Legends of Belariath

The Tribe

The Tribe is made up of four clans of those tied to the same bloodline and a fifth clan known as the Spirit clan. Kay Clan is aligned with the powers of Wind and the East. Dies Clan is aligned with the powers of Fire and the South. Tul Clan calls on the powers of the Earth and the West. Jas Clan calls on the powers of Water and the North. The fifth clan is the Spirit Clan, a clan of spiritual shamans and warriors dedicated to the Tribe as a whole and able to use some powers from each clan and the powers of Spirit. The Tribe is nomadic in nature with a people physically larger then normal humans. This translates into the tribe being able to reach upwards of seven and a half feet. The build of members of The Tribe can be rather large, but it's not uncommon to see a slender runners build as well. Their skin is a bronze color with stark white hair and crystal red eyes.

Character Creation

Starter Classes: Warrior, Ranger, Mage, Druid, Shaman, Healer, Bard, Artisan, Entertainer, Laymen

Advanced Classes: Warrior Mage, Hierophant, Seductress, Necromancer, Mist Raider, Monk, All Elemental Mages

Starting Stats:

STR INT AGI RES STA SPL LFE
Basic Stats 4 3 1 2 7 3 7

Background

To call the Tribe nomadic leaves out much of their society; and dividing them into five clans does nothing to describe their unity. Each clan is associated with a compass point and Element: the Jas Clan to the West lives upon the coast and hence is associated with water; the Kay Clan is to the East upon the windswept plains, marking them as air.

South are the scorching savannah and deserts where the Dies Clan find themselves at home – embodying the element of fire, while to the mountainous north resides the Earth Tul Clan. But the fifth clan, the Spirit Clan, is associated with all and none of the compass points and elements. As the spiritual guides, healers and sorcerers, the Spirit Clan is the hub of balance for the entirety of the Tribe.

It is often a great misconception that the Tribe people are wild, primitive people. They are somewhat nomadic by nature but bound by natural, unshakable beliefs and faith in the spirits of the world rather than often chaotic and unreliable Gods that the more 'civilized' races like to worship.

The clans each symbolize a very important, integral aspect of the world. The different locals each clan lives in shows different modes of living and dressing as well as the influence of other cultures. Hence, they are a diverse people, often more civilized than outsiders truly understand as most Tribal people are very private of their society when moving out into the world at large.

Not that many Tribe mind being called 'savage'… though being called 'barbarian' or 'stupid' is likely to cause the insulter to face a whole world of pain.

Advantages

Dreamspeaking
Those Tribe people who are considered bonded and close, (bonded mate, cherished slave) are able to undergo a dream trance to speak with each other. The bond must be a sacred one, either sanctified by a spiritual leader or identifying mark. The dream state itself requires they enter in a deep, trance-like state. It is akin to sleep in that they are unaware of their surroundings. The dreamscape can also be accessed in normal sleep, but it is hazier and far harder to communicate. In a dreamscape, they can also see the others and speak to them, though the mind portrays the self in an idealized manner and is not always literal or accurate to the person’s physical condition or appearance.

Elemental Sentinel
Whether because of their Nephyth spirit, elemental affinity via Clan after the Sundering or natural resilience, the Tribe people suffer little the effects of nature. To one of the Tribe, below zero (30 F or -1C) is chilly, but they can go barefoot without discomfort and forgo wearing a cloak. While heavy heat, 100F or 37C degree's or more, will only cause them to break a sweat if exerting themselves. They do not suffer sunburn, heatstroke, frostbite or hypothermia unless in truly extreme weather. This does not work as a physical/magical resistance to water/ice spheres or fire spheres.

Disadvantages

Imposing Silhouette
Members of the Tribe are very large and because of that are easily noticed. It is not that they are graceless or clumsy, usually that being far from he truth in fact, but their sheer size makes hiding quite difficult unless cloaked by magic. But those few Tribe that learn the arts of the Mist Raider learn to conceal even their own considerable size.

Spirit Fissure
The souls of the Tribe are fragmented and damaged by the sundering. Because of this many more primal instincts are shown by members of the tribe than any other human race. They are quick to take offense and be aggressive. They have strong desires and rarely choose to restrain themselves in fulfilling them. Because of this the tribe is viewed by many others as a bunch of stupid savages and are mistrusted in most cities

Tribal Information

Tribal Mating

Like many people, the Tribe do not consider young men or women eligible for mating until they are eighteen years of age. However, once they reach young adulthood, they are not inhibited in choosing lovers and exploring their sexual, passionate natures.

Usually, most choose to wait until the Summer Solstice or Winter Sanaru festivals when the Dies Clan pleasure tents are present, and there initiate them into the ways of pleasure and desire. Some are fortunate to have a Slave Keeper in their sects to whom they can go to and trade or pay for the pleasure of a slave. Some families like to do so as a gift for their young adults when they reach maturity.

