The biata of Izendorn are primarily matriarchal and semi-nomadic, primarily living in caves in the mountain borders. They farm and gather the caves and natural clearing surrounding them for no more than two years before moving to another area in each tribes territory. As long-lived as the elves and with the added ability to mind-walk, they have what they consider a unique perspective on history and people which tends to lead them to try to bring the other races along.
It is impossible to tell how large the biata population is in Izendorn or how long it has been there. When asked about the first arrival of biata to Izendorn, the answer is always “between the snows.” Since then, the biata tribes have spread out along the border ridges all around Izendorn. Through tolerance, skill and scarcity, the biata have managed to avoid wars with other races. The rule of elves over the kingdom has been taken in stride, largely because it has little effect on the biata. Their primary enemy has been the hill giants. Occasionally, in the deeper mountainous caves there have been conflicts with the drae and dark dwarves. Those were solved primarily by avoiding occupied territory, although there have been some fierce skirmishes over some contested areas. In such cases, the fierceness of the fighting has resulted in the conflicts being termed a draw and the territory being shared.
The greatest legend of the Izendorn biata occurred in 591 when the eldest matron, Krora, of the Stareagle Clan single-handedly held off an attack of dark dwarves. It is said that she sent the rest of her clan to a more defensible position while she held off the attackers in a cave passage way by blocking it with circle after circle in series, bracing herself against it and the cave wall to shoot her bow at them. After she had exhausted her ninth level spells, it is said that she held them off for another hour with no more than a sword, her remaining spells and her wits. She took her permanent death in making that stand. However, legend has it that a full score of dark dwarves did as well.
Children are kept sheltered away from non-biata until adulthood and during that time are the responsibility of the first male of a biata matron. Each child is taught the basics of hunting, gathering or farming. Gathering is considered the gathering of wild foods and hunting or fishing by trap while that which is termed hunting is the chasing and killing of prey as well as fishing. Gathering and farming are taught by the males while hunting is taught by the females. Each child is also taught some form of battle skill based on the natural aptitudes found in the children during the first mind-walk with their mothers at 40. After that, both the battle training and the education of the special abilities of the biata begin. No biata is allowed to leave home without completing the training of the mind-walk talent as it is considered far too dangerous to all parties untrained. Children are first tested for readiness for adult responsibilities at the age of 85. If the test (usually a quest in the mindscape) is passed they are eligible to leave home or become full members of their tribe. Most do not leave their tribe until 95-100 years of age in order to learn of other societies before joining them.
Each adult female biata may have up to three husbands if she can support them as well as her children. After being wed, the female’s title is “ young matron” of her tribe and “matron” after having children. Her first husband’s title is “first.” Any subsequent husbands are simply called by their name as are the children. Some tribes, being more egalitarian, allow only on spouse for each female, although his title is still “first.” The responsibilities of each spouse include feeding each other and caring for their offspring. They also vow to defend each other’s honor and lives. All other vows are negotiated between the young matron-to-be, the first-to- be and their mothers.
Each tribe has a council of Elders. This council contains one matron for each primary mode of defense (earth/chaos casting, fighting, traps and gasses), one matron who keeps track of foodstuffs, one who monitors trade goods and one who monitors the training of the children. In each tribe, one of these positions must be held by a male. In more egalitarian tribes, the number of males may be higher. It is considered a crime among the tribes for biata to hide his/her feather pattern as this identifies his/her tribe to others. While there is no over-arching government for the tribes of biata in Izendorn, they openly accept marriage and traveling between them. The larger clans (and their colors) are the Stareagle (blue, white and silver), the Sunowls (yellow, orange and tan), the Stonehawk (brown, maroon, grey, and black), Moonraven (silver, black and purple), and Rainfalcon (green, muddy brown, and rust). Members of these clans have at least one of the clan colors as their base feather color. All of these clans trace their roots back to the Vardik and/or Norik families.
Biata, on the whole, survive. They do this by respecting the land in which they live and not overworking it. They do this by using skill in battle, diplomacy and less direct methods. Because they cannot cast celestial magic, they neither understand nor trust it. They tend to try to “bring along” or teach the other races the value of understanding each other from the inside out, often becoming most frustrated with the Stone Elves who should understand this the best but in practice show it the least. Some will shy away from physical contact due to hyper-sensitivity of their mind-walking abilities. Biata also have a sense of honor that would seem inscrutable to an outsider. Each one has his/her own code that is rarely shared, but that guides their every action regardless.
Consider the longer view. Keep in mind the perspectives of the other characters. The bottom line is survival. Culture and history guide you to survival with a long perspective. A code should be set at the origination of the character and followed strictly. The consequences of breaking this code should be severe and may be set by the character with help from his/her clan council at character creation.
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