Beast Tribes of Fallen Imbrifel Organization in Aertrea | World Anvil
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Beast Tribes of Fallen Imbrifel

Location: Northern Continent.
 Alignment: Neutral.
Knowledge: geography the Fallen East.
  (DC 10) Imbrifel was once a powerful and stable nation of the eastern Northern Continent. As the north slowly fell to the growing tides of anarchy and tribes of orc and human barbarians, Imbrifel was one of the last bastions of the “old north”. No one knows how it really ended, cut off from the rest of the world by a thousands of miles of wilderness, the last ships out of its ports told stories of heroic last stands and great magics as Imbrifel’s defenders turned back armies of raiders and invaders time and time again. And then, nothing. No more ships, no teleporting casters, no divinations could reveal what had befallen the once great state.
  (DC 12) Today, Imbrifel is the home of fierce human tribes. They live in the shadows of Imbrifels fallen towers and cities. Each tribe has adopted a ferocious animal totem. There are six such tribes known but there could well be more. Those known include the Wolverine Tribe, Peregrine Tribe, Cave Tiger Tribe, Worg Tribe, and Grizzly Tribe. Each tribe apparently has its own territory which it defends from the other tribes and any other interloper.  
The tribes are famous for the amount of "shape changers" that exist here. It is a great honor to be able to change your physical form into the tribes tribal animal. 
    (DC 15) Violence between the tribes is sporadic, these tribes have developed a system of “counting coup” that allows young warriors the chance to prove themselves against their rivals that does not always end in death and maiming. Warriors of each tribe try to outdo each other in feats of stealth and bravery. This usually means sneaking deep within the territory of a rival tribe and stealing something. Sometimes this is a simple item, a clay jug or spear (which would provide low status to the warrior). Sometimes this is an important religious item such as a totem or fetish (which would provide high status). The other tribe would frequently try to steal the item back. If caught, the intruder would be in for a non-lethal beating and likely returned to their tribe to great embarrassment. Sometimes the rival tribe would steal a child or young woman to be the warriors wife. The other tribe would likely try to steal them back, if not successful, the child or woman would be welcomed into their new tribe with open arms and no less status as any other member. There are certain “unwritten rules” to this system, that include a kind of “not trying too hard” to stop the sneaking warrior, who once he has his prize, usually makes himself known to the enemy so that a rousing chase ensues. The lone warrior pits his speed, bravery, and woodcraft against his rivals and seeks to escape. His pursuers, likely having been in his place in the past, do their best to catch and beat the young warrior but would face great shame if he were to die.
    (DC 12) The Beast tribes are druidic in nature and put special spiritual meaning to their totem. These tribes number many rangers, barbarians, and druids with scouts and primevals. 
  (DC 12) The Tribes are hunters and gathers by nature but do practice some basic agricultural. Each tribe has a number of villages and tend to move around their territory depending on the season.  They still retain some basics of metallurgy and make use of iron they scavenge from the ruins and work copper and bronze regularly. The remains of the former Imbrifel and whatever battles were fought there are so prevalent that most of the members have finely crafted, if not enchanted arms and sometimes armor.
  (DC 15) Tribal structure depends on the tribe. The Grizzly tribe is lead by the most able warrior determined in individual battle. The Peregrine and Cave Tiger tribes are lead by the wisest elders. The wolverine and worg tribes are lead by the most a chief chosen by a council of women.
  There have been reports that the tribes have been accessing ancient druidic magics making use of intensely Fae soil. They have mastered a series of rituals. These rituals involve burying their most prominent members dead bodies in the sacred ground and seeing them emerge, reincarnated an infant or as one of their spirit animals. In either form, they have some memories and skills they possessed in their former lives. The tribes also practice this with prisoners or enemies, different rituals performed lead to reincarnation into a variety of forms. 
  These rituals have lead to an increase in the tribes power, as they do not lose the previous generations power and experience. It also leads to increasing the overall population of the tribes. This is straining the food supply, straining the peace between tribes, and leading to the expansion of tribal territories outside traditional lands. 


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