Goliath Tribes of the Avakal Mountains

"Note: This is player-created lore. It applies only to the specific tribes listed and is not intended to be universally true for goliaths, etc. It is intended, however, to build off of WotC published lore without contradicting it.  Ping @NicoAkira on the Discord if you have questions."The goliath tribes of the Avakal Mountains* south of Kanara hold honor in highest regard, followed closely by strength—physically speaking, of course, but also of spirit and mind. Competition among them is both common and encouraged; it's through the challenge that they grow and learn, both things they're constantly seeking to do. They are, first, of their tribe, and second, goliaths, and will support each other in times of need without question.

They give attention to the past through storytellers (historians, you might call them), who pass on tales of the past that current generations might learn from them. They also keep a mind to the future, making sure plans are well laid, but are careful to keep their primary focus on the present. They pride themselves in making the best of any situation, putting their trust in their own abilities over anything else. Good fortune is welcomed, but difficult situations are simply challenges that must be overcome, and lessons to be learned.

As a group, they keep themselves fairly isolated. They have some trading connections, but otherwise see minimal interaction with the outside world.

* The Avakal Mountains may have a different name depending on who you ask. That name is used within the tribes, but might not be known beyond them.

Nilpallandri
The Nilpallandri keep more to themselves, even among the tribes. They are most noted for their builders and crafters and the majority of their work is with wood and stone, though it would be a mistake to say that's all they do. They take pride in augmenting what nature has to offer, shaping the natural beauty into something more than it already was.

The name "Nilpallandri" is derived from an ancient mine said to have been rich in all manner of precious metals, though little more than myth today.

The Nilpallandri are perhaps 200 in number.

Oretharos
The Oretharos are a spirited group. They're quick to anger, but just as quick to laugh again and in that way are easy-going. They share with the Avakalathi a strong competitive streak, and the two keep up a strong (albeit friendly) rivalry. The challenge is what they relish, and a fight lost but well-fought is valued as highly as a well-earned victory.

The Oretharos make their home on the western side of the third peak at the base of a series of sharp cliffs. Many of the Oretharos, in fact, claim the cliffs themselves as home, with a number of residences carved into the cliff face. The name "Oretharos" comes from the ancient Giant words onet and aharo, translating literally to "sky heights," referencing these cliffs.

Goliath storytellers, or Weavers, are most common among the Oretharos, and the tribe maintains a collection of physical texts, though such a format is intended for preservation, not delivery.

The Oretharos are the largest tribe, with perhaps 300 members.

Border Wars
The Oretharos have long been at war with the nearby orcish tribes of Orzec and Ka'lesh. Even the Weavers' records cannot say why the war began, but it continues to this day, though it ebbs and flows with time.

In early 2319, just before season 2, the Ka'lesh had already drawn back and Chieftain Reddawn of the Oretharos and Chieftain Ineri of the Orzec entered negotiations for peace. The negotiations ended in disaster, however, leaving Ineri dead and Reddawn with a near-mortal wound. With such a blow to either side, an uneasy peace did follow for a time, although it eventually fell. With minor skirmishes throughout the years, war began anew in 2328, four years after the conclusion of season 3, when Eldrozh, Ineri's son, claimed power in the Orzec and rallied both tribes against the Oretharos.

The other tribes aid the Oretharos in their battles with warriors and equipment, but the vast majority of the effort falls to the Oretharos alone.

Avakalathi
The Avakalathi take their name from the mountains themselves (from avakalos and lath (pronounced lot, with an aspirated h), meaning "the people of the mountains"). On this note, "Avakal Mountains" is something of a misnomer, as avakalos translates, in fact, to "mountains."

The Avakalathi themselves tend toward semi-nomadism. Their primary homes are higher in the mountains than those of the others, and it's not uncommon for small groups of them to break off for some length of time, though this is generally counted in months and the majority remains together.

There is a stereotype that as a culture they are filled with wanderlust, never quite satisfied with an easy life, and a few texts of the Oretharos refer to them as warrior-philosophers, a description not out of place.

