The Ter'ei'Vikh, often
shortened to "Vikh (note the for Tharian speakers rather unusual single
quotation mark), are a reclusive tribe of
humans, making their home exclusively in the
Drifting Woods of northwestern
Nybelmar. They are considered to be
quite difficult to deal with and rarely allow outsiders into their ancestral
woods, their hunters patrolling its borders to ensure no-one strays in. They
are often called "Bug-People" by their neighbors, the Morcini, for their build,
which is remarkably sinewy and agile. Ter'ei'Vikh are a very devout people,
dedicating their lives to the sacred woods they dwell in, worshipping their
Moon Spirit, Vikthi, in many ways throughout their lives. As a result they live
simple lives, and are considered by the Morchini to be barbarians.
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Picture description.
A typical Ter'ei'Vikh hunter, poised to use his matan on an unsuspecting
prey.
Image by
Quellion. |
Appearance.
Amazingly, and in deep contrast to their dark, almost
adlemirene brown skin,
nearly all Ter'ei'Vikh have white hair from birth. As a "Vikh nears maturity, a
dark mark appears in his hair. This is named the "Mark of Vikthi", and has
various strong similarities with the Krean mark known
as the Eye of Aniss. An interesting fact is that the Mark was never found on
their ancestors, the Vikhari, but came into existence after the tribe merged
with the Krean refugees to form the Ter'ei'Vikh. At old
age, the white of the Ter'ei'Vikh hair seems to "wear down", and acquires a
silver sheen. "Vikh hair is usually straight or slightly wavy, whereas curly
hair is rare and highly appreciated.
Eye colour is, however, much more variable than hair colour. With hues ranging
from deep green to dark brown and grayish, only truly blue eyes are unheard of
in the Drifting Woods. Most
individuals have various specks of a second colour in one or both eyes, and in
some cases the secondary colour is different for each eye.
Their nickname "Bug-People" is explained when you look at the physical features
of the average Ter'ei'Vikh. With next to no fat reserves under their skin, they
look extremely wiry and thin. Their relatively long arms and legs, compared to
their torso, further stress the bony impression. The joints of their shoulders,
elbows, knees and hips are much more flexible than that of other tribes, giving
their movement a strange, flowing motion which adds to the impression of a
tense, yet relaxed awareness of their surroundings. Their face is elongated,
with a prominent chin and cheekbones and a high forehead. Unlike most other
tribes in the area both males and females of this tribe are quite slender in
build. As a result, a cloaked "Vikh's gender is not revealed by broad
shoulders, or a certain pose, which might have added to the aura of mystery
that has surrounded these people for a long time, as quick sightings by someone
unfamiliar with the "Vikh might give him or her the impression there is just
one of them, on various places at the same time, or that they are a shady kind
of evil entity that stalks the woods. (For more information on Morchini
folklore connected to the Ter'ei'Vikh appearance, consult the book "The Hour of
the Tree, and Other Tales of the Night", a collection of local ghost stories
and legends.)

Coat of Arms/Sign.
The Mark of Vikthi, visible in the hair of every adult Ter'ei'Vikh, is one of
the defining signs of the Ter'ei'Vikh. It resembles the moon, resting upon a
small wave as it rises from the ocean. However, this resemblance might actually
be coincidental, as the Mark appears to be identical to the Eye of Aniss. This
latter symbol is worn by the most senior Lillivear, and is considered to be of
great importance amongst them. The
Drifting Woods, which the Ter'ei'Vikh inhabit, therefore has a crest
resembling a stylised tree, with the Mark embraced in its twisting branches.

Territory.
The Ter'ei'Vikh live and thrive in the
Drifting Woods in northwestern
Nybelmar, known to them as Sar'Estvokar
(the "True Land"). They are most successful in dealing with the often odd or
downright dangerous area, into which they rarely allow outsiders passage. They
have 'tamed' large portions of the canopy by constructing an extensive web of
rope bridges and small platforms, allowing for fairly safe and fast travel
between the most important settlements. They are most reluctant to leave the
woods, and never venture beyond the outmost trees. They loathe the idea of
leaving their forest for any length of time, and as such a "Vikh outside of the
Drifting Woods is a rare sight
indeed. If one does meet such an individual, it can safely be assumed that he
or she is a "Tehuriden", an outcast group that in more recent times has taken
up the position of emissaries, translators, and diplomats.

