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Arashin Kujqai

Tribe: Kujqai

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Hello, this is the linkshell for OOC communications to RP within the custom Xaela tribe known as the Kujqai. Currently based on Mateus and used to organize/arrange meets as well as support fellow Kujqai lore and writing. You should be able to find any questions answered below.





Table of Contents

  • Who are the Kujqai?
  • How do I join?
  • Legend
  • Wind Guide
  • Formal Naming Titles
  • Traditions
  • Roles of Khan/Khatun and Udgan
  • Tribal Attire




Out of Character Questions



Who are the Kujqai?

Kujqai(pronounced kudge-kaī) itself is translated loosely as "Of the Whirlwind" in 16th century Mongolian(Kuj meaning whirlwind and qai meaning of the). The Kujqai tribe has existed in sparse numbers across both the western and eastern continents as it's own Xaela tribe. The tribe worships the wind and heeds to it's guidance to live a fulfilling and prosperous life. This tribe remains neutral just as the Qestir in order to take advantage of trading goods found in other continents as well as aiding their fellow Xaela. Being a Kujqai means your RP sessions will have a constant RNG progression of how you act or interact with others dependent on the weather conditions of the map you're in(list below). The tribe prides itself in supporting Xaela as a whole and interpreting the winds as the loving embrace between Nhaama and Azim to grant a life of fortune, glory, and happiness. Commonly do they migrate based on the wind's patterns and their own interpretations of the wind's will. It would not be uncommon to find members across both eastern and western lands. In the past decade or two have they been mostly spread across the mountains and farthest reaches of both continents... out of contact with most civilization.


How do I join?

Posting your Mateus IGN here or sending a tell to Arashin Kujqai in game(or through this forum username) can get you into the linkshell itself if you are interested in becoming apart of the tribe. There are different ways to fit into the tribe however that will correspond with how you intend to join. Such as joining from no tribe or an alternative tribe than being pure blood will require a "trial" that is later stated in this post. This trial dictates the name title you receive and follows an RP set of rules to truly initiate you into the tribe. More on this is below under the "Traditions" tab. There is a link of the 3rd post in this thread to our tribe discord that you are free to join! We don't really need too much, we only ask that you follow the tribal concepts(or else why are you joining right?), respect others, and provide a reason why you're interested in joining. Name changes are nice but they're not at all required. At most specifying in your search comment or somewhere is typically enough of an identifier.

In Character Lore



"The birth of the Kujqai tribe was said to be the most fortuitous set of events to ever occur to a single Xaela. Several decades ago had a Xaela tribe been defeated; leaving the Steppe and ending the tribe to preserve pride, as not to taint the Steppe with his unworthy blood. With only a single Xaela remaining of the defeated tribe, he left to the far west in solitude. This Xaela had grown weary, unhappy, and lost without any form of guidance. Long had the Xaela missed the Steppe and sought passage to return, out of his solitude. Sitting near a tree, a gust of wind blew blades of grass across the Xaela's sight. Following this breeze, did the Xaela get lead to wealth, adventure, love, culture, and happiness. Eventually, after following and deciphering the wind's movements to be a guide, did the Xaela reach the Steppe itself once more. After reaching this newfound happiness and content did the Xaela realize this guiding force was ever-present and had lead the Xaela from the beginning. This force was interpreted to be the embodiment of the loving embrace between the Dusk mother and Dawn Father, Nhaama and Azim. From then on had the tribe's culture broadened, accepting other tribes into it's own to embrace this force as well as heeding the "will of the wind" in daily life for survival and happiness."



Wind Guide

This guide was developed over decades of deciphering and travel across the vast lands of Eorzea and Othard. The weather brought about through the wind has long been an interpretation of warnings and emotions of the wind's will. Paying attention to the wind's guidance through this is believed to be fated to lead to a happy life for one's self and all Xaela alike. For the greater good, the embrace of the wind's will shall guide all together and apart into intertwining and dividing paths. Such is the will of the whirling winds.


