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Haevar - Necromantic Isle Tribes

Started by SanctifiedSavage, October 14, 2018, 02:40:06 AM

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SanctifiedSavage

Haevar

art : Rob Wildenburg

· Brief Summary ·
The Haevar are a tribal, small community people with clawed feet, long, pointed ears reminiscent of a rabbits, and prone to both necromantic and life magic. They hold family dear and can be a peaceful people, ruled by an Auspex: one who is most in tune with the spirits  of the ancestors and can demonstrate this bringing them forth in ritual. They are picked by ancestor spirits this way to lead their people.



     · Racial Generalities ·
What they look like and wear:
The Haevar's skin tone runs in colors of brown and tan, from dark to light. Their ears are usually an echo of this color, but not quite the same shade. Their ears are the only furred portion of their body and are at least 7in long ( some longer, some shorter ), though they tend to decorate their ears with earrings of bone or personalized tattoos once they've become adults. They have long fingered hands that end in naturally pointed, black nails that cannot be used as weapons as they're not strong enough. They have arched, three toed feet that end in sharp, black claws that could be used to hurt someone were they inclined.

The women are naturally curvy, especially in the hips and thighs, with an average height of 4'6" to 5'6".  The Haevar men can be a little stockier of build but not much taller, from 5' even to 6'. 

Their clothes are simple, draped cloth of skirts, loose linen veils, and cloth wraps. There isn't a lot of skin shame or shyness and they prefer comfort over anything else. Women will wear sarongs tied high up on one hip and a cloth wrap around their chest for support while men might prefer a shorter version of the same thing for fishing and hunting.

There might be bone accents to their clothes and tattoos displayed on bare skin.

Ages:
Haevar can live up to 250 years barring death or disease. They mature quickly, reaching adulthood by the age of 12 and go through a 'coming of age' ritual then, though they are prepared for this time a year or so in advance. Shortly after their 'coming of age', the Haevar are expecting to find their saengi, their mate.

Saengi:
Haevar mate for life and they find their partner young. They call one another their Saengi ( Sang-ee ), as they do not have religious marriage, nor do they have divorce. They will not find another mate - it's inconceivable to the normal Haevar that there is another for them other than their Saengi. Some will ask the ancestors who their Saengi is, and will abide their decision, others find them on their own. It's a mutual decision and one made while a Haevar is anywhere from 12 to 16 years old.

While it is rare that a Haevar won't find, or have, a Saengi, this is still acceptable by the tribe. Those without are not pitied or shunned, but are still expected to be a part of the larger tribe family.

Names:
Haevar favor double vowels in their name. Ae. Ou. Aa. Ee. Ie. Ai.

Gender, Sexuality, & Family Structure:
Haevar have loose ideas of what the men and women should do, but no one is constrained to these. Women often prefer to be gatherers, the farmers, and caretakers of the children - which they do as a village. The men tend toward protecting the tribe from the creatures on the island and hunt. There is some intermingling and swapping of jobs and, so long as the Haevar is either learning, or competent, no one minds this.

Homosexual relationships are viewed with the same reverence as any other Saengi pairing - because they have become mates for life.

This is largely because the tribe, itself, is seen as an extension of everyone's family. The children are all minded by those older, everyone offers to help those in need, and it's important to find a way to contribute. Past the age of finding a Saengi, a Haevar's focus, attention, and commitment becomes to the tribe itself. There is a large emphasis on the betterment of the community. It is common for most babes to refer to the women that watch over them as 'Ma', as they provide a motherly presence in their life, and any male role model as 'Pa'.

Diet:
Haevar are a largely vegetarian people though they also eat a lot of fish and shellfish. They grow both personal and communal gardens of vegetables, herbs, and small fruits - preferring to forage for the larger fruits that might grow on trees. Teas are a favored drink and creating different, complex flavors is a common hobby and pride for any growing a personal garden.

If the tribe is near a source of water, some might try to cultivate small fish farms in tide pools or netted areas in shallows. These, like the private gardens, are also sources of pride.

Music:
Sound is an important thing to Haevar and they appreciate soft voices and pretty music. While no one in the village will spend all of their time committing to playing music, during the night when people start to settle down, they spend time as a community around a large fire sharing made up stories and songs. A lot of Haevar songs are not vocal, but purely instrumental. They have soft percussion ( doumbek and tar ) and stringed instruments ( lutes, small harps, and zithers). What vocal music they do have is generally acapella.

