Name:
The Kistune Assembly of Clans

Territory:
The northern-most areas of both the main Mobian continent and Overland. These include primarily thick coniferous forests, great tracts of tundra, and some steppe-lands.

Cities:
None.

History:
The kitsune creation myth states that they were created as the Second of the Second Races, after the Lupines, by formerly mortal beings known as "Lord of the Ice" (or The First Race, Ancients, or First Ones). The kitsunes do not place a date for this event, but rather refer to it as 'during another Age.' The kitsune have undeniably been around for a very long time, and in all that time they have been known to leave their domains in the north only rarely.

In truth, the kitsune are among the youngest of the so-called 'Second Races.' They were created in a time that totally predates even the earliest Mogulian civilization (more than ten thousand years before the present) by the enigmatic entity known, most contemporarily, as Merlin. The Destroyer Merlin crafted the kitsune as one of his many "Chimera Races," with which he eventually planned to re-populate the world and create a perfectly stable civilization to last a million years: an "Infinite Empire." He did this by manipulating the genetics of already existing mobian races, including his own, giving the kitsune inborn psionic abilities and an ancestor memory – all for the express purpose of designing a society that would value Tradition above all else, and never change, even over tens of thousands of years.

The experiment was a success.

However, when the time came, Merlin was unable to stomach the thought of wiping out all the non-kitsune races of the world, many of which he himself had created or raised from prehistoric infancy. He retreated from the world, and left for the far north. The kitsune that worshipped him as their god (or gods) followed him, and settled in the northern regions of Mobius. In all likelihood, they would have remained there for untold generations, never changing, if not for the evolving nature of the outside world along their rarely changing southern borders. Over the centuries, they became involved in numerous conflicts with whatever Empires, Republics or Kingdoms developed in the south. These included the "Carnivore War" (2100 – 2300) that destroyed the Third Mogulian Republic and caused the Warring States Period that led to the creation of the Kingdom of Knothole. That conflict was also what earned the Felines the enmity of the kitsune, who maintain to this day that 'dishonorable Feline cowardice' prolonged the war and cost them untold lives.

For well over a thousand years, prior to the Final Northern Border War (3121 –3133), several Southern Tribes of non-kitsune were accepted into the Kitsune Assembly as relative equals. These included other 'Second Races' with which the kitsune occasionally interbred, including the coyote (surni'var), artic lupine (lupani'var), one-tailed fox (vulpani'var), and other canid breeds. Their defection, prompted by desires for a better, more 'civilized' life as part of the resurgent Kingdom of Acorn, further served to alienate the kitsune from their southern neighbors. For many kitsune, the memory of the betrayal (passed down from their ancestors) has not faded, and only serves to warrant leaving the southern lands of Mobius to rot on their own – or worse, as justification for an attack on those same lands in the near future.

In the years that followed, the Kitsune also waged war on the Echidna, the Dingo, Overlanders, and anyone else who approached their nebulously demarcated territory. The kitsune did not (officially) participate in any of the Mobian-Overlander wars, the Great War, or the Robotnick Wars, considering all of them to be 'southern wars' in which they had no interest. The fractured nature of the kitsune civilization, and the generally stubborn nature of kitsune in general, make it difficult to cause even slight changes in policy. The kitsune equate strength with honor, and follow it somewhat blindly, hence it requires an incredibly strong leader (that no other kitsune leader is willing to challenge) to convince the Kitsune Clans to act in concert.

Advantages and Disadvantages:

Kitsune are incredibly strong and fast; they spend their lives training to fight. Everything in kitsune society revolves around fighting or conflict. They fight for position in kitsune society, they fight for mates, they fight for dominance among littermates, they fight for food and they fight for amusement and honor. Physically, kitsunes are as large as most mobian wolves, and they reach this size suddenly, during a growth phase called the "Turan'Ha." They are stronger than their cousin breeds, matched on average only by other Chimera races, like the dragonkin, and their psionic abilities allow most kitsune to project fear and panic in the minds of others. Elder kitsune, with several lifetimes of experience, have even greater psionic abilities. However, a downside is that the kitsune require huge amounts of raw meat to maintain their metabolisms, their population is far smaller than they prefer outsiders to believe, and they life relatively short lives.

Other Notes:

(More on kitsune physiology)

In adolescence, before puberty, the only physical difference between the Northern Fox and the southern, more common, variety, are the two tails, caused by the splitting of the vertebrae during the Second trimester. It is after puberty that the difference between the two becomes more distinct. Outwardly, the fox grows very rapidly, becoming far larger and stronger than its one-tailed brethren. Inwardly, a unique retrovirus, once dormant, is triggered by the hormonal changes, and rewrites virtually all of the fox's internal structure - increasing bone mass and strength, muscles and tissue fiber distributions, and even leading to the growth of redundant internal structures. The resulting animal is actually genetically different from when it was born, as if the animal itself evolved into another species entirely. However, the children of these creatures are born unaffected by the virus, and in a 'pure' unaltered state, though the virus itself is dormant within them.

More importantly, aside from physical strength, each fox has formidable psionic powers, most of which are defensive in nature, or passive in application, but even the mid range psionic foxes have the limited ability to transfer thoughts, induce extreme emotional responses, and even cause brain damage (in extreme cases) to most non-kitsune enemies. The more developed ones are capable of the same, but on a larger scale, against multiple opponents, as well as mind blanking, memory implantation, telekinesis, enhanced senses, precognition. A select few, the Elders, are even capable of forcing 'explosive decoupling' of target materials, psionic projections and manifestations, and psionic shielding that can resist kinetic attacks. The Elders are the only 'normal' instances of this level of psionics, and is likely a byproduct of their age, and a counterbalance to their physical deterioration.

