Post by Kar'rugar Dal-Bahal on Aug 19, 2021 14:14:42 GMT
Population: Roughly 1.8 Million | Races: 69% Brutans, 6% Felyan, 10% Human, 10% Solyan. 5% other |
The Hundred Tribes of Furiya
DESCRIPTION
The Hundred Tribes of Furiya is an "alliance" between several, often fueding Warlords and their tribes to protect each other's territory from anyone that isn't of their faction. The Hundred Tribes of Furiya is almost completely composed of Red Brutans as its denizens but many Dark Sylvan find their way into their territory, integrating themselves into Tribes as trusted individuals of the Warlord becoming Advisors or Council Mages. While life is tough and infighting is common, the tribes are ultimately all aligned to the Grand Chieftain's Tribe upon their Capital, Jharriz.
The alliance was conceived during the Age of Kings mere years after the Great Calamity, as Shrajhe G'harr Kaan returned to Furiya to help his Tribe and many others rebel against the rising forces of Dha'ka Dal-Tro'jarre, a Warlord that came upon the art of Necromancy and began using it to create abominations of corpses from the cadavers of tribes that fall before him. Out of the thousands wandering on Furiya, only a hundred were left to rebel against him. After fighting through the hordes outside to create a space to siege, they'd begin their operations.
Shrajhe G'harr Kaan, Ohras'mona Dal-Ia'mo, Derekhte Kaan, Mire'sa Chaurk Dal-Mire'sa, and Sanjharre Suday Kaan took the lead on besieging what would now be Ar'daan. Many Brutans and Felyans found themselves fighting against hordes upon hordes of undead of their kinsmen. The Red Orc Tribes were out of their elements when it came to this, however.
Most times, due to their great control over land, numbers, and quick and agile mounts, they're often able to cut off any and all trade routes in and out of the city to beseige it for months on end while the enemy only gets weaker and weaker. However, the undead needed no food besides the flesh of the enemy, all the food went to the small percentage of actually living individuals in the city and if they needed more men, they'd send out the hordes and they'll drag back the corpses. The undead do not sleep, they do not tire and while they could live off their food in reserves for years to come, the desert did not have a bite to spare for those that waited outside the walls. Not to mention, there were still plenty of undead wandering the sands, attacking whomever comes their way, such as supply lines for the armies.
One-hundred days, they waited to no avail. Morale was low, things were looking desperate. Undead attacked during the night, replenish their numbers with the bodies they retrieve. Things were looking hopeless until Ohras'mona snuck in a new weapon he had made a deal with the Dwarves with when he and his men rode back one day; Blackpowder. Mixed with volatile, flammable alchemical liquid, it would not only burn a hole in the siege gates but burn the undead that came close to the ground.
The next day, the siege began and morale was lit anew. Ohras'mona, however, would find he and his men would perish in his plan; his small group of men being found out and shot dead by the troops inside, and he would sacrifice his life to set the bomb alight. The true siege began, more bombs were used, scorching the sands and leaving both the unlucky Orc and the undead ablaze.
The siege would be on the losing end as the undead hordes came back to life with each kill they made but Shrajhe G'harr Kaan knew that there was only really one person they needed to kill. He fought his way into court and fought Dha'ka Dal-Tro'jarre and his hordes in combat. In one decisive stroke, the battle would be over.
Shrajhe would be named the Hero of Furiya, and the surviving tribes would band an alliance that, initially, would mean peace between the tribes. Of course, peace never stays for long in Furiya, but trade became far more prevalent and all Tribes benefited from being able to find some semblance of safety in their own territory.
Sanjharre Suday Kaan would be named the First Grand Chieftain as Shrajhe, the Hero of Furiya, walked into the deserts to be lost once more adventure. The title of Grand Chieftain would be passed from Tribe to Tribe, often through rite of combat, giving the Tribe G'harr a distinct advantage, as descendants of Shrajhe, empowered by his Ancient Blood and the Blessings of the Lady Oasis, such as the current ruler, Kar'rugar Dal-Bahal.
While called the "Hundred Tribes of Furiya", there are actually more than a thousand, though most are minor tribes ranging from 10-30 people only around a hundred big ones that span several thousand. A new tribe is always being created while another might be getting destroyed.
HIERARCHY
COURTING & MARRIAGES
RELIGION
CRAFTSMANSHIP & TRADE
MILITARY
NOTABLE LOCATIONS
Jharriz - The capital of the Hundred Tribes of Furiya. It is the Southernmost City with the strongest naval presence and has the most interaction with the Juodan Confederacy when it comes to trade. North of it is the Torbahn Reach Walls that protect it and some of the settlements that are inside. There are several villages on the bay outside of the wall that it often has trade with. It can be easily alerted by Al'Daan and Timor Towers from any invading force. Combine it with its the Torbahn wall and how it only needs to defend itself in one direction aside from naval attacks, Jharriz' defensive capabilities is second only to Si'shijha. Out of all of the cities, it does have the best market for slave trade due to its Eastern Orientation and quicker travel to the Juodan Confederacy to trade.
Ar'daan - The former capital of the Hundred Tribes; it is one of the only cities that can support a very lively agricultural operation. Grain, rice, potatoes and other grown goods come from here. This is partly in due to, ironically, the Necromancer Chieftain, Dha'ka Dal-Tro'jarre. Using great sacrifices of entire clans that are now wiped from existence, the land has become extremely fertile can keep several cities well fed, though it still in contest with Hahn'karras with the production of goods. Ar'daan is also the primary source of cotton, wool and silk in the Tribes. It is in communication with Kharrahn, Castle Sunderdeep, and Arros Tower, giving it quick response time to any trouble in the region.
Dala-Arros - Dala-Arros, meaning "Sons of Arros", has been ruled by descendants of Tribe D'shara well before the time of the Hundred Tribes. It was built by the Half-Orc, Half-Felyan Architect, Arros Kaan, whose Tribe would then be known as the D'shara. Dala-Arros has some of the most plentiful of mineral resources in contest with Si'shijha. Unlike Si'shijha, they also have the safest and most direct route to the Felyans, making it the prime hub for trade with the Felands. This route is actually an underground river system of which they also get their water from. It can quickly be alerted by Kharrahn, Arros Tower, Jhira Tower, and Al'daan Tower.
Si'Shijha - Si'Shijha is the richest and toughest city in the Hundred Tribes. While not particularly good for trade, especially due to a heavy toll taken at the Shield of Shijha, it is a hub for scholarly arts such as alchemy and craftsmanship as it boasts a magnificent amount of resources. It is also one of the two primary sources for Mana Deposits. Like Dala-Arros, they subsist off of a underground river system for water and while this one can lead to the Felands, it is nowhere near as safe or direct. Si'Shijha is the toughest city to attack due to the Shield of Shijha, closed off borders, artillery and heavy fortifications. Due to the greater presence of alchemist and alchemy materials, explosives constantly ready for use. It is easily alerted by the Jhira Tower, the Mines of Ajunath and Hahn'karras and due to the positioning of these stations, it has a relatively low response time. There is, however, an ongoing project to build an Eastern Tower on the mountain range right beside it since, as of right now, it can only rely on the mines and Hahn'karras to alert them of Eastern threats.
Kharrahn - Kharrahn's primary attraction point is that it is the most tightnit of the cities, being right next to what is essentially a big lake with village settlements surrounding it. Easy trade with one another along with Jharriz gives it substantial wealth, though they still end up being the poorest city in the Hundred Tribes. They don't have particularly strong defenses due to their overall inter-tribal relatins and reputations, they do have plenty of allies within quick reach of each other. They're easily alerted by Dala-Arros, Jhira Tower, Al'daan Tower, and Ar'daan, giving them great response time, and by extension, giving the rest of the neighboring villages great response time. The warriors of Kharrahn and those around are often given known as somewhat of a red-herring for invaders for most in the realm, as while they're easy to siege, the moment they get their bearings - and that moment will be fast - they will can muster up the largest military force among all of the cities in half the time the others could muster half of their own.
