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Post by talis on Apr 15, 2015 8:02:16 GMT
Bards Outsiders often mistake the Firetooth bard as a simple entertainer - a singer of songs and revelry. In fact, the Bard fulfills the roles of entertainer, historian, and lawyer combined into one. The songs a bard sings are not simply for entertainment: they are historical records relating the achievements and actions of Firetooth throughout history. Furthermore, these songs are the basis on which much of Firetooth jurisprudence rests, and it is not uncommon for sides in a dispute to hire bards who can relate their songs and the precedents that back up their claims.
Bards themselves are usually trained though a system of masters and apprentices: an apprentice, once taken, will travel with and learn from a master for 8-10 years. At the end of that time the master presents his apprentice to an assembly of three or more master bards, who will judge whether the apprentice has learned the songs and laws sufficiently to be permitted into their ranks.
Unapproved bards are considered entertainers only, and rarely paid on the same level as a true, master-bard. Falsely claiming to be a master bard is a serious offense with heavy punishment, as is singing or perpetuating a false or modified song.
Songs There are several types of songs in Firetooth Lore, all with unique roles and uses. Not all can be used for the same purposes - some are sung to gain prestige, while others are primarily historical in nature. These songs are further divided up into songs that are Cannon - that is, accepted as factual and legal histories by a council of master bards - and non-cannon - any song that is disputed, discredited, or not approved.
Founding Song A Founding Song relates the founding of a House and the achievements of its founder. Its primary purpose is to promote loyalty and unity within a House by giving its members a shared history and experience. The Founding Song is usually taught to all a House's children and is universally memorized by heart. Founding Songs are also a way for a House to advertise its history and prestige, and thus common at singing competitions and the like.
Hero Song A Hero Song retells the tale of a specific Hero or Songed individual. In most regards they are similar to Founding Songs, since Heroes are either Founders of their own Houses or bring their old House greater prestige by remaining within it.
Clan Song Similar to the Founding Song, the Clan Song retells the tale of the Clan's founding, its achievements, heroes, and gods. Although the Firetooth only have one Clan Song (Ortag and the Secrets of Fire) it is nonetheless a unique song form. Additionally, many wastelander tribes have Clan Songs of their own, though few so old as the Firetooth's.
Historic Epic Historic Epics tell great tales from the past, usually entire military campaigns or times of great trial and achievement. Unlike Founding and Hero songs they usually involve a large cast of characters from many Houses and a great deal of intrigue. Historical Epics are both vitally important historical sources and a primary source for legal arguments.
The Faith Song A relatively new song type just recently defined by the Master Bards, the Faith Song primarily deals with philosophy. It deals primarily through metaphors, often told as a dream or vision, and seeks to impart some sort of wisdom upon the listeners. The consensus among the Master Bards is that cannonized Faith songs may represent official Aedekom spiritual doctrine, but may not be considered as official histories.
Houses The Firetooth House is the foundation stone of Firetooth society. Property for the Firetooth belongs not to the individual, but to the House. A Firetooth might keep some of his wages for himself and his livelihood, but when he buys land, makes a contract, marries, or is involved in a legal dispute it is his House that is the participating party. If he does not come through on an agreement, his House is liable for his actions. If he dies, his property is managed and distributed by his House. A Houseless Firetooth is a non-entity, a ghost without a legal identity or reputation to stand on. The task of managing a House's myriad finances and members falls upon the Elder.
A House's Elder is the oldest male Orc living among the House. Within the House he is universally respected and obeyed, his word is absolute. At his command a House member can be locked in the attic, or given responsibility for managing the entire House's finances. He coordinates the House's members and sees to it that they are all acting for the betterment of the House's reputation, wealth, and power.
Every House is founded by a Firetooth Hero - a Songed individual who chooses to forsake his old House and instead start a new one. At that point the hero chooses a new name based on his achievements. He is forever independent from his prior House, and all his children will take on his name from that time onward. Along with his name and achievements, the Founder usually leaves the House with one or more artifacts and a Founding Song which members of the House universally knows by heart. The achievements of a Founder are one of the greatest elements of a House's prestige, as is its ability to entice Songed members to remain within it and add their songs to its repertoire rather than leave and found a new House.