Characters:
Miles "Tails" Prower
Tempest
Chara

Others

Details on Characters:
(The entry for Clan Turo, below, reveals that the current Ruling Family of the Clan is Cecrops. Tails/Miles is thus related to them, through his mother's bloodline. Miles full name being Miles Se' Prower Na' Turo, Prower being his father, Eblis', Family.)

Military:
The kitsune are divided into several major Clans (and several minor ones). They are listed in order of Prominence (a function of size, perceived honor, and other nuances). The more prominent Clan leaders have a stronger voice in the Assembly, and more influence with both the other Ephor Anthals and with the Council of Elders (that acts primarily in an advisory fashion). Heirs are also designated by the title Ephor Anthal Enir.

Clan Turo

Turo is the largest of the seven major kitsune Clans; the most powerful and influential, with the oldest recorded history. Turo controls a swath of the Northlands bordering the inhospitable Icy North, and occupying much of the rich northern forests. Turo does not share a border with non-kitsune peoples, and its leaders tend towards strict traditionalism and isolation from the outside world. Most warriors of Clan Turo specialize in some sort of swordplay.

Ephor Anthal :
Khaldun Se' Cecrops Na' Turo
Ephor Anthal Enir :
Kontar Se' Cecrops

Clan Jel'Arah

Jel'Arah is generally accepted to be the second oldest of the Clans. It controls lands to the east and southeast of Turo, including the Steppes of Arah and parts of the Frozen Wastes (Frozen Tundra). It traditionally stood near where the Kingdom of Acorn and the humans/overlanders often skirmished, an area that is now occupied by the Terran Protectorate. The noble families of Jel'Arah are notoriously haughty, and are often at odds with those of Turo. Most warriors of Clan Jel'Arah specialize in the use of the bow.

Ephor Anthal :
Tae-Uhl Se' Dommu Na' Jel'Arah
Ephor Anthal Enir :
El'Aran Se' Dommu Na' Jel'Arah

Clan Dae'th'ai

Dae'th'ai is the second youngest of the major Clans. Many centuries ago, its first families spread to the far off continent of Overland, via the Western Straits. They eventually came to inhabit the far northern forests of that land. The Dae'th'ai were the first to make contact with the overlanders, and they were the first to launch raids on the Floating Island when it neared their perceived borders. The Dae'th'ai are well known for their daring and adventurism, leading many unmated heirs, and many non-heir youngsters, to take up honorable Quests or Causes. The Dae'th'ai specialize in the axe, and thrown weapons.

Ephor Anthal :
Andras Se' Maltena Na' Dae'th'ai
Ephor Anthal Enir :
Andrexi Se' Maltena

Clan Tukaido

Tukaido is the third oldest Clan, occupying territory between the Dae'th'ai and Turo, much of which is sparse forests, or grassland. Of the Clans, Tukaido tended to see the least actual combat, as the mountains of the Charon Range shelter its southern borders. Lacking nearby enemies, the Tukaido eventually became notorious for their scheming and manipulation of the other Clans. Tukaido tends to produce excellent tactical and strategic leaders, who spend much time tutoring (or manipulating) other Clans to improve the standing of their own Clan. Most Tukaido receive training in the use of the spear and pike.

Ephor Anthal :
Thandothane Se' Gallan Na' Tukaido
Ephor Anthal Enir :
none

Clan Vidar

Clan Vidar, the third youngest, is among the southernmost of the major Kitsune Clans. It is directly south of Turo, and north of the 'southlands' where the Southern Clans used to live. Vidar experienced a great rise in power when the Southern Clans were accepted into the Kitsune Assembly, and a similar loss in prestige when the Southern Clans betrayed their kin and allied with Melchoir the Mighty, in the Final Northern Border War (3121 –3133). Vidar's current standing stems from its long string of victories in combat, and from its manufacture of the infamous Kitsune Polearm. The Polearm, the main weapon of the Vidar, was the first to utilize Echidna compression technology, and the first to integrate a ranged attack with a melee weapon. Unfortunately, Vidar also has a long history of unclear succession, and needless power struggles.

Ephor Anthal :
Tempest Se' Taima Na' Vidar
Ephor Anthal Enir :
none

Clan Kalahen

The youngest of the Major Clans, the fierce and aggressive Kalahen Clan are native to the harsh Frozen Tundra (or aptly named: Frozen Wastes) to the east of Clan Jel'Arah. The lands on which they live are extremely hostile, even by kitsune standards, and Kalahen Warriors are well known for their hardiness (as well as viciousness). The 'wild trait,' which can lead to bouts of uncontrolled hyper-aggression, runs rampant within Kalahen bloodlines, even reaching that of its ruling Family. More Kalahen blood duels result in death than in any other Clan. The sparse population, combined with the somewhat unpredictable nature of Kalahen leaders, and their possession of the Wild Trait, keeps the Clan from having higher standing.

Ephor Anthal :
Bloodsmythe Se' Vel Na' Kalahen
Ephor Anthal Enir :
none

Clan Fa'Rah

Between Tukaido and Vidar in age, Fa'Rah is the most northern of the Major Clans. It occupies lands touching the Arctic Sea, north of Turo (on the main continent), and north of Dae'th'ai (on overland). Fa'Rah tends to produce the most Elders, and is generally seen as the most spiritual (or religious) of the Kitsune Clans. Fa'Rah is highly traditional, still practicing Traditions even the Turo have abandoned or reformed. Fa'Rah are well known for their fatalism, and thus their leadership is generally weak, and the Clan does little to attempt to enhance its own prestige. Only the high esteem and influence of its Elders keeps it as part of the High Assembly (of Major Clans).

Ephor Anthal :
Hist Se' Saren Na' Fa'Rah
Ephor Anthal Enir :
Ralagh Se'Saren