Castle Sunderdeep - Castle Sunderdeep is fortress headed by the Western Marshall. It is built upon the castle in the Ruins of Zethir and is responsible for the reinforcement and support of the Walls of Furiya. It is also the primary training grounds for those that inted to join the forces of one of the major tribes with the entire city turned into a training ground. Here they will learn the arts of war such as one-on-one dueling, formation combat, siege operations, riding War Wargs, and other such activities that most smaller tribes cannot properly train them for. Its is in view of Arros' Tower, Ar'daan, and the Walls of Furiya, giving it a relatively quick response time, but incredibly fast when it comes to The Walls of Furiya. An ancienct road to Laghan is well maintained so that the military forces can easily traverse the desert, both on foot and on Warg. When the Walls are attacked by a big enough force, it only takes a matter of minutes for the men from Castle Sunderdeep to arrive.
Shield of Shijha - The Shield of Shijha is heavily reinforced 60ft tall wall, featuring slits for archers and mounts for often explosive artillery, fortified so much that not even a Dwarven Cannon could deal any substantial damage in a single blow. Aside from a paved ground, the sand has been replaced with alchemically altered quick-sand, making it, well, quicker, forcing enemies down a middle range unless they can traverse on the sands. Additionally, before reaching the first gate of Shijha, there is a substantial moat dug from one of the underground rivers of the mountain, along with a drawbridge. There is a massive door reinforced by extremely highsteel and behind it are three gates gates of the same material, often lifted by Ogres just for one door with chains from inside the walls. All along the wall thick metal doors with Wargs behind them, also lifted up if enemies manage to breach through the three gates, often force the enemies into single file to fend them off. The Shield of Shijha, in spite of its magnificent defenses, is highly unpopular due to the fact that merchants and other travellers have to pay a very hefty toll to go through. There is rather complex paper work involved in it to which for humans that think of Orcs as disorganized brutes is befuddling.
Torbahn Reach Walls - The Torbahn Reach Walls is a 30ft high wall with towers often popping between as more protective points for archers. Similarly to the Shield of Shijha, there is a moat and a drawbridge along with a alchemically reinforced gates and door but it lacks the wargs and the alchemical quicksand. It is generaly supported unlike the Shield of Shijha, as it doesn't tax anyone, and it also protects more than just a city, covering several villages on the other side as well.
The Walls of Furiya - The Walls of Furiya is just as, if not better defended than the Shield of Shijha, as many of the people that worked on that wall also worked on the Walls of Furiya, with funding from several other sources. It features many of the same thing as the Shield of Shijha, such as the quicksand, wargs, and moat, but with the added benefit of having much more people, who can operate far more ballistas, which also can launch more explosives. The Walls of Furiya is one of the most well-defended locations on the Continent. The Walls can easil alert a massive amount of territories through Arros' Tower and Castle Sunderdeep, such as Dala-Arros and Kharrahn, both cities with substantial military presence and can get there startlingly fast.
Arros' Tower - The Arros Tower was the first of the Towers, built by Arros Kaan alongside Dala-Arros.
Al'Daan Tower - Al'Daan Tower is often manned by soldiers from Kharrahn. It was also built by Arros Kaan.
Jhira Tower - Jhira Tower is the second tower to have been made but not by Arros Kaan, who did take part in its construction but its development was headed by his son, Khaliz Dal-Arros.
Timor Tower - Timor Tower is built on the Eastermost frontier of the territories of the Tribe. Ironically, it doesn't receive a lot of activity.
Oasis Of Tears - The Oasis of Tears is a inhabited by several "friendly" spirits the live in coexistence with each other and the Orcs. It is the most popular checkpoint in the Eastern edges of the territory and around is a healthy, large multi-tribal village known as Hahn'karras that use the the Oasis to grow crops and for water. The Oasis is basically a massive lake that with magically clean water that may offer some other effects, and the it oddly never runs out of water. Rain is very frequent here, the fields of crops are near perennial and the land is mostly peaceful which is in stark contrast to the rest of the Tribes. Orcs that grew up here tend to be bigger, heealthier, and live a few years longer than average. It is rumored that the Oasis of Tears was once a part of the Lady' Paradise.
Hahn'karras - This large, multi-tribal village is one of the biggest villages around and is by far one of the richest. It generates several times more food than most of the cities with the exception of Ar'daan, which it merely rivals. Hahn'karras often is a hub for Oasis Merchants; merchants that sell at popular checkpoints to travelling Merchant Tribes to refill their supplies. The Eastern Marshal is also located here.
Mines of Ajunath - The Ruins of Ajunath was built on massive stores of Mana Deposits which the city of Si'shijha have claimed for their own, in agreement with the local tribe that actually owns the territory, in exchange for other goods. The Mines of Ajunath is a busstling, ever-active mine that churns out Mana day and night, and there is no sight of running dry just yet even after mining it for several generations.
CHARACTERS
Western Marshal
Eastern Marshal
Chieftain of Si'shijha
Chieftain of Ar'daan
Chieftain of Kharrahn
Chieftain of Dala-Arros
Darkhan
Great Tribe Witch (One Per City)
Kar'rugar Dal-Bahal, Grand Chieftain of the Hundred Tribes of Furiya
The Hundred Tribes of Furiya is an "alliance" between several, often fueding Warlords and their tribes to protect each other's territory from anyone that isn't of their faction. The Hundred Tribes of Furiya is almost completely composed of Red Brutans as its denizens but many Dark Sylvan find their way into their territory, integrating themselves into Tribes as trusted individuals of the Warlord becoming Advisors or Council Mages. While life is tough and infighting is common, the tribes are ultimately all aligned to the Grand Chieftain's Tribe upon their Capital, Jharriz.
The alliance was conceived during the Age of Kings mere years after the Great Calamity, as Shrajhe G'harr Kaan returned to Furiya to help his Tribe and many others rebel against the rising forces of Dha'ka Dal-Tro'jarre, a Warlord that came upon the art of Necromancy and began using it to create abominations of corpses from the cadavers of tribes that fall before him. Out of the thousands wandering on Furiya, only a hundred were left to rebel against him. After fighting through the hordes outside to create a space to siege, they'd begin their operations.
Shrajhe G'harr Kaan, Ohras'mona Dal-Ia'mo, Derekhte Kaan, Mire'sa Chaurk Dal-Mire'sa, and Sanjharre Suday Kaan took the lead on besieging what would now be Ar'daan. Many Brutans and Felyans found themselves fighting against hordes upon hordes of undead of their kinsmen. The Red Orc Tribes were out of their elements when it came to this, however.
Most times, due to their great control over land, numbers, and quick and agile mounts, they're often able to cut off any and all trade routes in and out of the city to beseige it for months on end while the enemy only gets weaker and weaker. However, the undead needed no food besides the flesh of the enemy, all the food went to the small percentage of actually living individuals in the city and if they needed more men, they'd send out the hordes and they'll drag back the corpses. The undead do not sleep, they do not tire and while they could live off their food in reserves for years to come, the desert did not have a bite to spare for those that waited outside the walls. Not to mention, there were still plenty of undead wandering the sands, attacking whomever comes their way, such as supply lines for the armies.
One-hundred days, they waited to no avail. Morale was low, things were looking desperate. Undead attacked during the night, replenish their numbers with the bodies they retrieve. Things were looking hopeless until Ohras'mona snuck in a new weapon he had made a deal with the Dwarves with when he and his men rode back one day; Blackpowder. Mixed with volatile, flammable alchemical liquid, it would not only burn a hole in the siege gates but burn the undead that came close to the ground.