Views on Magic:
Necromantic and Life magic is common in Haevar, and they weave it together in harmony. Healers and spirit speakers, they seek to harness the wisdom of their ancestors while tending to the hurts of the living. While one Haevar cannot do both, it's a respected ability regardless. Those that can speak to the dead, and allow them to rest, are frequently called seer, no matter the gender, unless they are the tribe's Auspex while those that heal and calm the body and mind are called mender, regardless of gender. Those born with magical ability generally end up as respected members of the community, but they hold no official rank. It's assumed they will help and contribute in any way they can and many will go to them if they need help.

Seers and Menders are taught by those that came before them and, in special cases, by their ancestors. Such a special case is if the tribe is suffering from a major illness they do not know how to fix, the Auspex may summon the elders, who in turn will teach the Menders how to cure it.

Other magic is treated with suspicion and referred to as just that - other magic. It's foreign, suited for foreigners. While a Haevar won't hold it against another for using it, they certainly won't be going out to learn it.

Religion
Haevar do not worship any god or gods, but they revere their elders, their ancestors, and rely on their wisdom, and respect the world around them. Life is important, nigh sacred, and the bond between Saengi is as close to sacred as they have. Haevar seek to take care of one another, based on this philosophy, and the island they call home, as it's important to leave a loving legacy to their children and be a respectable role model.


     · Racial Specifics ·
Tribe Size
A Tribe comprises a lot of families, living together around a communal fire-space, cooking building, and gather area and hut. Homes are made of bamboo and wood, generally small for either the pair of Saengi or the single Haevar. Those that are watching over the children will sleep and stay in the gather hut, where communal storage and supplies are likewise kept.

A tribe can be anywhere from 100 - 700 people, depending on their territory, and families may freely come and go between tribes. It is generally assumed they are accepted unless the Auspex specifically denies them - which they might do if the tribe is experiencing a hardship or it's believed the family in question will bring a hardship.

Physicality
The Haevar are a strong, sturdy people. Those that hunt tend to favor spear and longbow, which they practice with so they are efficient and do not accidentally cause unnecessary harm. It's important that shots are clean, that whatever they shoot does not suffer - even if it's a predator attacking them. They have a decent sense of smell and can generally tell when food has gone bad or their drink smells off. Given their large ears, it's no small wonder they have an excellent sense of hearing, so their speech and conversation tends to be quieter than most. What some would consider soft speech is common place to Haevar and shouting is certainly frowned upon. It's most definitely rude. Even children play quietly.

Auspex
As the leader of the tribe, they make any important decision that comes up. Punishments, feuds between families, and will speak with other Auspex if there is a disagreement between tribes. There is only ever one, it can be any gender, and it always the one who can summon the ancestors and who the ancestors choose to lead the tribe. This means that there might be more than one Haevar who has the ability to summon the ancestors, but they will have favored one Haevar over the other. This can be for any number of reasons. Age, personality, stance on a certain issue. The position of Auspex may change when, during a major event, the tribe calls for a communion.

A communion requires the majority of the tribe's vote. The Auspex will summon the ancestors and ask for their guidance. At this time, the ancestors may select a different Auspex if they do not approve of the direction the current is taking the tribe. Otherwise, the current Auspex's decision is respected and, generally, the tribe's ire will be smoothed over.

Ancestors
The ancestors are the collective wisdom are all the Haevar that have ever lived before. They exist in parallel to the living Haevar. Eternal guardians, ever vigilant, though they can only ever observe. They roam the island, watch over relatives, and impart magical knowledge that the living might not otherwise have - that they learn in their time being dead. An Auspex summons those spirits near them, usually a handful - never more than 7 - and never longer than a night. They appear as they did in life, clothed and aged as they had been just before they died, missing whatever injury they might have sustained that might have killed them.

The ancestors always do whatever they can to help the Haevar. There are no malicious ancestor spirits, at least not toward the Haevar, as they are all, in a way, family. Even if there was bad blood in life, an ancestor will not carry this into the afterlife.

Seers
Able to see and summon spirits, Seers are born with necromantic magic which only grows in power as they grow with age. While they can raise and command the dead, it is a highly frowned upon and taboo practice. Rather, they use the spirits that live on their island for wisdom. Seers can usually summon 1-3 spirits for a short period of time and the spirits will usually be featureless Haevar who will do their best to help. Be it locating a better fishing spot, where fruit might grow, where someone might have been lost in the forest, etc. They are useful for information and help, though they cannot physically do anything. Only impart knowledge.

Menders
Born with healing magic that grows in strength as they age, menders are the tribe's healers. From broken bones, poisoned wounds, or nightmares, they are there to help and heal. They learn the various ways to help and mend as they age. Surface wounds, things they can see, are the easiest. Internal wounds, poisons, and disease may require a Seer's help and an ancestor's wisdom before they're able to cure them.

