Intro .. Home
|
|||||||||||
The Barbarian Tribes of Angaria
| |||||||||||
Kaeron Lifestyle Fragments as Exemplified in Modern CulturesFrom " Kaeron Society as Demonstrated in Modern Cultures," by Acolyte Bartumnus, University Magius, Research Academy Director, 876 E.R. Of the time when the Kaeron began their conquest of the races of Talanu, the histories often speak in terms of a total victory. As we know from studying the actual writings of that era, this is not entirely accurate. For example, we know the Kharolan were able to escape into the caves and tunnels of the Underdark. Similarly, the gnomes, if they indeed even existed at this time, must have escaped in a like manner (note that there are scholarly debates on the subject to this day). Aside from these few exceptions, though, it is generally held that all other races came entirely under the sway of the Faery. As mentioned above, it is upon examining some of the ancient texts, most specifically the Journals of Maelwys the Elder, that we discover passages suggesting the power of the Kaeron might not have been as absolute as previously believed. Maelwys, in his travels across the southern plains, speaks of human settlements he visited in what is now Mag Mor and the Deathwaste. The word he uses for them, "Tuath'lor," is the commonly applied Kaeron epithet for slaves, (it means "livestock"). The way in which he describes his interaction with them, however, is not at all in keeping with what we know of Kaeron/human relations at that time. For example, he describes several rituals performed by the humans during his stay, all of which culminated in some sort of magical event. One such ritual caused the settlement's grain harvest to double in size instantly. Another seemed to grant a group of hunters animalistic qualities, giving them superhuman speed so they could run down their quarry with ease. This is very odd, because while it is generally accepted that Kaeron slaves were allowed to practice religion, both divine and arcane magics were taboo. There are also several references to these Tuath'lor carrying weapons, something else that was strictly forbidden unless under direct Kaeron supervision. Furthermore, this is the ONLY reference we have from this time period to a human settlement engaging in a hunter/gatherer lifestyle. Slave settlements were tightly controlled farming communities which were established close to an enclave. What Maelwys does NOT say is also indicative of the strange nature of this visit. As mentioned above, he describes the humans with contempt, and paints their reactions towards him as being humble and reverant, as would have been appropriate for a visitor of the Blood. (One of their rituals was performed specifically to him, but of its effects he speaks not a word). Strangely though, he and his party are the only Kaeron described in the entire section. No mention is made of the "Handlers," or slave masters, who normally oversaw such a colony. And so, from his journals, it is difficult to determine precisely WHO Maelwys was dealing with. He appears to be purposefully ambiguous, both in his descriptions of the events and personages he encountered during this time. Considering the political situation back at his home enclave of Nestathorilius, he might have been trying to minimize the amount of "unpopular" information he had in his possession, while still maintaining the integrity of his account. What sort of event could have been dangerous enough to force this scholar, one of the most acclaimed travelers and chroniclers of the Kaeron era, to deliberately obfuscate his experiences? I propose that Maelwys the Elder encountered, and likely spent a good deal of time with, a settlement of humans, possibly a nation of humans, that existed apart from Faery control. As the notion of Faery dominance began in the writings they themselves produced, it is not difficult to understand why reports of a substantial group of humans living independently would be politically unpopular. Based on other writings of the time, the general populace was unaware of such things, and bought wholeheartedly into the myth that the Kaeron completely dominated the known world. We know for a fact that the Kaeron's influence diminshed greatly as one moved towards the southern end of the continent. Their real area of dominance was centered mainly in the central and northern sections of modern day Trall Goth. While the Faery did have strongholds throughout the length of Talanu, (such as the laboratory complex on the trio of islands known as the Daggers), many scholars argue that these outposts had little influence beyond their own immediate vicinity. The continent is enormous, and it is certainly within the bounds of reason to surmise that the Faery, despite their magical might, were unable to completely dominate the entire landmass. In light of this information, we must accept the possibility that a large contingent of humans were able to establish themselves in an isolated area, and thus survive relatively unmolested. Who precisely, then, did Maelwys encounter? Two modern-day peoples quickly suggest themselves - the Muhsin, and the various Barbarian peoples of Mag Mor and Saelis. If we are to believe their own histories, the Muhsin are descended from deserters of the rebellion, placing their origin several hundred years after Maelwys' accounts. The culture of the Barbarian peoples, however, provides much that is promising. Their own histories, collected in the form of songs and poetry, center around a group of heroes called the Mac Gwyr. These