People.
The most important fact one needs to know about the Ter'ei'Vikh is that their
faith surpasses everything. As they consider their very exsistence to be tied
to the machinations of the spirits as their legends claim, they see it as their
life's goal to serve these beings in whatever way required. As a result, they
try to minimise their effect on the wild nature of the
Drifting Woods, and live simple
lives. They have chosen not to follow the example of the surrounding tribes and
their highly 'developed' cultures, claiming the "Earth
children", as they call other humans, to
have lost their connection to the truths of the spirit world.
The Ter'ei'Vikh use a strange, yet very effective type of
magic called the "Spirit Song". Empowered
by their faith, they can raise their voices in song, chanting in a wordless
language that display magical powers over
both living and dead beings and materials. While one voice will cause no more
than the mildest of effects, the spell-songs power can be enhanced tremendously
as more "Vikh join in on the chorus. By some strange, semi-trance like state
all singers will know the song, even though no two songs are the same. There
seems to be no limit to the amount of voices that can be added to the choir,
although usually a dozen or so is enough for most applications. Common
applications in this respect include the arts of healing, as well as
construction of houses and various objects by altering the natural shapes of
the flora of the Drifting Woods.
The Ter'ei'Vikh claim that the very essence, or spirit of anything that is or
has been alive, can be compared to a song. By tuning in on these songs, they
can alter it in any way they desire as the natural melody of the subject of
their song will keep on harmonising with that of the "Vikh singers. They rank
the size of a group of singers in quantities of five. One singer is a Voice,
five are a Harmony, twenty-five is a Chorus, and a group of one-hundred and
twenty-five singers is called a Choir. There is nothing in their day-to-day
life that requires more than a Choir to be done, but war-stories dating from
the great war between the ancestral Vikhari and the Morchini of the plains
speak of even greater units that were used to defend the last strongholds of
the tribe during these dark times.
Another story, in this case most likely no more than a myth speaks of the cold
that followed the Breaking (a period better known as the Year of Darkness in
Santharia), and claims that at one
time, every Vikhari soul joined into the greatest song ever created, to raise
the sphere that would contain the surviving Vikhari until the
sun returned. More information on this
specific story can be found in the Mossmound entry. Noteworthy is the fact that
the Tehuriden outcasts for unknown reasons are not able to join in on these
songs, although they can use the Spirit Song as solo voices.
The Ter'ei'Vikh are known for their excellent woodcrafting skills. While their
magic ensured a craftsman of having just
the pieces he needs, the lack of stone or metals in their territory has forced
the "Vikh to hone their artistic skills to near-perfection. They favour the
most durable materials such as te'an,
marsh-oak and waterfruit
for their creations, as the humid atmosphere in the
Drifting Woods tends to
accelerate the decay of "lesser" kinds of wood. The products of the
woodcrafters can be found everywhere in Ter'ei'Vikh life, from artistic
decorations in their homes, to the most basic of tools and
weaponry. After the opening of the
Gates of M'aghin, and the start of their trading relations with the Faen
merchants, the availability of new tools has only improved their work, while
their products were greatly appreciated by the merchants, making exclusive
Ter'ei'Vikh tableware and decorative
weaponry an import product among the most wealthy of people all along the
Faen area of operations. Their rarity however, makes them both very expensive
as highly sought after as owning some of these pieces is one of the best ways
to show off your wealth for many of the non-Ter'ei'Vikh customers of the Faen.
Sometimes, children with darker hair are born, possibly the result of the old
Krean (Lillivear) bloodlines showing. Although these
usually fade to white during their first years, some children remain
dark-haired and do not receive the Mark at maturity, their skin tone slowly
shifting to a complexion much lighter than that of their family. An interesting
fact is that only one in five of these children is female. As a result of their
physical differences, these individuals are considered not "pure" enough to be
allowed permanent residence in the sacred
Drifting Woods, and are cast out
from the ''Vikh society, forced to either live a harsh and poor life sustaining
themselves from what they can find in the jungle, or to leave the woods and
risk entering the Earthlands beyond. All research seems to lead to the
conclusion these ''Vikh can be considered to be fully Krean
in most aspects, although it is unknown if any of their offspring may be
Ter'ei'Vikh after all. They all bear the Tehuriden family name, which means
"Outcast" or "Not-Person" in archaic Ter'maes.
In more recent times, the Tehuriden have begun to function as diplomats,
envoys, and interpreters for the Faen merchants that visit the Gates of
M'aghin. As a result, a small settlement of about twenty to thirty Tehuriden
has formed on the shores of the Metherinin, on the edge of the woods with only
a handful of "wanderers" holding on to their vagabond's life in the jungle.

