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The Manakahai Kindred of Orsinnar

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The Manakahai Kindred of Orsinnar Empty The Manakahai Kindred of Orsinnar

Post by Orsinnar Sun Jul 07, 2013 3:24 am

Current Statistics of the Manakahai Kindred

Geographic and Demographic Information
Total Population: ~3.5 million
Total Area: ~500,000 square miles
Population Density: ~6-7 per square mile
Ethnic Diversity: 96.7% Orsien, 2.9% Human, 1.4% Other
Gender Distribution: 56.4% Female, 43.6% Male


Current Kindred High Council
High Kindred Chieftain: Kurath Redhawk
High War Chieftain: Goruk Bladefury
High Thane: Orioth Hawksight
Dominant Clans: Hawk (~75,000), Bone (~50,000), Bane (~30,000), and Blade (~15,000)

Diplomatic Status:
Recent ceasefire reached with southern Orsien Kindreds, very limited communication. Neutral standing with other nations of Spero. Currently considering alliances/trade agreements with other offering nations.

Status with:

  *Arian: Respectful of strong honor-bound traditions, appreciation of relatively little magic use. Limited communication so far. Would approve of further contact.

  *Atrum Veneficus: Suspicious. Not blatantly distrusting yet, but very cautious of magic use. Little communication. Generally not receptive of magic users, but would be willing to have further contact.

  *Drui: Respectful, yet wary of magic use. Admires strong connection and reverance of nature. Would very much like to have a stronger alliance and diplomatic understanding.

  *Navokha: Extremely distrusting. Almost openly hostile. Has suffered attacks on trade caravans, scouts, and hunting parties. No desire for further contact.

  *Nixia: No contact yet. Neutral.

  *Maeloria: Suspicious. Dislikes condescending attitude and flashy technical advancements. Appreciative of friendliness, but distrusting of further contact.

  *Sha'sah: Good overall, still cautious of magic. Admires connection to nature, sense of strength, and naturalistic lifestyle. Would approve of further contact.

 
 

Economy and Trade
Fairly stable economy without extremes of wealth or poverty. Mostly simplistic, communal economic structure. Few trade agreements or international supply routes.
Currency: Or'khana (rarely used, trade is preferred)
Imports: Fine metals, textiles, fabrics, processed ore and fuel products, machinery and tools, agricultural supplies
Exports: Meat (large game), crude metals and ore, timber, animal by-products, manual labor services


Last edited by Orsinnar on Mon Dec 09, 2013 12:40 pm; edited 3 times in total

Orsinnar

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The Manakahai Kindred of Orsinnar Empty Overview - Society - Culture

Post by Orsinnar Sun Jul 07, 2013 4:03 am



Overview


Orsinnar is a Clan-based society rooted in honor and warfare. The culture of Orsinnar is based upon individual prowess and physical ability. The stronger an individual is and the more willing he is to assert himself, the higher his status in society will be. Orsinnar has a rich, deep culture that reaches back many, many centuries. They are often described as "orcish" people with a noble sense of honor and duty to themselves and to their people. Orsien will never back down from their opponent once dedicated to the fight, and would die sooner than admitting defeat.

Currently, the total population of the Orsinnar is unknown, but there are at least five powerful Kindreds at war in the Orsien homeland. The Kindred of Manakahai is the specific group of Orsien present in Elysium. They are difficult to anger, but extremely brutal when war is finally decided amongst their people. The Manakahai Kindred has recently split from the fighting and is seeking a new settlement to establish themselves away from the other hostile Kindreds. The Manakahai are small and relatively peaceful compared to the other Kindreds.


Society and Structure


Social Stratification, Rank, and Status

The highest social rank any individual can achieve in all of Orsinnar is the High Kindred Chieftain. The High Chieftain is chosen from all of the Kindreds, and is the highest authority amongst all of the clans, regardless of other policies. Below him is the War-Chief, who directly leads Kindred warriors and is almost always considered to be the physically strongest warrior of the Orsien as he has worked his way up through sheer force. Next stands the Kindred Thane, chosen directly through ritual and wisdom, who acts as an advisor and general. A Champion also makes up the highest of the ruling Kindred social ranks as a highly acclaimed warrior and personal bodyguard of the High Chieftain, War-Chief, and the Thane.

