The Sea'ek Tribes is a medium region in the southeast of the former Human region. There is no single leader of this wild area, instead, there are many tribes and chiefs of those tribes.
A moist forest with split seasons in the Human territory. It features a moderate climate with four distinct seasons. There is light snow in the winter and light rain in the summer, with heavier precipitation in the spring. The northeast edge includes all of the Grumm's Rage Mountains. The southeast includes all of the Blueroot Range. The west is marked by Goomi Lake, the boundary running south.
The Sea'ek Tribes were first recognized by the First Council in 2217, during the reformation of the racial regions. Even though they were seen as part of the former human region, the ways of the people were completely different and they became a kind of wild and backward island. Nestled between the human and halfling areas, they were dozens of tribes with cultures of big game hunting and wild plant gathering. They were characterized by resistance to technical advances and large stone cities.
In 4500, when the Emperor was killed, the Sea'ek Tribes was offered entrance into the Eastern Kingdoms of Man, but no ruler was found who would speak for the tribes. So instead, a tense relationship was forged, which quickly devolved into a series of border disputes. By 4502 independent humans and halflings began trying to make homes in the Sea'ek Tribe territory, which often ended in violent resistance.
In 4524, the people of Otore made a push to take a small lake south of Goomi Lake, which rare blue clay could be harvested from. This not only displaced the people but was also a holy site for the Itse'yi tribe. These, the people of the Quetzalcoatlus, after initially being pushed back, fought back ferocity. At the end of a battle, they would often let the enemy survivors watch them feed the dead to their giant flying pets.
In 4538, the Elven historian Amdir of Varisdale embedded himself into the tribes and wrote a detailed account. In that account, he wrote of the five great villages: Dagu'yi, Elatse'yi, Iste'yi, Lan'nuwa'i, and Nagu'yi. He explained that these great villages, named after the largest local tribe, were places of peace, where multiple tribes could come together. He also wrote of the twelve largest tribes, each of which had a unique culture, skills, areas they roamed, symbols, and associated animals. He also wrote that there were tribes of different races: humans, Al-Karnafi (Beasthide Shifters), Al-Ze'evi (Longtooth Shifter), half-giants and halflings.
The following are the current tribes:
Bro'ni'yi of the Giant Elk (Human)
Dagu'yi of the Cave Bear (Halflings)
Elatse'yi of the Aurochs (Humans)
Fana'nuwa of the Giant Constrictor Snake (Humans)
Itse'yi of the Quetzalcoatlus (Humans)
Karna'fi of the Rhinoceros (Al-Karnafi Shifters)
La'nuwa'i of the Saber-Toothed Tiger (Human)
Nagu'yi of the Triceratops (Human)
Oga'san'yi of the Allosaurus (Human)
Seme'li'a of the Giant Boar (Halflings)
Vanu'la'i of the Elephant (Half Giants)
Ze'evi of the Dire Wolves (Al-Ze'evi Shifters)
While there is no single government for the Sea'ak Tribes, there is a consistent way the tribes are lead. All of the tribes have a single chief. That chief makes decisions on where the tribe will move, handle negotiations with other tribes and nations, and is responsible for declarations of war or peace. They also address disputes among elders.
The elders of the tribes serve as judges, leaders and form advising councils. They are recognized by the people and the governors of day to day life. When an issue is big enough to impact the whole tribe, elders bring the issues to the chief. Every tribe member who gets to a certain age is considered an elder.
When an outside nation threatens the Sea'ek Tribes in a way it is too big for a single tribe to handle, they will elect a temporary Great Chief, and he will call a council of the chiefs and they will work collectively on the defense of their lands. This is very rare and as soon as the threat has been mitigated these councils immediately breakdown.
There is no single military for the Sea'ek Tribes. Instead, it is expected that all able-bodied members of each tribe know how to fight are willing to take up arms, if the need arises. These soldiers serve under an elder called a war chief. In very large tribes there may be more than one war chief.
