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Balam Water Tribe Vice Captain
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Posted: Tue Jul 08, 2014 2:11 pm
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Welcome to Mirro te Weavia, or in our language, "The Mirror of the Weaver". This massive lake is where many of the winding waters come to meet before they continue their journey to the big waters. Most days, the surface of the waters are smooth and clear, reflecting the sky above us. As this is the place where the walking waters meet, we too have made this place the heart of our tribe. As many rivers branch from the lake, many colonies will flow from this place, but in a way they will always return here as their source.
Many of the rivers spill over the high cliffs standing just north of our lake. We have plans on carving these cliffs out into a grand palace complete with dozens of rooms, smooth hallways, and several pools fed by the rivers above. For now, we have but a single Magus who is honing his ability as a magic-user. He has yet to learn how to move the water itself. For now, work on our capital is slow-coming but we hope that within two generations we would have built a palace worthy of our proud tribe.
The fertile lands at the base of these cliffs stretch out into the endless world beyond. Our rivers reach every corner of this continent from the mountains to the valleys. They cut through the forests and jungles, they spill over rocky cliffs, and even touch the lands to the north.
As the water is, so are we.
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Posted: Tue Jul 08, 2014 2:38 pm
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▬▬▬ Arch Magi || ◘ Stillwater || [ Thalion ] | Leader of the Storm Walkers | Stillwater awoke already curious and philosophical. He's highly spiritual, admiring and seeking after the Grand Weaver himself. He finds beauty in everything and can be a little naive and overly trusting. His awakening spell was mist veil. When taking his pilgrimage, he plans on selecting a handful of followers and cloaking them in the mists so they can pass through the lands without being detected or distracted.
He's a pacifist at heart and rather small in stature for a male B'alam. He's essentially the diplomat and spiritual leader of the tribe.
▬▬▬ Culture ||
The water tribe values wisdom above all things. They're curious and patient by nature, and like the waters themselves, they are able to adapt to a variety of conditions. As the water tribe awakens near one another, they will begin to learn the nature of their element an feel almost drawn to the water itself. They'll look skyward and see the traveling clouds that carry water across the land, they'll look earthward and see water that stands still, water that flows, water that spills over the earth, water that cuts through the earth, water that freezes, and water that moves in great tides through the seas.
The core tribe will spend only a month or so within the capital and make a yearly pilgrimage following the paths of the storms as they roll across the land. During this long walk they will gather stories, they will learn about the land, they will ask any they encounter about their own elements, what knowledge they hold, and at the end of the journey they will exchange stories in the capital. This is an event that is known as The Rivers Return.
▬▬▬ Founding Culture [ Current Timeframe ] To begin, the water tribe will pass most of its knowledge in an oral fashion, gathering around to share stories, secrets, and things learned between one another. They will be largely nomadic so materialism will confuse and perhaps even repulse them. Possessions would tie them down, slow the flow of their journey, and thus slow their progress as a tribe.
The water tribe will be encouraged greatly in their spirituality. The Grand Weaver will be respected greatly and the tribe will be encouraged to try to learn how best to gain his favor and blessing. Because of this, they will see all things around them as sacred. After all, all things are simply more threads on the great loom that is the Grand Weaver's design. Life will be held in very high regard from the simple growing things such as trees and flowers to the B'alam themselves. Prey beasts are a necessary sacrifice in the weaving of life, but their departed spirits are thanked and celebrated and their bodies will be used in entirety- even if it's to trade to other tribes.
The water tribe will be pacifists by nature, seeking the diplomatic approach before resorting to violence of any sort.
▬▬▬ Developed Culture [ Future Timeframe ]
As the main palace completes itself, the Arch Magus will recruit members of their tribe to stay and maintain the palace, to invent a written language, and archive their collective information. The water tribe, ideally, will develop into a society of scholars, historians, poets, and story-tellers. Some other tribes may come to see them as a little snobbish, if not a little too smug in their knowledge. Others may see them as mysterious, perhaps even a little mystic. They'll become one of the primary tribes to perfect the art of healing and mixing potions and cures.
They may also become seen as a culture of mystics. Their spiritual ways may seem a little stifling to other tribes. However, they will be a source of wisdom among the ruling Magi and valuable allies to have.