The next day, the siege began and morale was lit anew. Ohras'mona, however, would find he and his men would perish in his plan; his small group of men being found out and shot dead by the troops inside, and he would sacrifice his life to set the bomb alight. The true siege began, more bombs were used, scorching the sands and leaving both the unlucky Orc and the undead ablaze.
The siege would be on the losing end as the undead hordes came back to life with each kill they made but Shrajhe G'harr Kaan knew that there was only really one person they needed to kill. He fought his way into court and fought Dha'ka Dal-Tro'jarre and his hordes in combat. In one decisive stroke, the battle would be over.
Shrajhe would be named the Hero of Furiya, and the surviving tribes would band an alliance that, initially, would mean peace between the tribes. Of course, peace never stays for long in Furiya, but trade became far more prevalent and all Tribes benefited from being able to find some semblance of safety in their own territory.
Sanjharre Suday Kaan would be named the First Grand Chieftain as Shrajhe, the Hero of Furiya, walked into the deserts to be lost once more adventure. The title of Grand Chieftain would be passed from Tribe to Tribe, often through rite of combat, giving the Tribe G'harr a distinct advantage, as descendants of Shrajhe, empowered by his Ancient Blood and the Blessings of the Lady Oasis, such as the current ruler, Kar'rugar Dal-Bahal.
While called the "Hundred Tribes of Furiya", there are actually more than a thousand, though most are minor tribes ranging from 10-30 people only around a hundred big ones that span several thousand. A new tribe is always being created while another might be getting destroyed.
HIERARCHY
The ruler of the Hundred Tribes of Furiya is named the Grand Chieftain. The Grand Chieftain is primary representative of the Hundred Tribes and is required to be of Brutan Heritage, though never specified to be specifically a Redskin. To become Grand Chieftain, you either must be chosen by the Grand Chieftain before they pass away in a Ceremony called the "Red Crown" in which both the current and to-be Chieftain down Crown of Thorns before engaging in single, unarmed combat, a variation of the traditional Red Orc Duel, or challenge the current Chieftain, and thereby also challenging all those that challenged him first.
If the to-be Chieftain wins, they are to be given the title of Grand Chieftain after the current Grand Chieftain passes away. In the case someone challenges for the right of Chieftain in the case of someone already having been chosen by the current Grand Chieftain, they must fight through all of the challengers, then the current Grand Chieftain and remain undefeated for a year before he can challenge the to-be Chieftain.
If there is no chosen, then the challenger must merely fight the rest of the challengers, and then remain undefeated for a year before fighting the Chieftain. After which, the title is immediately given to the victor.
However, to prevent a mere warmongerer without a hint of tact, education in warfare, or knowledge of anything except for combat to become ruler, the challenger must meet the requirement of either having the support of at least ten Warlords whom confirm he is worthy, such as having lead some of their men into battle and brought back victory, or be of Noble blood themselves, having the education on warfare, trade, and faction management from their fathers.
Warlords, themselves, however, are not allowed to challenge. They can be chosen but they will be refused the right to challenge the Grand Chieftain. Their sons and sometimes daughters, however, are free to do so. A Warlord becomes a Warlord when they are passed down leadership of a tribe by their fathers or mothers, or chosen by another Warlord often by binding their families through marriage or simply being favored. There are sons and daughters of Warlords that spend their decades of their lives fighting the title of Grand Chieftain due to this. Many Ghazi often may title of Warlord, often presenting themselves and his to-be people beforehand, though there isn't any true official process other than simple claim and renown. Simply calling yourself a Warlord with sufficient backing, renown and achievements may be enough.
Warlords can lay claim to land with permission from the Grand Chieftain, resulting in cities and settlements, though among the thousands of tribes and Warlords in Furiya, most prefer to keep nomadic. Fertile land is greatly contested over after all and you'll more likely find yourself in a fight you never asked for by attempting to lay claim to land, giving both yourself and the Grand Chieftain a headache in solving the disputes. The conflict is because if a Warlord were to claim land, he could impose a tax; a toll in particular for those that enter the vicinity of their settlement. While this is avoidable by simply not stopping by there, it makes navigating through the desert more of a pain since you then have to reconsider your checkpoints for the quickest, safest, and now cheapest route for a good city to sell your trade to. In addition to that, taxes can change on a whim, making prime routes constantly changing.
In between Warlords and the Grand Chieftain are Marshals, military representatives of the Grand Chieftain, often chosen from challengers. There are only often two or three Marshals at a time and they are given forces by the Grand Chieftain to command, often representing the will of the Grand Chieftain in campaigns in which they are not present. When a Tribe is accused of treason or rebels, it is often the Marshal that musters up other local tribes to encircle the accused or traitor for field execution or imprisonment.
And then there are the non-noble titles of power; this includes the Ghazi Windriders, Tribe Witches, Advisors, and some personalized positions of Warlords for their own tribe. Below them are the common rabble, who answer to them in absence of the Warlord.
Tribe Witches is the magical guide for the Warlord, in charge of any and all magical activity within the tribe, such as healing, communing with spirits, alchemical creations, and the passing of magical knowledge. They're often within the Warlord's Harem. While usually female, there are males known as Tribe Warlocks. They are alos often in the Warlord's Harem. There is a romantic connotation with Witches and Warlocks in their culture, after all.
A Ghazi Windrider, or simply a Ghazi, is a celebrated soldier and elites of the militant practice in a specific tribe. To become a Ghazi is to gain the support of the Warlord, meaning if you are not of Noble Redskin Brutan Blood then becoming a Darwish in the councils of ten Warlords is your best bet to challenging the Grand Chieftain. Ghazi are often marked by the branding of a Tribes Emblem on their body through the Tribe's Witch, and can be taken away by them as well.
The Advisors are as the name suggest; their expertise is often called upon by Warlord's since a Warlord must know a great deal of many things, mastery is often not expected of them on a single subject. Battlemasters, Tradesmen, Judges, ect. are included as Advisors.
The general populace has no right to own land per se, usually. While ownership of items such as weapons, jewelry, pets, clothing and necessities are present; land is usually owned by a Warlord, who would then give land to his or her people with a tax. Due to this, when a Warlord dies and no one is to inherit his land, the settlement would be regarded ownerless. Kar'rugar, the current Grand Chieftain, is working on creating a solution for this, though he has to get it pass many of the ironfisted Warlords under him first.
The general populace is also expected to have militant training under their local warriors before they reach adulthood. They are still Orcs, after all. Yearly, there will often be mass recruitments by the Marshals to direct young commoners to military service. There isn't a minimum age requirement for joining the military though Orcs are sensible enough to not send a toddler out on the battlefield.
Many Orcs often join the military before they reach adulthood, which is fourteen for Orcs, and often return to their tribes after half a decade of service. Veterans, after all, are expected to be given better deals and land by the Warlord they served under. If so favored, they may be given the right of Ghazi, who could then attempt to claim the title of Warlord if they have substantial backing or are confident in their renown.
Then there are the Slaves, who are often alchemically branded by a concoction that makes it so that their eyes turn pitch black against the light of an alchemical fire, only cured by a safe-kept alchemical cure by Tribe Witches. Slaves are not granted any personhood, unable to own anything. Killing, maiming or otherwise tarnishing a slave's wellbeing is considered as destruction of property. A slave-owner may grant a slave freedom by appealing to the Warlord.
Slaves are not chosen by race but are usually spoils of war and fringe societies that cause trouble such as the Sun Elves and the Gnolls that attack their merchants. Criminals may also be punished with slavery. Additionally, there is another type of Slavery called debt slavery wherein another may undergo a bout of unpaid servitude to dissuade a debt, often having to be overseen by a Warlord. After the debt is assumed paid by the "willing" slave, they may appeal to the Warlord about their service to be alleviated. These types of slaves only have their eyes turn pitch black under green alchemical fire light.
