The Waerd

The Waerd are one of the twelve Tribes of Elyria, and are found natively in the the Semi-Arid Desert, and Shrublands biomes. The Waerd are average in height and build, at around 174cm tall.

Biology & Nature
Similar in height to the Neran, the Waerd average about 5'7" (170cm), however they are both stronger and leaner than the more common tribe of Mann. Members of the Waerd average around 150 lbs and, after generations of sun exposure among the sparse vegetation of the Semi-Arid Deserts of Elyria, have developed a darker complexion. Able to shelter from the worst of the midday sun in the rocky outcroppings and caves of the region, the Waerd tend to have brown eyes, dark brown skin, and either dark brown, brown, or light brown hair. Additionally, the males and females of the Waerd tend to be more androgynous in nature, both looking more similar in appearance to one another than the other tribes. This serves their purpose well, and adheres to a core value of their culture. It allows the females and males to be equally intimidating when outside the desert, and it further emphasizes their forsaken identities. That said, while you may not know the gender of the Waerd, one thing you can be sure of is their cool determination and steely resolve. Only the Waerd truly matter to the Waerd.

Attributes & Traits
The following are typical attributes that characterize a the Waerd individual:
 * Physical
 * A life in the desert climbing rocks, mining, digging settlements out of sandstone, and traveling in the hot sun has bred a tribe of Mann which is both strong and lean. While not the strongest of the tribes, they are stronger and more fit than the average Neran.
 * Mental
 * The Waerd are a willful and focused tribe, able to pick up new skills relatively quickly.
 * Social
 * The Waerd, as a collective, are trained in animal taming, subterfuge, disguise, and many other skills. As a result, they are extremely persuasive, and highly intuitive.

Based on the aforementioned attributes and the way they developed through history, the Waerd have a number of traits that can be considered characteristic for this tribe of Mann. These may be considered advantageous or disadvantageous, dependent on the circumstances.


 * 1) Forgettable - Bonus to disguises, and identities provided (optionally) are forgotten more quickly
 * 2) Unisex - Males & females wear the same clothing
 * 3) Extended Family - Most family mechanics are extended to all members of a settlement
 * 4) Bolstering is active among any Waerd of a settlement
 * 5) Family chat is extended to all members of a settlement
 * 6) Death-sense and Tethering extend to all members of a settlement
 * 7) Communal Housing - The Waerd do not require a room in their domicile to procreate, and instead just require an available room in the settlement - including orphanages.
 * 8) Communal Property - All Waerd of a settlement have access to all spaces and property of the other Waerd in the settlement. There are no access restrictions available to other members of a settlement.
 * 9) Shadow War - The Waerd cannot participate in staged battles (on battlefields) or violate their religious and cultural edicts
 * 10) Dry Lung - The Waerd are accustomoted to the dry air of the semi-arid desert. They fatigue more quickly in humid environments

Environment & Resources
The Cold Semi-Arid desert can be a harsh mistress. There is limited surface water, however underground rivers and aquifers make it possible for people to survive who know where to look. Even still, dehydration is possible when not near caves, caverns, or underground aquifers, which is exacerbated during periodic droughts. There is also a scarcity of food relative to the other temperate and tropical biomes, with less than average vegetation.

If the shortage of food and water wasn't enough, weather fluctuates daily during the winter, cold at night and hot during the day. This necessitates different clothing at different times of the day, or at least modular clothing or layering that can be taken off as necessary. Additionally, winters are rainy and temperate, while summers are hot and dry. This seasonal cycle also requires specialized clothing, requiring the Waerd to dress in clothing that is suitable for both seasons. Finally, the exposure to the sun is dangerous in the desert, and sand and wind storms are not uncommon. As a result, most of the Waerd wear shemaghs or other head covering to keep the sand out of their eyes and the sun off their heads.

Finally, the Cold Semi-Arid desert is no stranger to predators. There are no small number of poisonous reptiates and insects, and a range of nocturnal hunters such as bobcats and coyotes. As a result, the Waerd typically sleep grouped together, either in their desert caverns and caves, or huddled together around a fire - protection from both predators and dropping temperatures.