▬▬▬ Social Structure || The social structure of the capital breaks into two factions at this time. There may be more factions as time goes on, generations pass, and the tribe itself expands. These two factions are really determined by whether or not the B'alam is nomadic, as the majority of the tribe will come to be, or stationary. For now, there is no 'better' of the two, but in time a bit of a cultural divide may begin to grow.
As water has two distinct natures: Peaceful and terrible, so does the tribe.
▬▬▬ The Storm Walkers || The Storm Walkers are the nomadic groups of the tribe. Each cavalcade has an appointed leader, who they refer to as a Shepherd, and a loose social structure within the traveling parties. The Storm Walkers' primary goal is to follow the rivers, streams, and the storm clouds themselves to learn about the places the water travels to, where it goes, how long it takes to reach there, and to just learn in general. During their journeys the Storm Walkers will routinely seek hospitality from other tribes in passing and offer stories or crafted goods in exchange. They re turn from their long walks every year to their homeland to share with the capital, and other Storm Walkers, what they learned. They represent the rivers in that they travel far and wide only to return to their source.
▬▬▬ The Still Watchers || The still watchers are those that remain in the capital city proper. They protect the water source and the water palace with their lives. These are the restless waters of the tribe, the soldiers, the fighters, and the guards. They protect the tribe's territory and train other fighters how to do the same as they grow older. They also make up the brunt of the labor force, carving the palace from the stone and laying the foundations of the city they hope to build. The Still Watchers don't share the wanderlust of their Storm Walker brothers. They're more like the lakes in that they would rather remain in one place, reflect, and grow.
xxx→ Trades || The tribe really has no formal ranking structure. There are two "factions": those who migrate with the waters and those that remain near the capital. Within these factions there are endless trades. The formal ranks, such as Arch Magi and appointed officials, will be given in-character. There can be endless trades within the tribe and none is more important than the other. Soldiers, guardsmen, crafters, hunters, scribes, poets, bards, fishers, healers, the list goes on. Essentially, no citizen is limited to a structure of ranks. They choose their own path, they build their own livelihood and success. This gives players freedom to play their character as they wish.
If you think your trade may be a questionable one, please feel free to send a PM to this mule and inform either Thalion or Tahja Estes that you have a question so we can address it. Obviously, this is a peaceful tribe so an executioner trade may not be a thing.
▬▬▬ Termology || ▬▬▬ River-Minded || B'alam who seek the nomadic lifestyle and seek out rivers, streams, or storms to follow. ▬▬▬ Lake-Minded || B'alam who wish to remain in one place. There is no taboo against this. Not all waters flow! ▬▬▬ Storm-Minded || These B'alam are undecided. They change with the tides, uncertain of themselves and their place.
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Balam Water Tribe Vice Captain
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Balam Water Tribe Vice Captain
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Posted: Thu Jul 10, 2014 9:23 am
▬▬▬ Water Season ||
The Water Tribe comes together during the Meeting of the Waters in our calender months of July and August. This is a time when all the wandering troupes gather at the capital to exchange stories, experiences, knowledge, and of course, share in each other's company.
◘◘◘ During this time, the Water Tribe will be featured as a majority in freebies, raffles, auctions, and events. Customs geared towards the Water Tribe will take priority and the shop will host in-character roleplaying events that focus on the Water Tribe.
◘◘◘ Since now the tribe has gathered, this is also their chief breeding season. While tribe members can breed during any time of the year, this is the season where colorists will focus primarily on Water Tribe B'alam as they are assumed to be gathered at the capital and have a greater chance in reproducing in the safety of their entire tribe rather than out among the outer territories.
◘◘◘ This is also the time of the year where Water Tribe magus are awakened. If you have collected enough RP's to have your B'alam awakened, this is the season where Water Tribe Magus conversions take priority.
◘◘◘ Finally, this is the season where the two overseeing Magi are within the capital and will oversee colony hearings. During this time, Magus are welcome to present their requests to create a colony within the jurisdiction of the Water Tribe's Magi within the Water Tribe's territory. While applications are always open, most approvals will be given during this time to comply to In-Character events and timeframes.
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Posted: Fri Jul 18, 2014 12:31 am
▬▬▬ Relations ||
◘◘◘ Within the Tribe ◘◘◘ Presently, there really is no bias towards any B'alam of the water tribe. Colors that seem to be common according to the Grand Weaver's design for the tribe run towards cool shades. Whites, blues, blacks, and grays tend to be the norm. However, there is currently no color bias. Some B'alam may stand out a bit, but this is yet to be seen as a bad thing.
