Agriculture: Not much grows in these bitterly cold lands. Though the Treeminds tend to the earth and water it, and though they are omnivorous creatures, they can ill afford to spend time farming and tending to crops, only to then eat what can barely sustain their huge bodies and muscles. Further, growing crops would require the mindless destruction of the tribal forestlands, an act that no Treemind would ever think about, let alone consider.
Architecture: Treeminds do not ‘build’ as such. They prefer to adapt naturally occurring shelters to their advantage. They carve out caves and reshape holes in trees to better suit them. Most Treeminds dwell within adapted holes in Old Bark-Skin, while those who have no space there find space in and around any roots from the ancient tree which happen to break the surface.
A Depiction of Old Bark-Tree, the Epicentre of the gigantic Northern Clonal Colony As far as streets and roads go, Treeminds do not have stone roads or streets, but they have well-known dirt roads in the woods, which are known to them. It helps greatly in manoeuvring through the thick forest – which is very important for creatures as large as Treeminds, a wrong turn into a particularly thick undergrowth can see them trapped and unable to find a way out without needless destruction of the forest life.
This thick forest acts as a hindrance against any unwanted visitors and makes the Treemind tribe’s pacifism and isolationism far easier to maintain.
Climate: Located in the Utmost North of Galbar, the Treemind tribal lands are bitterly cold and snow covers the earth throughout the seasons. This is far more apparent on the hunting grounds and beyond the heavily forested tribal heartlands.
Whereas the trees in the huntings grounds are rather young and small in size, those in the tribal heartlands are much older, larger, and close to each other. This means that much of the snow covers the trees but does not reach the ground below them. This is very true for the area of land beneath Old Bark-Skin. While rain, being smaller and more fluid than snow, does get through, it does so in far smaller quantities. The Treeminds take it upon themselves to ensure the earth remains well watered and favourable to life.
Lake Grasidar, despite the intense conditions, remains unfrozen throughout the seasons. The Treeminds see this as a miracle evidencing the sacred qualities of the lake and the tribal lands, a blessing from the source of all life so that the Treeminds in its care do not die of thirst. Indeed, the rivers in the region are frozen over all year round, though the layer of ice can be broken by a Treemind determined enough. Below the layer of ice can be found fast flowing waters and fish aplenty.
The Solitary Mount, the tallest mountain for miles around (and on all of Galbar, though the Treeminds know not), is the most bitterly cold part of the Treemind tribal lands. From bottom to top, it steadily gets colder and colder, and the strange mist which surround the mount appears to add to the cold. Only those crazy or on pilgrimage (or both) dare approach it – for not even a Treemind's thick fur can keep the harrowing cold at bay.
Geography: The tribal territories vary from tundra on the outskirts to light and thick forest closer to the Old Bark-Skin and the tribal settlement. There are also plenty of frozen rivers running through the tribal lands, and hills and mountains are numerous. The largest of these is undoubtedly The Solitary Mount north of Lake Grasidar.
The Solitary Mount with some of Galbar's moons Lake Grasidar also lies just east of the tribal settlement, a massive lake which never freezes, despite the intensely bitter cold.
Only one kind of tree grows in the cold climate of the tribal lands, what is known to humans as the Northern Icetree but known as the Holy Garatha tree to the Treeminds. It is a tree which, unlike any other tree, can only grow in subzero temperatures. While trees normally die under conditions as cold as those in the tribal lands, these trees flourish and prosper here – in fact, they quickly wilt and die in warmer climates. These trees can grow to become extremely large – Old Bark-Skin is an extraordinarily old and thus extremely large Holy Garatha. The Treeminds do not realise that the forest is in fact one single organism, one giant Holy Garatha, with Old Bark-Skin as its epicentre.
Crafts: The only materials directly available to Treeminds are dead or fallen trees – what they refer to as 'sleeping trees', or 'trees that have succumbed to the final sleep'. Tree-Arms drag these dead trees from the hunting grounds - for they only use fallen trees from the hunting grounds and not from the tribal heartlands - back to the settlement, where the Tree-Nurturers carve them out. Holy Garatha wood is rather valuable and extremely useful, but the Treeminds do not realise this and, in due time, will exchange it rather cheaply with anyone wishing to trade.
As far as carving wood goes, Treeminds are extremely skilled. They use their claws, and carve very impressive patterns and tools.