Sometimes a House with have subsidiary Houses attached to it. These lower Houses work with the parent House and follow the directions of its Elder, and in exchange benefit from the parent House's reputation and power. This is a common way for weaker Houses to build up a reputation and wealth among its members before striking out on their own. Many times, Heroes will begin their Houses as subsidiaries of their original House, potentially benefiting both the old and new House.
Major Houses The Major Houses have, or are in the running to have, their Elder on the Elder Council of the Firetooth. They are universally very old, and very wealthy. Most Major Houses have hundreds, or even thousands, of members, as well as several subordinate Houses.
House Whiteshot Whiteshot is the smallest of the major Houses and has yet to see its Elder take a seat on the Council. Notable For: Famous marksmen, several famous generals. Founder: Gnorlan Whiteshot Founding Song: The Slaying of the Dragon Fenaarux Notable Members: Garlog Whiteshot (Chieftain of the Firetooth)
House Ironclad Famous for their smiths and armor, House Ironclad is the oldest of the elder clans, tracing their roots back to the very founding of the Firetooth. Notable For: Great Smiths, Bladework, Secret Knowledge/formulas, masterwork armors Founder: Atgor Ironclad Founding Song: Atgor Steals the Art of Ironworking Elder: Elder Rugmar Ironclad (Member of the Elder Council)
House Silverhand The House of Silverhand is not a warrior House. They much prefer commerce, and are probably the wealthiest of all Houses. Their fortunes have waxed and waned with bouts of Firetooth isolationism. Notable For: Famous jewelers, silversmiths, Gunsmiths, merchants, marksmen Founder: Ultak Silverhand Founding Song: Ultak Forges the Silver Hand Elder: Elder Girok Silverhand (Member of the Elder Council)
House Aedsword Aedsword was one of the first Firetooth houses to accept Aedekom centuries ago. This, and their great age, mages them a renowned House throughout the land. Notable For: Early adoption of Aedekom, many great priests and martyrs, master swordsman Founder: Thurmar Aedsword Founding Song: The Revelation of Aed Elder: Elder Urag (Member of the Elder Council)
House Maidenshot House Maidenshot was founded by a Battle-Maiden, making it an oddity in Firetooth tradition (Battle-maidens usually add their songs to their existing House, rather than start a new one). Notable For: Battle Maidens, marksmen, Wise Elders Founder: Girna Maidenshot Founding Song: Girna Chooses a Husband Elder: Elder Ragik (Member of the Elder Council)
House Thunderbore House Thunderbore was a retainer house under Silverhand for several centuries, before the Songed Elder Goldrin took them independent. Notable For: Marksmen, Canoneers, Smiths, Architects Founder: Uldun Thunderbore Founding Song: Uldun Forges the Roaring Drake Elder: Elder Torik Thunderbore (Member of the Elder Council)
House Wargchaser House Wargchaser has grown greatly in fame since the Firetooth became part of the empire, in no small part thanks to Gormith Wargchaser, a renowned diplomat and negotiator. Some have said that Gormith may end up a Songed Hero, a great opportunity for the House. Notable For: Great Wargs, warg riders, diplomats, foreign connections Founder: Furlog Wargchaser Founding Song: The Taming of Fenerax Elder: Elder Huskar Wargchaser
Firetooth Government
The Elder Council
The Elder Council is an inner council of 5 Elders selected from among the greatest Houses of the Clan. When one Elder dies, the other Elders meet to discuss and elect his replacement. Often the replacement is the next Elder from the same House as his predecessor, but if that House has lost prestige, or another House has risen to challenge them, elections can heated. Competing Houses will go out of their way to give out gifts, throw festivals, and pay Bards to sing their tales in an effort to show off their power and prestige.
The Elder Council is the ultimate authority in Firetooth lands. It is their right to set policy, make laws, call up the militia, levy taxes and allocate funds. Backing up their authority is the Firetooth custom of absolute obedience and respect to one's Elders, and the immense power of the Five Houses that the Elders also control.