There also is no current faction or trade bias. No one frowns down on anyone for choosing to migrate or choosing to remain with the capital. There is also no real trade bias just yet either. Merchants, soldiers, crafters, bards, and storytellers all have their place here. Eventually there may be trades that are seen as dirty. Things like mercenary work, poachers, or heaven forbid outright criminals. These biases and taboos will develop naturally through character development and cultural development through role play rather than just assumed.
◘◘◘ Outside of the Tribe ◘◘◘ Presently there are no enemies or close allies to the Water Tribe. They are nomadic, traveling from land to land and encountering a variety of B'alam. They do not have a collective grudge against any one tribe or even a tribe-wide reservation against any of the other tribes. If anything, they're exceedingly curious as to how other Tribes exist, their unique features, their magic, diet, culture, and their own views on the world.
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Balam Water Tribe Vice Captain
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Balam Water Tribe Vice Captain
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Posted: Fri Jul 18, 2014 1:12 am
▬▬▬ Beliefs & Traditions ||
◘◘◘ The Grand Weaver ◘◘◘ The Grand Weaver is seen as the greatest of all spirits. A being of benevolence, wisdom, and creativity, he is revered by the tribe. To the Water Tribe, the Grand Weaver's design is a massive tale, each thread with its own story to tell. Like every river streams from the sea, so do the threads stream from the hand of the Grand Weaver. Just as the waters eventually return to the sea, so do souls return to the Weaver.
The journey to discover the world, its tales, and the knowledge hidden in every culture and tribe is the journey to discover the Weaver himself and to better understand the grand design as a whole. Every thread has its part, regardless of its color or shape.
Currently, one of the few things that the tribe will not tolerate is disrespect or blasphemy of the Grand Weaver. He is the source of all things, all tales, and all ties that bind one being to another. To disrespect the Grand Weaver and his design is to welcome his judgement.
◘◘◘ Life and Death ◘◘◘ Life is a very sacred thing. Everything that lives, breathes, grows, and flourishes is a thread in the grand design. The Water Tribe will grow learning that while death is something that is necessary, it is never something to be sought after or praised. Their prey will be thanked as they draw their last breath and their spirit blessed in quiet prayer by the hunters. The parts of the beast will be used in their entirety so nothing goes to waste.
If war ever shows itself to the Water Tribe, death will become a necessary thing but it will not be celebrated. They will be pacifists by nature, abhorring violence and seeking the diplomatic route but they will understand that sometimes there is no peaceful solution. Peace is something that must be defended as it cannot defend itself. However, fallen foes will be given the same final rites as fallen prey and, if requested by the enemy, their remains will be returned to them.
Birth is a reason to celebrate. When the Grand Weaver sees fit to give life to a new totem and bless a family with life it is a glorious thing. Every life is valued and every cub is seen as precious. Abandonment, rejection, and outright death of cubs is the ultimate taboo in the Water Tribe as it is a firm rejection of the Grand Weaver's first right given to his creation- the right to live.
◘◘◘ Common Name Themes ◘◘◘ There is no actual set rule on naming, but there are trends that seem stronger within the Water Tribe than anything else. Common themes range from Native American based names to Elvish names. Sometimes this is one in the same. An example would be "Still Leaf". You could find a name that translates to Native American or Elvish, both have the same basic naming structure in that most names are taken from observations in nature. The Water Tribe is very reverent of nature and of life's workings so their common names reflect that. They will not, however, look down on anyone for having a name outside of what is thought to be common. This is more so you have a guideline when you are creating and naming characters.
◘◘◘ Gender Roles ◘◘◘ It is understood that genders are not equal here. They are not equal, but one is no more valuable than the other in any way. They are not equal because males have talents and abilities that females do not have. Likewise, females have talents and abilities that males do not have. They are two different halves to the same whole. Males are often times larger, stronger, and able to focus their minds on one task at a time. Females, in contrast, are more limber, quicker, and able to multi-task their thoughts. Both are valuable, both are needed, and both will be seen as just as important.
Gender discrimination is not part of the Water Tribe. They celebrate the differences between the two halves of a whole. While the genders themselves are not equal in nature, they are both treated with the exact same respect. There are no tasks suited only to one gender or the other within the Water Tribe. Female warriors are just as common and welcome as males.
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