Mating however, is a very important, special bond. It is one that does not only include the consent of the two people choosing marriage – as men and women are considered equal in Tribe society, but also the approval of the spirits. Most all sects have at least one Shaman with them, who can consult the spirits of those seeking to join.

By no means do the young people have to have Shamans consent, but it is considered wise and best. It is rare where Tribes people do not respect the power and force of the spirits in their every day life – and to ignore the possibility that two spirits could be incompatible is only to risk a short mating. After all, those that desire to mate do not do so lightly or casually as they desire long, strong life-mates.

Mating Ritual

When two people chose to be mated and usually with Shaman consent, they enter a period of fasting, celibacy and separation for five days. At this time they must either commission or weave their own marriage knots into their armband – a purple thread meant to hold their amethyst mate-beads onto the already woven band of crimson symbolizing adulthood and maturity that holds the beads and knots of their birth-family or earned rank.

At the end of this fasting period – where only unleavened bread, water and unseasoned meat may be consumed once a day – the Tribe couple bathes. A special oil prepared by the Shaman (or in rare cases by one of those to be mated) for each individual to bathe with. It is an anointment of the body, making the flesh more susceptible to the joining of spirits that will take place.

Some couples choose to do this together, heightening their own desire and longing for their chosen mate by anointing one another. As it increases the sexual need and emotion for one another after the period of fasting, celibacy and separation they have endured.

Then, each dons a loincloth of darkest purple and their ancestor spirits are painted on their naked torso (or breasts) and belly in black. The ceremony then commences with the speaking of pledges of loyalty and unity, overseen by the Shaman who anoints each through the litany of spirit prayer. Then he ties the new bands around each mate's arm, signifying their bond.

The completion of the ceremony is usually very public, a showing of physical form claiming spiritual as the two join in pleasure. However, as ritualistic as this is, more than a few have been forced or unhappy affairs due to alliance or debt – for honor and pride are great things amongst the Tribe.

Tribal Family

Once two people of the Tribe mate, they build a home for themselves and the family they intend to create together. Each family home is different depending on which Clan their sect belongs to. Some often break off with other young new couples to form new sects once numbers grow beyond the means of the territory.

Family however, is one of the most important aspects to Tribe life. No woman is ever left wanting or uncared for in any sect if she is pregnant or has children. Those pregnant are revered for their fertility and the entire sect will assist her. A pregnant woman need not cook unless she wants to, need not clean or see to the daily chores that she does not wish to or feel up to. It is not even a necessity of asking, but merely the way the Tribe gives.

After the child is born, this treatment continues, but once a child reaches the age of one year, most mothers are back to their normal routines for the most part. Those that are not are usually considered lazy and often loose status via reputation for such behavior.

Within the Tribe, there is no status relating to first born, girls or boys or anything of the like. Each child is appreciated, beloved – expectations are the same for all children – to become something or someone. This does not necessarily mean what the child wants as some parents even amongst the Tribe will try to force the hand of their child to the path they believe should be taken.

At birth, each child is given their life-band – a white string of oil-anointed and toughened sinew, leather or string that is placed around their left bicep.

Status in the Tribe

Status amongst Tribal sects is not something any are born into. Each Clan is separated into 'sects'; villages of 40-60 members in a given territory. But gaining status and rank in the sect is not a simple or easy matter. One is not born into it, nor is one given it by the retiring individual of that rank – though one can be nominated by anyone in the sect for the position.

What usually occurs is the neutral members of the sect (or as neutral as possible) such as the Shaman, Healers and Druids of the Spirit Clan join together and consult with the spirits and discuss in detail the feelings and flow of the sect itself before suggesting nominee's for the various positions that need filling.

Usually this is a process not of just meetings in the sweat lodges and hot springs, but of fasting and spirit-walking. Once decided on the candidates, the announcement is made. Often, those nominated don't even realize or are not actively seeking advancement in status or rank – but the spirits are rarely wrong in their choices.

Once the sect is aware of those nominated, they cut a strand of their hair free and braid it with blue dyed string, thread, sinew or leather and present it to their choice for the status or rank they've been nominated for. Obviously, the one who receives the most braids is chosen for whichever rank he or she is nominated for.

In most cases, those chosen for these ranks are only expected to hold the position for a decade. Some however, are fully supported and hence serve longer stints in the position. Those that seek to retire or change paths, may step down and Invoke the Spirits for a re-nomination in which the process is repeated.

There are very rare cases where anyone can be contested for their rank, and usually it is one where at least five individuals of status or retired-status (as the honor never departs nor does the band ever leave their arm) state their discontentment and disapproval of whomever is holding the position.

In such a case, another individual is nominated by the clan and the previous rank-holder looses their band and status for being exiled from rank-status. It is the only occasion where a status-band is cut from a life-band.

Teras – Chieftan, overseer and mediator of sect issues, final say in decisions of the sect and voice of the sect during Clan or Tribe gatherings.