Just is there is no single army, there is no single way these soldiers fight. They all incorporate their patron animal in both the fighting force and the style of fighting. Often they are used as mounts, but sometimes as attack animals paired with a soldier.
There are traders who travel a long way to get some Sea'ek blue. This comes in four forms. First, there is the blue clay collected by the Itse'yi tribe. Second, there are the blue stones mined from a thick, deep layer of the Blueroot Mountains by both the Nagu'yi and Seme'li'a tribes. Third, there are the blue chrysolite gems found in only a single mine in the Grumm's Rage Mountains. The Dagu'yi control mine. Finally, Sea'ek blue is a highly intoxicating plant, which is dried and smoked. While most of the tribes harvest some, it is the primary source of income for the Ze'evi tribe.
In addition to the four "blues", the Sea'ek tribes are plentiful in geese and boars, wild carrots are grown almost everywhere, and iron is mined in many places in the two mountain ranges.
The majority of imports into the Sea'ek Tribes are to either make the nomadic life easier or are novelties for the people. They import a variety of incense from the Drald Territory, hemp from the Duchy of Coterii, oats and leopard pelts from the O'lory Entitlement, bear pelts for Shashland String, and dried fish and leather from Otore.
While the majority of the population of the Sea'ek Tribes is human, there also significant numbers of halflings and shifters and half-giants. These are represented as seen above in the tribe listings. Additionally, though, those tribes often have procedures to accept outsiders and as a result, there are other races present in each of the tribes.
Many of the homes are made to be moved, so they are made with leather, or hide, or thatch over a wooden frame. The permanent structures, though, are almost all made of bluestone, or bluestone mixed with other materials. Additionally, pots, jars, incense burners, and pipes are made with blue clay and iron fittings.
The food of the Sea'ek tribes is simple, but almost always consist of roasted or smoked boar or goose and carrots. Celebrations also routinely include Sea'ek Blue, something fairly unique to the area.
The people of the Sea'ek tribe are religious, although the way they see the pantheon of deities is a little different than the rest of the world. Their main god, Selmana, they see as the creator of all things, even the other gods. Everything with life they see linked to Selmana. He is most closely linked to Ktisis. Their second god, the mirror of the first is Kukula, the goddess of death. She is the one who gathers the souls and brings them to their next destination, but also can generate a time for a great harvest. She is most closely linked to Mehumaw. Sometimes playful and sometimes vicious, Klaxx is a trickster. When the brain is fooled, by dream or delusion or deception, Klaxx is at work. Klaxx is most closely linked to Kawkasha. Finally, the final god they recognize is the "God of the blue". He made the blue clay, to carry water and oil. He made the bluestones for walls and cities. He made the blue gems for the nobility and as marks of glory. Finally, he made the blue weeds to draw the community together in merriment. The God of the Blue is most closely linked to Nagid.
It should be noted that in and among the Sea'ek Tribes, most see everyday events as the movements of Selmana, Kukula, Klaxx, and God of the Blue. A special few in the tribes are thought to have a direct connection to one of the Gods. Those in touch with Selmana include Medicine Men (Cleric of Healing), Sentinals (Paladin with Oath of Ktisis). Those in touch with Kukula include The Undying (Cleric of Death), and Kukula's Gift (Agent of Kukula). Those in touch with Klaxx include Whispers (Bard in College of Whispers), and Tricksters (Arcane Tricksters). Those in touch with the God of the Blue include Blue Knights (Eldritch Knights), and Wallbuilders (Cleric of Community).
Education in the Sea'ek Tribes is much more about teaching wisdom, than what might be considered knowledge. This does not mean that there is no formal education, but rather the time spent is about survival, reading the clouds and the stars, tracking a wounded animal, and the importance of passing down stories. As tradition would have it the oldest in the tribe teach the youngest, so those between can work.
Once the children come of age, around 13, children begin to work usually in what is considered "safer" jobs. In cases where the child shows aptitude they are sometimes allowed to start religious or arcane education. There are apprentice Medicine Men, Undying, Whispers, Tricksters, Blue Knights, and Wallbuilders.