THE TRIBES

Political Map- the plains


HULUN


All the tribes of the plains have domesticated horses and ride them into battle; none are quite as adept at this as the Hulun. They were the first tribe to develop the saddle, and most recently have begun to pioneer a device similar to the stirrup, enabling their archers to fire upon their enemies whilst mounted. Though fierce warriors, they are benevolent in battle and have forsaken the practice of raiding, preferring to trade with the settled peoples and provide them protection from less ethical tribes.

The Hulun have been led by K'harg- a fierce but jovial warrior- since he deposed the previous warchief nearly twenty summers ago. He is supported by the tribal elder and sorceress Fanwé, who has guarded the path of the Hulun for an even longer period. Through their joint leadership the Hulun have assumed the position of  power broker in the region, maintaining relations between the tribes and the settled peoples. However, this situation is not respected by the Raven tribe, who are hungry to dominate the region and eventually overrun the empire.

Like most plainspeople, the Hulun practice ritual tattooing. Amongst all the tribes theirs are the most elaborate, using a brilliant turquoise pigment. Unlike the other tribes, there exists an old tradition of facial tattooing, especially amongst women: K'harg is not wholly in favour of this and the practice is slowly becoming less widespread.

This brilliant blue/ turquoise of their tattoos is also their tribal colour, and warriors often decorate themselves with blue pigment before entering battle. The patron deities of the Hulon are Miromar, Arag, Xa and Raad.

Per capita, the Hulun have a greater number of scouts than other tribes.


RAVEN


Legend has it that the Raven tribe were formed through an alliance between the very worst elements of the other tribes- the liars, the murderers and the thieves. This legend they love to perpetuate as it reinforces their fierce reputation as a cold-blooded, mercenary people.

The Raven tribe occupy a region close to the great forest- an area considered taboo by the other tribes. They are belligerent and uncultured, subsiding their relative ineptitude at animal husbandry by raiding other tribes and the settled community. In common with many tribes, The Raven make slaves of their prisoners, selling them back to their tribe of origin in return for livestock. More recently, however, they have begun trading slaves with the Empire to the south in return for bronze weaponry.

They are led by Garak who has recently been joined by a powerful sorceress, Kara after she deposed the previous elder. Swiftly Kara's powers have become something of a bogeyman tale for childrene, and many tribespeople tell their children to get to sleep "Or Kara will take you away and eat you." This myth may or may not have some truth to it...

The patron deities of the Raven is Ursh, their tribal colour is purple. 

The Raven produce a disproportionate number of wilderness rogues, who occupy a special place as Garak's elite "night-scouts".


TOLDA


The Tolda are not so much a tribe as a huge confederation of various clans occupying the eastern reaches of the steppe. Though vast in number, the Tolda are not a belligerent people- accept amongst themselves. They are a romantic people fond of dance, song and drink, constantly feuding over doomed relationships between star crossed lovers. The clans are far too numerous to list here, but each is centred around a noble family and its retinue.

Like the Hulon they are proud horseman- but they are far cannier traders. Across their vast territory they have made contact with many distant peoples, trading in crafts and artefacts as well as livestock. But most of all they love to trade in tales and legends: they are the most knowledgeable of all the tribes.

They trade in slaves like most tribes but have  a tradition: if after one year their rivals have not provided the ransom, the prisoner is given the opportunity to stay with the Tolda as a free tribesman or return to their tribe of origin. Few choose to leave, as the life of a Tolda is rich with adventure and excitement.

The Tolda wear the colour orange for good luck. Their patron deity is Karesh, though many young warriors model themselves on Arag, the raging god of strength.

Unsurprisingly the Tolda produce a higher than average number of bards.


MORAY


Whilst most tribes practice gender equality to varying degrees, the Moray are female dominated. Whilst men don't quite occupy the status of second-class citizens they never occupy positions of leadership. Their present war chief is Mali, a seriously fierce warrior who has taken the title of Queen from her predecessor, whom she slew following a lengthy feud.