Clear/Fair Skies - A clear sky is a regular sign of the wind's freedom and curiosity. The day is yours to follow your own will or the small gusts brought to you within the air and skies. Typically this means there is no warning but also no particular interests either. One may follow the weak blowing wind just for direction alone but can otherwise follow their own will knowing that the wind trusts in their own individual judgement.


Clouded Skies/Fog - A clouded day represents uncertainty, the wind is unsure and creates cause for second thoughts. Fog being a more intense idea of this uncertainty and caution. Are you considering fighting a monster that you normally kill on a regular day? Perhaps the wind believes an unfortunate event will happen if you don't take extra precaution or bring some help. Dealing with a trader's goods on a foggy day? There's an off chance you're about to be scammed or mugged, perhaps hold out on the sale/deal until the wind affirms that this will be a good idea. Overall your confidence shifts into taking seconds guesses, preparing for the worst, and being safe. Such is the clouded perception of the wind's will, so to is your judgement not the safest bet.



Wind/Gales - The wind's ferocity s unrelenting and embracing your will. This weather dictates a prime time to go hunting and confidently go about in one's day. Your will is determined and will lead to success to keep moving forward no matter what it is. Looks like a tough monster blocking your path? You can probably take it on yourself or confidently know people will arrive shortly to aid you. Dealing with a sketchy trader? In going through with their dealings and trusting the wind could this actually turn into your favor... Perhaps their fish is overpriced at 100k, but little do they know when you bought it that it would have a 1mil worth gem inside it's stomach. Perhaps you saved someone else form being scammed or bought the last fish readily available in the area. The gusts dictate your utmost confidence in every action you take and everything you decide to do. Everything is treated with a firm "Yes" or a positive and determined attitude. It is when the will of the wind is fiercely at our backs that we are unstoppable. It's not uncommon to find packs of Kujqai that travel together, hunting as a unit to gather food and supplies. One would be unwise to challenge a member in a weather like this.


Rain/Showers - The wind weeps for the fallen brethren of both Kujqai and Xaela alike, and graces the tribe to hide their tears to mourn with it. A rainy day typically calls for mourning and respect for the fallen. Showers being a more intense version of this, possibly leaving one not wanting to perform any activities or may deepen their sorrows as they would in a regular rain. In rain would one consider crying, taking some time to be alone and pray, drown themselves in ale, or be united with loved ones to mourn in peace. To fight in this weather could be soul crushing and painful to do, to shed blood while the wind's showering you with it's tears. Some would remain absolutely silent in a shower of rain, get completely drunk, sleep in, or some form of deep solitude. It's a common tradition to sit/stand out in the rain and shed tears as the rain masks one's unhappiness. How one shows their sorrow within the tribe can differ dependent on the individual but it isn't typically through anger.



Sandstorms/Dust storms - The wind is angry and cautioning Kujqai to stay away from these lands for a reason. Whether intense sandstorms or minor dust storms, it would be in your best interest to either take shelter or leave the area immediately as the wind finds fault in these lands. This can be interpreted as fear or anger in a multitude of ways to mean the lands are impure, unsafe, and will suffer the wind's wrath. This can lead to migration patterns out of these lands as to not suffer with the land itself. Some who have a death wish or hold bitterness toward themselves may stay in these conditions as a form of self punishment or hatred. Such is the wind's perception blinded by a muddied rage that will not see clear judgement.


Thunderstorms/Thunder - Thunder has long since been known as the wind's righteous judgement to those who commit acts of sin and criminal activities. Thieves, murderers, traitors, and so forth have been commonly struck by these harsh bolts of lightning for their wrongdoing and misdeeds. A thunderstorm commonly implies the combination of the wind's sorrow in rain combined with it's righteous raging judgement to punish those who commit such travesties such as murdering a loved one out of cold blood. The wind weeps both in sadness for the loss but shall cast down it's fury upon the wicked. Often times a Kujqai will migrate out of this weather out of fear of possibly wrongdoings they may not have knowingly committed or seek to the snows to purify the soul once more. It is common for individuals to separate in thunder as not to be close to someone that may receive the bolt of guilty judgement, to be struck with the guilty soul. It can be seen as an insult for one to stand with another in close proximity in a thunderstorm, wishing for ill tidings and death upon another through the wind's fury. Most Kujqai will seek shelter, solitude away from civilization(or at least from fellow members), or go to the blizzards of purity. This weather however can also serve as the trial in joining the tribe itself(more on this below under traditions). Just like sandstorms, this too leads to migration patterns to scatter about.