superhuman figures were members of a tribe ruled by Gwyr Redfist. This is not unusual, as the familial structure is a very common arrangement among the tribes today. Gwyr's band, however, was said to have had millions of members. (This is undoubtedly an exaggeration, but skalds maintain that during this time the tribes lived much closer together and had much larger populations). According to the first part of the tale, which is preserved among all of the modern day tribes, Gwyr and his band were attacked by "demons," or Formori, and after a hard-fought battle fled into the wilderness. The rest of the tale goes on to describe the Mac Gwyr's flight and struggle to adapt to their new surroundings. It recounts how they were taught to survive by various gods and spirits, and how these supernatural helpers hid them from their pursuers. Eventually, they learned how to speak with the animals, and how to tap into the powers of their new allies. The main body of the tale then fractures as the tribe begins to split up, each group having been "adopted" by one of the animal spirits who aided them. This account seems to be in keeping with our premise. Whether or not the gods themselves intervened to keep them hidden, this clearly describes a large group of humans who were forced to flee their homes by a magically powerful invading force. It also provides an account of their shift from a large agrarian society to the hunter-gatherers we see described by Maelwys. The language of the modern tribes gives us other clues which have only recently come to light. As we have begun to decipher the oldest of the Kaeron manuscripts, such as the journals of Maelwys, our understanding of the original Kaeron tongue has increased greatly. Linguists versed in Barbarian have of late begun to cull from that mishmash of Common, Muhsin and Orcish a substantial number of core words which come directly from the Faery language. The ratio of Kaeron-derived words is much higher in Barbarian culture than in any other, and the majority of basic and abstract concepts are expressed in that forgotten tongue. We now believe that prior to the Kaeron conquest, their language was universal. High Old Common did not appear until after enslavement, when it was gradually manufactured by slaves as a way to communicate covertly. The Dwarven language evolved in the Underdark, while the Elves were given their language by Correlon Larethian after the Faery War as a way for them to make a clean and public break with their former masters. If the ancestors of the barbarian peoples were in fact Kaeron-speaking human stock, it would readily explain why their modern language is so rich in Faery words. They existed in isolation, and so linguistic corruption of the mother tongue came much later than it did for any of the other languages. Finally, again turning to their own histories, the barbarians have a universal disdain and outright hostility for the arcane arts. According to the Mac Gwyr Cycles, wizardry was created by the Formori, and it was through its use that they were able to drive the heroes from their home. Today, the most civilized Bear Paw will avoid wizards at all costs, and some of the more barbaric tribes will kill one on sight. Clergy of Dana are also universally disdained, and no barbarian chieftain will suffer one to sleep under his roof. More telling, though, is their attitude towards sorcerers. One tale is told of the Night of Herne's fire, a night where individuals from all the tribes awoke in the middle of the night with the ability to hurl lightning bolts, fly, turn invisible, all seemingly at will. They consider those with this inborn talent touched by the gods, and they are treated with respect. Many barbarian sorcerers journey to Saratha Mir, to train with the Tribe of the Shifting Winds in Saelis. In conclusion, let me reiterate that I think we can now say with confidence that the barbarian peoples of Mag Mor, Târiq and Saelis present the best proof so far that a group of non-Kaeron were able to exist independent of Faery control. Their history, though obviously mythological, narrates a very plausible tale of exile and survival. If taken with a grain of salt, it clearly describes a series of events which could have quite easily produced the culture we observe today. Their language's core words and concepts are more often than not still expressed in the original Kaeron language. Even their current taboo system, exemplified by their aversion to arcane magic, bears the earmarks of a band of refugees who fled the attack of the Faery and lived on the fringe of the world for centuries. Through them, we can only hope to learn more of the wonders of the age past. The Modern BarbarianThe true barbarian tribes, those bearing the blood of the original human settlers, share many similarities. That being said, their customs and practices vary widely from tribe to tribe and environment to environment. As a general rule, the farther north the tribe, the more animalistic and primitive its behavior. The barbarians of Saelis have adopted many of the customs of their more civilized countrymen, while the Wyvern Spine tribe of the Sargo Plateaus have more in common with their ogre allies than their fellow human beings.The tribes can be divided roughly into the following groups - Saelis CoalitionBear Paw tribe : The perennial dominant group in Saelis, the Bear Paw tribe was the original group to travel with Daran Kar-Thone and his band of refugees. They are among the most civilized of the Coalition, and members of this tribe feel most comfortable