Essentially, you pile a lot of different cultures together in a given place, eventually one will rise as the “main†culture, migrating individuals are then given a choice: either they fold, and get assimilated into it, or they stand and they become part of the struggling minorities.
In the process of assimilation, identities may lose some of their flavour, behaviours may mutate to adopt the common mores of the place they live in. I believe this is where most Miqo'te are, because you don't really see a lot of successful “city-tribesâ€. Indeed, if they wish to stay traditionnal, they mostly keep to themselves, and generally far from the cities.
So yes, take this phenomenon and add the fact that the lore on Miqo'te culture is a tad slim, and you will get what we observe now. Some Miqo'te will give out the impression of being cat-like Hyurs.
“Is it fine?†Yes it is.
“Why do you play a Miqo'te instead of a Hyur then?†Ah, that's where the answers will vary.
Mine is that because Miqo'te is an old race whose lifestyle is going under some brutal changes, mostly because of the Calamity, the notion of struggle is never too far from them. I like the movement that brings to a character. I like the prospect of playing a character who has to dig out the ways he received to change them, whether or not it is by necessity. Yes, old ways might not be as viable anymore, trades and encounters might inspire individuals to move out, and those very ones might meet trouble adapting to a new lifestyle.
Now what is important is that adapting is a process, for some even life-long. That journey is interesting to play out. So while it is fair to have some Miqo'te individuals with a “refined†or “civilized†behaviour, I find it most appropriate to have them stand in an awkward place with the society, with unexpected quirks, strange and old ways of speaking — isn't that conveniant for me? — or just generally different views.
Little things that will make them stand out from the Hyurs, the Lalafells, the Elezens and the Roegadyns. Those bring flavour, but should not by no means be enforced.
In the process of assimilation, identities may lose some of their flavour, behaviours may mutate to adopt the common mores of the place they live in. I believe this is where most Miqo'te are, because you don't really see a lot of successful “city-tribesâ€. Indeed, if they wish to stay traditionnal, they mostly keep to themselves, and generally far from the cities.
So yes, take this phenomenon and add the fact that the lore on Miqo'te culture is a tad slim, and you will get what we observe now. Some Miqo'te will give out the impression of being cat-like Hyurs.
“Is it fine?†Yes it is.
“Why do you play a Miqo'te instead of a Hyur then?†Ah, that's where the answers will vary.
Mine is that because Miqo'te is an old race whose lifestyle is going under some brutal changes, mostly because of the Calamity, the notion of struggle is never too far from them. I like the movement that brings to a character. I like the prospect of playing a character who has to dig out the ways he received to change them, whether or not it is by necessity. Yes, old ways might not be as viable anymore, trades and encounters might inspire individuals to move out, and those very ones might meet trouble adapting to a new lifestyle.
Now what is important is that adapting is a process, for some even life-long. That journey is interesting to play out. So while it is fair to have some Miqo'te individuals with a “refined†or “civilized†behaviour, I find it most appropriate to have them stand in an awkward place with the society, with unexpected quirks, strange and old ways of speaking — isn't that conveniant for me? — or just generally different views.
Little things that will make them stand out from the Hyurs, the Lalafells, the Elezens and the Roegadyns. Those bring flavour, but should not by no means be enforced.