All that said, the Waerd have accepted the lifestyle of the desert and have thrived in it. They've learned various dry farming techniques and can farm what food they need that they cannot hunt or gather for.

Food

 * 1) Cultivated Vegetation & Dryland Farming
 * 2) Herbs
 * 3) Maize
 * 4) Tepary Beans
 * 5) Winter Wheat
 * 6) Cactus
 * 7) Cultivated Meat
 * 8) Wildebeest
 * 9) Sheep
 * 10) Goats
 * 11) Medium-large rodents
 * 12) Hunted animals such as various desert rodents, reptiles, and mammals.

Clothing

 * 1) Flax/Linen
 * 2) Cactus Silk

Tools

 * 1) Stone tools
 * 2) Wood

Containers

 * 1) Clay
 * 2) Wood
 * 3) Stone
 * 4) Reeds and fibers
 * 5) Desert Glass

Housing

 * 1) Sculpted rock housing (higher classes)
 * 2) Pueblo mud housing (middle classes)
 * 3) Cavern dwellings (lower classes)

Architecture
To be completed.

History
Long ago, before written history, the Waerd were members of the Erishé; Qindred settlers of the Hot, Arid Desert outside of Karcion, and descendents of Erathor. As time passed, a splinter of the Erishé wandered beyond the boundaries of the Arid Desert into the Hot, Semi-Arid Desert, in search of a less nomadic lifestyle. There they settled and remained for some time.

According to legend, during the Breaking at the end of the first Godswar, they were separated from the rest of Karcion, their home now isolated in what would become the new Elyria. As time passed, they began to feel cut-off from the rest of their people, abandoned, forgotten. They gradually began to resent the Erishé and wished to resume a place of honor and glory among the Antepyrovians. As a result, in the Second Godswar when Erathor's brother, Aiden, Qin of War, attempted to gain power from the other Qin, the Waerd abandoned their ancestor and fought beside Aiden. In the end, Aiden was defeated, and his followers driven back. The Erishé pursued the Waerd and drove them out of the Hot, Semi-Arid Desert, into the Cold, Semi-Arid Desert.

In the Cold, Semi-Arid Desert they were faced with a different lifestyle, and forced to recognize the harsh duality of life. Where once they had mostly warm weather, and only short, well-defined rainy seasons, their new environment proved a fickle mistress. When winter came, the extreme temperature differences between day and night saw many of the Waerd freeze to death. No longer did the warmth of the sun sustain them, and no longer did the fire of their ancestor protect them. Where before there were few creatures of the desert, now there were many - many large or dangerous enough to be predators of Mann.

So the Waerd were forced to travel across the extreme desert, burning by day, and freezing by night, hunted rather than hunting. It was then that the Two-fold Queen presented herself. She explained that the Ancients of the past no longer held power in their new world, and that it was she who gave or withheld heat, she who dealt life or death. After which, the Two-Fold Queen promised them her protection and led them to an ideal settlement in the hills, where she showed them the underground rivers and aquivers. She agreed to provide for them so long as they did as she asked and united and became as one - a task they take quite literally.

Lore
To be completed.

Culture
First and foremost the Waerd are a collectivist society that aim to act as one. This is seen in all walks of life. For example, they always refer to themselves in the plural. If you ask a Waerd what tribe he/she is they'll respond "We are the Waerd." In addition, their lack of interest in material things and possessions, such as fancy clothing or jewelry, results in an extremely uniform looking dress code. Using linens and desert silk to stay cool and dry during the day, with warm colors that range from tans and browns to reds, the Waerd generally dress in the same drab outfits regardless of profession. When leaving the desert, the Waerd have a standard set of traveling clothes, which serves to not only heighten the apparent uniformity of the tribe, but also makes it more difficult to tell them apart. This is further emphasized by the unisex nature of the Waerd's clothing, with patterns having neither male or female versions, but just a single unisex version. Finally, the general belief in conformity, uniformity, and convergence toward a single ideal makes the Waerd frown heavily on cross-breeding with other tribes, an act seen as heresy among the nobles and aristocracy.