in the cities of the south. Those who would call them soft, however, need only look to the number of Bear Paws in the Wallriders for proof of their bravery. Their totem is the Dire Bear of the Adonai mountains. Their current leader is Dunlawai mac Gwalchmai. Sand Dragon tribe : The Sand Dragons are the masters of the Saelis desert. It is said that the spirit of Chah, the great Yellow Dragon, taught them the secrets of hiding in the wasteland. Even other barbarians have trouble tracking them within their home terrain. Their totem is the Sand Dragon. Their current leader is Balga Stonespear. Tribe of the Shifting Winds : This group is unique among the Saelis coalition in that it is not ruled by a warrior. Rather the Ri, Loeghaire mac Manath, is also a Shaman of Herne. This tribe lives in the rock walls of Saratha Mir, a holy place in the center of the Saelis desert. They are the keepers of much ancient lore, and magic. Unfortunately, because of the wealth in their care, they are often the target of raids. As a result, they have developed their arcane and divine defenses to a level unknown in other barbarian societies. Their totem is the Phoenix. Firewalker tribe : The Firewalkers are the most warlike of the Saelis Coalition, and the least likely to interact with the civilized peoples of the south. Many believe that if the Firewalkers had their way, Saelis would remove itself from the Empire of Kar-Thone. Their totem is the Salamander. Their current ruler is Toriok Formorbane. Târiquan BarbariansWhile many of the barbarian tribes of the great desert of Târiq have not been documented, there are a few which are known to those who travel its roads. Fire Pony tribe: The Fire Ponies are totally nomadic. They travel the wasteland of the desert in their huge caravans. They frequently follow the travelling city of Ghaib. They are the undisputed masters of mounted combat, and are often known to raid trading caravans. Their current ruler is unknown, as he has been referred to as Eponai, "Horseman," for as long as anyone can remember. He rides hooded, and no outsider knows his true identity. Their totem is the horse. Stone Adder tribe: The Stone Adders are more of a Death Cult than a tribe. They are ruled by Morda Iyaven, a dark priest of Ballok. They are an evil coalition of thieves, warriors for hire, and assassins who are wholly devoted to their evil deity. Unfortunately, they are favored by the Lord of Pain, and have the strength to fend of even the most ferocious retaliatory strikes. It is rumored that they have a permanent home somewhere in the waste, but no outsider has ever seen it. Their totem is the Basilisk. Peace of Ilâh tribe: This tribe is an amalgam of outcasts. Those who join the Peace do so because they have decided to turn their backs on their barbaric ways and take up the teachings of Ilâh. A small tribe, most of their numbers dwell in a semi-permanent city outside of Istawa called The Place of Remembering. They have no formal leader, and amazingly, no violence has erupted in the 10 years since the city was erected. They have no totem, for to do so would demonstrate attachment to the current world. Shining Mirage tribe: The Shining Mirage is a tribe of barbarians ruled by the Council of Wormwood, a powerful, and renegade, contingent of El Sayaal. The head of this coalition is Meddryn Lightningmantle, who some claim was among the original 12 Walkers who founded the order. Regardless, they are a ruthless band of marauders who also deal in illicit magical goods. They are a force to be reckoned with, and some whisper that they are all that keeps the Stone Adder tribe from scouring the desert clean of life. Their totem is the Peryton. Sands of Fire tribe: The Sands of Fire are perhaps the Târiquan tribe most comfortable in dealing with foreigners. For as long as anyone can remember, they have had a tradition of fostering their noble children with the sons of nobles from Saelis. They are the Empire of Kar-Thone's main ally among the barbarian nations of Târiq. Their current ruler is Elphin Mac Coll, who was fostered in the court of Dunlawai mac Gwalchmai. Their totem is the Mountain Lion. Barbarians of Mag MorThe tribes of Mag Mor have never been accurately counted, but there are a few tribes who have made a name for themselves. Wyvern Spine tribe: The Wyvern Spine are the scourge of the northern plains of Mag Mor, and often make massive raids into more northern country. They have twice lain siege to Mellik, and once to Allesh-Gilliam. They interbreed freely with the goblinoid tribes of the plains, and are allies with any number of Ogre, Troll and Giant tribes. Their current leader is Kuraga of the Baleful Eye. Their totem is the Wyvern. Thundershout tribe: The Thundershout's stupidity is outpaced only by its population. It is rumored that they have kobold blood somewhere in their past, or perhaps goblin, for they are an extremely warlike, yet incredibly inept, group of barbarians. (They are known to befriend tribes of both sorts of creatures). They derive their name from their only battle tactic - charging en masse towards the enemy, screaming at the top of their lungs. As they usually number in the thousands, the sound is deafening, and can be quite intimidating if one is not prepared. Their current leader is unimportant, as it will no doubt have changed by the time this goes to press. Their totem is the Wolverine. Stoneskull tribe: The Stoneskulls are notorious headhunters from the Swamp of Ormys. They are master boatsmen, and are extremely skilled in the use of natural toxins. Members