If the to-be Chieftain wins, they are to be given the title of Grand Chieftain after the current Grand Chieftain passes away. In the case someone challenges for the right of Chieftain in the case of someone already having been chosen by the current Grand Chieftain, they must fight through all of the challengers, then the current Grand Chieftain and remain undefeated for a year before he can challenge the to-be Chieftain.
If there is no chosen, then the challenger must merely fight the rest of the challengers, and then remain undefeated for a year before fighting the Chieftain. After which, the title is immediately given to the victor.
However, to prevent a mere warmongerer without a hint of tact, education in warfare, or knowledge of anything except for combat to become ruler, the challenger must meet the requirement of either having the support of at least ten Warlords whom confirm he is worthy, such as having lead some of their men into battle and brought back victory, or be of Noble blood themselves, having the education on warfare, trade, and faction management from their fathers.
Warlords, themselves, however, are not allowed to challenge. They can be chosen but they will be refused the right to challenge the Grand Chieftain. Their sons and sometimes daughters, however, are free to do so. A Warlord becomes a Warlord when they are passed down leadership of a tribe by their fathers or mothers, or chosen by another Warlord often by binding their families through marriage or simply being favored. There are sons and daughters of Warlords that spend their decades of their lives fighting the title of Grand Chieftain due to this. Many Ghazi often may title of Warlord, often presenting themselves and his to-be people beforehand, though there isn't any true official process other than simple claim and renown. Simply calling yourself a Warlord with sufficient backing, renown and achievements may be enough.
Warlords can lay claim to land with permission from the Grand Chieftain, resulting in cities and settlements, though among the thousands of tribes and Warlords in Furiya, most prefer to keep nomadic. Fertile land is greatly contested over after all and you'll more likely find yourself in a fight you never asked for by attempting to lay claim to land, giving both yourself and the Grand Chieftain a headache in solving the disputes. The conflict is because if a Warlord were to claim land, he could impose a tax; a toll in particular for those that enter the vicinity of their settlement. While this is avoidable by simply not stopping by there, it makes navigating through the desert more of a pain since you then have to reconsider your checkpoints for the quickest, safest, and now cheapest route for a good city to sell your trade to. In addition to that, taxes can change on a whim, making prime routes constantly changing.
In between Warlords and the Grand Chieftain are Marshals, military representatives of the Grand Chieftain, often chosen from challengers. There are only often two or three Marshals at a time and they are given forces by the Grand Chieftain to command, often representing the will of the Grand Chieftain in campaigns in which they are not present. When a Tribe is accused of treason or rebels, it is often the Marshal that musters up other local tribes to encircle the accused or traitor for field execution or imprisonment.
And then there are the non-noble titles of power; this includes the Ghazi Windriders, Tribe Witches, Advisors, and some personalized positions of Warlords for their own tribe. Below them are the common rabble, who answer to them in absence of the Warlord.
Tribe Witches is the magical guide for the Warlord, in charge of any and all magical activity within the tribe, such as healing, communing with spirits, alchemical creations, and the passing of magical knowledge. They're often within the Warlord's Harem. While usually female, there are males known as Tribe Warlocks. They are alos often in the Warlord's Harem. There is a romantic connotation with Witches and Warlocks in their culture, after all.
A Ghazi Windrider, or simply a Ghazi, is a celebrated soldier and elites of the militant practice in a specific tribe. To become a Ghazi is to gain the support of the Warlord, meaning if you are not of Noble Redskin Brutan Blood then becoming a Darwish in the councils of ten Warlords is your best bet to challenging the Grand Chieftain. Ghazi are often marked by the branding of a Tribes Emblem on their body through the Tribe's Witch, and can be taken away by them as well.
The Advisors are as the name suggest; their expertise is often called upon by Warlord's since a Warlord must know a great deal of many things, mastery is often not expected of them on a single subject. Battlemasters, Tradesmen, Judges, ect. are included as Advisors.
The general populace has no right to own land per se, usually. While ownership of items such as weapons, jewelry, pets, clothing and necessities are present; land is usually owned by a Warlord, who would then give land to his or her people with a tax. Due to this, when a Warlord dies and no one is to inherit his land, the settlement would be regarded ownerless. Kar'rugar, the current Grand Chieftain, is working on creating a solution for this, though he has to get it pass many of the ironfisted Warlords under him first.
The general populace is also expected to have militant training under their local warriors before they reach adulthood. They are still Orcs, after all. Yearly, there will often be mass recruitments by the Marshals to direct young commoners to military service. There isn't a minimum age requirement for joining the military though Orcs are sensible enough to not send a toddler out on the battlefield.
Many Orcs often join the military before they reach adulthood, which is fourteen for Orcs, and often return to their tribes after half a decade of service. Veterans, after all, are expected to be given better deals and land by the Warlord they served under. If so favored, they may be given the right of Ghazi, who could then attempt to claim the title of Warlord if they have substantial backing or are confident in their renown.
Then there are the Slaves, who are often alchemically branded by a concoction that makes it so that their eyes turn pitch black against the light of an alchemical fire, only cured by a safe-kept alchemical cure by Tribe Witches. Slaves are not granted any personhood, unable to own anything. Killing, maiming or otherwise tarnishing a slave's wellbeing is considered as destruction of property. A slave-owner may grant a slave freedom by appealing to the Warlord.
Slaves are not chosen by race but are usually spoils of war and fringe societies that cause trouble such as the Sun Elves and the Gnolls that attack their merchants. Criminals may also be punished with slavery. Additionally, there is another type of Slavery called debt slavery wherein another may undergo a bout of unpaid servitude to dissuade a debt, often having to be overseen by a Warlord. After the debt is assumed paid by the "willing" slave, they may appeal to the Warlord about their service to be alleviated. These types of slaves only have their eyes turn pitch black under green alchemical fire light.
COURTING & MARRIAGES
Courtship in the Hundred Tribes of Furiya is quick and simple. While the common folk often bind themselves to only one lover, most Warlords, both men and women, often have harems to quickly increase their lineage, though much more common in men for obvious reasons. Traditional Redskin Brutan marriages are often done beside an Oasis with a member of the Order of The Oasis of the rank Darwish or higher as witness along with at least three other witnesses including a local Warlord. Of course, some marriages are often lacking one or two but a Warlord is always required to oversee the marriage.
In Redskin culture, marriage is viewed as a pact of binding. While often out of love, it primarily means that blood has been bound and families are one. In a harem, these is often a Harem Head, usually the Warlord. In the case of a Warlord's Harem, he is societally expected to provide for his harem and they are expected to protect and offer council to him. They are still Orcs, after all; being part of an Red Orcish Harem means that you are offered education from all other members in arts, history, martial practices, ect. with harem members often becoming Advisors, Tribe Witches, or Ghazi Windriders.
Valued traits in both males and females is that both are strong in both body and will, brutal in the defense of honor and cunning and resolute in the pursuit of their goals. Males often find a woman stronger and taller than them attractive, a trait shared with cultured humans. The same concept is applied in reverse, however, making it somewhat self-defeating.
Orcish culture will often expect a male when it comes to positions because there simply tends to be more males than females in their race. Still, a woman is given the same freedom as a man would though it would still be difficult to navigate through the male-dominated political land. However, they aren't expected to be submissive nor thought to be unequal; Redskin culture does not see them as weaker than their male counterparts; it simply ties back to how procreation works much like Warlord Harems. Redskin Orcish Women rarely ever give birth to twins and never any more than that at once so a harem servering a female Warlord will not be as productive as a male Warlord with several female harem members; who still are on the look out for strong women in both heart and body to induct into their harem.