In addition to their collectivist nature, the Waerd have no interest in individual or personal conquest, and live only for the settlement and the will of The Queen. They respect duty, bravery, and personal sacrifice, and believe there is little room for fear in the lives of the Waerd. Similarly, they believe emotions lead to an imbalance and an inability to take the necessary actions when it comes to "The Great Work."

The "Great Work" is of course assassination. The Waerd believe that killing is a duty, and do not take pleasure in it, however it is an integral part of their religion and culture. So while they may actively look to balance the world in other ways, all Waerd are capable of killing. This is not done indiscriminately, mind you, and assassinations are carried out by the will of the Two-Fold Queen. And although a Waerd can still kill as a personal choice, it is not condoned by the collective unless it is approved by The Queen. To prevent dishonoring the family or tribe, or being recognized, all assassinations are carried out either wearing a disguise, or with their face hidden by a shemagh. Even when not assassinating, the Waerd follow a general philosophy of "Let them remember the deeds of the Two-Fold Queen, not the individual."

Finally, the Waerd view knowledge and information as a vital role in maintaining the balance.

Language
Isshek is the native language of The Weard, a language spoken only by them and their distant relatives, the Erishé. When the Waerd began to emerge from their settlements within the hills and mesas of the cold semi-arid desert, they picked up the Neran language as a means to communicate with the other nearby tribes. As they have no desire to interact with the To'resk or Janoa, and the Dras already speak Neran, they have little need to learn additional languages.

Religion
The Waerd, like the Dras, are Servants of the Two-Fold Queen and are tasked to uphold the Balance. Those in her service are often misunderstood and mistrusted by others, as their motivations are never fully understood. The Two-Fold Queen is the keeper of balance; the giver and the taker, the hand of judgement, and the granter of mercy. And while few claim to have actually seen her, those who have say that she is both a beacon of light, and the darkness of the abyss. Those that have not seen her, believe that she makes her will known through natural phenomenon and look to the world around them for signs of change which may be manifestations of her desires.

More than anything, the Servants of the Two-Fold queen recognize and hold true the universal Law of Extremes, stating that "When two counter-balancing forces are carried to their extremes they are seen to be identical. In that, one is blinded as effectively by a brilliant light as they are by darkness."

As a result, the Servants seek to maintain balance and equilibrium in all things and disregard many of the societal conventions held by the other religions in order to do so. In particular, the Servants believe that Death is but the fertilization of life; that darkness is but the shadow cast by the light; and that good and evil are but terms created by the more naive tribes of Mann-kind to explain both the favorable and unfavorable - but necessary - deeds of the Servants.

Like other religions, all Servants share those same basic tenets but there are individual differences between the Waerd and Dras. Where the Dras embrace life; living life to its fullest and encouraging others to do the same, the Waerd embrace death, and view sacrifice as a natural part of the cycle. Too much prey for people to eat? Kill more prey! Not enough prey for people to eat? Kill more people! In either case, the Waerd use darkness and death as implements of balance.

Where the Dras see the world as various shades of gray, and seek to bring the world back to the middle, the Waerd see the world as only black and white; you're either one of the Waerd, or you're not. You're either light or dark. That said, Chaos is okay so long as it counterbalances Order. Nothing is out of bounds so long as the action is taken in direct response to an unbalancing force. When action is warranted it is their duty to take it.

Rituals
Every tribe has some specific rituals of either religious or cultural origin that have become part of the tribes' identity.

Night of Blood
Many among the Waerd believe that the appearance of The Eye does not guarantee the Longest Night that typically follows it a few years later. Instead, the erosion and disappearance of the sun in this period are seen as a sign of the Two-Fold Queen’s displeasure.

The Waerd believe that if the Great Work proceeds in accordance with her will, this period of twilight which they call the Night of Blood will not occur. Instead, they believe that the Night of Blood occurs when the Great Work falls behind when the Two-fold Queen’s ledger is unbalanced as a direct result of their failure to accomplish the Queen’s will while they were under her scrutiny during Queen’s Gaze. To restore the balance, then, and see to it that the Queen is once again pleased with the Waerd, they see the Night of Blood as a time of sacrifice.