Coming of Age
When a Haevar turns 12, they reach both adulthood and sexual maturity. Before this time, they're given just a little responsibility and exposed to a lot of the tasks around the village, but not expected to contribute throughout the entire day. They're given time to explore the village, play with their friends, and just... Be kids.

The Coming of Age is a nightly ritual in which the tribe accepts the Haevar as an adult. They usually accept some manner of ear piercing to denote this and declare their intention to become a hunter, fisher, farmer, weaver, etc. This doesn't lock them into this job forever, it's just a statement of them giving up their child days of playing and committing to a village task. Those in the chosen group usually cheer, sometimes boast playfully, and a small feast and dance follow.

Pregnancy & Birthrate
Haevar go through fertile cycles. Though they might always enjoy sex with their Saengi or an unmated Haevar, a female will only have one child every 12 years. Her fertility starts when she turns 12 and lasts until she has her first child, which starts her cycle. This is based on the Haevar's growth cycle. They carry their babe for 6 months and a born Haevar is quite helpless with short, stubby ears, reliant on their mother for the first 2 years before they start to walk and become independent.

An unmated Haevar will not reproduce. If a female does mate within her first cycle, which lasts from when she's 12-16, she becomes infertile.

Death Rites
Death is but the next step for a Haevar. While they do not fear it, they do not race toward an early grave either. When a Haevar dies, their body is cleaned and presented so that friends and family may say a final good bye, then a Seer will guide the soul out of the body. It is important that a Seer do this. A Haevar's spirit will not leave their body unless escorted by a Seer, or other necromantic mage, and shown the way to become part of the ancestral realm.

If a Haevar dies and this does not happen, their spirit becomes trapped in their body until it fully decays and rots away. After which, they become a wandering, vengeful spirit that torments the living. Seers can put these spirits to rest, and show them the way to the ancestral realm. Away from the island, there is no rest. Only anguish and anger.


     · Haevar Off Island ·
While not common, it's certainly possible that a Haevar, either solo or a pair of Saengi, have left their island home. Some do it due to racial disagreements or for a sense of wanderlust. The Haevar are fully aware that the world is bigger than their island and most are content to stay where they are. They don't fear the world at large, but most find peace in a simple life, in friends, in family, and their tribe. Those born with a sense of adventure, with a restless spirit, or cannot find their place in such a peaceful life will look outward.

A Haevar that leaves is always welcome back, unless they leave on very bad terms. They will usually tattoo themselves in some way to remember a loved one, the tribe, or the island in general. Those that leave are usually proficient in some manner of weapon or adequately trained as a Mender or a Seer. The Haevar will do whatever they can, within reason, to help someone who wants to leave prepare for such an adventure so they might travel safely always with the hope they might one day return.


     · Inter Racial Conflicts ·
The Haevar, while generally being peaceful, still do fight amongst themselves. If food grows scarce, if there are disagreements between families, if they believe a grave personal wrong has been committed. Usually, depending on the severity, simple disagreements will be handled by the tribe Auspex. Disagreements between tribes will attempt to be handled in much the same manner. If an agreement cannot, or will not, be made each tribe usually puts form a Spiritual Representative. This is a hunter or fighter who they select, who is assumed will die, and is only granted life should they win the duel. It's a very serious, solemn affair that doesn't happen often for this very reason. Loved ones will say their well wishes, and their good byes, to the fighter before they duel. The winner will be welcomed back with excitement and relief while the losing tribe will accept the decision and tend to the fallen warrior. This is why it's important that those who know how to fight be adept. No one should be made to suffer, even in battle.


     · External Threats & Conflicts ·
Their island is not a safe paradise and is home to monsters aplenty. While the tribe homes are usually safe, the large, bipedal scaled lizards that roam are quick to snatch up any stray Haevar. Ranging in sizes that are twice the size of an adult Haevar, to well over six times their size, the large lizards are the dominant predator on the island.

There are a few notable monsters the Haevar especially stay away from. The biggest they refer to as The Calamity. This giant, three headed beast is feared by all. A tribe is more apt to abandon their homes then even try to fight it. Seers regularly commune with the spirits to track its location on the island.
the calamity


arts : zacama mtg
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More commonplace are the red feathers. Aptly named, these quick pack hunters are the main terror of the island and will harass a tribe until they are fought off. Haevar regularly destroy nests they find when they are hunting or scouting, as that's a better deterrent of sending them off.
red feather


arts : rampaging ferocidon mtg
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Haevar also experience raids from pirates and slavers. If a Haevar has been taken captive, it's very common for a couple of Haevar - at the very least their Saengi - to attempt to rescue them. No matter how long it might take, or how far they must go.