Belief and Worldview.
The Ter'ei'Vikh see the world as a complex system of cycles, constantly moving,
but aways returning to its starting point in the end. This might be heavily
influenced by the fact that their main deity is the Moon Spirit Vikthi, who is
held responsible for the cycle of death and rebirth the "Vikh have observed in
their woods, where each death leads to new life. This belief in the cyclic
nature of the world is illustrated for instance, by the tides, and the waxing
and waning of the moon itself. The Ter'ei'Vikh have a complex system of spirits
that represent most objects in the physical world, and have based their own
kind of magic on this idea. More
information on these Spirits can be found in the entry on Ter'ei'Vikh
Mythology.
The "Vikh see the Spirits of the Earth as
hostile beings, an idea reinforced by the age-old sense of hostility between
their neighbours, the Morchini tribe, that lives on the Kaerathi plains, and
the fact that solid ground is a rare commodity in the
Drifting Woods. Most of their
daily lives and opinions are based on the underlying currents of the Spirit
world, where the neverending 'political' interactions between the spirits cause
allies and enemies to be found everywhere. As such, they see it as their most
sacred duty to protect the Drifting
Woods against any intruder or invading force, and have in the past fought
to the bitter end to fulfill their duty during the war against the invading
Morchini.

Housing.
Generally speaking, each and every dwelling, storage shack, or construction in
the Drifting Woods is located
above ground level. Mainly due to the lack of solid ground in the first place,
this habit does not only provide the TereiVikh with many times more room for
building than ground-bound houses would, but also protects them against many of
the dangers that roam the forest floor and
water surfaces. There are only two exceptions to this practice.
The first of these are the well-known Gates of Maghin, a giant structure that
blocks the only natural path into the
Drifting Woods, the Metherinin River, a few hundred
peds after it enters the
woods. Not so much a real gate as a floating dam, this is the site of nearly
all interaction between TereiVikh and outsider traders. Apart from the main
wall of the Gates there are piers to moor the flatbottoms used for trading with
the forest people available, and a large shelter for the tradesmen and their
staff, all on the sandy riverbanks.
The second exception to the rule are the Tehuriden dwellings close by, at the
point where the river enters the woods. Without the large trees to support
their structures, or the magical abilities
of the true Ter'ei'Vikh, the outcasts have made fairly normal looking homes on
the ground instead, not that different from for instance
Sarvonian hunting cabins, where they
are easily accessible for those who want to avail themselves of their services.
The TereiVikh homes are generally built in between the strongest branches of
the giant tropical trees that are common in the deeper reaches of the jungles,
such as marsh-oaks and tean trees.
They are often partially alive, with both living vines and trees as more
standard boards and beams fused together
magically, usually combining a home and a garden in one single structure.
Architecture appears to be an unknown form of art in the
Drifting Woods. Homes are usually
more or less spherical, with more bulbous "growths" added as a family grows,
and additional room is required. The ancestral home of an old family of "Vikh
can look like a Brownie experiment in
life-magic gone terribly wrong,
with strange growths, small terraces and ponds dotting the exterior, and often
various plants growing in places they should not be able to grow at all.