Recently, for the first time in three centuries, the Elder Council has expanded, now including a total of 7 representatives: 6 Elders from Firetooth houses, and one seat reserved for the Chief Priest of the Orcs. This change was made after the war, fulfilling a promise to the Vaekirate to grant the Chief Priest a position on the council. The Elder of House Wargchaser was also granted a seat, both in recognition for their contributions during and before the war, and to keep the council with an odd number of votes.
The Chief The Firetooth Chieftain does not have the authority that his title would suggest. It is the Elder Council that commands the Firetooth, organizes taxes, and declares laws. The Chief's function is instead to be the Face of the Clan. He attends formal functions, leads armies in battle, drinks with soldiers and exchanges stories. He is the charismatic, relatable figure who can be approached easily, allowing the Elders to maintain their position as revered and obeyed authorities.
This is not to say the Chief is completely powerless. Firetooth Chieftains command the Clan's retainers (the clan's professional armies), can receive ambassadors and are allowed to attend Council meetings and speak before the Elders. A good chief can have a great deal of influence through personal charisma, persuasiveness, and canny use of the limited authority he possesses.
Chiefs are appointed by the Elder Council and serve for life, unless the Council decides to remove them from office for dishonorable behavior, injury, illness, or some other reason.
Ranks and Titles
Elder An Elder is the leader and representative of a particular House. The title demands great respect, and Elders are usually influential members of the local community, or even the entire Clan. The use of the title Elder comes from the fact that a House's Elder is almost always the most senior male Orc in the House.
Head of House This term is nearly defunct, as it is almost always synonymous with the title of Elder and rarely used. Nonetheless, the head of a Household can be a separate position from its Elder, and there are rare occurrences where an Elder has delegated the authority to a younger member, or the next Elder in line has taken up the mantle due to inability or senility of the current Elder.
Chieftain The title of "Chief" is used throughout the western Orcish lands, and refers to an Orcish ruler who reigns over an entire Clan. Clans all have their own ways to choose a Chief, and it is not unheard of for a strong and charismatic Orc to unite several Houses together and claim the title of Chief for himself. In Firetooth custom and several others, however, the title of Chieftain is granted by the Elders of the Clan, who delegate the position to a younger, more charismatic Orc who can lead them in battle.
High Chieftain The title of High Chieftain is reserved for a Chieftain who rules over a greater Tribe, or a union of multiple Clans. There have been multiple High Chieftains throughout the history of the western Orcs, but their reigns have very rarely outlived the original title bearer, and none to date has reached three generations.
Bard A Bard has been certified as such by a council of other bards, and is formally recognized as such. The title gives bards authority in legal and historical debates, protections under the law, and authority in developing the Cannon lore of the Firetooth.
Songed Songed individuals are recognized heroes of the realm, with Hero Songs retelling their deeds canonized by a Council of Master Bards. Such individuals are considered great heroes and wield immense prestige, even if they have no formal power. A Songed Hero can bring great accolades to his House, and has the right to choose a new name and found his own House, if he so chooses.