They are, however, surprisingly progressive as same-sex relations are rather common, with the majority of male Warlords having a male Harem member with the same concept for female Warlords. They compose a sizeable percentage of relationships with bisexuality as their norm. Often, this does devolve into derogatory statements for Orcs from more "civilized" in the Northern Regions of Furiya societies along with affecting the non-Orcish characters of non-heterosexual orientation negatively due to association with them.
In Redskin culture, marriage is viewed as a pact of binding. While often out of love, it primarily means that blood has been bound and families are one. In a harem, these is often a Harem Head, usually the Warlord. In the case of a Warlord's Harem, he is societally expected to provide for his harem and they are expected to protect and offer council to him. They are still Orcs, after all; being part of an Red Orcish Harem means that you are offered education from all other members in arts, history, martial practices, ect. with harem members often becoming Advisors, Tribe Witches, or Ghazi Windriders.
Valued traits in both males and females is that both are strong in both body and will, brutal in the defense of honor and cunning and resolute in the pursuit of their goals. Males often find a woman stronger and taller than them attractive, a trait shared with cultured humans. The same concept is applied in reverse, however, making it somewhat self-defeating.
Orcish culture will often expect a male when it comes to positions because there simply tends to be more males than females in their race. Still, a woman is given the same freedom as a man would though it would still be difficult to navigate through the male-dominated political land. However, they aren't expected to be submissive nor thought to be unequal; Redskin culture does not see them as weaker than their male counterparts; it simply ties back to how procreation works much like Warlord Harems. Redskin Orcish Women rarely ever give birth to twins and never any more than that at once so a harem servering a female Warlord will not be as productive as a male Warlord with several female harem members; who still are on the look out for strong women in both heart and body to induct into their harem.
They are, however, surprisingly progressive as same-sex relations are rather common, with the majority of male Warlords having a male Harem member with the same concept for female Warlords. They compose a sizeable percentage of relationships with bisexuality as their norm. Often, this does devolve into derogatory statements for Orcs from more "civilized" in the Northern Regions of Furiya societies along with affecting the non-Orcish characters of non-heterosexual orientation negatively due to association with them.
RELIGION
The Red Orcs of Furiya do not have a set deity with cultures often changing from Tribe to Tribe but they do all revere the singular entity in their legends known as the Lady of The Oasis who is said to have gifted the first of the Red Orcs in the lands of Furiya, lost and dying in the sands, solace in an Oasis. Shrines to her can be found in most settlements, including popular Oasises used as Merchanting Checkpoints.
While she is revered by almost all Tribes, she isn't put above whatever relgiion they do adopt. However, as of two hundred years ago, she has been made as the Patron Spirit of the Hundred Tribes by Grand Chieftain Koh'argh Kaan, creating the Order of the Oasis. The Order of the Oasis is essentially a Knightly Order that maintain regional peace between tribes and the uphold the flow of trade, usually through ironically unpeaceful means.
The leader of Order is often known as the Darkhan, situated in Jharriz along with the Grand Chieftain. Under them are the Ghazi Darwishes and the regular Darwishes. Darwishes are elite members of the Order with one Darwish said to be worth 20 Armed Red Orcs when unarmed and a Ghazi Darwish is a Darwish granted the title of Ghazi Windrider by the Grand Chieftain which does elevate their status in the order.
Below them are the Almuhaqiq, agents of the Order. They are often lead by Darwishes on patrols across regions, apprenticing under them. An Almuhaqiq is forbidden from eating during the day as to resolve themselves similar to how the first Red Orcs when for days without food nor water only to be granted salvation by The Lady Oasis during their darkest night.
Almuhaqiq are often adopted by the Order as infants, either as orphans from the enemies they have raided, lost children, or simply given to them by their parents in a sense or religious duty, though most in this case are refused if the child's parents are confirmed to be able to support them. During their childhood, they will be educated similarly to that of a Noble underneath a Warlord but this will not count as a official education for the purposes of becoming a Challenger. They are taught by a few Darwishes and Ghazi Darwishes with the Darkhan as their overseer.
When they reach the ripe age of fourteen when an Orc reaches physical maturity, they are then given the official duties of an Almuhaqiq. They graduate again once they reach the support of several Darwishes and pass a personalized trial for them. Ghazi must then be reached through achievements and valor, given only by the Grand Chieftain to count.
Once made a Ghazi Darwish, they become eligible to be chosen by the Grand Chieftain as the new Darkhan if the old one were to ever be removed from position or from life.
Some say that their purpose is redundant with the Marshal, in which in sometimes is when their ideals conflict, but most times they work in cooperation with each other as Marshals are often unmoving in their towers with settled forces while the Order is constantly vigilant across the lands of Furiya. The primary complaint about them is that they're essentially are the ever watching eye of the Grand Chieftain with the Almuhaqiq spying on several tribes and relaying any sign of treason or insurrection back to the Grand Chieftain, or to a Darwish if the problem only needs to go so far up the ladder.
While she is revered by almost all Tribes, she isn't put above whatever relgiion they do adopt. However, as of two hundred years ago, she has been made as the Patron Spirit of the Hundred Tribes by Grand Chieftain Koh'argh Kaan, creating the Order of the Oasis. The Order of the Oasis is essentially a Knightly Order that maintain regional peace between tribes and the uphold the flow of trade, usually through ironically unpeaceful means.
The leader of Order is often known as the Darkhan, situated in Jharriz along with the Grand Chieftain. Under them are the Ghazi Darwishes and the regular Darwishes. Darwishes are elite members of the Order with one Darwish said to be worth 20 Armed Red Orcs when unarmed and a Ghazi Darwish is a Darwish granted the title of Ghazi Windrider by the Grand Chieftain which does elevate their status in the order.
Below them are the Almuhaqiq, agents of the Order. They are often lead by Darwishes on patrols across regions, apprenticing under them. An Almuhaqiq is forbidden from eating during the day as to resolve themselves similar to how the first Red Orcs when for days without food nor water only to be granted salvation by The Lady Oasis during their darkest night.
Almuhaqiq are often adopted by the Order as infants, either as orphans from the enemies they have raided, lost children, or simply given to them by their parents in a sense or religious duty, though most in this case are refused if the child's parents are confirmed to be able to support them. During their childhood, they will be educated similarly to that of a Noble underneath a Warlord but this will not count as a official education for the purposes of becoming a Challenger. They are taught by a few Darwishes and Ghazi Darwishes with the Darkhan as their overseer.
When they reach the ripe age of fourteen when an Orc reaches physical maturity, they are then given the official duties of an Almuhaqiq. They graduate again once they reach the support of several Darwishes and pass a personalized trial for them. Ghazi must then be reached through achievements and valor, given only by the Grand Chieftain to count.
Once made a Ghazi Darwish, they become eligible to be chosen by the Grand Chieftain as the new Darkhan if the old one were to ever be removed from position or from life.
Some say that their purpose is redundant with the Marshal, in which in sometimes is when their ideals conflict, but most times they work in cooperation with each other as Marshals are often unmoving in their towers with settled forces while the Order is constantly vigilant across the lands of Furiya. The primary complaint about them is that they're essentially are the ever watching eye of the Grand Chieftain with the Almuhaqiq spying on several tribes and relaying any sign of treason or insurrection back to the Grand Chieftain, or to a Darwish if the problem only needs to go so far up the ladder.
CRAFTSMANSHIP & TRADE
In barren lands of Furiya, there is not much except for minerals. Gold, silver, and iron are rife in deposits in the sands. In additon to that, the mountains are also rich in various other good. It could be easy to say that the Red Orcs have an overabundance of metal and gems. These are often traded to their neighboring civilizations in the Avarician Jungles in exchange for lumber, fresh goods, and other things that the desert simply lacks.