All Treeminds must go through a ritual of bonding when they have reached their tenth year. This involves seeking out a fallen tree in the tribal territory, one which ‘calls out’ to them, and carving their chosen weapon – what they call their ‘Ik’Grarg’Ki’, ‘Partner on the Road’. This process does not require any carving skill as such as a Treemind is in a state of ‘inspiration’ throughout the bonding rite, but where a Treemind is finding it particularly difficult to carve their Ik’Grarg’Ki, a more skilled member of the tribe may help them, carrying out the commands of the inspired individual.
Treeminds do not engage in ironworking and their carvings do not stray beyond the scope of totem-like structures, fishing boats, and Ik’Grarg’kis.
Crime: As a community, Treeminds are far too small in number for criminals to arise undetected. As a result, their's is a generally crime-less society. This is further enforced by the fact that all members of the tribe are connected and aware of each other’s presence if they are nearby.
Due to their small numbers, Treeminds are extremely protective of each other’s lives, particularly the young as they are the future of the tribe. For this reason, killing another Treemind is considered the most heinous crime possible. Any who do so owe a debt to the tribe and must make it their life-long duty to produce as many children as possible in order to undo the evil they have done. This may seem a light punishment – or in fact, a reward! – but it becomes far more difficult when no respectable Tree-Mother would allow you anywhere near her, let alone to lay with her.
Those who fail to produce any children within two summers are banished from the tribal lands and are not permitted to return ever again - the most terrible punishment and torture for the highly communal Treeminds. As one may expect, murder is a crime so rare that no living Treemind has witnessed it.
Petty crimes such as thievery do not exist, mostly due to the fact that there really is nothing worth stealing in the tribal settlements, and if there was, it would be both communally owned and Treemind morals would not permit them to steal from the tribe.
Cuisine: While capable of eating fruits, berries and crops, Treeminds do not produce this in adequate quantities to sustain themselves, so their cuisine is mostly made up of meat. They are not fussy and will eat whatever meat is available, though the more refined among them tend to cook their meat before eating it – they are not savage animals after all! When it comes to beverages, Treeminds savour nothing more than their very own water from Lake Grasidar! But where that is not available, they don’t mind normal water too ^^’
Dangers: The Treemind tribal lands are thriving with all kinds of life and therefore, without a doubt, dangers. Beasts one can expect to come across include the vicious Snow Wolf (known to humans as the Northern Wolf) whose white coat provides brilliant cover in the snow. What makes this wolf particularly dangerous, other than its size (being at least twice the size of a typical wolf, which are also to be found in the tribal lands) is the fact that it has the ability to blast prey with debilitating, focused breath of icy air which can freeze limbs – causing severe frostbite in the best of cases, and a quick death between the wolf’s jaws in the worst. Unlike the common wolf, Snow Wolves tend to hunt alone and form families, much like humans, rather than hunt in packs.
The Snow Bear, a large white bear, is also a real danger. It can be found close to rivers, the coast and in the mountains, generally avoiding forestland. These mammoth creatures can reach 12 feet when standing on their hind legs – which is tall even for a Treemind. This makes them a danger even to the Treeminds. However, they tend to avoid any creature close to it in size, meaning adult Treeminds are generally safe from the wrath of the Snow Bear. Smaller creatures must beware, however, as the speed and power of the Snow Bear is not to be trifled with. Indeed, a Snow Bear can reach speeds of up to 35 miles per hour, making it absolutely lethal when it decides on a prey. Smaller and slower bears do dwell in the tribal lands, such as the Tree Bear, a very small bear which only eats plants and prefers to dwell up in trees, the Earthen Bear is a large but slow brown bear whose size standing can range from 5 to 7 feet. They mostly eat plants and small creatures, though they can be dangerous to passers-by if driven into a corner or feel threatened. There are many other creatures which make of the Utmost North a home, and most of these have evolved due to the magical properties of the Holy Garatha trees and are thus very different from any other creatures found on Galbar.
The climate is also a real danger. One foolish enough not to dress well or to allow the cold through may well find themselves with frostbite or suffering from hypothermia. It is rather uncommon to come across those who have died of frostbite in the tribal lands, mostly due to the fact that such fools would have died long before getting so deep into the forest.
Education: Treeminds have no schooling system. Children learn in two main ways: play-fighting and through the strange link all Treeminds have with one another. As a Tree-Cub grows, it is bound to play-fight with others of its age, and the strongest tends to be the most dominant and respected. With time, this hierarchy loosens as each Treemind grows and takes their position in the life of the tribe.
