# Tribes of Tkwel
Riding wild across the steppes of the Isle of Tkwel, the gnomish tribes are a renowned and fearsome band of mounted raiders and warriors. Forced along the path of war by their brutal conflict with the vicious shape-shifting creatures known as Ayochek, the gnomes embrace the wind and use their superior skills as mounted warriors to hold their own against their lycanthropic foes. Though their war with the Ayochek has no end in sight, the gnomes remain convinced that their faith in their steeds, their gods and ancestors will win the day. In the elder days, before the uprooting, the gnomes worshiped Ireche, spirit of wind and husband to ill-tempered Marlei-Na, spirit of dark clouds. Unfortunately, the anger of Marlei-Na was stoked by the languid existence of the gnomes, who paid her no homage though they revered her husband. In anger Marlena called forth the Ayochek to attack the gnomes. All was chaos and death until the noble Qíme led the people north, away from the jungles from which the Ayochek had sprung and taught them to ride the wild lassa. From the backs of these great horned veld-stags, the gnomes launched raids and attacks against the Ayochek and pushed the creatures back to the southeast portion of the island.
### Government
The gnomes of Tkwel have no central government. They live in one of 14 tribes, which each acts as its own authority. The tribes tend to be itinerant, rotating between three or four spans of territory over the course of the season. It is not rare for two tribes to have settlement areas in common, but two tribes not share territory unless there is dire need. Gnome tribes are a hunter-gathering society. They do have some agricultural abilities, but rarely “work the land,” as it disrupts the natural order of the spirits. Instead, gnomes scatter seeds they have gathered as they travel from place to place as an offering to Tenthis, the spirit of travels. Cooking or eating seeds is taboo among gnomes for this reason. Once every few years, the the shamans or healers hear the call of Tanuu, which heralds the journey to Ojibka and the gathering of the gray tribe. The individual tribal chieftains, storykeepers, healers and any other who hears the voice of Tanuu gather to discuss matters that are important to many or even all tribes. The decisions made there are binding to all tribes, though it is up to the individual tribes to ensure that the will of the gray tribe is carried out. The tradition of meeting in this way is referred to as Wetsumewak, and is a time of unconditional peace between the tribes. The tribes have a similar makeup. At the head is the Chief, who it chosen by those among the tribe who can hear the voice of Tanuu. The new chief is typically a chosen and confirmed successor named by the previous chief, and it is usually passed down along hereditary lines, but the will of the spirits is a force more powerful than blood relation. The chief is advised by an elder healer, a spirit talker, and a story keeper. The chief decides who will become an elder when a sitting elder dies or is no longer capable of fulfilling the position. The rest of the tribe is organized by their calling. Every year at the dawning of spring, gnome adolescents participate the ritual of marking. This ritual uses specially prepared paint dripped onto the right hand to determine if a calling has been made, or if they will remain as a child for one more year. The callings are storykeeper, hunter, healer and spirit talker, with storykeepers being the most common and spirit talkers the least. Storykeepers are responsible for gathering of supplies, for the teaching of the children, the myriad of domestic needs of a tribal camp, and for maintaining the collective knowledge of the tribe. Those new to the calling are referred to as listeners, then progress to becoming speakers and eventually storytellers. Story keepers forswear the use of weapons against other gnomes. Bearing arms against a storykeeper is a strictly held taboo, even the most vile among the gnomes do not violate it. Hunters are taught the ways of tracking, wilderness lore, stealth and combat. Those in this calling start as stalkers, then grow to scouts and then hunters. It is from among these that new chiefs are chosen. Healers learn the ways of herbs and medicine. They ply their knowledge to heal injuries and cure the sick. Most are mundane herbalists, midwives or medicine men, but some do entreat the spirits to aid in their work. Healers begin as apprentices, then become soothers and eventually healers. Spirit Talkers are those who have the ability to speak to the spirits and ask them to shape the world around them. Spirit talkers are casters who utilize magic for any purpose other than healing. Those who heed this calling start out as mindful, then become receptive and eventually spirit talkers. The other important position within the tribe is the ability to listen to the voice of Tanuu, spirit of community. All spirit talkers can hear the voice of Tanuu, as can most healers. It is far less common for a storykeeper or hunter to hear the call, though storykeepers tend to have more by sheer numbers. Being able to hear Tanuu is considered a requirement to be a leader within the tribe, since it is his guidance that allows them to make the best decisions for their people. Other elders, even those not in chosen positions or capable of hearing the voice of Tanuu can advise the chief or the other leaders. Gnomes are not going to reject sound advice simply because of who offers it.
- Okchanasa: [text pending]
- Zaluak: [text pending]
- Ngatma: [text pending]
- An Ingalik: [text pending]
- Ja’mulmuk: [text pending]
- Tatavia Maue: [text pending]
- Ilikuma: [text pending]
- Twappo: [text pending]
- Nuku Kapa: [text pending]
- Haantu Ata: [text pending]
- Capo: [text pending]
- Menwatu: [text pending]
- Waya Ngata: [text pending]
- Angkad Tin: [text pending]
# Foreign Relations
The gnomes of Temnia are not a seafaring people, and do not have a common interest in the world outside their home. Individually gnomes will leave the island to explore the larger world, and many return after a short adventure with tales of the tall world. Because they do not command great economic of military resources, most people ignore gnomes as simple barbarians. Trade does occur, which makes the Varyag the largest foreign influence on gnome culture. Others will come to Tkwel as well, though the remote location of the island means it is a bit far afield from the normal trade routes. The Polimon have established a camp at Tsimtalon bay for scholarly purposes, studying the gnomish culture. Dwarves have also made their way to Tkwel, specifically a small group of Inkarhan exiles, who have established a camp on the Southern edge of the tribal grounds. Few kingdom dwarves come to out to Tkwel, so most gnomes have a very skewed idea of what Dwarves culture is. This leads to a number of misunderstandings between gnomes exploring the wider world.
- Wa’oka - Path of the Hunter
- Wa’Iyeshka - Path of the Spirit Talker
- Wa’Nihaya - Path of the Healer
- Wa’Oyake - Path of the Storykeeper