Other social classes based in career roles consist of warriors, hunters, crafters, and traders, respectively. Most of these roles are reserved for men, although women with the ability to prove themselves are usually not restricted. Women often tend to their villages, homes, and children while men take the more combative responsibilities. Orsien who do not apply themselves to a specific function are looked down on in society, as the well-being of the Clans are solely the responsibility of their members. Social classes affect wealth only in the higher ranks, and most common Orsien share similar status and access to resources regardless of their role because of the nearly communal nature of Clan society.


Kindred and Clan Structure

Life in the nation of Orsinnar is based around an individual's Clan and Kindred. The Clan's role in everyday life is similar to a state government, whereas the Kindred is more like a national government. An individual's heritage is only meaningful based on his or her Ok'Shuuln, or Kindred. Society is divided up amongst Kindreds, which are large subcultural-national groups, and Clans, which are groups that often consist of extended families or cultural and social groups. Kindreds usually number in the hundreds of thousands, while Clans may consist of about one hundred to one thousand members. While it is rare for an individual to leave his "birth Kindred" or even associate with other Orsien outside of his Kindred, mobility between Clans is frequent and often occurs as a result of social ideology, family ties, marital status, and warfare. However, Clans interact with each other regularly, and any fighting amongst them is almost always natural in-fighting for dominance or position. These disputes are seen as amicable, rarely last more than a few months, and are a societal function to resolve disputes and matters of leadership in a more timely manner without lasting damage to any Clan or grudges amongst groups. Wars between Kindreds, on the other hand, are violent and brutal - they happen less often, but this type of full warfare can last for years and is more similar to merciless civil wars than the skirmishes between Clans.

Whereas personal accomplishments are highly revered, lineage or family status is often only considered as a last resort except in matters of Kindred warfare. An individual is free to pass between Clans as he sees fit, providing that he can prove himself to gain access and membership into a new Clan, although loyalty and oaths to a single Clan are encouraged.

Clans shift and change frequently. The most common way of creating a new Clan is when a young Orsien male takes his first wife or wives and leaves his previous Clan to begin a new family, often taking some relatives with him. Often, a young Orsien warrior will challenge his Clan-Chief to a fight for the Clan's rule, often to the death. The dissolution of Clans occurs mostly through political merging of Clans or a disbanding due to lack of resources or mutual interest; warfare is very rarely the case, except in Kindred warfare, which often sees the destruction of many small Clans.

Culture and Lifestyle

Orsien live in family groups or bands within their own Clan, many of which are nomadic and communal in nature. A village may consist of one to twenty households on average, all of which usually share their resources and cooperate together to ensure the survival and success of their families. Within a village, there are always groups of warriors and hunters to protect and provide.

Homes are made of wood and stretched hides, and reinforced with carved stone and steel. Each village usually has one permanent central longhouse that serves as the Chief's hut and community building, as well as homes for each family which can easily be dismantled and moved. Some villages are enclosed with wooden barricades and have some land set aside for wheat and rice, and more permanent settlements have walls and permanent crop rotations.

Hunting is a central part of Orsien society, as it is the main means of sustenance for society. The Orsien people have a strict moral code against farming animals and most forms of agriculture. This stems from the belief that all creatures should be given the chance to escape from the hunt, and should an animal survive a hunt, its life will be spared. This "survival of the fittest" mindset is deeply rooted in Orsien culture, and prohibits the farming of game. Simple crops are farmed, but it is expected that a band's hunters are responsible for providing the majority of food. Because of this, the diet of Orsinnar consists mostly of large game such as boar, deer, and horse meat. Some animals, such as wolves and hawks, are strictly forbidden to be hunted, harmed, or consumed. In Orsinnar homelands, it is not uncommon that hundreds or even thousands of acres of land are reserved solely to allow populations of wild animals to be established so they have a natural chance of evading hunters. Any hunter who takes the life of an animal without properly allowing it a chance is subject to exile.

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The Manakahai Kindred of Orsinnar Empty Notable Individuals

Post by Orsinnar Sun Jul 07, 2013 4:04 am

Character List

High Kindred Council


High Kindred Chieftain Kurath Redhawk

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Shortly after Kurath defeated the previous Clan-Chief of the Hawk Clan and took his position, he was thrust into the role of High Kindred Chieftain to defend his people from other Kindreds that threatened to destroy all of his Clans. The fighting took a great toll, but Kurath refused to back down from his enemies, even in the face of certain defeat. After years of brutal warfare that claimed thousands of his people, including much of his close family and his most promising young Champion, Kurath consented to his peoples' urging to leave their homeland.