Clothing.
The typical clothing of the Ter'ei'Vikh can be summarised quite effectively
with the term "natural". With either raw plant fibers, or animal skins used as
the primary materials, and dyes, although widely available, used only sparsely,
the typical "Vikh is clad in rough-textured, crude looking clothes. This image
is deceitful though, for the fabrics used are, in general, incredibly durable
and effective. Favoured materials are those
magically woven from living plants, such as grasses or certain vines, with
the actual choice of source depending on the kind of clothing desired. Grasses
for instance, are used for light, breathing fabrics, that easily absorb dyes
and can be decorated without much trouble, while the
strangling vine, a notorious
tool of the Ter'ei'Vikh yields a much tougher, yet quite flexible material used
for clothes that need to resist a great deal of wear. Skilled weaver-mages can
even combine several types, to make the right kind of fabric for any occasion,
and will even weave in patterns and symbols by carefully controlling the weave
in progress. It goes without saying that these craftsmen dominate the field.
Or, more precisely, craftswomen are prevalent, as is the case with many
artistic occupations among the Ter'ei'Vikh.
Animal skins of various types are more commonly used during the storm season,
often with the fur left intact partially to provide additional comfort on those
occasions a wandering "Vikh must endure a storm in the cold upper canopy. Fish
and reptilian hides are also used, often for decorative means, with the scales
still attached, but in some cases, like the hide of the phaerth lizards, whose
tough leather can be made into valuable protective wear like aprons and gloves,
although it is hard to come by.
Although the precise styles may differ from place to place, the Ter'ei'Vikh
clothing habits seems to prefer functionality and simplicity above all, with a
tunic-like piece being the most commonly known shape, no matter the material.
It is most often a simple, sleeveless long shirt, with a leather, or woven-vine
sash around the waist, often supporting various pouches, bundles, and tools. A
simple loincloth is usually worn underneath all further garments. Another
common form of clothing, again radiating simplicity, despite the fact it has
probably been perfected for thousands of years, is the "Turei", a single piece
of cloth a little over a fore wide, wrapped three times around the waist and
secured by the ubiquitous sash. It is worn by men and women alike despite the
ridicule of Outsiders at the Gates of M'aghin, who have taken on the habit of
speaking of the men wearing a turei as 'she' and 'her', probably due to the
skirt-like appearance. For women, the turei is accompanied by a similar, yet
smaller wrapping around the chest, although many younger woman prefer to forgo
on it, and remain bare-chested like their male counterparts. The "Vikh rarely
use any kind of leg- or feetwear, claiming that they can walk along the canopy
branches better when unhindered by such items.
No matter what their preferences in clothing, most Ter'ei'Vikh wear a hooded
cloak at all times that keeps them dry in the dense mists that often fill their
woods. There are dozens of different materials and colours in use, and many
"Vikh own several different of these cloaks for different occasions. Over the
last few years, original Ter'ei'Vikh cloaks, especially the more colourful
ones, have become increasingly popular amongst young women of wealth all along
the Northern Bay coastline.

Diet.
The Ter'ei'Vikh are excellent hunters and gatherers, and live from what the
woods provide easily. Their diet is mainly composed of all sorts of fish and
birds, two of the most common types of animals available to them, but they also
make use of the large amount of shellfish crowding the riverbanks and even eat
various kinds of insects. Other creatures regularly hunted for their meat are
the giant and starwell phaert, the michiloy, a small herbivorous relative of
the oloy, and during the summer season
the large eiqui'ris bats the "Vikh call "Dusk Dancers". They breed
chorakee, both for the eggs as
their flesh, in urn-shaped holding pens, usually a few trees away from their
homes as not to lead the dangerous challachoy too close.
They favour all kinds of filled pastry, of which they produce an amazing
variety, from tiny pouches of marsh-oak
dough filled with strong flavoured spices and fruits, to large pies with
chorakee or fish. As each cook and family has their own small variations on the
recipes the number of different meals one could possibly enjoy in the
Drifting Woods is immeasurable.