Their most notable trade, however, is slavery. They are arguably the most rife slavers of Sun Elves in Furiya due to how much land they could occupy and venture through while still keeping their advantage. Flat deserts and steppe allows them to raid with sun elf nomads more than other local civilizations. Along with Sun Elves, they're easily able to raid up the flat grasslands along the northern spines of Furiya, capturing many slaves of other races and the pesky Gnolls that they also share land with.
They will often trade with the Felands that they encounter through dug mines in the northern mountains and with the apelings in the East. Of course, they often keep the good things to themsleves. One thing being their rather plentiful Mana Deposits, found inside the upper parts of the Mountains and regions of the Furic Desert. While they are usually found deep in the Felands, something strange must've occured here for them to be found so high up in the mountains and in the highlands of the desert.
In any case, due to them, the Red Orcs along with the plentiful minerals, the Red Orcs have developed great metallurgy and can enhance further using alchemical practices. One of the products of this would be Redsteel, a somewhat expensive version of Highsteel prized for the extreme durability and firmness but with the ability to bend and flex to incredible degrees when pushed to it, making it perfect for weapons and particularly the renowned Red Orcish Warbows, suited for the brute strength of Orcs, making them some of the strongest Warbows in the world, along with highly developed stores of alchemical knowledge and practices.
Their armors are also exquisite though impossible for most other races to wear in their deserts. The Red Orcs are resilient to the heat to the point of wearing the Heavy Armor in the blazing deserts without exhaustion for durations where a human would have long ago died of the heat. However, outside of the desert, their armor is an incredible sight to behold.
Due to the flatland of that they inhabit and that many of the Southern Cities and villages can be linked by the ocean, trade is extremely easy if one can survive the heat, which for the Red Orcs is even at its hottest, cozy. The easy circulation of trade and the quick arrival of messages makes coordinating and economic advancement very quick, making the Hundred Tribes one of the premiere rising powers in the South.
Tribe Witches and their apprentices often use their magics to assist in the general trade. They commune with spirits to bring rain to the little crops they have and to make their soil more fertile. Due to the available ruins, there is plenty of research into old scriptures and practices to go around for education on the practiced arts of magic and other crafts.
Houses are often made from sandstone with strong iron supports. In the northern reaches of the territory, a much more general rockiness can be seen in the architecture as the mining operations allow for their use. Fortifications are often far tougher there as well.
Other notable but lesser trades include fish, complex glass-arts and alcohol to the neighboring civilizations.
Their most notable trade, however, is slavery. They are arguably the most rife slavers of Sun Elves in Furiya due to how much land they could occupy and venture through while still keeping their advantage. Flat deserts and steppe allows them to raid with sun elf nomads more than other local civilizations. Along with Sun Elves, they're easily able to raid up the flat grasslands along the northern spines of Furiya, capturing many slaves of other races and the pesky Gnolls that they also share land with.
They will often trade with the Felands that they encounter through dug mines in the northern mountains and with the apelings in the East. Of course, they often keep the good things to themsleves. One thing being their rather plentiful Mana Deposits, found inside the upper parts of the Mountains and regions of the Furic Desert. While they are usually found deep in the Felands, something strange must've occured here for them to be found so high up in the mountains and in the highlands of the desert.
In any case, due to them, the Red Orcs along with the plentiful minerals, the Red Orcs have developed great metallurgy and can enhance further using alchemical practices. One of the products of this would be Redsteel, a somewhat expensive version of Highsteel prized for the extreme durability and firmness but with the ability to bend and flex to incredible degrees when pushed to it, making it perfect for weapons and particularly the renowned Red Orcish Warbows, suited for the brute strength of Orcs, making them some of the strongest Warbows in the world, along with highly developed stores of alchemical knowledge and practices.
Their armors are also exquisite though impossible for most other races to wear in their deserts. The Red Orcs are resilient to the heat to the point of wearing the Heavy Armor in the blazing deserts without exhaustion for durations where a human would have long ago died of the heat. However, outside of the desert, their armor is an incredible sight to behold.
Due to the flatland of that they inhabit and that many of the Southern Cities and villages can be linked by the ocean, trade is extremely easy if one can survive the heat, which for the Red Orcs is even at its hottest, cozy. The easy circulation of trade and the quick arrival of messages makes coordinating and economic advancement very quick, making the Hundred Tribes one of the premiere rising powers in the South.
Tribe Witches and their apprentices often use their magics to assist in the general trade. They commune with spirits to bring rain to the little crops they have and to make their soil more fertile. Due to the available ruins, there is plenty of research into old scriptures and practices to go around for education on the practiced arts of magic and other crafts.
Houses are often made from sandstone with strong iron supports. In the northern reaches of the territory, a much more general rockiness can be seen in the architecture as the mining operations allow for their use. Fortifications are often far tougher there as well.
Other notable but lesser trades include fish, complex glass-arts and alcohol to the neighboring civilizations.
MILITARY
Take a race made for war, give them weapons, plenty of land, a warrior culture and a lot of money, you get the Hundred Tribes. While divided and can constantly be at conflict with one another, they are bound to unite against foes outside in the interest of the realm. They're a dangerous and versatile foe which is all the more made apparent by their incredible land speed and response time.
The Hundred Tribes of Furiya are best known for their Mounted Units, both light and heavy cavalry cause untold terror, particularly the Mounted Archers. They are mounted on Southern Wargs that are capable of running through the desert unimpeded by the sands and are arguably the fastest wargs among all the Orcish Cultures in a straight line. They are built powerfully as well, making them versatile beast of burden and living weapons as they're just as easily armored as the Red Orcs are and are just as resistant to the heat of the desert.
A more unnoticed threat is their Heavy Infantry. Unlike Mounted Units, they do not require as much flexibility to be able twist upon horses to fight their enemies or have enough room on their shoulders or backs to pull back their bow strings. The heavy infantry of the Hundred Tribes are monsters beyond compare on the battlefield, equipped with tall, wide shields and often an axe, mace, or spear, making them near immune to arrow volley and crucial if the tribes ever were to besiege an estate.
Behind them, however, are often Foot Archers. Mounted Archers are scary enough with Warbows with enough draw strength to punch through plate armor consistently. Due to the removed complication of having to ride a Warg, the Foot Archers are capable of releasing volley after volley of incredibly powerful shots that would break most common soldier shields on impact due to the force, or even break the arms of those holding the shields.
The Ghazi Troops, elites of the militant orders of the Tribes, are several times more dangerous. They would often have access to higher quality, alchemically made weapons and armor. While every Ghazi is different and so is their quality, having a Ghazi on the field boosts morale considerably, knowing that some of the best of the best the Tribes have to offer are with you.
Sometimes the Order of the Oasis comes to fight alongside the main armies. The Darwish are similarly armed like the Ghazi though their abilities and weaponry is more generalized. They're generally more reliable than Ghazi but they do not boost morale as they do. Ghazi Darwishes, however, are a different note. They're the elites among the elites; chosen by the Grand Chieftain himself.
Aside from the soldiers, there are plenty of designated healers, alchemist, carpenters and engineers to create siege equipment, set up barricades, heal the wounded, create explosives and other such things. They are the backbone of any good army, after all.
Wargs are also not the only beasts that take part in the military. Tamed Ogres are used for heavy lifting and for unleashing upon the crowds, often seen cooperating with the engineers of the military to move along construction quickly. They are also seen in simple civilization for the construction of larger stoneworks. Desert Leviathans such as large Sand Lizards are often used by Trade Caravans as beasts of burden or even housing, so they're doubly good for carrying materials for military campaigns for camps or sieges, or even massive Terrick Lizards owned by Warlords.
In terms of defenses, the fact that they're situated in a desert makes it difficult for enemies to siege them. Armies that aren't use to the heat will have to trudge through hot desert to get to their settlements, likely using less armor to be able to stand the heatwaves, while the defenses remain at full strength.