Kurath has many traits common to an Orsien Chieftain, most notably being his strength, courage, pride, and unshakeable honor. His weapon of choice is a spear or polearm, and he is a formidable opponent. Even though he is peaceful for a High Kindred Chieftain, he is marked with the deep scars of the many fights he faced to attain his position and keep it. He prefers action to words, and would just as soon fight as he would reason with another nation, although diplomacy is often his first resort.


High War Chieftain Goruk Bladefury

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The violent and hot-tempered War Chieftain Goruk is bitter and resentful, as most War-Chiefs are. A hammer or axe through the skull is just as good as a peace treaty to him, and as such, he is mostly kept away from matters that don't involve direct confrontation. Goruk is amongst Orsinnar's strongest fighters, and he is just as adept at leading massive Orsien armies to victory as he is at decimating any who dare to challenge his position.


High Thane Orioth Hawksight

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Thane Orioth is one of the wisest elders still surviving. His word is highly respected by his people, especially High Chieftain Kurath. Because he is old and wavering in strength, many suspect that a young challenger will come soon to usurp his position. Still, Orioth is loved by his people and he has been trusted within the Kindred Council's highest ranks for decades.


Champions


Thorokai Sunhawk, Champion of High Kindred Chieftain Kurath

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Chosen from the ranks of Kurath's Clan warriors, Thorokai is extremely loyal and dedicated to Kurath and his cause. He is young and has a fiery spirit tempered by his desire to protect Kurath's life at all costs. He has never failed his High Chieftain, and he never plans to. He is often at Kurath's side, enacting his orders faithfully and standing proudly alongside his leader. Thorokai is fond of heavy armor and longswords to complete his duties as Kurath's Champion.


Orgoth Bonecrusher, Champion of High War Chieftain Goruk

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War-Chief Goruk chose the most brutal, hideous, ferocious Orsien warrior he could find to fill the role of his Champion. Orgoth lives to fight and serve the bloodlust of war, and although he is vicious in combat, he's often ridiculed as the least intelligent Orsien Champion. He protects Goruk and intimidates any who might challenge him, and his mere presence is often enough to send adversaries skittering away. Built like a tank, Orgoth will use any weapons at his disposal, although he prefers warhammers - or even his bare hands - to tear enemies apart.


Okhennei Baneholder, Champion of High Thane Orioth

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Okhennei is the eldest daughter of the former High Kindred Chieftain of the Manakahai, who was killed and succeeded by Kurath. When her father was bested in combat, young Okhennei's life was also at risk since it is customary to also challenge direct descendants of the defeated ruler, in order to avoid corruption or family plots to overthrow the successor. Okhennei accepted Kurath's challenge, and they planned to fight to the death. Thane Orioth saw great potential in the young girl and named her his Champion, thereby cancelling the challenge and offering her an opportunity to serve the new High Council that had killed and replaced her father. She accepted. Her position is still contested and controversial, and there are constant attempts to overthrow her somewhat questionable role as Thane Orioth's Champion. Her motives are sometimes unclear, but her skill as a fighter and her willingness to do the Thane's bidding have secured her position...for now.

Clan Chieftains

Hawk Clan: Ashkur Hawkblood
Bone Clan: Krushnog Bonestomp
Bane Clan: Ikharot Banesinger
Blade Clan: Khornan Bladewalker

Warriors and Military Officials

Azka Shadowrend (Bloodseeker)


Last edited by Orsinnar on Mon Dec 09, 2013 12:15 am; edited 3 times in total

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The Manakahai Kindred of Orsinnar Empty Miscellaneous Orsien / Racial Attributes / Animals

Post by Orsinnar Sun Jul 07, 2013 4:13 am

General Concepts

1. Male Orsien Warrior 1

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2. Female Orsien Warrior 1

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3. Male Orsien Warrior 2

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4. Female Orsien Warrior 2

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Orsien Physical Attributes

Orsien are clearly different than most other races of humans, and they have several main factors that contribute to their "orcish" appearance. Although technically humans, there are some major aspects of common Orsien physiology that differ. Most notably, Orsien are typically much larger than other races, at an average of 6.5 to 7.5 feet tall and 200 to 300 pounds for men, and 6 to 7 feet tall and 150 to 250 pounds for women. It is also common for Orsien to have grey or greenish pigmentation in their skin, although this is natural and it can range from almost unnoticeable to dusky grey or dark green. Many Orsien, especially men but sometimes women, also have naturally extended teeth, usually lower incisors, that resemble tusks or fangs. Their skin is naturally thicker and tougher than other humans' skin, and their bone structure is sturdier and less prone to fatigue, broken bones, dislocation, and natural disintegration. However, due to the increased weight on their structure, they are more prone to aging issues such as arthritis or joint problems. They are not as swift and agile as the smaller races, but they make up for it in their brute strength and advanced musculature. They are physically built for endurance and strength.

