Carav Tribes Organization in Eternarii | World Anvil
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Carav Tribes

Tribal History The Carav are a disapora of Elven tribes who trace their lineage and descent to the tribe who first discovered the Tree of the Forest. Recognising it's importance as a source of magic and life energies, this tribe created a single settlement that would be a common point of pilgrimage for the entire tribe. While the tribes on the whole remained nomadic, members of the diaspora would volunteer to spend decades at a time protecting the newly established settlement of Caravii and the Tree of the Forest itself to ensure that the remaining tribes could continue their nomadic existence with as small a footprint on the world as possible.   Modern Carav Elves In more recent times, the Carav have retained their nomadic ways acting as protectors of the forest at large. Renowned for their martial prowess most Carav Elves become powerful rangers or fighters. In small family units, these elves can be found patrolling the borders of the forest to ensure that interlopers mean no harm to the abundance of life and magic found deep within the woodlands.   Caravii It is not known if the settlement constructed around the Tree of the Forest takes its name from the Elven tribe who founded it, or if the tribe takes its name from the settlement. Never-the-less, many Carav elves will make pilgrimages to Caravii to celebrate their growing into adulthood, or to celebrate events of significance to either the tribe or individuals. Despite their nomadic nature, many consider Caravii to be a spiritual 'home'.

Structure

Wardens Experienced Rangers or Fighters, oversee the day to day operations of the various tribes. In any one settlement you are likely to find around twenty to fifty elves holding this title within a group of Carav elves.   Elder Wardens Those of more than 500 years, instruct and train the younger members. You can general find three Elder Wardens who oversee the major decisions that need to be taken by the tribe.

Culture

The Carav are at heart a martial group. They are slow to trust, and quick to anger. They will protect the weak and vulnerable at all costs. Above all they value nature and the natural world. Though building Caravii ran counter to this, they see it as a natural compromise that needed to be made in order to protect something so very valuable. Generally speaking Carav elves have a freedom to worship whichever deity they choose, but perhaps due to their affinity with nature, m

Demography and Population

While traditionally the Carav were tribes of Elves, over time the tribes have assimilated Orcs, Gnomes, Halfings, Humans and many Half-Elves. The approximate demographic is: Elves: 72% Orcs & Half Orcs: 10% Gnomes: 9% Half-Elves: 7% Humans: 2%

Territories

The Carav claim no territory save the settlement of Caravii, and the temporary encampments that they set up during their nomadic travels. They consider it their responsibility to protect the entire Eastern half of the Forest of Corrilwal, leaving the Western half of the Forest to the protection of the Corril tribes.

Military

All Carav have at least some martial training. The Carav are renowned throughout Eternarii as fearsome Rangers and Fighters preferring the solutions that weapons offer over the solutions that magics offer.

Laws

The Carav have several codes by which they live and administer their territory.   Code 1 - Tribal Histories Any sentient creature may choose to become Carav. To do so they must be recorded in the histories of at least one Carav tribe. Each tribe enacts their own discretion in permitting an individual to be recorded in their histories. These histories, kept as songs, bardic tales, or other artistic endeavours will be upheld by the sages and bards of each tribe.   Every three lunar cycles there shall be a Witnessing at the feet of the Tree of the Forest where all may come to listen and share in the histories of the Carav tribes. At this time Elder Wardens may propose a Carav to become an Elder Sage (a keeper of histories) or an Elder Bard (a teller of histories) whose duty it shall be to learn the histories of all the Carav tribes. Thus keeping the tale of the Carav alive forever.   During a Witnessing any group of Carav, or group of sentient creatures may declare themselves as a new Carav tribe by proclaiming their loyalty to the values and codes of the Carav at the Tree of the Forest in the presence of new fewer than three Carav tribes.   Code 2 - Aggressive Acts Aggression is divided into two categories: Aggression against non-antagonistic sentient creatures means death to the perpetrator. Aggression against nature (Plantlife, Beasts, Feykind) that results in wanton damage (i.e. anything beyond that required to sustain life like hunting for food) means death to the perpetrator.   Code 3 - Property The Carav tribes rarely aspire to person wealth, nor to the acquisition of that beyond what is needed to sustain life and protect the forest. The Elder Wardens do however recognise the rights of sentient creatures to own property such as personal weapons, trinkets and the like.   The theft of property can literally be to deprive another of the tools needed to survive. As such, theft must be take as seriously as attempting to kill. All perpetrators will be executed and their property dispersed to the victim or community (at the victims discretion).   Land may under no circumstances be declared as property, nor any creature living or dead.   Code 4 - Commerce While the acquisition of wealth is not a priority for most of the Carav, all creatures are a part of the world. As such the Carav must engage in trade with those within and beyond the forest.   There are no limitations on who can trade property, nor is there any requirement on the process of trade save one - honest representation from both parties. Dishonesty of any kind during the exchange or trade process is to assert an unwarranted superiority over others. Any individual or group found to be dishonest during such processes shall permanently lose the right to engage in trade, commerce or barter. Should they attempt to circumvent this loss of rights such individuals may be permanently exiled from the Forest.     Code 5 - Dishonesty and Disloyalty To betray a loyalty owed, or misrepresent facts, individuals, or trades is to value yourself higher than the world of which you are a part. Those found to be dishonest or disloyal shall therefore be removed from the forest community by exile to find a new place in the world beyond. No Carav shall recognise, see, or hear exiled individuals from that day.   Code 6 - Adjudication Should a crime be in dispute, the accused may bring the matter to a council of Nine Wardens, or Three Elder-Wardens to adjudicate the matter. This adjudication shall take place at the hearth of a tribe or at the foot of the Tree of the Forest for all to see and witness. Once a matter has been adjudicated it may not be heard again, the council's decision is final.   Code 7 - Petition Sentient creatures have the gift of choosing life for themselves. The Carav tribes do not believe it appropriate to encroach on these freedoms further than necessary. Our laws are simple and few to reflect this ideology. Should any Carav wish to see a new code decreed, it must be brought before a petition.   Petition must be announced no less than six cycles of the moon before the tribes meet. All Carav may attend, though only one representative of each tribe may be allowed to participate. Choice of this representative is at the discretion of the tribe.   Code 8 - Enforcement of the Codes It shall be the duty of all Carav to enforce and uphold the Codes of the Carav tribes. Any sanctions set out in the codes should usually be carried out by the victim, victim's representative, or a Warden or Elder Warden of a Tribe.

A life of respectful freedom.

Type
Geopolitical, Tribe
Demonym
Carav
Power Structure
Confederation
Economic System
Barter system
Location
Controlled Territories
Related Species

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