Tlukv Tribe ((Tloo-kuh))

The Tlukv tribe has been around since the dawn of the Aniya people. During The Great Frost and the war with the Knights of the Blighted Blade, the Tlukv fled into Nothing and Nowhere, becoming a nomadic people in this part of The Abstract

Collectivistic: The people of this tribe strongly value the needs and capabilities of the whole over those of the individual
Matriarchal: This tribe is led by elders, particularly female elders, and the women are considered the heads of the family. Women are revered and protected as sacred, as they are givers of life.

Clans: The tribe consists of clans, each of which consists of a few families and is responsible for an integral part of the tribe’s continued existence. (Warriors/protectors, hunters/gatherers, healers, craftsmen/women, and deathworkers). Individuals are born into one of these clans, but can be adopted into another if they find later in life that they have gifts or skills in another area.

  • Ditlihi (Dee-Tlee-Hee) Clan: Warriors responsible for protecting the tribe in times of both war and peace. They are associated with the Wolf.
  • Kanohalidohi (Con-oh-Ha-Lee-Do-Hee) Clan: Hunters, gatherers and gardeners who provide sustenance and other animal and plant-based materials used to keep the tribe running. They are associated with the Hawk
  • Kanvwodi (Con-uh-woah-dee) Clan: Healing shaman who use a combination of Technomancy and natural materials to provide for the sick or injured, and sometimes help deal with other issues related to healing the land or relationships between the planes. They are associated with Deer.
  • Adanedi (Ah-dah-ned-dee) Clan: craftsmen, builders, tailors, and technology experts who create weapons and items for daily living. They are equivalent to merchants and repair/maintenance personnel. They are associated with Beavers.
  • Ayohuhisdi (Eye-oh-who-hee-sdee) Clan: Technomancers and other specialists responsible for matters of all death. They ensure that the spirits of killed plants and animals are appeased and respected, that the dead of the clan are disposed of properly and that remains are utilized appropriately. In some cases they are also responsible for services requiring access to the afterlife, such as ceremonial communion with ancestors which occasionally occur in times of need or confusion. While these mages are highly respected, they live relatively secluded lives as some still see their work as dark and ominous. They are associated with owls.

Mythology & Lore


When all was water, the animals were above in Gälûñ'lätï, beyond the arch; it was crowded, and they were wanting more room. At last Dâyuni'sï, "Beaver's Grandchild," the little Water-beetle, offered to go below and see what was there. It darted in every direction over the surface of the water, but could find no firm place to rest. Then it dived to the bottom and came up with some soft mud, which began to grow and spread on every side until it became the island which we call the earth. It was afterward fastened to the sky with four cords.

At first the earth was flat and very soft and wet. The animals sent out different birds, but they found no place to alight and came back again to Gälûñ'lätï. At last they sent out the Buzzard and told him to go and make ready for them. This was the Great Buzzard, the father of all the buzzards we see now. He flew all over the earth, low down near the ground, and it was still soft. When he reached the Tlukv country, he was very tired, and his wings began to flap and strike the ground, and wherever they struck the earth there was a valley, and where they turned up again there was a mountain. When the animals above saw this, they were afraid that the whole world would be mountains, so they called him back, but the Tlukv country remains full of mountains to this day.

When the earth was dry and the animals came down, it was still dark, so they got the sun and set it in a track to go every day across the island from east to west, just overhead. It was too hot this way, and Tsiska'gïlï', the Red Crawfish, had his shell scorched a bright red, so that his meat was spoiled; and the Tlukv do not eat it. The conjurers put the sun higher in the air, but it was still too hot. They raised it another time, and another, until it was seven handbreadths high and just under the sky arch. Then it was right, and they left it so. Every day the sun goes along under this arch.

Divine Origins


The First Fire:
The world was cold and dark, until the Thunders sent down lightning, which made fire at the base of a sycamore tree. The animals wanted desperately to get it, and several of them tried – the raven, screech owl, hooting owl, and horned owl, and snakes. All of them were affected by the journey, and carry the marks of it to this day. Finally, the water spider came forward, spun a thread from her body and made a bowl to fasten on her back. She crossed the water and carried the fire back to the animals.

Origin of Disease and Medicine:
In the old days humans were expanding and killing creatures, which made them upset. The bears formed a council to deal with the hunters, but found that they could not fight humans in the same way that humans fight them (their claws were too long to use bows) so they dismissed the council. The deer held a council and resolved to send disease to hunters who kill them without asking their pardon. Birds, insects, and small animals held council and decided to plague the people with diseases, nearly killing mankind. The plants were friendly to humans, though, and when they learned what the birds, insects and small animals were doing they decided to create and provide medicines to help humans survive their diseases.

Tenets of Faith

The Two Wolves: Once an old man spoke to his grandson, and told him “We all have two wolves inside of us. One of them represents all good things: love, joy, hope, happiness, and kindness. The other represents all evil: greed, anger, deceit, and hate. They are always battling one another inside our hearts.” The grandson asked his grandfather “Which wolf will win?” and the grandfather answered “The one you feed.”
Type
Geopolitical, Nomadic tribe
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