1. Typical Male Orsien Facial Appearance

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2. Typical Female Orsien Facial Appearance

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Lifespan

The lifespan of most Orsien is shorter than the average human lifespan, but young Orsien mature much more quickly. At the age of 10 to 12, most Orsien become physically mature. At 16 to 22 years an Orsien is in his prime; 30 years considered middle-aged, and by 50 years an Orsien is seen as elderly. Very few live past 60 to 65 years of age, even in generally peaceful conditions. In relation, a warrior who reaches about 40 years has "lived a good life" and is expected to eventually be killed by a challenger or begin seeking his death honorably in battle before he succumbs to the "weakness" of age. It is a great dishonor for Orsien to die of old age, natural causes, or sickness - combat, whether in warfare or in honorable one-on-one duels, is the most common cause of Orsinnar's shorter lifespan and high mortality rate. As a result, it's not uncommon for an Orsien female to have around 8 to 10 children on average, most of whom will die young and a few who might go on to either hold positions of power or choose more peaceful and less combative lives.


Animals of Orsinnar

Mounts

Korodon

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The most prestigious, powerful, and easily recognized animal of Orsinnar is the Korodon. It is a beast of formidable strength and stamina, built like a massive, towering rhinoceros. Fully-grown korodons easily top 10 to 15 feet tall, weigh 6 or 7 tons, and can reach speeds of 30 to 40 miles per hour when in a dead sprint - but they prefer to move slowly unless charging into battle. A few korodons in a military unit can be absolutely devastating to anything that they charge into. However, these creatures are very rare and take about 50 years to reach full maturity and train - as such, they are highly prized and rarely put at risk for offensive maneuvers because of the incredible cost and time of maintaining such a gargantuan creature. The few korodons of the Manakahai are strictly reserved for the High Kindred Council and elite warriors. It is not uncommon for a korodon to live upwards of 150 years, and as such, an Orsien's korodon is usually passed onto their successor as a prize of their victory. Korodons are highly revered, and are considered the "national animal" of the Manakahai.


Okhruun

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The most common mount of Orsinnar is the Okhruun - a sturdy, loyal beast about the size of a horse, but with the structure of a large, dog-like rhinoceros. It is loosely comparable to a korodon, except only a fraction of the size. It weighs in at about 1,000 pounds, and is more agile but less enduring than its larger korodon counterpart. They are significantly more abundant among society as military mounts, beasts of burden, and patrols.


Warg

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Another common military mount in Orsinnar is the warg. These large canines are fierce, swift, and brutal - they're favored by Orsien scouts, rogues, archers, messengers, and nomadic hunters because of their deadly speed. Wargs are pack-hunters and they're loyal to whoever they perceive as their leader, and as such, they usually fight in units as Orsinnar's cavalry.


Shakuun

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These large, reptilian beasts have found a niche within the Manakahai's navy. They are the only beast of Orsinnar capable of swimming for long distances. They are swift and dextrous in the water, but move fairly slowly on land in comparison. They are often used to carry warriors or supplies across water, and are sometimes trained to independently accompany ships or patrol the waters around Orsien land. As reptiles, they continue to grow in size as they age. They have been known to reach 100 years old in captivity, although it's more common for them to live until about half of that age. At maturity, they weigh about 1,800 pounds and reach lengths of 15 feet or more. They are brutal aquatic predators with a mouth full of shark-like razor teeth and huge, slashing claws, capable of ambushing and ripping apart their prey.


Turakuun

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Although they are rarely used as mounts except for basic transportation, the Turakuun is an ox-like creature that is used primarily for hauling supplies, carts, and wagons. They're too small and slow to reliably haul an Orsien into battle, but they have an impressive ability to pull. A few Turakuun can be rigged up to haul an entire trade shipment or a village's supplies. They are short, stocky, and thick-skinned with a lightly furred hide and a set of three tusks - one on each side and one in the center.