Snow/Blizzards - The purity of snow; often through rare times of the year or through Coerthan lands, has been depicted as a means to cleanse one's soul and body. One of guilt or of impure past can be known to migrate towards lands that would cast down intensely cold blizzards as well as snow to bury their sins and sorrows. Snow often brings one solace and peace of mind to renew one's thoughts and mind to feel clean and sacred once more. The blizzards intensely cleanse one's soul and can sometimes be overbearing for the overly wicked. The more guilt your character has, the more the process may hurt or even kill you. It's common practice for mothers and families as a whole to gather to snowing lands after becoming one as a unit. This practice is to make sure future children are pure at birth, that no ill tidings will befall the family, and that their life will begin anew together. To kill in these lands would be most upsetting and unwanted(a blizzard may end up killing you to spite this). However, self defense is still practical and one may fight without killing. It's also common for new members to the tribe to come to the snow to begin anew or for those to clear their guilty conscious.


Special Weathers/Gloom/Umbral Static/Etc - Late in the time of the Kujqai did the conditions of special winds come about. The only case of this prior being the khan who had been born under an ember filled sky with a volcanic eruption off the coast of the Ruby Sea. This dictated the tribe's khan under such a rare condition and paved a path for the future sights of such weather conditions. Special weather is often seen as a blessing for good fortune and future prosperity. Seeing these conditions can lead one to believe that good tidings are ahead of their journey soon or that fortune will shine upon themselves. It is for this reason that some Kujqai migrate to spots where conditions such as these are common, such as Mor Dhona or the Sea of Clouds. Typically after a family is created is is common for one to seek this blessing for a happy future. Children birthed during this weather are considered blessed to have great fortune ahead of their lives and have been interpreted into different meanings varying on the weather. Tension for example meaning great strength and power while Gloom meaning great magical prowess and abilities.


Formal Naming Titles

Within the tribe do Kujqai refer to one another by their birthed weather and time of day birthed. To greet new members or pride one's self in their birth, they are given titles that both dictate their future as a self fulfilling prophecy as well as lead the tribe to believe their kin are birthed for a specific fate. These titles represent positions of power, knowledge, insight, and roles within the Kujqai tribe itself. When a new Xaela not of pure Kujqai blood is welcomed into the tribe, they are often given a title based on the weather condition that lead to after passing the trial of thunder if not the title given to them after purifying themselves through the snows.


Titles are presented as your character's name followed by the weather/emotion and the time of day they received this title or were born into the world. The structure and examples are shown below.



"Character Name" of the - Weather - Sunrise/Skies/Sunset/Nights


Arashin of the Ember Skies (born under an ember filled day sky)

Chida of the Whirling Nights (born in a windy night)

Etc of the Sorrowing Sunrise (born of a showers/rain early morning)


Below is the naming conventions for the weathers themselves for the middle portion of the title shown by what the weather is and what it would translate to in a title. Just apply the name, of the, then pick from the right side of the weather, and apply one of the four times of day for the full title.



