The Arvaneen tribes are hardy folk, always on the move. The tribes form a symbiotic relationship with a chosen elephant herd that they follow and protect. The elephant matriarch acts as a spirit animal for the tribe, a focus, symbol and practically a guide toward water. If the matriarch is slain, it is a great misfortune and shame for the tribe. Losing the entire herd effectively spells doom for the tribe. While the elephant bulls roam alone or in small packs, turn aggressive during the season of friction, they are left in peace during the season of rebirth and the tribes allow the bulls to approach their female herds for mating. This is usually accompanied by celebrations and mating rituals among the tribes as well.
Economy
While always migrating to the next watering hole, the tribes’ hunters and gatherers range out and collect what they can along the way - small game, berries, herbs, wild mushrooms, -onions and -garlic, milk from the herd, and Tamarak fruit from the groves. During the season of friction, the tribes form large hunting parties to track and take down elephant bulls. This is an important occasion every cycle, as the elephant provides the tribe with meat, fur, leather and bones for their sustenance and crafts throughout the year. As they have no mines, they have no access to metal, except by raiding. The Great Hunt is also a time for the tribespeople to distinguish themselves and gain respect. Being hunter-gatherers, the tribes have little need for currency. When they do trade, it is by barter. However, as a tribesperson gains respect, they collect carved elephant-bone rings they work decoratively into their braids. The number of bone rings signifies their station and skill, and also their personal wealth, for they can be used in trade. When two tribespeople settle a dispute by a test of skill or arms, the loser will have to relinquish a bone ring to the victor as a sign of accepting defeat and respect for the skill of the victor. Likewise, the tribal assembly may agree that a tribesperson who has distinguished themselves somehow may craft or is granted a new bone ring. A tribe’s chief warrior or craftsperson is thus usually recognised by the great number of beautifully carved bone rings they carry woven into their braids.
Government
Each tribe is led by a Council of Three: a warrior, a craftsperson, and a shaman. Each coordinates one issue area for the tribe, and overall decisions are made among them by majority, with the tribespeople themselves weighing in noisily at the nightly assemblies. The course of such a debate can get quite agitated, and a skilled leader will know how to sway the crowd to their advantage.
Warfare
The Arvaneen are terrifying to behold in battle, but they do not fare well outside of the savannah and badlands. They lack siege equipment beyond rams, putting Kundar itself out of their reach. The great ocean (the “Bitter Waters”), the Sunspine mountains and the Angelbark forest negate their natural advantages and tactics, which is why they have never attempted to travel to the Dawnlands.
Recent Events
In preparation for the expected Githyanki attack on Fort Ettin (Season 10 finale), adventurers had travelled to Arva and seek the aid of clan Corvak. The tribe agreed, and a warherd arrived on thundering hooves at Fort Ettin in the nick of time - but in exchange, the centaurs would be allowed first pick of the battlefield loot. As a result, clan Corvak currently possess a vast and powerful of hoard of Githyanki-made metal arms and armor, which gives Corvak a clear and terrible advantage over the other tribes.
Encountered Tribes
Adventurers from the Dawnlands have so far encountered the following tribes:
Corvak
Renkor