Young Treeminds, depending on their position, are put in the care of an older and more experienced Treemind who goes about teaching them the ways of their chosen path in life.
There is, of course, the Tree-Walker who has immense magical knowledge and is very in tune with nature. The Tree-Walker tends to take on one apprentice and teaches them all s/he knows so that they can carry the mantle of Tree-Walker, with all the knowledge and power of past Tree-Walkers, to the future.
The pinnacle of Treemind education is the pilgrimage to the top of the Solitary Mount. It is not known what occurs during the pilgrimage, but those who return tend to have knowledge and magical capabilities beyond the comprehension of any normal Treemind.
Family structure: The entire Treemind tribe considers itself an extended family, and thus the family's macro-structure is in fact the tribal structure.
On the micro-level, Treeminds do not have a concept of marriage, and children born are not the children of any particular Treemind, but of the tribe as a whole, and all Tree-Mothers, Tree-Fathers, Tree-Nurterers, Tree-Arms etc. take part in caring for and rearing the young. Generally speaking, a Treemind will not know who its biological parents are. All Treeminds are children of the tribe, they owe their allegiance to the tribe, and thus to every single member of the tribe. Every youngling is a son, daughter, brother or sister, every elder is a father, mother, grandfather or grandmother.
While there appears to be a strict and formal tribal hierarchy, this is only so for Tree-Cubs. Once a Treemind reaches maturity and has a chosen path in life, everyone is more or less equal, with respect given to those in positions of leadership due to the fact that they represent the authority of the tribe, rather than those individuals being inherently superior to others.
Language: Treeminds communicate in various ways. While they have a spoken language and oral tradition is passed down over many, many generations, their fur shifting fur colour and tattoos are another method of communication, and can hint at the individual Treemind's mental and physical health as well as emotions. More over, Treeminds have something closely resembling a hive mind and are thus able to sense and communicate with each other mentally over short distances. This link is broken if a Treemind strays too far from another.
While Treeminds carve wood, they do not have any form of written language. Carved art is the closest thing have to recording their own history, important events, marking festivals and so on.
Laws and Law Enforcement: The laws which govern Treeminds are largely societal, and have become custom rather than formal law. The tribal hierarchy is not a matter of law, but custom. It exists and is naturally enforced by the tribe as a whole. Crimes are rare, but if any do occur, then the tribe would react to it as a whole. All inherently know that to harm a member of the tribe is to harm the tribe, and harming the tribe is an offense deserving punishment by any Treemind's standards.
This means that there are no formal positions for judges or those who enforce the law - not even the tribal elders or chief take it upon themselves to enforce the law-customs. It is a tribal responsibility, a position occupied by each individual as a member of the whole.
Magic Traditions: Over the many centuries, the magic of the forest has seeped into many of the creatures living in the Utmost North, including the Treeminds. This means that Treeminds have a passive magic within them. This mainly affects their intellect and fur. Their fur is extremely tough and difficult to cut through, making it a great source of protection for Treeminds. While by no means an armour of fur, it is tough. Treeminds are also able to process things faster than other beings on Galbar - which is vital for survival in a forest where every other creature has developed such quick processing capabilities. While it is not so much of an advantage in the Utmost North, its advantages will become apparant should they ever encounter beings from beyond the Utmost North.
While they are all fully capable of using magic, only Tree-Walkers actually practice it. As the tribal shamans, they have various magical capabilities linked with nature. While they can, if necessary, cast aggressive spells, their magic is mostly benign and used for medical purposes. By mixing their magics with herbs and other concoctions, they are able to aid the young and the ill and thus ensure that mortality rates are the lowest possible.
It is the Tree-Walker who makes the magical concoction which is eventually tattood on all Treeminds once they are bonded with their Ik’Grarg’Ki. It's creation is a secret known only to the Tree-Walker.
Medicine/Health: As mentioned above, it is the Tree-Walker's responsibility to take care of the tribe's medicinal and health concerns. This means that a relatively good quality of medical care is available to the tribe between the Tree-Walker and all his/her apprentices.
Treeminds are also relatively clean, they groom each other often, drink clean water from Lake Grasidar and bathe in it also. Their fur protects them from the cold and parasites alike, as well as any wounds a bear may usually suffer. However, they do not have any scientific forms of medical care, it is all very primal.