The Moray occupy the more hilly terrain of the north and raise goats alongside their tough war horses, which though slower than their counterparts to the south are exceptionally hardy. Unlike most tribes (apart from the Raven), the Moray nearly always carry shields into battle bearing the emblem of the mother-at-battle, the bear.

Male sorcerers are not tolerated amongst the Moray: in one of the more barbaric rites of the tribe, young males exhibiting magical prowess are have the choice of either leaving the tribe or having their tongue cut out.

Predictably, the patron deity of the Moray is Temera, the mother-at-battle, though all revere Empala. There is a small cult loyal to Saleena, Queen of the Night.


No class is exceptionally preponderate amongst the Moray: their warriors, however, are feared more than any other.


THREEM



The Threem are the most mysterious of all the tribes of the plains. Like the Raven, they dwell at the fringes, spending as much time in the temperate forests as they do on the steppe. Unlike other tribes, they do not herd livestock, instead hunting and foraging during the spring and summer then tracking the wild herds through the colder months.

The culture of the Threem is ancient and inpenetrable: other tribes view them as primitive, but their strong connection to nature and the land grant them a nobility quite distinct from their colleagues. It is this connection with the earth that has led to many Threem dominating the druidic council (see below).

The Threem distrust outsiders and rarely enter negotiations with the other tribes. Though they speak the common tongue of the plains with outsiders (plainspeak) they possess their own secret language consisting of animal calls and whistles, known only to themselves. However, their proximity to the Empire and the Raven make them the most vulnerable: it may come to pass that this leads to them forming stronger alliances with the Hulon and others.

The patron deity of the Threem is Empala. They have a much closer connection to the spirits of the land than other tribes. Their colour is forest green.


THE DRUIDIC COUNCIL


Uniting all the tribes of the plains is the druidic council. They have a huge role in cementing tribal cohesion, though technically are not a tribe themselves. The druids spend most of the year as solitary wanderers, patrolling their territory and maintaining the natural balance. Though not affiliated to individual tribes, they maintain cordial relations, particularly the tribes clerics and spirit shaman.

Four times a year, however, the druids come into their own. This corresponds with the solar calendar at an event called The Meet. There are four seasonal meets at the cardinal pints of the plains: at the equinoxes and solstices all druids gather at the appropriate place to conduct their business. This is also an  opportunity for the council to express their concerns to the high shaman and spiritual leaders of each tribe, and as it is traditional for each tribe to send a contingent of its leaders the festival has grown into a massive social event.

Druidic business takes priority, of course, but outside the stone circle goods are traded, grazing rights negotiated and slaves exchanged. the seasonal pattern of the Meet is as follows:

Spring equinox: Fertility festival. young livestock are exchanged, marriages between tribes take place
Summer solstice: Traditional horsetrading fair and craft and goods trading.
Autumn equinox: Commemoration of the dead and exchange of prisoners and slaves, peace treaties agreed.
Midwinter solstice: A small affair in which the shaman and druids thank one another for their help through the exchange of gifts and beseech the spirits for succour during the cold months. this event is rarely attended by non-spiritual members of the tribes

Additionally, emergency meetings of the council are called throughout the year if they feel the plains are being threatened. Ordinary members of the tribes are not invited to these events, but the high shaman and spirit shaman may be invited, depending on what is at issue.


PARIAHS


In the violent world of the plainsfolk some crimes are deserving of a punishment deemed greater than death: banishment. For their crimes these individuals are stripped of their clothing, ritually scarred and told never to dare speak with, meet or otherwise engage members of their tribe again. The marks on their skin ensure they can never again gain the support of any tribe and they are doomed to wander the wilderness alone.

Many pariahs perish in the wilderness from exposure, but those that survive often find one another and band together in small groups, living as bandits and brigands on the very fringes of plains society. Amongst their number are the male sorcerers of the Moray, murderers, thieves and traitors. Many travel to the larger settled communities as hired thugs, others gain service as the guards of imperial merchants or mercenaries within the Imperial Army.