Cloudy = Clouded

Fog = Hazy

Clear skies = Luminous

Wind = Whirling

Gales = Howling

Rain = Raining

Showers = Sorrowing

Dust storms = Furious

Sandstorms = Malevolent

Thunder = Thundering

Thunderstorm = Virtuous

Snow = Snowing

Blizzards = Wintry

Gloom = Glooming

Umbral Winds = Umbral

Umbral Static = Static

Tension = Tense

Royal Levin = Levin

Aurora = Shimmering


Additional weather titles must be discussed with the "udgan" or "khan" to be acceptable. As some may already fit current titles or will conflict with the tribal lore in some fashion. That said, it can be possible to write creatively for making specific weathers for a unique character. Just be sure to discuss with the members and leaders. Unique/special weathers will be iffy to write though as most of the conditions only began in the west after the calamity and battle of silver tear skies. To make a character using titles such as those will require either advanced creative writing, a very young character, or a newcomer to the tribe.




These traditions are based off of the information above and go into depth of specific circumstances the tribe has had to develop to form. Leaders will commonly uphold these with members that wish to proceed with them.



Clothing of the Kujqai is relatively open in terms of variety and represented through jewelry and accessories more than the clothing itself. A kujqai commonly wears jewelry based on their journey and travels across the lands as a historic proof of their guided path. Things such as dragon/yeti teeth for earrings/necklaces from Coerthas, Doman rings, Lominsian rings, and so forth can be shown as proof of where someone's journey has lead them across. Some choose to wear clothing that embraces the flow of the wind to it's direction or to wear little to truly embrace the wind at one's back/arms. Due to this, Kujqai are usually culturally accepting but still believe Xaela to be superior as a whole to take the embrace of the wind where others do not. After grand hunts and every so often, the tribe meets in nearby towns wearing only "Ramie Ponchos" and "Expeditioner's Moccasins"(along with pants typically) to conduct trade and business. Those that dwell within the Steppes among the many warring tribes also wear particularly flowing clothing with "Othard Blue" dyed into them. This is coupled with clothing that is suitable for withstanding the harsh elements of the Steppes and to travel as is the nomadic behavior of the tribe. Neither of these are mandatory but are open to use as apart of showing the tribe's pride and are often used during events that are hosted. More on this can be found in the second post below regarding steppe attire and trading attire.


The Trial of Thunder

This trial determines the acceptance of a new Xaela into the tribe from another or of an orphan. It is common for one who has recently visited the pure snows to accompany the newcomer to a land that is undergoing the righteous thunders, and then taken to the highest point of the map they can. Assuming the Xaela is not struck and the storm ends, they have passed the wind's judgement and will make for the snows to begin their new tribal life(lightning will never strike unless you write it to, so you're promised entry basically). It is between the end of the storm or after your visit into the snowing lands that your name title is chosen by the udgan once you have been taken to her IC by the initiate that accompanied you. You may also seek to the udgan for a better deciphering of what title you are permitted(I'm leaving this loose for you to choose what title you'd like, but just be reasonable in your writing. We can play with what time of day or what weather it is just for the sake of having a nice title, so long as you know what it means).


Other Tribal Relations

As a Kujqai, you are naturally able to associate yourself with other tribes both in relations and in their goals. Having children is entirely left up to the individuals to who keeps the children but is commonly believed the wind will guide them back into the arms of the deserving. By associating yourself with another tribe, you are not exempt of your own traditions or being a Kujqai through and through. This is to represent the ever embracing wind that would follow into every tribe and with all Xaela. Embracing other tribes only further concretes the strength of the Kujqai being about all lands and with all Xaela.



When Kujqai meet in person, they are often driven to travel together in groups for strength as would any tribe. Varying on the wind's conditions do they separate and meet into other groups or scatter across the lands. So it is possible that smaller groups exist among the lands in scattered variety. Gales/Wind can result in groups slaughtering masses of beasts for food and being united as an unstoppable force whereas a thunderstorm may divide the individuals across the continent to meet into other groups. Our tendency to scatter as individuals makes each stronger to survive so that when the tribe unites once more, we are strongest as a whole. For the last couple decades has the tribe been out of reach with most civilization, but recently have they come together within closer proximity. Every so often after a great hunt, most of the tribe gathers into towns nearby and conduct business as well as meet any members of the tribe they may be unfamiliar with. This includes those who have joined through another tribe or those of new birth. It can be said that at one point, all of the tribe was united in the mountainous regions of  Abalathia's spine and the far off regions of the Steppes. Through travel and traditions have they all come together to meet one another at some point in time. After collecting materials/supplies, they adorn matching clothing such as the stated poncho/boots to keep together in towns as they conduct trade. This symbolizes each other's equality for the time being as to not put rank or bloodline over one another while doing business. Despite the tribe's scattered natures; it is typically common for individuals of the tribe to recognize the khan and the udgan, no matter where they may be.