Weapons.
The Ter'ei'Vikh prefer ranged weaponry
above all else. As nearly all of their
weapons are modified hunting tools, and with no metal or stone to work
with, many of their weapons are
non-lethal in nature although their knowledge of the jungle's venoms and
poisons can make even the most innocent looking object a possible death
sentence. Their arsenal consists of a wide variety of
bows,
blowpipes, weighted nets, throwing spears,
slingshots and matans, a set of
heavy wooden spheres connected by strong cords that tangle around the target,
immobilising it if used properly.
A very peculiar weapon is the so-called
"Vine Jar", which consists of a container with a
strangling vine seedling, and
a pouch of a rare fungus that grows underneath the
Drifting Woods. When the two are
combined, the vine will start growing at an amazing speed, and entangle
everything nearby. These Vine Jars are used as a defensive
weapon, as well as a charge for various
traps. Particulary effective against humans
due to the frightening effect, this weapon
was one of the reasons the Morchini never launched a serious assault against
the Ter'ei'Vikh after the great war in ca. 1800 b. S.

Occupations.
Contrary to what might be expected of a highly religious people, there are no
priests or the like among the Ter'ei'Vikh. Instead, occupations focus on the
production of all manners of food from the jungle, and the creation of other
wares from the materials the hunters, fishers, and gatherers may find. Although
craftsmen such as wood- or boneworkers and weavers are common, traders are
rare, and consist of those very few that give up their homes to trek through
the Drifting Woods in a
semi-repetitive pattern. Of course, the lack of currency limits the amount of
wares they can carry significantly. Another kind of traders can be found in
more permanent locations near the Gates of M'aghin, where some "Vikh have
specialised in trading with the Faen and Morchini outsiders, through the
intermediation of the Tehuriden translators.

Government.
Guided by their respect for the Spirit World rather than laws, most Ter'ei'Vikh
live their lives without encountering much in the form of governmental
influence. In most of their settlements the residents are autonomous in their
dealings, with the exception of the capital, Mūn'ti, and the Gates of M'aghin.
For official matters that effect the Ter'ei'Vikh as a whole, there is a Council
of Elders, located in the center of Mūn'ti, where the Elders may gather to
discuss whatever may be of relevance. However, the title of "Elder" may be
given to individuals of any age, and merely represent someone who is considered
(one of) the best in his or her trade, or someone who has above average
knowledge of certain subjects. For the last few decades, an unofficial
Tehuriden Elder has also been known to take part in the Council meetings when
required, possibly because they are best informed when it comes to matters
pertaining the Earthlands. New Elders are usually chosen by the council itself,
or may apply at any Elder themselves, although the latter rarely occurs.

Production/Trade.
Among the Ter'ei'Vikh, no currency has ever been developed, and trade, as a
result is limited to the actual exchange of items. This poses several problems
for those merchants from outside the
Drifting Woods that do business with the "Vikh. This problem is even
greater as the mere inconvenience of having to work outside the common idea of
coins, as it means hauling large amounts of items across the plains to ensure
being able to trade, a problem even greater for the Faen merchants, who do not
only outnumber the few Morchini traders willing to make business with the
"Spider-People" ten to one, but have to travel through dangerous and carefully
hidden mountain paths through the Germon Doilth in order to reach the Gates of
M'aghin. Trades of this kind often involve exotic spices, hides, and the
exquisite handywork of the Ter'ei'Vikh woodcrafters on the "Vikh's side, and
metal tools, cooking gear, and various other products of the civilised plains
on the side of the Faen and Morchini.
Although not all is known for sure on the matter, the Ter'ei'Vikh claim to have
another trading partner, in the form of the Soéliveche, or "Deep Mer", a kind
of merfolk that roams beneath the woods.
In various locations throughout the area, usually in a starwell (a large
sinkhole connecting the water surface to
the deeps below the forest inhabited by a multitude of glowing animals and
plants) not occupied by large phaert, the
mer and "Vikh will meet at moonrise to offer whatever it might be that they
wish to trade. Both sides have benefited greatly throughout history from this
arrangement, not in the least due to one of the more important clauses of the
Root Pact made between the two tribes. This states that at all nights, at least
one group of five Ter'ei'Vikh songmages, known as a Harmony, will be available
at the starwell beneath Mūn'ti, and a few other locations, to offer healing to
any mer who needs it. In return, the
mer bring the "Vikh one of the more
important products of the Drifting
Woods; a special mold which - when added to the local soil - causes
explosive growth in many kinds of plants. It is invaluable in Ter'ei'Vikh
magical construction, and only the Deep Mer
can reach the underwater cavities where it grows.