 * Each Waerd settlement begins a period of intense meditation that culminates in the selection of six sacrifices, who are then given to the Queen (one per month) during the period of total eclipse.
 * If the sun returns at the end of this period, the Waerd believe the balance to be restored and their work on the Great Work can resume, with the Queen’s confidence in the Waerd renewed.

Entertainment
Music

The Waerd love a Capella chants, like Gregorian monks, because it reverberates in caves, caverns, and across the cliff faces and makes them feel as one. In addition, music and singing is generally written for duets or quartets, as they feel an even number of performers better maintains the balance.

The Arts

The artwork of the Waerd is frequently religious, featuring both the Two-fold Queen and ritual sacrifice. In addition, there is often artwork or carvings which depict happiness and sadness in equal measure, as both are realistic and necessary parts of life. Their more secular works tend to be drawing or cave paintings which can range from still-life drawings or anatomy, to perception-based works and optional illusions such as images that appear to shift as you look at them, being two images at the same time.

Economy & Roles
The Waerd trade primarily in people, information, and services - not in goods - however they do craft for their own needs. In addition, many gain skills in foreign trades or crafts so they can embed themselves in outside settlements to gain information and intelligence.
 * 1) Services
 * 2) Couriers
 * 3) Tutors
 * 4) Cartographers
 * 5) Bookmakers
 * 6) Spies
 * 7) Crafting
 * 8) Masonry
 * 9) Stonework
 * 10) Pottery
 * 11) Minor Alchemy (extracting venom from desert critters and some medicine)
 * 12) Light farming (enough to keep the crop alive)
 * 13) Hunting & Tracking
 * 14) Stalking
 * 15) Leatherworking
 * 16) Mining
 * 17) Prospecting (gathering materials laying on the surface)
 * 18) Weaving
 * 19) Falconry
 * 20) First Aid
 * 21) Reading/Writing
 * 22) Disguise
 * 23) Cartography
 * 24) Glass blowing
 * 25) Bookmaking

Social Classes
The Named are the Lowest levels of society, as they are those who still possess an identity. Once a member of the Waerd has demonstrated their commitment to the Waerd by renouncing their individual possessions and contributing their land to the collective, they are added to the Told. You are among The Named as a child.
 * 1) The Named (Commoners)
 * 2) The Told (Gentry)
 * 3) The Set (Aristocracy)
 * 4) The Familiar (Nobility)

The Told support the Waerd from an economic level as crafters, traders, and shop-owners. While members of The Told still have a name they can use when talking to outsiders, members of the Waerd refer to The Told by their profession and settlement name. Ie, a blacksmith of the settlement named Copperhead would simply be referred to "Blacksmith", or "Blacksmith Copperhead" if being specific.

The Set are responsible for the well-being of the Waerd, ensuring their ability to thrive, and coordinating people. They are also responsible for doling out justice and communicating The Two-Fold Queens will.

The Familiar plan and coordinate the Waerd, brokering information, creating political relationships, and passing down orders from The Two-Fold Queen. They are also information brokers and maintain a sort of Job Placement Service, communicating to The Set jobs that need to be fulfilled both inside and outside of Waerdic Settlements.

Leadership
In a power vacuum, whomever among the vassals looks most like the last leader is granted Casus Belli, so as to keep the appearance of continuity among the people. As a result, the vast majority of the Waerd look extremely similar.

Education
Knowledge is shared freely among the Waerd, with schools existing in each settlement and made available without charge to the others. The schools themselves range in subjects from infiltration, subterfuge, and disguise, to serviceable trades such as mining, smithing, masonry, and cartography. As a result, the Waerd are considered to have a broad range of knowledge by outsiders and are often hired as tutors or trainers, which they use as an opportunity to gain additional information. Jacks of all trades, masters of none, their breadth of knowledge can make the Waerd useful in almost all capacities.

In addition to the schools they provide freely available to one another, they also have a small set of schools along their outer borders which are open to outsiders. In these schools, they teach a renowned fighting style to the influential and powerful members of the other tribes, and they make no secret that the price of admission is information for their own use.