Language of the Tribe

While some Xaela may be of the Steppe and use the Auri tongue of old or their own tribal languages, the Kujqai vary in their language based on their locations. Some Xaela of the Steppe may use their originating tribe tongue or Auri common with others while of the Steppe. The Kujqai often stick to Eorzean all around as it has picked up since the legend's travels to the west. It would depend on the individual what language is primarily used, but Eorzean common is often the most accepted as well as Auri old common when in the Steppe.


Kujqai Steppes Banner

While roaming the Steppes among the many tribes, the Kujqai may raise a banner to their current campsite. Also used to wave off to other roaming tribes in the distance and dictate the wind's movement. The fluid paint strokes flow just as the wind's guidance and the blue paint resembling the skies that it frolics in. The swirls representing the changes in one's life that can intertwine and change in many directions, but ultimately lead into the grand scheme of life that we are guided into. This banner is often only used around the nomadic homelands of the Xaela and can be found often in other encampments that the Kujqai have allied with. Considering how often the Kujqai travel; it's common for Xaela of other tribes to visit upon seeing this banner, to buy goods from other lands just as the tribe sells to other distant lands.



Artwork credit to "Aiago"





Roles of Khan/Khatun and Udgan


The roles of khan/khatun and udgan come with their own responsibilities and means to how they are selected within the tribe. Like most Xaela tribes, there is often one of each and with a unique purpose to serve. Below will explain them thoroughly for specifically the Kujqai tribe.


The Khan

As khan(pronounced Han, related to male leaders) or khatun(pronounced Ha-toon, relative to female leaders) of the tribe, a Kujqai is left with the title of the "most blessed" of the wind. Often times are referred to the closest to that of the wind's will and it's blessing. This bears the role of who leads the tribe to uphold traditions and who is often considered the most worthy. Currently the khan of the tribe is "Arashin of the Ember Skies" and is dictated by the most unique born "wind blessing"(or OOCly speaking, weather conditions). It's often the "most blessed" that are to be leader, since this would mark them as strong and fortuitous in life. This would lead to the khan being less likely to ever be killed and typically fated to hold the tribe's standards to the highest they can be held. From a religious perspective, it is meant as a means of security. To ensure that even if every member was somehow killed of the tribe, the leader would be the most powerful/blessed and would survive to carry out the tribe's legacy no matter what. As khan, they are able to exile, execute, and deem those of the tribe to be unfit of the wind's embrace. They are tasked with selecting the udgan from those born of the wind itself. The position can only be taken over by whoever has the most unique "blessing" of the wind within the tribe. If agreements cannot be made to who leads, a test of combat is often the conclusion to who will rule strongest in the tribe. While the tribe is nomadic and even the khan can separate at times, it is believed that the khan can eventually cross paths with every member of the tribe in due time. Such is the will of the whirling winds, to bring the most blessed and embraced to and fro across the lands.



