Aramon The Aramon are, in general, a race of skunk-like humanoid creatures. They possess a rich history and culture compared to the solitary Felana or the bookish Racnan. Biology The average Aramon male stands between six and eight feet tall, weighing between 180 and 250 pounds. Their build is very solid, with very little body fat and a very dense muscle mass. An average male is capable of lifting about five times his own weight. Aramon females average five to six feet in height, and a weight between 150 and 210 pounds. The common build is light, with the same dense muscle mass that allows them to compete with males on almost even ground. Like males, females can lift much more then they themselves weigh, somewhere between three and four times their weight. All Aramon have defined facial features and large eyes. As with all non-human races, hair is unheard of, though the fur on the head is sometimes long enough to be styled. The body fur is kept short and clean. The plush tails, impossible to armor, are instead maintained as a form of identification via dyes. While presumably created by magic, Shirefolk Aramon are completely incapable of learning the craft. The use of cards often has unreliable, often hazardous results. There are stories of powerful Aramon paladins using potent Holy magic seemingly by instinct, however none of these gallant heroes have existed for almost a thousand years. It is notable, however, that Aramon as a species resonate powerfully with holy artifacts and weapons. Customs Aramon culture is rooted deep in ancient customs and traditions. From the hand movements during conversation to the rites of passage, bloodright, and the Third Name. When conversing in English, there are only two gestures used by an Aramon. A single nod forward, with the nose angled down, indicates 'yes'. 'No' is indicated by a sharp upward jerk with the head, usually accompanied by a click of the tongue. Aramon conversing amongst themselves chatter at speeds incomprehensible to all but Racnan, who tend to not pay attention anyway. The language that Aramon use is a mixture of alien words, clicks, and gestures. Many humans have commented that Aramon always seem to argue with each other. This is a misconception. The language - Much like German compared to English - simply sounds aggressive no matter the actual meaning of the words being conveyed. An Aramon's name consists of three parts. The Given Name, the Family Name, and the Third Name or Earned Name. The Given Name is granted by the parents at birth, much like a human's first name, this is the name which the young Aramon will be referred to by their peers and their parents. The Family Name, also known as the Clan Name, is inherited from the parents much like a Human surname. The Third Name, or Earned Name, is earned over time based on actions, skills, and personality. Aramon typically earn their Third Name by adventuring during their teenage years. At the age of five, all Aramon children begin schooling in swordplay and physical training for combat. This is partially responsible for the muscle mass of the adults. This training also ensures that, no matter the profession, all Aramon can fight to defend their loved ones, their land, and their country. Given the impossibility of armoring the tail, Aramon culture has incorporated the racial plume as a social badge in their society. At birth, the tail is dyed either solid black (Males) or pure white (Females). Following this, the runic markings of their Given and Clan names are etched in. As the kit grows and accomplishes more great feats of courage or intelligence, more markings are added to the tail runes. The most prominent markings added after the Clan and Given etchings is the large Earned mark, symbolizing the third name when it is finally acquired. Holidays The most time-honored traditions are preserved in the Aramon holidays. Celebrated annually by the Gregorian calendar, Aramon holidays are often the most popular times for outsiders to visit Aramon towns. Black Day and White Day The days of romance. Black Day takes place on February 10th. On this day, female Aramon give gifts of candies, chocolate, and poetry to any males they hold attractions to. On White Day, February 24th, the young males respond to the female that presented them with a gift - Or one out of many, if the teen has multiple admirers. This response is usually in the same fashion, with sweets, poetry, or sometimes even a pledge of devotion or promise ring. Most Aramon marriages result from these holidays, as they can create strong bonds between young lovers. Aestaire A holiday celebrating fertility and the coming of spring. Aestaire Irontail was believed to be the name of the first Aramon female created by the gods, and this day represents the day of her wedding and the start of the legendary Irontail clan. Taking place on the first Sunday of April, 'Aestaire' actually means 'Spring Tide' in the Aramon language. On this day, starting at dawn and ending at dusk, every Aramon village, township, and hamlet hosts a massive celebration. Music, dance, and other festivities are common. Many Aramon weddings take place on or around Aestaire, and it signals the start of the Aramon breeding season. Oktfeysta Perhaps the most popular of all Aramon holidays for outsiders. Oktfeysta takes place during the last two weeks of October. It is a celebration of the harvest, and the bounty directly infects how intense the shire-wide celebration can be. All Aramon villages cease work, and the citizens spend their days in the streets, socializing, dancing, and drinking. Contests and fairs are common, including drinking, brewing, feats of strength and endurance, and swordplay. The Hero's Valor contest is held every year in Thistledown, the Aramon capital city. Contestants compete with each other for the title of Valiant Hero, presented by the Aramon Paladin-King. This is seen as a great deed, and is recorded on Aramon tails by a double sickle around their family crest. Kuristumasu The holiday celebrating the winter solstice and the eventual end of the cold winter. Kuristumasu celebrations involve grand indoor feasts amongst family clans. Gift exchanges are common amongst couples and friends, though this is perhaps the least public holiday for outsider involvement. It's a very private holiday for the Aramon culture, to be spent with family and friends, and no-one else. Many Aramon villages will outright turn away outsiders at the gates on and around Kuristumasu. Leadership The Shirelands are ruled by a royal family dating back for generations. Most often called the Paladin-King, this ruler has proven himself through faith and combat to be just and fair, yet skilled in warfare. The current Paladin-King is Joshua Steelwill Hammerfist. Under the Paladin-King is a council of seven elders, charged with speaking to the seven major Aramon villages and passing down law or judgment as needed. Each town is managed in turn by a Lord Regent and his or her staff, which includes the sheriffs. Temperament The average Aramon's personality is usually rather up-front and truthful. They fit easily into the Lawful Good alignment, with strong senses of honor and discipline. Even the rare evil-aligned Aramon follows some code of ethics that sets them apart. Aramon are incapable of anarchy on the basic level. In essence, they as a species are hardwired to obey rules. Whether these rules are set by others or by themselves is another matter. Aramon shirefolk regard strangers with cautious hospitality. Non-Aramon outsiders receive a quiet welcome and friendly service as any common customer would receive. They reward respect in kind. However, be wary. First impressions are important, and while word travels fast, gossip travels faster amongst Aramon midwives.