Technology
To be completed.

Military
After the Second Godswar the people of the desert vowed never to take sides in open warfare again. Not only did they suffer for their past mistakes, but doing so would also imbalance the scales and violate their oath to the Two-Fold Queen. As a result, the Waerd do not fight in wars. They will start wars. They will end wars. But they don't shed blood on the battlefield. Theirs is a war from behind the curtains.

That all said, the Waerd are among the most tactical fighters in Elyria, and are renowned as effective assassins. While they typically strike first or use sabotage or subterfuge to avoid direct confrontation, they are never-the-less skilled in melee combat using short-bladed or fist weapons, and are known to utilize thrown weapons such as fire flasks and smoke bombs - both constructed using alchemical minerals found in the caves and caverns of their semi-arid desert.

While effective in solo combat, the Waerd are lethal in groups, and very rarely move about alone. If you engage a solitary Waerd, the other one will be the last thing you didn't see. Also keep this in mind in case you may ever consider to engage multiple Waerd in open combat:

"Facelessness is more than an intimidation tactic among the Waerd. Their beliefs create within their communities a sense of singularity - a sense that all Waerd are the Waerd - and their armor is emblematic of this concept. On the battlefield, the Waerd fight as one, and no one warrior calls themselves out above the rest. Only the need for some Waerd to wear more or less armor differentiates them at a distance. For those enemies that delight in decapitating an army by severing their connection to their leaders, the Waerd are a problematic foe, for who among the multitude is the leader?"

Friendly
Dras - The Dras and the Waerd are alone in recognizing the necessity of the Two-Fold Queen. And while their perspectives on the Two-Fold Queen differ, they recognize one another's belief, and respect it. Furthermore, the Waerd and Dras have a strong history of trade, with the Waerd supplying certain foods and resources, such as beans, while the Dras provide alchemical solutions and Jet goods.

Neran - As the Neran are among the largest and most prolific tribe, the Waerd view them as essential allies to gaining the information necessary to achieve their goals. Indeed, Neran political structure creates many opportunities for the Waerd, both in information gathering and assassinations, and the Waerd frequently take jobs as tutors, tradesman, or assassins within the Neran society.

Unfriendly
Janoa - While the Waerd respect the physical prowess of the Janoa, the Janoa's arrogance and hunger for power is unacceptable to the Waerd. As well, being such strong warriors, and having little regard for others beyond themselves, the Waerd cautiously observe the Janoa, ensuring they never upset the balance.

To'resk - The only true enemies of the Waerd are The To'resk. The two tribes are diametrically opposed in almost all things. Where the To'resk prefer diplomacy and mercantilism, the Waerd have no use for words, and prefer action over anything else. Where the To'resk attempt to live in relative harmony with the other tribes, through negotiations and trade agreements, the Waerd stolidly withstand any attempts at negotiation or alliance by the To'resk. This is not without cause. According to the Waerd, where the To'resk rely on ceremony and manners as a faux attempt at stability and consistency, tradition and custom is at the very core of the Waerd. As such, they view the To'resk as pretenders and sycophants. While the Waerd are the very definition of a communal society, the To'reshian virtues of self-preservation and personal and family prosperity, fly in the face of everything the Waerd hold sacred, and they view it as their responsibility to take from the To'resk what has been given to them in order to impart balance. Finally, while the To'resk hold true to their ancestors and continue to uphold their belief in the Qin, they believe The Weard have abandoned their faith in favor of the Two-Fold Queen, and the To'resk find it apropos that desert is the root of deserter.

Character Creation & Playstyle
Players have many options to choose from when creating their character. Dependent on their own preferred playstyle, they may prefer one or more tribes and regions over others. In order to assist players in their choice, the main page on tribes provides an overview of the main considerations players may have when making up their mind on the decision which would be the tribe or tribes their character inherited its main genetic traits from. This is presented here: Tribes - Playstyle Considerations. That page also provides an overview of the main physical and mental strengths and weaknesses for all tribes, and more comparative overviews on different aspects. This also helps players to compare the tribes before they choose their characters destiny.