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Post by talis on May 1, 2015 4:11:51 GMT
Crime and Punishment Central to Firetooth law is the fact that all crimes are disputes between Houses. There is no such thing as a victimless crime in Firetooth law, nor is there such a thing as "public prosecution." The chief has no right to prosecute cases, nor grant pardons. Likewise, an individual never acts solely for himself - his actions reflect on his House, and his House must answer for him. A murderer could kill a man and flee to the wastes, but his House would still have to answer for his crimes (said Houses are often very vengeful towards their wayward members, and often go to great lengths to reacquire them). A legal case begins when one House makes a formal complaint against the other, usually before a respected local Elder or Elder Council. It is the responsibility of these Elders to act as mediators and arbitrators. They do not have laws or jurisprudence, but can call on a large reservoir or traditions that dictate what crimes demand what punishments or payments. An Elder will usually first try to convince the Houses to make some private arrangement through gifts, duels, apologies, or payments. If this is not possible, the Elder does have the right to punish one or both Houses by levying sanctions against them on the behalf of the entire community, instructing other local Houses to refuse working with the offender under they see reason. Blood Feud
By tradition, a House has the right to demand blood in kind for offenses against it, and may strike out at the enemy House in retaliation. This can lead to deadly situations where two Houses feud over lives lost and blood shed. This is usually a detrimental situation for all involved, and much of the Firetooth legal system revolves around preventing it. The largest step to avoiding a blood feud is the enforcement of alternatives. Local Elders (or the elders of the Council, if great Houses are involved) have the right to demand that feuding Houses settle their dispute if they feel that it unduly disrupts the community. Alternatives like dueling and weregeld are also legally binding - a House may not legally retake an issue or feud after it has been settled honorably. Doing so would be a violation of one's word and would face the penalty of sanctions by the other local Houses. Gifting ApologiesThe swiftest, easiest, and most common way to settle disputes (especially bloodless ones like insult or theft). If a Firetooth feels slighted he may call out the offending party, who then must choose to back up the claim or rescind it. If the offending party offers an apology it is customary to provide a gift when doing so as a show of sincerity. The exact gift is proscribed by tradition and varies depending upon the offense, with minor variations. WeregeldWhen there is a blood offense, Weregeld is one of the three possible options. The offending party may pay a weregeld proscribed by law for the injury or killings he committed. If the victim (or the Victim's House, if the crime was murder) accepts the issue is considered settled, and any further retaliation is considered illegal. The price of Weregeld varies: the weregeld for a lost hand is greater than a lost leg, for instance. If the act was committed in a temple the weregeld price is tripled, and half the money paid goes to the Vaekirate. The weregeld for a priest is also higher than an average Firetooth, and the weregeld for an Elder is even higher. DuelsDuels provide another way to settle disputes without resorting to a feud. If a duel is agreed upon two combatants will meet for a match overseen by an impartial Elder. Firetooth traditional does not allow for the use of seconds or substitutions, which would be seen as cowardly. Only in extenuating circumstances such as old age or injury can a substitute be sent, and the substitute must be from the same House as the original challenger. A duel can be fought with pistol, musket, or blades, with musket being the most popular (it is the most common weapon available), and is limited based on the nature of the offense. A murder case may allow a duel to the death, but in most other cases the combatants are limited to one shot each (with a gun), or to first blood (with a blade). Whatever the results of the duel, the issue is considered legally settled, and all criminal claims and disputes ended. Disputed Cases
In situations where the offense or the identity of the offender is in dispute, it falls to a local Elder or Council of Elders to arbitrate a settlement. Customarily, all those involved in the dispute will swear to abide by the decision of a commonly agreed upon mediator. Both sides will then argue their case, often hiring Bards to cite precedence and histories that can support their arguments, and calling in witnesses and community members to vouch for them. Ideally, the arbiter tries to arrange an agreement between the parties that all will accept. If that fails, the oaths sworn beforehand means that the parties will usually abide by his decision; refusing to do so would mark them as oath breakers and could lead to them being shunned and sanctioned by the community. Some disputes are settled through duels, with the judgement going to the victor.
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Post by talis on Nov 30, 2015 5:26:14 GMT
Regions and Landmarks
Thundercrown (City) Age: ~1200 years Population:
Situated around two great hills along the Ryn river, Thundercrown has been the capital of the Firetooth Clan since their inception, and the only great city of the wastes (arguably) to this day. Atop the smaller, higher southern hill stands Thunder Keep, the oldest part of Thundercrown and the original site of the Firetooth's inception. The hill has seen many battles through the centuries, and the old keep at its peak has been rebuilt several times over. Today its old, medieval walls still overlook the city proper and provide a last line of defense for the city against invaders. The northern hill is lower and longer, stretching northward in a long ridge. The Cathedral of Erasmas stands at the top of this hill, dominating what has become known as the "Cathedral District."
Nestled below these two hills is the city proper, which has sprawled out from Thunder Keep to the north, south, and recently to the east. The Docks District hugs up against the Ryn, where thousands of merchants and tradesmen live and do business. A single stone bridge, heavily fortified, connects the city to the west side of the river.