Danu – Chief Shaman, not always the eldest, but one skilled and well respected and trusted by the sect. A Danu sees to the spiritual health and wellbeing of the sect and is often one to oversee important rituals and sought after for spiritual advice.

Ravien – The most esteemed warrior or ranger/hunter of the sect – overseeing battle plans, hunts and advising the Teras and council about matters involving both areas. Often oversees the training and organization of new warriors and hunters with command over them.

E`Siva – The Sect Keeper, usually one that sees to the physical, sexual needs of the clan such as keeping slaves in line and seeing that slaves are treated well, instructing and teaching newly come of age adults about their passions and lusts and the laws of maturity.

Rondanu – The Guardian – one who takes care of, breeds and sees to the wellbeing of the animals that the sect breeds, uses for beasts of burden or keeps as familiars and pets. Usually a Druid, this individual is immensely skilled in the ways of beasts and fiercely upholds the laws of the land.

Life-Band Colors, Knots and Beads

White band – A child not yet of the age of maturity and adulthood (not eighteen).

Red band – A mature, young adult (eighteen) their life-band representing birth family.

Purple band – Woven onto a red band, symbolizing mated status. Woven above the the birth-band. Also symbolizes the family and children of that marriage.

Blue band – This is earned and added beneath the birth-band, and holds markings of warrior, ranger, druid, healer, shaman, and other forms of rank. It is called a status-band.

Black strands – Symbolize death and often are woven onto existing band of red or purple with an onyx bead dangling from the end to symbolize the loss of a family member or mate.

Amethyst – Amethyst beads represent a mate and are placed upon the purple strands between two knots.

Malachite (green banded stone) – Symbolizes a brother or sister (sibling) and is upon the red band if a birth sibling.

Onyx – Replaces any family bead and is dangled from between the twin knots on black thread, symbolizing the death of that individual.

Carnelian or Amber (orange type of stone) – Represents a child and is placed upon a secondary purple strand beneath the mate-band.

Lapis Lazuli (deep blue) – Represents rank in a sect, such as Teras (Chief), Rondanu (Keeper), Danu (Head Shaman), e`Siva (Craft & Trade Master), Ravanu (Head Warrior and/or Hunter)

Bone, Claw or Fangs – Represent the first kill for a Ranger or Hunter. Exceptional difficult kills or hunts usually result in more fangs behind added to the last band of red on a birth-band to represent skill and prowess. (More than one is rewarded by either Teras or a Shaman).

Bloodstone – Rewarded to a warrior for their birth band (an entire new strand, twisted, spiraling knots to either side numbering five). Additional stones are added for exceptional battle prowess by Teras or a Shaman for such feats.

Turquoise, Jade – Healers of rank, also added to a status-band beneath the birth-band.

Quartz or Smoky Quartz – Represents Shaman or Necromancer (smoky quartz).

Ruby or Garnet – Slave, placed also upon a status-band. The only band an outsider wears once becoming a Tribal slave unless their Master desires them to wear another band representing their Master's status and rank.

Two knots Framing a bead – Represents the individual as still alive.

Spiral knots (5 to each side of a bead) – Marks feat of excellence in whatever class or calling the Tribe person follows.

Tribal Color Symbology (adequate for Spirit-sight and Auras)

Red – Color of maturity and sexual prowess. Coming of Age ceremonies are common places to see the enactment and importance of red – also color associated with Crimson Slaves.

Purple – Passion and fidelity – marriage and mating invoke the use of this color.

White – Childhood, innocence, naivety and purity. All children under the age of 18 have white bands and wear pale, faded colored garments or white accented colors (never red).

Black – Death, endings, spirit and magic, fate and entropy.

Green – Friendship, brother/sisterhood, family ties (adoption), healing and renewal/resurrection.

Blue – Rank and authority, loyalty and strength, honor and pride.

Yellow – Life, warmth and fire (often yellow is considered gold) motherhood, nourishment and sun.

Orange – Often considered amber – happiness and good fortune, birth and eternal life.

Combat Modifiers

Disabilities and Their Mechanics
Type: Attack Defense Init
CloPhy RanPhy CloMag RanMag CloPhy RanPhy CloMag RanMag
Sight -30% -100% -30% -100% -30% -30% -30% -30% -50%
Hearing N/A N/A N/A N/A -25% -25% -25% -25% -25%
Speech N/A N/A -100% -100% N/A N/A N/A N/A N/A
Hands/Arms*** -25% -25% -50% -50% -25% -25% -25% -25% -20%
Legs/Feet*** -25% -10% -25% -N/A -25% -20% -25% -25% -25%
* Attack/Defense Enchantments are not effected, penalties apply to base stats.
* Those temporarily blinded in one eye will receive half penalties for blindness to all attacks.
** All penalties are cumulative.
*** Penalties are cumulative per limb.