The Udgan

As udgan(pronounced oo-toon), a Kujqai is selected to be the tribe's interpreter of "the will of the wind". To be titled this role, they must have two prerequisites for it to become official. They must be "closest" to the wind itself by birth as well as be selected by the tribe leader. This means they must hold the title "Of the Whirling Etc" as per the title conventions above. This is to confirm the udgan will be confident in his or her wisdom to help guide the tribe without recklessness. This is also why titles "Of the Howling Etc" are not selected, as most of this birth can be seen as too reckless with the will of the wind. With this, the khan must then deem the Kujqai worthy to hold this title to aid in the tribe's questions and guidance. Often times it is only given to those who hold the most knowledge of the tribe's past or holds the most value in the tribe's values. The udgan is tasked with helping people understand meanings of the wind's will, interpreting the meanings of the tribe, and applying the traditions of the tribe to each member's life. Questions such as asking if they will perish in the snows/blizzards for committing certain acts, what their title holds for their fate, asking to learn the origins of the tribe, cultural understandings, and so forth are common to be asked to the Udgan. From a religious perspective; the udgan is often one the wind has carried through decades of it's understandings, to continue the legacies of the tribe. Some even say that the udgan of today is a descendant of the deceased udgans of decades past. Carrying the ashes of the previous generations onto the next "whisperer of the wind".


Edited by Arashin Kujqai

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Tribal Wear/Attire


While the winds are free and do not bind one to their clothing, the tribe itself does adorn themselves with proper clothing to suit specific occasions. Kujqai that reside within the Steppes and nomadic areas of the east may continue to wear the "Kujqai Steppe Attire". While Kujqai that mean to make peace, trade, and show no means of conflict, will opt to wear the "Kujqai Trading Attire". Depending on the individual, one may wear each set of their choosing to fit themselves for negotiations or for battle within the nomadic plains. Often they are worn to show the pride of the tribe and show recognition of where the individual hails from. They are heavily recommended as a means of showing one's values/glory/pride within the tribe but are not mandatory. This especially applies outside of Eorzea, where denoting one's colors/banner is unnecessary for civil lands not under constant war and conquest. Though one may choose to still keep the trading attire with them for group meets and as a means of showing one is not a threat to another.




Kujqai Steppe Attire




-From left to right order-



Top: Tigerskin Coat of Fending (Othard Blue Dye)

Gloves: Gazelleskin Bracers of Fencing (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)



Top: Serge Gambison of Healing (Othard Blue Dye)

Gloves: Marid Leather Gloves of  Healing (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)



Top: Serge Gambison of Casting (Othard Blue Dye)

Gloves: Marid Leather Gloves of Casting (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)



Top: Serge Gambison of Aiming (Othard Blue Dye)

Gloves: Marid Leather Gloves of Aiming (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)



Top: Gazelleskin Corselet of Striking (Othard Blue Dye)

Gloves: Molybdenum Armguards of Striking (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)



Top: Gazelleskin Corselet of Maiming (Othard Blue Dye)

Gloves: Molybdenum Armguards of Maiming (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)



Top: Gazelleskin Corselet of Scouting (Othard Blue Dye)

Gloves: Molybdenum Armguards of Scouting (Kobold Brown Dye)

Pants: Any (Ramie's Skirt in General Purpose Jet Black Shown)

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)


Among the vast Steppes, the Kujqai tribe are spread far and wide into the mountainous regions, the desert plains, the cold mountains, and beyond. For this, the tribe had need for essentials to survive the lands and the many warring tribes. Clothing to keep warm, that would take upon the wind's breeze that so guided them, and armor to defend against the beasts that roam about. While in the Steppes; the Kujqai tribe would adorn the color of their tribe's banner(soon™) to portray their neutrality to all other tribes they came across. A blue that is seen each day and night; in Azim and Nhaama's sky that is shared between the two and to all Xaela of the steppe. This was meant to welcome any Xaela in their path that needed shelter, a warm fire, food, or any aid whatsoever. The leather and fur worn in the tribe's gloves and boots would serve to both protect them in battle, and from the elements brought forth by the wind's might. If one was found without proudly displaying their tribe's colors or alone, they could be subjected to capture by the Buduga or fatality by the hands of other tribes. Strength in numbers was often valued and even when apart did the Kujqai's pride bestow fear unto other tribes to not instigate attacks on an individual alone. For if one is found alone... surely others are close by. Outside of the Steppes however, this display of pride and belief is often considered unnecessary. If one travels to Eorzea or met to lands that were of civility, then what need are garments to fend off the many nomadic tribes? For this, the attire is often only used in the nomad lands of the eastern continent. Outside of this, Kujqai often adorn a simple poncho upon new visitation when unsure of themselves or choose their own armor/clothing(see Kujqai Trading Attire below).