OTHER TRIBES


In addition to the five main tribes, the pariah bands and the druidic council numerous smaller tribes occupy the plains. These include small bands of goat herders who intermingle with both the settled and barbarian groups, trading bands and itinerants moving between the villages for seasonal work.

Furthermore, secluded tribes of hunters occupy the foothills of the south-west and mountains and forests in the north. Though not formally allied to the plainsfolk, they do occasionally send representatives to the seasonal meets.

To the east of the Tolda territory, other bands of pastoralists and hunter gatherers subsist off the more arid lands. They trade with the Tolda but are technologically much less advanced and so far have expressed no martial ambitions over the plains.


SETTLED PEOPLES



For some time now people have begun to settle along the banks of the great rivers crossing the plain. Some are descended from barbarian tribes, others are exiles from the empire of the south. All subsist by farming the land: growing cereal crops and vegetables as well as raising livestock, particularly sheep. Relations with the tribes vary from region to region, with some tribes still considering it acceptable to launch deadly raids on these people they consider to be not quite fully human.

The Hulun have relaxed their raids on these villages since K'harg's ascent to power, and have built stronger relations built on trade and protection. The warriors of the villages are weak and poorly equipped compared to the plainsfolk, and they are grateful for the Hulun's protection.

As these communities grow, however, they have begun to excel at the production of some commercial crops. Wool from the herds of sheep tended by the settled peoples is particularly prized by the empire and trade is growing along the length of the Great River. No serious boat buildinghas yet developed (beyond dugout canoes) so this trade is entirely at the behest of the Empire, whose merchants sail small galleys upstream to trade with the villages. Lately, however, the empire seems to be expressing an interest in these communities, sending armed contingents as escorts on these trading missions.

The biggest community most familiar to the Hulon is at Three Rivers. This large farming community is ruled by the chieftain Daath, a jovial fellow who has a very strong friendship with K'harg. The two could even be brothers, though both deny this. Further east the small town of Rem is notorious for its close dealings with the empire and its trade in slaves, and if often at war with the Tolda.


THE EMPIRE


The empire is a relatively new presence in the plains. As yet it has no formal settlements in the area: it has a small garrison at its trading post in Rem, but as yet has not fully expressed its expansionist tendencies.

The empire is built up out of a series of cities on the coastline of the Cold Sea, the nearest being Tlon. No Hulon have visited this place, though it is said to be hewn from stones and to contain a great temple to the sun god Om, wherein resides his avatar, the Prince.



1 comment:

  1. Image References:

    Map of the- Sofinho

    Hulun Horseman-
    photoshopped image
    Public domain: Illustration by JW Buel 1890

    Raven-
    Photoshopped still from 10,000 BC

    Moray-
    Photoshopped image of Boudica from http://annoyzview.wordpress.com/2012/02/22/boudicca-unheard-warrior-queen-of-britons/

    Threem-
    Photshopped image from http://www.edupics.com/image-stone-age-i2996.html

    Cave Painting for Toldo-
    http://www.stockphotopro.com/photo_of/cave/A05M6C/Variety_of_cave_paintings

    Neolithic village- http://freepages.genealogy.rootsweb.ancestry.com/~villandra/McKinstry/DeepHistory.html

    Empire-
    Image of Sumerian sun god Shamash from http://www.google.co.uk/imgres?hl=en&sa=X&tbm=isch&prmd=imvns&tbnid=IkXKxREDZ7yfPM:&imgrefurl=http://historel.tripod.com/orient/02mesop.htm&docid=pLTkgxLvXCYP_M&imgurl=http://historel.tripod.com/orient/shamash.jpg&w=543&h=374&ei=7k7WT52-Cuib1AW03uSiBA&zoom=1&iact=hc&vpx=931&vpy=155&dur=2241&hovh=186&hovw=271&tx=136&ty=77&sig=118347530787379434757&page=1&tbnh=137&tbnw=186&start=0&ndsp=49&ved=1t:429,r:4,s:0,i:84&biw=1920&bih=951

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