of this tribe are often sought as bounty hunters, and such missions are considered among some sects within the tribe to be mandatory coming-of-age rituals. Their current leader is Bricriu Twintongue. Their totem is the Tree Viper. Eagle Claw tribe: The Eagle Claw are a people totally devoted to hand-to-hand combat. They say their secrets were carried down from the time of the Mac Gwyr, and that the tribe formed gradually. The original tribes were naturally warlike, but they placed an emphasis on weapons. The founders of the Claw felt ostracized by their own natural talent, for they fought best when unarmed. Eventually, those of like mind banded together and formed their own tribe. They still welcome disciples. Their current head is Brionn Hundredfist. Their totem is the Eagle. Common TraitsRacial Type : The tribes of the barbarian peoples are made up of a variety of racial stock. All have some of the Mac Gwyr's blood running through their veins, but with the dispersion has come interbreeding with a multitude of different types of beings. Half orcs are common among the northern barbarians of Mag Mor, and half elven barbarians are first among the deadliest bowmen in the ranks of Saelis' famed Wallriders.Religion : Universally, the barbarian culture venerates Herne the Hunter. His dual nature, ties to the land, and propensity for violence and rage have made him their undisputed Ardh Ri, "High King." Their name for him is Brionn Ri, King of the Wood. The good tribes see him as the bringer of the seasons and provider for the tribe, placing him above Brigitta in this respect. The wild tribes of the north revere his bestial nature, and invoke his name when they rage. Other deities commonly venerated are Morgan, the Dagda, Brigitta, Lugh, Maeve and most recently, Culainn. Evil tribes primarily venerate Laekill, Ballok, and Morgan. NOTE: They do not venerate Dana, and in fact view her and her clergy with great suspicion. A taboo against arcane magic exists amongst the barbarians, in remembrance of the wrongs perpetrated by the originators of the craft. Barbarians hold native sorcerers, however, in high regard, though they refuse to admit that the spells they cast are arcane. They view the inborn gift as a boon from Herne, and the spells the barbarian sorcerers cast reflect the barbarian outlook and needs. Festivals: The primary religious festivals of the barbarian peoples are Beltain and Samhain. They also celebrate a festival on or about the 21 of Yntaroth, a Midwinter Festival. They state they do it to commemorate the return of the sun, for in the time of the Mac Gwyr's first winter, things were very bad. They began to worry if Lugh would return the sun to warm them. The Mac Gwyr sent Feargus Treewalker to look for him, and he found the god captured and hidden by the Formori. Feargus effected Lugh's release, and brought back the sun to end the winter. Other festivals are generally ignored by the northern tribes, but are observed by the Saelis Coalition. Tribal Structure: The barbarian peoples, within a tribe, are broken down into the 3 basic categories - nobles, clergy, and peasantry. The nobles, including the king(Ri), are primarily involved in hunting and providing for the tribe, as well as protecting it. The clergy, made up of the local shamans, druids and sorcerers, act in an advising role to the Ri and his men. The peasantry is comprised of the artisans, farmers, and general laborers of the tribe. The rulership of a barbarian tribe is not hereditary. When it is time for the current Ri to step down, it is not unusual for several applicants to appear. Each applicant must pass several tests in order to qualify and become king. If more than one applicant passes the test, kingship is determined by combat. Rulership may also be challenged at any time, but to do so carries its own risks. If the challenger fails to make his claim, the Ri may lawfully order his execution. Kingship may also be challenged by the people in general, and if they so decide, the Ri may be removed forcibly. A king, at least in the more honorable tribes, is more of a First Among Equals than a true monarch. Lifestyle: The day-to-day activity of a barbarian varies greatly depending on his surroundings. Most, if not all, still lead a very primitive and agrarian lifestyle. The barbarians of Saelis have more access to "modern" products, and so have adopted more luxuries than barbarians who live further north, but they still are deeply tied to their land. Those barbarians who are nomadic are hunters who carry their homes in wagons or on horseback. They trade or raid for what they cannot find in the wild. They tend to migrate with whatever herd animal they rely upon for sustenance. Others have winter and summer lodgings, and make the annual journey between both in the spring and fall. Even if they have a permanent single home, barbarians do little actual building with stone, unless they happen to inhabit a cave system. They prefer to work with wood and other natural materials. Some of these dwellings, however, can be quite elaborate. Their homes are often situated around a flowing body of water, with the buildings set up to defend the water source. Some are built in the trees themselves. These barbarians raise crops and livestock, and are wholly self sufficient. The barbarians farthest north live entirely underground and within cave systems, often occupying former goblin or ogre dens after first conquering their former occupants. They often employ slaves to tend their crops, and to the livestock they either raise or steal. |