OOC Note: Anyone is welcome to wear this while in Eorzea as well if they so choose. If not affordable, the tribe can provide. It is not mandatory to wear, only encouraged.




Kujqai Trading Attire




Top: Ramie Poncho

Gloves: Any

Pants: Any

Shoes: Expeditioner's Moccasins (Kobold Brown Dye)


The Kujqai trading attire is often worn in events that require peace and equality. The grey tones of the poncho as well as the cover it provides, presents a nonthreatening gesture to other tribes as well as people. The lack of tribe color and equality with every member wearing this set, shows no one is any better or worse off than the other. The Moccassins boots have been worn since the beginning of the tribe's birth, as a means to keep warm or keep from getting hot in temperatures that prove to be treacherous for such a nomadic tribe. The combination is worn with the user's choice of pants/skirt to keep one from the cold nights and hot sun. The poncho also being used for those who needed sleep or shelter when the tribe would choose to spend the night at a campsite or settlement. One may also wear this when newly traveling to lands they have not before alone, to not show offense to the population that live there or to alert any other tribes that may be about. Overall, this set tells one another that rank nor gender is of any importance when conducting business or making negotiations.


OOC Note: If not affordable, the tribe can provide. Very strongly encouraged during announced events but otherwise not mandatory.

Edited by Arashin Kujqai

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We now have a discord for everyone to keep in touch! The link to it is below, anyone is welcome so long as you read the welcome channel!




It's not required but it seems to be nice for people who'd like to keep in touch with the tribe who haven't made characters yet, have questions, or would like to stay in contact with us out of game.

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Frequently asked questions and other knowledgeable tidbits can be found here! As well as a short link to this linkshell/lore page - http://tiny.cc/Kujqai.


1.Q. Who is the Khan of this tribe and why would there be one if it's a scattered tribe?

A. It is Arashin Kujqai as he was born with the most unique weather and grew to the self fulfilling prophecy to become the strongest for his tribe. As Khan, his duties range from upholding the traditions of the Kujqai where he travels and sees as well as spreading the culture/word of the tribe's beliefs. This position is less of one in authority/power and more of one in belief. While the power to banish and demand of the tribe is still within rights, the job primarily is to make sure all traditions are being followed and not misused across lands. You'd be surprised how fast/easily word can spread to another when your entire tribe is spread across the entirety of both continents. That said, it's merely a position similar to that of the Oronir that makes a claim towards who is the most akin to the Kujqai's traditions and values. It could be said it is that of a Hierarchy rather than a position to fight for like that of the Miqo'te tribe lore.


2.Q. Can someone else become Khan?

A. I'd like to say yes and no? Becoming Khan is based on both strength and the unique condition you're born under the wind's influence. So you have to be very clever in your writing and then probably talk out with the current Khan OOCly the concept of how a fight for leader of the tribe would go about. This isn't something I'm too concerned about though as I can see it being easily passed down through acceptance of acknowledging the strength in another member.


3.Q. Who's the Udgaan and what do they do?

A. Currently the position of udgan is open but also left to being in general as one existing out in the world of Hydaelyn. The position is open for anyone who would like to take upon the title and responsibilities it comes with. They must first talk with Arashin Kujqai(me) in discord concerning the position, as well as understand it's role within the Kujqai tribe's lore. I've also added a section that better details what the position of udgan entails and means. OOCly, anyone may refer to the udgan or use them as apart of their backstory, but ICly it is often referred that the udgan wanders about the world. Perhaps of the Steppes? Eorzea? Wherever the wind may take him/her. This is subject to change depending on who holds interest to the position.


4.Q. I'm already in another tribe, how do I join this one?