The Barrow Plains (Location) The Barrow Plains are an area east of Thundercrown traditionally used as a burial ground since the 12th century. Centuries of use has filled the entire area with dozens of earthen barrow-tombs that dot the entire field. Each barrow is a stone or earthen chamber covered by a small hill of earth and sealed with a large stone. Most barrows are the collective tombs of entire Houses, although some of the grandest are the tombs of individual Heroes. Many of the tombs are still in use; Houses will maintain a barrow, occasionally visiting it to clean the area and leave tokens, and placing their own dead within.
As far as living population, the Barrows are very scarce. The area is regarded as sacred, and few would want to make their homesteads there. There area few scattered herding villages, and many small churches and monasteries in the region that service the many pilgrims who visit the area.
Ryn River (Feature) The great Ryn river flows south, starting from a multitude of streams and springs in the Urag mountain and ending in a great delta in the Audejjai Sea. The river marks the traditional western border of Firetooth land and serves as the primary trade artery between the Firetooth and the rest of the world. Medium ships can sail up the river at any time of the year, while galleons and larger vessels have been able to reach Thundercrown during the spring surge. A system of flood walls and canals regulates the river's flow now, ensuring that ships can always reach Thundercrown with their cargo.
Khamar River (Feature) Although not nearly so large as the Ryn, the Khamar river still provides a substantial source of water and a solid barrier against invasion from the east. The Khamar is the traditional eastern border of the Firetooth. Without access to trade by sea and disconnected from Thundercrown, the Khamar has significantly less development than the Ryn. Still, its distance from the Ryn (and by extension, wasteland raiders and Survaekom armies) means that many of the villages around the Khamar are older and more settled than those in the west. The Khamar still sees significant use as a water supply for agriculture, and for light barge transport on the eastern border.
Thunder Dam (Location) The great Thunder Dam rests a short ride south of Thundercrown: an enormous construct of stone, mortar, and wood. When it was first constructed the dam keep the Ryn at a constant level and created an artificial lake reservoir around Thundercrown's western side, turning the city into a fortified isthmus and a massive dockland for cargo and transport. A series of locks could move ships up and down from the dam's lake, allowing for easy ship access. Sadly, the dam was breached during the 15 years' war, but even the ruins stand strong. With time it will no doubt be repaired.
Urag Mountains (Region) The Urag Mountains define the northern border of Firetooth lands. The tall, craggy spires of granite and shale are rich in both history and wealth. The mountains are steep and high, but dotted with a great many valleys where spruce and pine trees grow and streams begin their flow south into the Ryn. Although the region has few farms, goat herders and foresters make great use of the mountains. There are also many large mining villages in the region, quarrying granite for new fortifications and buildings, and mining Iron and Saltpeter for Firetooth armies. The remoteness and beauty of the region has long made it a major focal point of Firetooth spirituality. There are many ancient tombs, predating those in the Barrow Fields, hidden among the mountains, and tales tell of many hermits who retreated from society to live in seclusion here. The tradition continues to this day: there are many monasteries and hermitages among the peeks where one can escape the earthly concerns of life below.
The Blacklands (Region) The wide, fertile prairies between the Ryn and Artog are referred to as the Blacklands, referring to the color of the soil and the ancient name of the Firetooth in their pre-firearm days. The soil of the Blacklands is rich and fertile, but also thin and rocky, rewarding careful farming with abundant harvests and punishing negligence with constant strife. The area is also the heartland of the Firetooth Clan, and dotted with great numbers of villages and homesteads. Farming wheat and raising sheep and cattle are the primary industries of the region, which serves as a breadbasket for the clan.
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Post by talis on Jan 12, 2016 5:12:18 GMT
Military
Militia The Firetooth Militia forces make up the vast bulk of its armies. When called up, the Militia is raised by House and organized into regiments for combat. Militia are expected to know the basics of combat and to purchase or supply their own equipment. Based on a House's wealth and numbers, a single House might send multiple militia members outfitted in different ways.