Large settlements are often enclosed by walls for the most part which matches well with their Archers as there is often very little cover in the desert other than artificial ones. There are also secondary walls for some of the cities such as the Shield of Shijha and the Torbahn Reach Walls.
There are several towers made for communcation planted across the map and in cities. These towers are used with fire often doused in alchemical feuls to change its color and intensity, making them gleam brightly in the harsh sun of the desert. Each color has a different meaning and often through flaps of metal sheets that make it as if the flame was winking on and off, they are able to communicate basic ideas such as "Enemy Force Coming, Massive" or "Send Reinforcements". There will often be check on the towers every noon, if there is no response from one, there will be a military check-up. Soldiers stationed there also are equipped with magnifying tools such as Spyglasses.
On the mountain ranges and in the cities, there are "Anti-Aircraft" Ballistas, using alchemical strings similar to that of the Thunderdraw Bow. While often immobile and like most artillery take multiple people to load, the alchemical strings will give it much power even with a comparatively low draw weight. They are often reinforced with Highsteel, allowing them to be have much higher draw weights, and some of them have Ogres to them. This gives the Ballistas, with ammunitition with points made to snag, easily grab hold of aircrafts. Most of the ballistas are able to pull down large ships but for the only the best of them, or multiple of the normal ones, can take down high-class Dwarven Airships. Some Ballista Ammunition can also explode, though these are more expensive and dangerous to handle.
MISCELLANEOUS TRADITIONS
In the Hundred Tribes, the only ones that have what is equal to a surname would be Warlords and their kin. Commoners and other such stations are named "Kaan", meaning "First of Their Name", such as the Ancient Red Orc Hero, Shrajhe G'harr Kaan. When a person achieves the status of Warlord, their kin will inherit his name in theirs.
Sons and daughters of Warlords will have a surname in honor of their father or mother. An example would be Kar'rugar Dal-Bahal, the current Grand Chieftain. "Dal" means "Child of" or "Creation of" and Bahal is his father. Overall, the name means "Kar'rugar, Spawn of Bahal".
The Hundred Tribes of Furiya are best known for their Mounted Units, both light and heavy cavalry cause untold terror, particularly the Mounted Archers. They are mounted on Southern Wargs that are capable of running through the desert unimpeded by the sands and are arguably the fastest wargs among all the Orcish Cultures in a straight line. They are built powerfully as well, making them versatile beast of burden and living weapons as they're just as easily armored as the Red Orcs are and are just as resistant to the heat of the desert.
A more unnoticed threat is their Heavy Infantry. Unlike Mounted Units, they do not require as much flexibility to be able twist upon horses to fight their enemies or have enough room on their shoulders or backs to pull back their bow strings. The heavy infantry of the Hundred Tribes are monsters beyond compare on the battlefield, equipped with tall, wide shields and often an axe, mace, or spear, making them near immune to arrow volley and crucial if the tribes ever were to besiege an estate.
Behind them, however, are often Foot Archers. Mounted Archers are scary enough with Warbows with enough draw strength to punch through plate armor consistently. Due to the removed complication of having to ride a Warg, the Foot Archers are capable of releasing volley after volley of incredibly powerful shots that would break most common soldier shields on impact due to the force, or even break the arms of those holding the shields.
The Ghazi Troops, elites of the militant orders of the Tribes, are several times more dangerous. They would often have access to higher quality, alchemically made weapons and armor. While every Ghazi is different and so is their quality, having a Ghazi on the field boosts morale considerably, knowing that some of the best of the best the Tribes have to offer are with you.
Sometimes the Order of the Oasis comes to fight alongside the main armies. The Darwish are similarly armed like the Ghazi though their abilities and weaponry is more generalized. They're generally more reliable than Ghazi but they do not boost morale as they do. Ghazi Darwishes, however, are a different note. They're the elites among the elites; chosen by the Grand Chieftain himself.
Aside from the soldiers, there are plenty of designated healers, alchemist, carpenters and engineers to create siege equipment, set up barricades, heal the wounded, create explosives and other such things. They are the backbone of any good army, after all.
Wargs are also not the only beasts that take part in the military. Tamed Ogres are used for heavy lifting and for unleashing upon the crowds, often seen cooperating with the engineers of the military to move along construction quickly. They are also seen in simple civilization for the construction of larger stoneworks. Desert Leviathans such as large Sand Lizards are often used by Trade Caravans as beasts of burden or even housing, so they're doubly good for carrying materials for military campaigns for camps or sieges, or even massive Terrick Lizards owned by Warlords.
In terms of defenses, the fact that they're situated in a desert makes it difficult for enemies to siege them. Armies that aren't use to the heat will have to trudge through hot desert to get to their settlements, likely using less armor to be able to stand the heatwaves, while the defenses remain at full strength.
Large settlements are often enclosed by walls for the most part which matches well with their Archers as there is often very little cover in the desert other than artificial ones. There are also secondary walls for some of the cities such as the Shield of Shijha and the Torbahn Reach Walls.
There are several towers made for communcation planted across the map and in cities. These towers are used with fire often doused in alchemical feuls to change its color and intensity, making them gleam brightly in the harsh sun of the desert. Each color has a different meaning and often through flaps of metal sheets that make it as if the flame was winking on and off, they are able to communicate basic ideas such as "Enemy Force Coming, Massive" or "Send Reinforcements". There will often be check on the towers every noon, if there is no response from one, there will be a military check-up. Soldiers stationed there also are equipped with magnifying tools such as Spyglasses.
On the mountain ranges and in the cities, there are "Anti-Aircraft" Ballistas, using alchemical strings similar to that of the Thunderdraw Bow. While often immobile and like most artillery take multiple people to load, the alchemical strings will give it much power even with a comparatively low draw weight. They are often reinforced with Highsteel, allowing them to be have much higher draw weights, and some of them have Ogres to them. This gives the Ballistas, with ammunitition with points made to snag, easily grab hold of aircrafts. Most of the ballistas are able to pull down large ships but for the only the best of them, or multiple of the normal ones, can take down high-class Dwarven Airships. Some Ballista Ammunition can also explode, though these are more expensive and dangerous to handle.
MISCELLANEOUS TRADITIONS
In the Hundred Tribes, the only ones that have what is equal to a surname would be Warlords and their kin. Commoners and other such stations are named "Kaan", meaning "First of Their Name", such as the Ancient Red Orc Hero, Shrajhe G'harr Kaan. When a person achieves the status of Warlord, their kin will inherit his name in theirs.
Sons and daughters of Warlords will have a surname in honor of their father or mother. An example would be Kar'rugar Dal-Bahal, the current Grand Chieftain. "Dal" means "Child of" or "Creation of" and Bahal is his father. Overall, the name means "Kar'rugar, Spawn of Bahal".
NOTABLE LOCATIONS
Jharriz - The capital of the Hundred Tribes of Furiya. It is the Southernmost City with the strongest naval presence and has the most interaction with the Juodan Confederacy when it comes to trade. North of it is the Torbahn Reach Walls that protect it and some of the settlements that are inside. There are several villages on the bay outside of the wall that it often has trade with. It can be easily alerted by Al'Daan and Timor Towers from any invading force. Combine it with its the Torbahn wall and how it only needs to defend itself in one direction aside from naval attacks, Jharriz' defensive capabilities is second only to Si'shijha. Out of all of the cities, it does have the best market for slave trade due to its Eastern Orientation and quicker travel to the Juodan Confederacy to trade.
Ar'daan - The former capital of the Hundred Tribes; it is one of the only cities that can support a very lively agricultural operation. Grain, rice, potatoes and other grown goods come from here. This is partly in due to, ironically, the Necromancer Chieftain, Dha'ka Dal-Tro'jarre. Using great sacrifices of entire clans that are now wiped from existence, the land has become extremely fertile can keep several cities well fed, though it still in contest with Hahn'karras with the production of goods. Ar'daan is also the primary source of cotton, wool and silk in the Tribes. It is in communication with Kharrahn, Castle Sunderdeep, and Arros Tower, giving it quick response time to any trouble in the region.