A. See the trial of thunder under the traditions section. You don't need to name change or commit too hard, maybe just note in your search comment at most, we're friendly/flexible.


5.Q. Do I need to be apart of the tribe to be in the linkshell?

A. Yes, this is not an open RP hub or FC or anything of that sort, merely a way for all fellow Kujqai to keep into contact with one another and RP together if they want to. Just a base of operations to say that someone's RP'ing at a certain spots and would love to see more of the tribe there. I want to stray from creating it into being a specific circle or small group that's outside of actual RP communities and keep t just as a means of keeping in touch with confirmed Kujqai. It's only used for OOC connections/contact most commonly to "arrange" meets and events, ask OOC questions, and so forth.


6.Q. Is there a difference between "the will of the wind" and wind aether/magic?

A. Yes and no. from a logical perspective at least. The idea of the wind as magic is comprised of aether, thus can it be manipulated and used for things such as conjury practices and the like. However the element of the wind and aether is not the same as the religious belief of what the wind is as a guiding force. The will of the wind is believed to be derived from the embrace of Nhaama's and Azim's love for one another, created into a physical entity that remains a constant about the planet. This force is what people would normally just consider the wind. When it comes to someone manipulating wind aether, they're taking the essence/element of the wind rather than the wind itself and applying their aether manipulation into the mix. So one could be identified as a "guiding entity" while the other can be seen as "magic". The difference being that one let's an individual tie their own aether into the mix while the other is natural and untouched. It comes down to the differences between those that would view concepts like this from a logical/scientific perspective and those of tribal belief(s).


7.Q.What are the tribe's thoughts on Raen Au Ra and other non-Au ra?

A. Raen are born of Azim and are still of the same race on doubt, however they abandoned the tribal life that the Xaela did for a more peaceful one. Typically more civilized life and the underwater sanctuaries are their homes. Every individual character can see each race how they want to, but the tribe is pretty neutral about it overall. We don't exactly favor them as much as we embrace Xaela in our religion, but we don't look down on them particularly either for choosing their lifestyles. It's typically not accepted for Raen to join the tribe and often our tribe wouldn't find those that would be interested as is. The only exception potentially being those of the Malaguld tribe. Those that abandoned the embracing winds of Nhaama and Azim, as well as even outright left the natural wind, are not welcome into our tribe. With other races; this can depend on the character, but seeing they're not of Azim or Nhaama at all and still walk among the will of the wind... may constitute a form of resentment. Some may choose the other way around and embrace them. Overall, if they're not Xaela (let alone auri), they can be seen as inferior or weak like much of the west could be seen compared to that of the steppes and east. This is because they are not born of the divine Dusk Mother, rather than just straight out racism. Again, it can be left up to the individual for how the character chooses to react or treat others ICly. No one will hold a gun to your head for your char not being "HELL YEAH, XAELA" over all others. These are just tribal laws and ideals that one may want to base or start from, or at least affirm the traditions of with others if/when needed.


8.Q.What is the tribe's stance on Garuda or primals for those that know or come into contact with them?

A. Just as primals are portrayed as false deities in FF14, they are the same with how they are portrayed with our tribe. Often times primals manipulate the weather or use an intense magic to mimic it's effects than anything that actually has to do with the entity of the wind we as a tribe follow. Due to this, we often despise and loathe primals for being these high powered being that self proclaim themselves as a god of the elements. This varies depending on the primal however, some primals just happen to be summoned during certain weathers/winds and the wind may actually be responding appropriately to this. Whereas other cases such as Garuda that purely manipulates the element of the wind and claims to be a god of it, are rejected and despised. Primals like her, only manipulate the magic and elements and we can see this as an affront to the entity we seek guidance from. As she's not truly controlling "the will of the wind" but she is abusing it's energies to her powers. For this, we will not stand for and will shun any of her followers.


9.Q. Submit a question if you're not sure! Send a pm here, in game, or anywhere really. Open to closing up any open ends or thoughts you may have!

Edited by Arashin Kujqai

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