item among bottles, specifically of the inner workings of foriegn products. Again centered around tinkering, the ability to work on foriegn products is a competitive skill. Any product from outside the culture is valueable. The more niche or foriegn a product the more valuable.
Jewelry
Loud jewelry is considered very valuable. Jewelry like chains that constantly clinks against bottles is highly sought after by higher-classed bottles, but as expected affects communication if it is too loud.
Replacement Appendage Parts
Quality parts of arms, legs, hands, or feet that bottles can attach to themselves for use are constantly being traded. Hands and feet can wear fast sometimes, especially if the bottle works a lower-class role where they take more impacts. Higher quality materials used on parts are sought after often, and quality corks are always important to have handy. It is considered tacky to attach parts that do not fit the social role that a bottle currently holds. Ex: A cart-pusher having metal legs with embedded jewels, a caravan leader having basic wooden arms, etc.