Last edited by Orsinnar on Mon Jul 08, 2013 10:58 pm; edited 4 times in total

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Post by Orsinnar Sun Jul 07, 2013 4:13 am

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Post by Orsinnar Sun Jul 07, 2013 4:25 am

History before Spero

Of the five main Kindreds situated in the homeland of Orsinnar, the Manakahai Kindred is one of the smallest. They have a history of being relatively peaceful and reserved, at least for Orsien. The Kindred traces its roots back hundreds of years to the Early Kindred War, in which the first original Kindred split. Ruthok Banecaller was the first High Kindred Chieftain of the Manakahai, and he took this position because of his role as the most prestigious Clan Chieftain from the allied Manakahai Clans. In the Early Kindred War, the conflict was mostly centered over who would have control over the central Orsien hunting grounds. The other High Kindred Chieftains fought brutally over this for years, resulting in hundreds of thousands of deaths, while Ruthok Banecaller and the Manakahai Kindred eventually withdrew and called for a ceasefire to establish their own hunting grounds.

Seeing weakness in the Manakahai Kindred, another larger Kindred raided their settlements and sieged their capitol. Not only did the Manakahai defend themselves, but under Banecaller's command, they crushed the other Kindred that threatened them and proceeded to claim their land and assimilate their survivors. Manakahai now became a more formidable and established power amongst the Kindreds, and did not enter another Kindred War again for another three hundred years. The other Kindreds had grown to respect the Manakahai, but this era of peace would end brutally.

The Kindreds clashed yet again and the Manakahai Kindred was brought into another all-out war. The Manakahai Kindred had still been ruled under the Bane Clan, despite other Clans' attempts to challenge them, and when a young warrior from another Kindred challenged the Manakahai's High Kindred Chieftain and won, the Clans of Manakahai were enraged. They again went to war, overthrowing the new leader and placing yet another Bane Clan warrior in his place.

A dissent amongst the people began at this time, when they believed that a leader from a different Clan should be established as the new High Kindred Chieftain because of the perceived corruption within the Bane Clan. It was at this time that Kurath Redhawk challenged the High Kindred Chieftain and took the leadership of the Manakahai in a duel to the death. Much of the once-powerful Bane Clan furiously left the entire Kindred in a dishonorable display of unlawful Kindred realignment, allying themselves with a hostile Kindred that agreed to attack the Manakahai from within. Brutal, unexpected rampages from groups of insurgent warriors were common, along with assassinations. The Manakahai held out until the water and food supplies of their forts were poisoned from within by the dark, poisonous curses of enemy Seers and Augurs. With the fragmentation of their dominant Clan and the weaknesses rising from within, the Kindred was weakened. Although most other Kindreds saw the covert attacks on the Manakahai as extremely dishonorable on the part of the Bane Clan and their newly allied Kindred, the Manakahai received little support in the Kindred war that followed. It became known as the Black Siege, as a resentful reference to the blackened color of the poisoned water supply.

High Chieftain Kurath held out for nearly five years of skirmish warfare and defense from internal attacks, until he made a decisive strategic move. He rallied his people away from their settlements, announcing that he was prepared to enter negotiations with the enemy's High Council. He allowed enemy warriors to occupy his major forts and settlements as he met the enemy at a treaty summit along their borderlands. Once there, he stated that he had not come to negotiate - he had come to fight. The other High Chieftain accepted a duel - winner takes all, according to Orsien custom - and Kurath won. The other Kindred was enraged and they violated the norms of their tradition when their High Kindred Council rejected Kurath's rightful victory, immediately after the duel. Upon their disrespect of the Orsien ways against him, Kurath was allowed one "dishonor against the dishonored" in return. He had anticipated the enemy, and was one step ahead of them. At his order, the warriors he had covertly positioned around each of the settlements that he had "allowed" to be occupied barricaded in the gates and set fires to the walls. The great fortresses that once belonged to the Manakahai but were then filled with enemies were razed to the ground, burning alive those who were inside. It is estimated that the Manakahai warriors burned half of the other Kindred's military force that day, which allowed the Manakahai to cripple their enemy. In addition, Kurath had already rallied his people to the northern shores away from the conflict. He proudly left the burnt husk of his former lands to the shocked and devastated enemy, and vowed to his people that he would bring them peace from the years of bloodshed. To avoid further Kindred warfare and establish a more fruitful existence for his people, he led them across the sea to the north.

Arrival to Spero

The Manakahai Kindred chose to stake out their new territory several months' voyage beyond the homelands of Orsinnar, on the southern islands of the continent of Spero. They have been there for ten years (as of the start of the forum) and are still working to establish themselves, although they have built several major settlements and forts. So far, the Orsien have existed here contentedly and on amicable terms. They do, however, desire to expand their lands, achieve more international recognition and respect, build their economy, and develop their nation more as a whole.

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