The Avakalathi are the smallest tribe, with perhaps 150 members.

Government
Government among the tribes is simple and tends toward meritocracy; those who prove themselves most capable of governing are granted the roles. The society values individual achievement, but not at the expense of the whole, and marks a careful balance between individual and communal well-being: individual needs come first, then communal needs, and then wants in whichever order is desired. In this way, they are a community-minded people, something that has surprised more than one unfamiliar to them.

Disputes are typically settled by the individuals involved. When no agreement can be reached, they may ask the chieftain to arbitrate or turn to a physical contest of some sort. There's no written law and little in the way of crime, but should something arise, the chieftain decides the result on an individual basis.

Generally speaking, the most serious consequence that might be incurred is exile from the tribes. Although such a sentence is rare, it is certainly not unheard of, and might be delivered following a single serious transgression or a series of lesser ones, if the individual in question shows no sign of changing. The first category would include things such as murder or betrayal of the tribe. The second might be something such as a series of thefts or even if the person simply refuses to carry their own weight.

The tribes operate within themselves more as large families than anything else. Money is not often used amongst them. If you need shelter, you will build it, or find someone who can, perhaps in exchange for goods or services of your own, perhaps offered simply because it should be done. Food is given freely and never sold. The chieftain is the only title that carries any power with it, and the power is considered first and foremost a responsibility, and it does not come with any particular riches or privileges except what the individual earns for themselves.

For such a system to work, everyone must do their part, which is why not pulling one's weight, as it were, is considered worthy of such serious consequence.

Tribal Roles
People within the tribes will generally settle into a particular role or trade, but there's little formalization of this and people are free to move between roles as they so choose. Hunters in particular change often as the hunt can be long and tiring in comparison to other roles, and so the task is shared.

Children are raised by the entire tribe and are taught the basics of a variety of skills and trades as they grow. If they show a partiality for a particular task, those who perform it might take it upon themselves to further the child's instruction in it, and so specialties are formed. The hunt is a special thing, however, due to the danger of it. A child will typically observe their first hunt following their eighth winter, though they will not actively participate until some time later, when they've been judged ready.

On a similar note, most—but not all—of those in the tribes are warriors, particularly among the Oretharos, and it's rare for any member of the tribes to reach their mid-twenties without seeing battle after one fashion or another. This is taken as a fact of life, however, and people are expected to have more skills than that. Other skills are in fact held in higher regard than mere martial prowess.

Outsiders
Visitors are welcome among the tribes, though those staying for any extended length of time are held to the same standards as members of the tribes. It isn't unheard of for outsiders to adopted into the tribes, either, should they so choose, nor for them to earn new names for themselves while staying with the tribes, whether or not they join them permanently.

Self-Sufficiency
The tribes' values ultimately stem from a high regard for self-sufficiency. It's expected that one does everything they can themselves, making it a point of pride to not require assistance. There's a similar expectation that anyone offers assistance wherever it might be needed, perhaps to prove just how capable they are, that they're able to perform a task for others in addition to themselves. Accepting such assistance can even be considered a favor to the one offering, which in turn reflects well on the one accepting, so this usually doesn't result in too many people taking on tasks that are beyond them as there are plenty willing to help, even if the person initiating it has difficulty asking.

This philosophy has had far-reaching effects: the tribes' isolationist nature, for one, can be traced to this, as can their strong preference for the mundane over the magical. Magic is seen primarily as an external force, and so it's viewed as more significant when a person can accomplish the same thing with their own hands, and those who do practice magic tend to blend it with mundane methods. A Woundweaver (a dedicated healer) might be capable of producing some particularly potent salve for healing bleeding injuries and preventing infection, for example, or might inscribe runes of power along bandages to aid in the recovery process. It may also be of note that Woundweavers are versed primarily in the treatment of physical wounds and have comparatively little knowledge as relates to sickness or disease. Though there may be philosophical origins of this trend, it may also have purely practical origins as illness is unusually rare among the tribes, something attributed by outsiders to robust immune systems.