Natural Resources.
The Drifting Woods are blessed
with an abundance of natural resources. Filled with wood of all sorts, from the
common marsh-oak to the beautiful
waterfruit and the rare
pillar tree, wood is available in
large amounts for many purposes such as the construction of houses, furniture,
and various tools and trinkets. There is a multitude of fruits, herbs, and
spices to be harvested, and combined with an nigh-endless amount of fish and
many useful or edible creatures, maintaining a food supply is rarely, if ever a
problem.
Mineral resources however, are frighteningly scarce. With ore and coal deposits
non-existent, and virtually no source of stone, the Ter'ei'Vikh are always
prepared to exchange exotic spices, feathers, and products from their
woodcraftsmen for items like steel knives, tin plates, and metal or stone
basins that can hold a fire without
burning down the tree. Although the merfolk
have access to the rocks and pebbles found on the seabed, quality materials are
rare and as a result there is no industry of this kind available in the area.

Holidays,
Festivals and Observances.
Not surprising, the Ter'ei'Vikh have a great number of days that are considered
to be of religious importance. Customs and habits involved in the celebration
of these days range from simple habits such as setting a lantern outside your
door on a new moon night, to great gatherings such as the First Moon night,
which usually occurs somewhere during the first half of
Melting Ice, when they
celebrate the anniversary of the first moonlit night.
Other important dates include the Walking of the Path, on the fifth day of the
seventh moon, when runners travel from each community to its nearest neighbour,
bringing a symbolic copy of the Prophecies of the Path. Once they arrive, they
are the guests of honour in that night's communal meal. Being chosen as a
runner is a great honour, and proof of your skills, and as such young "Vikh
always try to outperform their friends in every possible way, in the hopes of
being chosen.
Not religious in nature, but of great importance nonetheless, is the ten-day
long festival of the Great Market, held every other year in Mūn'ti. Not only is
it the greatest gathering of traders in the
Drifting Woods, but many
craftsmen travel to the capital for this occasion, selling their wares and
participating in the contests held during this period. Many Ter'ei'Vikh of
other professions come to shop, partake in tests of skill and wisdom, and meet
new and old friends.
A last date worth mentioning is the night the wild
chorakee mate. Although the
exact day differs slightly each time the "Vikh know the signs that indicate the
birds are ready to perform their "Dance to the Moon". Many superstitions
surround this night, most of which pertain to good fortune for those who
declare their love during the dance and the like, making it a popular night
among both the older, settled couples, as adolescent singles.

Language.
Some of the most used terms in Ter'maes, the Ter'ei'Vikh language, are
collected below for reference (in alphabetical order):
Avra |
Animal, of any kind |
-arķ(ąh) |
Possesive ending. (ah) is added when the
object is owned by multiple individuals. |
Eire |
To belong. See also; -arķ |
Estvokari |
The one-and-only, highest, best of it's kind |
Evo |
Male |
Evoma |
Man of high status |
Hudri |
Mark, especially the Mark of Vikthi |
Inheran |
to seek |
Imri |
Plant, of any kind (weeds, trees, algae, etc.) |
Isena |
Woman of high status |
Isi |
Female |
Kai |
Earth |
Lima |
Master, leader |
Limeri |
To control or lead |
Maes |
Voice (Ter'maes: Voice of the People, the
native language of the "Vikh) |
Mah |
Self (always to be used with thierin:
Thier'mah translates literary to "person-me") |
|
|
Mair |
Any body of water, such as a pond, sea, etc. |
Masįr |
Inside |
Nair |
Any kind of stream, river, or canal |
Saren |
Place, usually used for abstract ideas of
location, such as sections of the forest or nations |
Siver |
Spirit, used in conjunction with other terms
as -Siv'- |
Tehuriden |
Outcast, Un-Marked person |
Tuvelaģs |
Home, burrow, nest, hiding place etc. |
Turei |
A sarung, worn by both men and women. |
Thierin |
People. In composed words used as -Ter'- when indicating groups, and
-Thier'- when used to indicate an individual |
"Vikh |
further conjunction of the term
"Thierin eire Vikthi", the full version of "Ter'ei'Vikh"
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