Military: Treeminds are, quite clearly, terrifying weapons in their own right. Their size, speed, hive mind, strength, and intelligence make them terrifying foes indeed. They do, however, carve blunt weapons for themselves, which they have a very personal relationship with. The tribe encourages martial prowess and skill with these weapons - known as Ik’Grarg’Ki. Only the one who proves him of herself most martially capable can gain the honour of becoming the Tree-Claw - the mighty Chief Warrior, leader of the hunters and any Treemind warband.
Naming Conventions: Examples of Treemind names include Horaroh Oharaho and Garagogarag Ogorogo. The rule is that a name must be perfectly symmetrical and that the first name and second name use similar letters. 'Hor' mirrors 'roh' and the 'a' connects them in 'Horaroh', while 'Oha' mirrors 'aho' and the 'r' connects them in 'Oharaho'. Likewise in 'Garagogarag Ogorogo'.
Population: The Treemind population usually ranges from as little as twenty to as many as three hundred. They have very low birthrates and their lifestyle does not allow for population growth. The cold usually kills newborns and not many survive to adulthood. They are, however, extremely united, forming one single tribe, and are very protective of each other.
Religious Traditions (WIP, death rites, daily/weekly practices, mythology)
Treeminds keen to prove their mettle can go on pilgrimage to the top of the Solitary Mount. Those who return - and none in living memory ever have - are honoured and given a position higher than even that of the Tree-Mind. They become The Solitary-Tree, sage-like, holy figures who are greatly revered; Vicegerents of the Life.
The Treemind rite of passage, known as 'the Bonding', is three-month period of time which usually occurs between a Treeminds tenth and eleventh summer, for both males and females. They undergo huge emotional tumults and eventually feel a compulsion to go out into the forest and find a tree which calls out to them, from this they carve their Ik’Grarg’Ki. They follow the 'inspiration' which overcomes them during this period and simply do as it dictates. It is unheard of for a Treemind not to go through this period, and not to pass it. Those who go through the Bonding are considered mature and can choose their path in the life of the tribe.
Romance: Treeminds can be very emotional creatures, and the multitudinous ways they can express emotion makes that very clear - both through spoken language, their strange, mobile tattoos, and their fur's ever-shifting shades. While they can all be emotional, none can partake in sexual intercourse other than Tree-Mothers and Tree-Fathers. This is most likely one of the main reasons behind the very low birthrate - only a small proportion of the population is ever actively reproducing. Non-Tree-Mothers or Tree-Fathers partaking in sexual intercourse is taboo. It is considered a sacred act, and those partaking in it must direct all their energies, passions, focus, and will towards the act. Indeed, being a Tree-Mother or Tree-Father is a delicate profession, just as difficult as being a hunter or a worker is. It has its many nuances and no bumbling buffoon can simply pop along and rut away. 'tis a delicate process, a profession most difficult to master and most embarrassing for the one who does not.
Superstitions: Treemind consider their Ik’Grarg’Kis as good luck charms, and it is seen as a deeply unsettling and worrying sign if one should break or be lost. The relationship between Treemind and Ik’Grarg’Ki is akin to that between a lover and beloved. Both are mutually dependent on one another. Except that in this case, the Ik’Grarg’Ki is made of wood deemed divine, and hold within it a part of the 'Life' which Treeminds hold sacred and more or less worship.
They also consider it a grave sin to kill animals or chop down any tree within the tribal homeland. Doing so will invite collective Treemind wrath. It is also considered an awe-inspiring - and foolish - thing for a Treemind to decide to go on a pilgrimage to the top of the Solitary Mount. Those who return are considered Prophets and are the highest authority in Treemind society: the living, breathing Vicegerants of the Life itself. Any outsiders attempting to climb the Mount will have to prove themselves first, else the Treeminds will not hesitate in removing the aggressor against their sacred lands.
Technology: Treeminds have very basic technology levels. They are very skilled carvers - but they carve with their powerful claws. They create totems, Ik’Grarg’Ki, and are capable of carving boats from tree-trunks. They are also able to light fire using the hand-drill method. They keep track of age by counting summers, though it is up to each individual to keep track of how old they are. All in all, quite primal.
Transportation: Treeminds are capable of travelling very long distances on their feet. Their endurance is impressive, and they can reach top-speeds of 60 miles/hour, able to maintain it for ten minutes at most before returning to an average of 40 miles/hour. Their feet are, thus, their main method of transportation - and a very efficient method is that!
Trade: Should they ever advance to such a point, Treeminds will be able to trade some of the most valuable timber around - and they do not realise its value! 'tis a merchant's paradise.