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Wednesday, 20 March 2019

Tabueen - Ice Nomads also called Wastelanders

Tabueen - Ice Nomads

Few people still roam the lands as true nomads. Vegetation has become extinct in all but the sollus isles and spire-lands, and the wandering animals left are strong beasts very capable of defending themselves from the most accomplished hunters. With few options remaining, most nomadic people were destroyed, turned savage or settled down to move past their previous traditions.

One tradition left is to survive by raiding, living by taking what they can from the sollus towns. Most think of the Wastelanders who have learned to survive by attacking anyone, beast or villager that dares leave the protection of the sollus. They view life as a struggle, and they take what they need. Often trying not to kill or have strict codes about who they may attack and when. Some raiding tribes do make allies with the "settled peoples", knowing the importance strategic friends can mean. Those in the sollus islands also realize that it is beneficial to have allies with these powerful raiding peoples, both to attack their foes and to help in protecting the towns. Often the tribes need a place to rest in the most dangerous of storms as well as a place to sell their spoils. These people also served as early warnings for oncoming giant, dragon or undead hordes. Most tribes are chaotic, neutral or both, taking what they need. Life is not for the weak, and they destroy anything not as strong as they.

A significant departure from these raiders are the Tabueen, ice nomads that have found a unique method of survival. Who the Tabueen were before the great winter came, is unknown. The most popular belief is they were among the exiles, searching for sanctuary in the newly discovered spires. According to the Tabueen, what they found at first were dragon-bears, winged magical beasts that choose this group of exiles as their prey. For too many years, these great beasts would devastate the people, killing one or dozen at a time, and neither their warriors nor sorcerers could do anything to stop them. Even once these people found the spires, the dragon-bears attacked with no mercy, forcing the tribes to continue running, trying to stay ahead of these terrible beasts.

According to their legends, In one of their many attempts to escape, they found three parallel gorges in the snow, not too deep, and much more solid than other ice paths. The paths, being much sturdier provided much better travel ways, and headed in the same direction they wanted to go, the tribe decided to use them. The tribes discovered small blue mushrooms along the pathway, nourishing and plentiful and in some cases even magically boosted. The gorges turned to ice tunnels and the people continued to use them, believing them sacred.

What happened next changed the people forever, the tunnels went on for days until they meet up, into one huge underground tavern, with even more diverging tunnels. The shamans declared the tunnels holy, claiming them to be safe from the dragon-bears. From this central cavern they could reach far into the domain, but this would be their home base, a meeting point where all the Tabueen tribes could gather. Within the huge ice cave they found signs of life. Pictograms and carvings, both of the traditional ice dwarf inhabitants, and of blue ice wyrms that traveled both beneath and above the ice. It was these who created the tunnels and paths, and the shamans declared these beasts the holy totem, to be worshiped and venerated as a way of life.

The old and the weak rested in the central cavern, while the warriors and mystics traveled in the many tunnels. There they found holes leading to both the above world and deep caves beneath the ice itself holding open water and mushrooms of even greater size and potency. They met other inhabitants of the caves, some as allies, and others as vicious enemies that they fought in order to use the same tunnels as a means to get around the ice-underworld.

Their greatest of mystics soon found the snow whales or balashi, swimming up above on the loose snow on the surface. These huge majestic beasts spent days above, sunning them, gathering in groups, and singing long, beautiful music. The mystics knew it was these sounds the Tabueen were always driven by, the great peaceful beasts called to the Tabueen, for the totem needs their followers as much as the people needed them. The reason soon became clear, as these snow whales, very abruptly the herd broke apart and swam away in many different directions, as they seen their old foe, the dragon-bears come, but they came to hunt the whales. The mystics called out to their new benefactors, trying to discern what their new allies needed.

The images were not of battles outside the tunnels but inside of them. The snow whales could hide from the tyrants, by swimming far beneath the snow and ice. But the many creatures that also traveled the tunnels fought the whales in close, by surprising the creatures and giving them nowhere to go. The shamans knew their role would be to keep them free of the vermin. In return, they would gain the sole use of the ice tunnels and the many caverns that cropped out from them. The Tabueen found their home, not free of the all dangers, but one that provided the nomads with a living and a purpose. And they have stayed in the tunnels for thousands of years...protecting it and trading with many of the subterranean and other travelers they meet.

Rule: Tribal, Led by eldest shaman (most often a sorcerer) in general paths, but the day-to-day leadership can be from any tribe member that has proven themselves in both gathering, hunting and making allies. Druids worship spirits but there are also clerics who follow one of the more traditional deities. Unlike in many other places, they are never in dispute over purpose or devotion, sometimes they don't smoothly align in terms of action.

Tribes: are usually fairly small in number, rarely more than two hundred. Almost every member has a class level or two. Males usually tend towards warrior and rogue classes, women toward rogue and sorcerer or druid.

Their hunters and warriors travel on the ice-top, always patrolling for enemies. They rarely fight among their own kin but it does happen for the best under-tunnels filled with resource rich buillish (snow mushrooms.)

Allies: Dwarves (all), Balashi, 
Tribal Enemies: Orcs, Ogres, Walren, Wolves, White Ravii, Ice Rats
Common Threats: Undead, Dragon Bears, Frost-eyes (white beholders) & ice hags

Classes:

The Swallowed Ones. Individuals that have been swallowed by the balashi emerge with great wisdom and knowledge. They have a telepathic link with the creatures and are revered in their tribe for their closeness with the Kapuntuc. (Equivalent of paladins)

Druidic priests. Summon the spirits to advise and heal. Though they do not actually summon the spirit of the Kapuntuc, as it is considered disrespectful.

No wizards, but sorcerers are possible. These spellcasters rarely travel with the tribe; they are hermits that protect the most important central caves. Known to brew magical potions, as well as use the Necil ice forges to create the magical weapons needed by the tribe.

Suvoen: Rangers, born singing the whales holy songs and must learn their tribal tongue as a foreign language. They are raised by other suvoen, and travel with the whales as soon as they are old enough. Main duty is to travel on top of the ice, searching for enemies that might strike at their people or the kapuntuc. Often set up small trades or try to discover anyone other than the dragon-bears that hunt the kapuntuc.

Basic Belief: The tunnels are theirs alone. Believe that all people need a territory and will go out of their way to avoid trespassing, but they want the same isolation and respect for their tunnels. Otherwise they are extremely reclusive, and though will help innocents or weak individuals, they rarely share their information about anything beneath the ice.

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Sollus - According to local tradition, sollus stone is part of the broken sun that was destroyed. Casting a simple light spell is enough to provide a gentle heat for a few months. Very valuable.

Spires - Mile high plateau islands

Wastelanders - Nyssian term for barbarians who hunt the icelands

Blue Magic - All items blue coloured have the healing property. 

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