
While I'm playing a Keeper and not a Seeker, I have encouraged extensive discussion on these topics, particularly when the game was re-releasing and lots of folks were trying to figure these questions out. Links to previous discussions on the subjects:
Breeding Behaviors
I had one about Sun Seekers and their nunh challenges but I either can't find it or it was deleted for being too speculative. Suggesting that the 96% of Seeker tribes we don't see might behave differently from the 4% we do see rubbed some folks the wrong way in a strict-adherence-to-lore sense.
That said, given that we only really get lore about one Seeker tribe, I say you're free to expand in whatever direction makes good sense and encourages good roleplay. Given that humanity spawned tribes as different as the Egyptians, Greeks, Romans, Vikings, Aztecs, Incas, Japanese, Buddhists, Christians, Muslims, republics, empires, kingdoms, democracies, etc. I find it impossible to think that every Seeker tribe has the same customs and cultures as the one we see in game. Similar maybe, but there's plenty of room for improvisation, especially when each tribe reveres a different totem animal (Edit: They may also revere different members of the Twelve, leading to different cultural values). Given that you're playing wolf tribe, you could draw from documentaries on wolves, with their pack structure and only the alpha male and female allowed to breed. That would of course lead to a small, tight knit tribe, or perhaps a network of packs and more nunhs than your average Seeker tribe, making it easier for tias to become nunhs.
From previous discussions, I feel the best way to get a handle on how the tribe structure would work is to watch documentaries on animal species with harem structures. If you look at lions (in particular as they are cats), gorillas, and elephant seals, the dominant males tend to breed only when females come to them and present receptivity. Between protecting their claim, patrolling their territory, finding food, and sleeping, they don't have an abundance of free time for chasing tail, nor any need to do so. It's a foregone conclusion that it will happen when the female is receptive. The notion of a nunh as a run-around playboy chasing tail to me is completely false, the knee-jerk reaction of how a human would behave given sudden supposed sexual liberty, not how a member of a species with the Miqo'te's biological heritage would view it. The nunh's got way too much at stake not to be diligently guarding his claim. To me at least, the idea of an adventuring nunh makes no sense at all. If he's away from the tribe, someone else is going to take advantage of that situation to usurp his position, either covertly or directly. (Of course if you're going with the pack structure I suggested, if the nunh could convince a small pack to all take up adventuring, that's one possibility. He maintains his position and authority by leading his pack on adventures.)
That said, if you want to play Seekers that deviate significantly from the cultural norm of their own tribe, do it! Should lead to some interesting conflict, and conflict is the heart of a good story. Just flesh out how your characters are different from the cultural norm of thier tribe and why, and try to find RPers who understand the conflict from a Miqo'te perspective rather than a human one.
Breeding Behaviors
I had one about Sun Seekers and their nunh challenges but I either can't find it or it was deleted for being too speculative. Suggesting that the 96% of Seeker tribes we don't see might behave differently from the 4% we do see rubbed some folks the wrong way in a strict-adherence-to-lore sense.
That said, given that we only really get lore about one Seeker tribe, I say you're free to expand in whatever direction makes good sense and encourages good roleplay. Given that humanity spawned tribes as different as the Egyptians, Greeks, Romans, Vikings, Aztecs, Incas, Japanese, Buddhists, Christians, Muslims, republics, empires, kingdoms, democracies, etc. I find it impossible to think that every Seeker tribe has the same customs and cultures as the one we see in game. Similar maybe, but there's plenty of room for improvisation, especially when each tribe reveres a different totem animal (Edit: They may also revere different members of the Twelve, leading to different cultural values). Given that you're playing wolf tribe, you could draw from documentaries on wolves, with their pack structure and only the alpha male and female allowed to breed. That would of course lead to a small, tight knit tribe, or perhaps a network of packs and more nunhs than your average Seeker tribe, making it easier for tias to become nunhs.
From previous discussions, I feel the best way to get a handle on how the tribe structure would work is to watch documentaries on animal species with harem structures. If you look at lions (in particular as they are cats), gorillas, and elephant seals, the dominant males tend to breed only when females come to them and present receptivity. Between protecting their claim, patrolling their territory, finding food, and sleeping, they don't have an abundance of free time for chasing tail, nor any need to do so. It's a foregone conclusion that it will happen when the female is receptive. The notion of a nunh as a run-around playboy chasing tail to me is completely false, the knee-jerk reaction of how a human would behave given sudden supposed sexual liberty, not how a member of a species with the Miqo'te's biological heritage would view it. The nunh's got way too much at stake not to be diligently guarding his claim. To me at least, the idea of an adventuring nunh makes no sense at all. If he's away from the tribe, someone else is going to take advantage of that situation to usurp his position, either covertly or directly. (Of course if you're going with the pack structure I suggested, if the nunh could convince a small pack to all take up adventuring, that's one possibility. He maintains his position and authority by leading his pack on adventures.)
That said, if you want to play Seekers that deviate significantly from the cultural norm of their own tribe, do it! Should lead to some interesting conflict, and conflict is the heart of a good story. Just flesh out how your characters are different from the cultural norm of thier tribe and why, and try to find RPers who understand the conflict from a Miqo'te perspective rather than a human one.
I'm a tinker! Tinkerer? Hrm.... I'm an artificer! - Myxie Tryxle | Impressions and Memories