Training Firetooth are traditionally trained in combat by their family, usually their father or grandfather. Thanks to the ubiquity of war and the large structure of Houses, there is an abundance of experience to go around. Few young Firetooth make it to combat age without having been taught how to load, fire, and maintain a gun; to fight with a simple blade, spear or axe; how to don and maintain armor; and the basics of marching, formations and signal commands. During times of war this training is often refined through regiment drills under the direction of the commanding general, which usually focus on making sure the militia can work together as a unit.
Following the 15 years' war and the Hortak Reforms, the Clan has begun providing experienced Retainers to serve as trainers to Houses and villages that request it. This has helped improve the spread of new tactics and formations to suplement the commonly taught skills.
Equipment Militia equipment varies significantly because militia are expected to bring their own weapons when raised. Almost all Firetooth own a gun. Often these weapons are inherited family weapons, maintained and upgraded with the times. Often they are highly decorated, and they are universally of very high quality. Most militia can also afford to carry some type of hand-to-hand weapon like an axe or long knife and a suit of modest armor, often an old breastplate or brigandine. Wealthier recruits will also purchase pistols, better weapons, and wargs to ride on.
Since the Hortak Reforms, the Clan has begun to subsidize the purchase of approved gun upgrades and armors, pushing the militia toward a more standardized model while keeping the roots of the old system.
Organization The militia is organized by equipment based on what its members can afford.
Musketeers make up the majority of Firetooth militia. This bracket requires its members to own a musket, armor, and have at least decent firing skills. It is usually preferred to serving in the pike regiments because the musketeers generally avoid being in melee, and thus suffer far fewer casualties.
Pike regiments are formed from the poorer groups of Firetooth, whose House cannot afford to supply them with a gun. They are supplied with cheaper pikes by the Clan and trained to fight in formations to defend against enemy charges.
Cavalry regiments come from the wealthier echelons of Firetooth militia, who can afford dedicated melee weapons, pistols, and war-wargs. These militia serve as skirmishers and light cavalry. Unlike other nations the Firetooth do not use their cavalry as shock troops, making the cavalry regiments a very desirable place to be.
Veteran Regiments are formed out of highly skilled veterans, usually musketeers who have honed their skills and gained enough loot on the battlefield to improve their weapons and armor. These are some of the most feared Firetooth regiments, and getting into one is a significant honor.
Since the Hortak Reforms, the militia has also begun to recruit Sharpshooter regiments, chosen from among the soldiers with the best aim and most accurate guns. These regiments serve as irregulars, skirmishing with the enemy and sniping vulnerable commanders. The reforms have also seen the traditional two-line system of pike and musket replaced with Survaekom-style mixed regiments, providing more tactical flexibility on the battlefield.
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Post by talis on Jan 17, 2016 3:15:35 GMT
Language
Orcish The Firetooth speak a dialect of the Orcish Language, commonly spoken throughout much of the wastes. Orcish is linguistically distinct from all other languages in the north, with completely different grammar and phonology from the southern languages such as Lucentian and Esharan (to say nothing of the completely foreign Survaekom). The language is most distinct for its use of kenning, compound nouns, and glottal consonants. There are multiple dialects of Orcish through the vast area of the wastes, most (but far from all) being mutually intelligible.
Eastern (Firetooth) Orcish Eastern (or Firetooth) Orcish is the dialect spoken by the Firetooth Clan. While still part of the same language, the Firetooth dialect has some notable linguistic drift. Compared to western dialects, Eastern Orcish has a larger number of loanwords, primarily from Lucentian but also from Esharan. Eastern Orcish has also been isolated from some western linguistic drifts by the hostility between the Firetooth and western tribes, and has developed a wider vocabulary around agriculture and technology. Thus, speakers of Eastern Orcish usually sound old-fashioned and vaguely foreign to speakers of other dialects.
Script The Firetooth use a version of the old Lucentian script modified to suit Orcish. It was adopted from Lucente some time in the second century, and has undergone significant modifications over the past several hundred years, including some writing shift and the addition of several new letters. Nonetheless, the writing is still recognizable to anyone from the southern coast.
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