Most Urnothi live within tribes, hunter/gatherers and nomads for the most part, though some tribes settle within regions rich enough in resources to provide sustenance throughout the winter (and defend those regions fiercely). Some tribes are composed of multiple groups, spread out like several smaller tribes and bound to one other (sometimes loosely) through family. Others stick together as single, larger tribes.
Urnothi society is broken into four castes: chief, warrior, crafter, and wisdom. Each tribe has a chief, typically chosen by the wisdoms, to serve as a figurehead and leader that the people can rally around. Warriors serve as both protectors and hunters, and range furthest out from the dwellings of their tribe. Crafters are responsible for creating the dwellings, weapons, and tools of the tribe, and are expected to prepare the meals as well. Wisdoms are revered as sacred, even those of other tribes, and have free reign to travel between tribes - to disrespect or harm a wisdom is to incur the wrath of the spirits, and few are foolhardy enough to risk that. They are the keepers of secret knowledge, and serve as healers and advisors for the tribe.
Common skills among the urnothi include run (their primary mode of travel), spot (a critical survival skill for seeing threats and opportunities), talk (persuading others to their way of thinking), gather (to harvest natural food, drink, and crafting materials from the land), and at least one combat skill (all urnothi may be called upon to defend themselves and their tribe). Warriors typically have several combat skills and either hunt or track. Crafters train in craft and build. Wisdoms and their apprentices train in omens, heal and alchemy:
Omens(T) INS\MEN – the knowledge to read signs and omens from the spirits, typically in the form of distant animal cries, unusual patterns in clouds, plants, or the earth, and the casting of bones to predict favorable choices. Though wisdoms are expected to know this, many urnothi learn to read omens.
Alchemy(T) MEN\NER – the secret knowledge of the wisdoms to create magic, mixing elements of the land to create salves, cures for diseases, poisons, and sunsparks (a brittle substance that burns white-hot when its skin is broken, typically incorporated into the head of a torch for quick lighting).
When an apprentice has a skill rank of 3 or more in talk, omens, heal and alchemy (demonstrated to other wisdoms), only then are they elevated to the status of wisdom, affording them respect and deference, not only from their own tribe, but all tribes of Urnoth (many a cautionary tale speaks of the destruction of a tribe through ill luck that began with disrespecting or killing a wisdom).
A rare few urnothi are born with green eyes that glow in the dark, seen as the mark of animal spirits of a kindrid soul. They are known as beastkin, for they have a special relationship with the animals of Urnoth, able to understand their moods and, sometimes influence their actions. For this urnothi believe that, like the wisdoms, beastkin may speak for the spirits of animals, and some hold them in religious reverence, but still inferior to a wisdom. Beastkin train to harnest this gift to train animal companions:
Beastkin(T) INS – by locking eye gaze with the creatures of Urnoth, a beastkin may use this skill to discern the thoughts and moods of the creature, their own thoughts and feelings conveyed in turn. Some beastkin use this affinity to train animal companions to serve them in a mutually beneficial partnership. In time, these partnerships may develop to the point that direct eye contact isn't needed to read one another, so attuned they are to one another's body language and habits.
The Morkai have a reputation for fierceness in battle and a strong devotion to their own. Every member has a tattoo of a blood-red line bisecting their chin, with additional tattoos indicating their class within the tribe (chief, warrior, craftsman, apprentice or wisdom).
There are three Morkai tribes: the Gomja Morkai, the Zen Morkai to the south, and the Keita Morkai to the north.
As a tribe, they fight as one, protecting and supporting one another, and when one falls in battle, the rest go into a killing frenzy (+1 offense, up to +3). All who know the Morkai fear the cost to do battle with them.
Crafting Secrets: Morkai are known for having the best throwing weapons (hunting boomerangs, etc.): those with Craft(T) have Superior +1 on making aerodynamic throwing weapons.
Warrior Leathers(T1) [L | 1]
Primitive Buckler(T1) [L | -2/+3 | INS:11]
Skyclub(T1) [+1/-2 | Range: Long | 1d6W | FIN:12]
Heavy Skyclub(T1) [H | +1/-2 | Range: Long | 2d6-1W | STR:12]
The Sumatai live within the hills and mountains. Their giant bows are legendary, and few outside of the tribe are able to use them. They have incredible range, and a favorite hunting tactic of the Sumatai is to perch on a hill and kill prey on neighboring hills.
They have a cordial relationship with the Morkai, whom they view as trading partners and, at times, useful allies.
Crafting Secrets: Sumatai have Superior +1 for making giant bows and the arrows they use.
Hunter Skins(T1) [L | 1]
Giant Bow(T1) [H | +1/-2 | Range: Long | 2d6+1W | FIN/STR:11]
The Yasitch are a tribe that favors heavy weapons and raiding other tribes. When facing superior numbers, they are skittish and tend to withdraw from the area. Their fast, hooting cries signal an attack, and many who recognize these calls feel fear, for it signals that the Yasitch believe you to be easy prey - and they are often right.
Great mauls of stone or great stone axes are a common sight in the hands of Yasitch warriors. Their wisdoms are rumored to drink the blood of their enemies to gain their secrets.
The Ohba are so reviled that their name is used as an insult among other tribes, implying one is dim, foolish, or acting like a cowardly animal. Only Ohba wisdoms are afforded any respect, as all wisdoms are, yet their wisdoms rarely venture outside of their own tribe.
They flee other tribes unless they have overwhelming numbers, when they turn brutal and merciless. Their people are often unkempt, filthy, and poorly clothed and armed. Lacking skilled crafters, they scavenge most of their tools and weapons from makeshift debris or steal them from others.
Their only philosophy appears to be strength in numbers - they will rob any outcasts they find, then offer them a place in the tribe - a practice that many tribes find repugnant.
Many Ohba are bitter and resentful at the lack of respect other tribes have for them.
The Chaddah are a northern tribe that dwell within the shadow of the burning mountain. They value strength above all, and use physical contests to settle disputes. Their warriors are thickly muscled from a lifetime of these contests, favoring heavier weapons often make from the black glass of the burning mountain, very heavy and very sharp.
Though Chaddah rarely leave their territory, rumors of this tribe spread throughout Urnoth.
Outcasts are tribeless urnothi doomed to wander the world without protection or guidance from wisdoms. They may have been cast out from their tribes for grave sins, or the ragged survivors of a slain tribe. Sometimes they band together for mutual survival, and, on rare occasions, these bands form sufficient numbers to found a new tribe. The Ohba are an example of this.
Most die miserable and alone, for Urnoth can be a harsh place for the tribeless, and many tribes view outcasts as easy prey.