Dala-Arros - Dala-Arros, meaning "Sons of Arros", has been ruled by descendants of Tribe D'shara well before the time of the Hundred Tribes. It was built by the Half-Orc, Half-Felyan Architect, Arros Kaan, whose Tribe would then be known as the D'shara. Dala-Arros has some of the most plentiful of mineral resources in contest with Si'shijha. Unlike Si'shijha, they also have the safest and most direct route to the Felyans, making it the prime hub for trade with the Felands. This route is actually an underground river system of which they also get their water from. It can quickly be alerted by Kharrahn, Arros Tower, Jhira Tower, and Al'daan Tower.
Si'Shijha - Si'Shijha is the richest and toughest city in the Hundred Tribes. While not particularly good for trade, especially due to a heavy toll taken at the Shield of Shijha, it is a hub for scholarly arts such as alchemy and craftsmanship as it boasts a magnificent amount of resources. It is also one of the two primary sources for Mana Deposits. Like Dala-Arros, they subsist off of a underground river system for water and while this one can lead to the Felands, it is nowhere near as safe or direct. Si'Shijha is the toughest city to attack due to the Shield of Shijha, closed off borders, artillery and heavy fortifications. Due to the greater presence of alchemist and alchemy materials, explosives constantly ready for use. It is easily alerted by the Jhira Tower, the Mines of Ajunath and Hahn'karras and due to the positioning of these stations, it has a relatively low response time. There is, however, an ongoing project to build an Eastern Tower on the mountain range right beside it since, as of right now, it can only rely on the mines and Hahn'karras to alert them of Eastern threats.
Kharrahn - Kharrahn's primary attraction point is that it is the most tightnit of the cities, being right next to what is essentially a big lake with village settlements surrounding it. Easy trade with one another along with Jharriz gives it substantial wealth, though they still end up being the poorest city in the Hundred Tribes. They don't have particularly strong defenses due to their overall inter-tribal relatins and reputations, they do have plenty of allies within quick reach of each other. They're easily alerted by Dala-Arros, Jhira Tower, Al'daan Tower, and Ar'daan, giving them great response time, and by extension, giving the rest of the neighboring villages great response time. The warriors of Kharrahn and those around are often given known as somewhat of a red-herring for invaders for most in the realm, as while they're easy to siege, the moment they get their bearings - and that moment will be fast - they will can muster up the largest military force among all of the cities in half the time the others could muster half of their own.
Castle Sunderdeep - Castle Sunderdeep is fortress headed by the Western Marshall. It is built upon the castle in the Ruins of Zethir and is responsible for the reinforcement and support of the Walls of Furiya. It is also the primary training grounds for those that inted to join the forces of one of the major tribes with the entire city turned into a training ground. Here they will learn the arts of war such as one-on-one dueling, formation combat, siege operations, riding War Wargs, and other such activities that most smaller tribes cannot properly train them for. Its is in view of Arros' Tower, Ar'daan, and the Walls of Furiya, giving it a relatively quick response time, but incredibly fast when it comes to The Walls of Furiya. An ancienct road to Laghan is well maintained so that the military forces can easily traverse the desert, both on foot and on Warg. When the Walls are attacked by a big enough force, it only takes a matter of minutes for the men from Castle Sunderdeep to arrive.
Shield of Shijha - The Shield of Shijha is heavily reinforced 60ft tall wall, featuring slits for archers and mounts for often explosive artillery, fortified so much that not even a Dwarven Cannon could deal any substantial damage in a single blow. Aside from a paved ground, the sand has been replaced with alchemically altered quick-sand, making it, well, quicker, forcing enemies down a middle range unless they can traverse on the sands. Additionally, before reaching the first gate of Shijha, there is a substantial moat dug from one of the underground rivers of the mountain, along with a drawbridge. There is a massive door reinforced by extremely highsteel and behind it are three gates gates of the same material, often lifted by Ogres just for one door with chains from inside the walls. All along the wall thick metal doors with Wargs behind them, also lifted up if enemies manage to breach through the three gates, often force the enemies into single file to fend them off. The Shield of Shijha, in spite of its magnificent defenses, is highly unpopular due to the fact that merchants and other travellers have to pay a very hefty toll to go through. There is rather complex paper work involved in it to which for humans that think of Orcs as disorganized brutes is befuddling.
Torbahn Reach Walls - The Torbahn Reach Walls is a 30ft high wall with towers often popping between as more protective points for archers. Similarly to the Shield of Shijha, there is a moat and a drawbridge along with a alchemically reinforced gates and door but it lacks the wargs and the alchemical quicksand. It is generaly supported unlike the Shield of Shijha, as it doesn't tax anyone, and it also protects more than just a city, covering several villages on the other side as well.
The Walls of Furiya - The Walls of Furiya is just as, if not better defended than the Shield of Shijha, as many of the people that worked on that wall also worked on the Walls of Furiya, with funding from several other sources. It features many of the same thing as the Shield of Shijha, such as the quicksand, wargs, and moat, but with the added benefit of having much more people, who can operate far more ballistas, which also can launch more explosives. The Walls of Furiya is one of the most well-defended locations on the Continent. The Walls can easil alert a massive amount of territories through Arros' Tower and Castle Sunderdeep, such as Dala-Arros and Kharrahn, both cities with substantial military presence and can get there startlingly fast.
Arros' Tower - The Arros Tower was the first of the Towers, built by Arros Kaan alongside Dala-Arros.
Al'Daan Tower - Al'Daan Tower is often manned by soldiers from Kharrahn. It was also built by Arros Kaan.
Jhira Tower - Jhira Tower is the second tower to have been made but not by Arros Kaan, who did take part in its construction but its development was headed by his son, Khaliz Dal-Arros.
Timor Tower - Timor Tower is built on the Eastermost frontier of the territories of the Tribe. Ironically, it doesn't receive a lot of activity.
Oasis Of Tears - The Oasis of Tears is a inhabited by several "friendly" spirits the live in coexistence with each other and the Orcs. It is the most popular checkpoint in the Eastern edges of the territory and around is a healthy, large multi-tribal village known as Hahn'karras that use the the Oasis to grow crops and for water. The Oasis is basically a massive lake that with magically clean water that may offer some other effects, and the it oddly never runs out of water. Rain is very frequent here, the fields of crops are near perennial and the land is mostly peaceful which is in stark contrast to the rest of the Tribes. Orcs that grew up here tend to be bigger, heealthier, and live a few years longer than average. It is rumored that the Oasis of Tears was once a part of the Lady' Paradise.
Hahn'karras - This large, multi-tribal village is one of the biggest villages around and is by far one of the richest. It generates several times more food than most of the cities with the exception of Ar'daan, which it merely rivals. Hahn'karras often is a hub for Oasis Merchants; merchants that sell at popular checkpoints to travelling Merchant Tribes to refill their supplies. The Eastern Marshal is also located here.
Mines of Ajunath - The Ruins of Ajunath was built on massive stores of Mana Deposits which the city of Si'shijha have claimed for their own, in agreement with the local tribe that actually owns the territory, in exchange for other goods. The Mines of Ajunath is a busstling, ever-active mine that churns out Mana day and night, and there is no sight of running dry just yet even after mining it for several generations.
CHARACTERS
AVAILABLE POSITIONS
Western Marshal
Eastern Marshal
Chieftain of Si'shijha
Chieftain of Ar'daan
Chieftain of Kharrahn
Chieftain of Dala-Arros
Darkhan
Great Tribe Witch (One Per City)
Kar'rugar Dal-Bahal, Grand Chieftain of the Hundred Tribes of Furiya
ADOXOGRAPHY