Names
These goliaths traditionally carry three names—one given at birth by their parents, one earned through some feat, pursuit, or notable trait, and the name of their tribe, used as a surname—and they will typically introduce themselves with all three, in that order. Their earned name, however, is what they're most commonly known by, though exceptions do exist.

Certain names, such as Weaver or Woundweaver, blur the line between name and title, and many will carry the same name at once. When this is the case, they are generally referred to with their birth name as well as their earned name, such as Sella Woundweaver, rather than the typical address of their earned name alone, such as Sunshine. It's also common for children to address unrelated adults as "Auntie" or "Uncle" as a sign of respect.

Religion
Religion among the tribes is informal; each is free to worship as they please (or refrain from doing so altogether). Most in the tribes ascribe to the Thoughts, and while they don't have dedicated temples (or priests), shrines to the Thoughts aren't uncommon. Worship is carried out on an individual level and the most common form is a simple mental offering of the day's work to the Divine as a whole or to a particular Thought.

A common gesture that might be seen is touching the breastbone (representing the body), then forehead (mind), then extending the hand upwards, often with the gaze following (soul). This is comparable to crossing oneself.

Funereal Traditions
When one among the tribe passes, their body is brought to a secluded area near the tribe, where one or more people who were close to them maintain a constant watch until they're cremated. Those who aren't keeping watch build the pyre, and when it's ready, the body is laid out atop it. The body is not disturbed except to move it until it's on the pyre, at which point it might be arranged more comfortably. This typically comes into play only for those who died on the battlefield: arrows won't be removed from a warrior's body until this point, for example. This has something to do with the sanctity of death among the tribes, and a belief that the manner of death should never be hidden, though most would likely say only that it's how things are done if questioned. The task of lighting the pyre traditionally falls to the eldest child of the deceased.

A person's life's work, or some representation thereof, is burned alongside the body. This is intended to represent a conclusion to their earthly commitments, freeing their soul to move on. Should their work remain unfinished in some significant capacity, a student or loved one may retrieve its representation from the pyre before it's lit to signify that they'll complete the work, and the deceased need not worry. Children, however, are often the greatest unfinished work of all, and will often claim some token from the deceased to indicate the same in reference to themselves, or their guardian may claim a token if they're too young. Such tokens are offered in a sacrificial fire when their holder believes the work completed: when a Weaver's student completes their epic, for example, or a child feels they've become a person of whom their parent would be proud.

Common Misconceptions

 * There's a saying among the tribes, that "a hot drink will warm you as well as a strong one." What alcohol they do produce is incredibly strong, and thus consumed only in small portions.  They tend to prefer teas, and this is a majority of what they trade for, as few of the plants used in such drinks can survive at elevation.
 * Most goliaths have darker markings across their body, typically in symmetrical patterns. These are often mistaken for tattoos, but are natural birthmarks.  Some goliaths have tattoos as well, often designed specifically to enhance these marks.

Notable Figures

 * Orin Sunshine Avakalathi, veteran of the Battle for Kanara and councilmember of Kanara from 2320 (following the Battle) to 2327 (died in 2327, at age 45) (WM season 2 PC)
 * Auris Sunwolf Oretharos, known as Auris Weaver for her epic of the Battle for Kanara, Chief Justice of New Gork and Lieutenant of New Gork's Defense Force from 2323 (the founding of New Gork) to 2327 (died in 2357, at age 62) (WM season 3 PC)
 * Mora Runeweaver Oretharos, responsible for many advancements in the understanding of the arcane (NPC)
 * Kellmiri the Wise, Chieftain of the Oretharos from 2249 to 2290 (died in 2301, at age 73) (NPC)
 * Tiori Sliptongue Oretharos, Chieftain of the Oretharos from 2290 to 2301 (deceased) (NPC)
 * Medb Reddawn Oretharos, Chieftain of the Oretharos from 2301 to 2331 (died in 2335, at age 64) (NPC)
 * Adram Ravenslight Oretharos, Chieftain of the Oretharos from 2331 to 2365 (deceased) (NPC)