Saturday 11 October 2014

The Horse Tribes

The horse tribes are the people who live closest to Sharoban and are the city's first enemies and allies. Their relationship and history with the city is fraught with enough twists and turns, drama and betrayals to make it seem more of a bard's tale than actual events. About fifty tribes travel the lands close to the city, though their routes and customs mean that they are seldom in the area at the same time. Close is a relative term too, the lands the horse tribes range through have their edge five hundred miles to the south and two hundred miles to the north. Their western border touches on the Jorvin Empire's territory and clashes between the two are common, as the tribes raid. This has only become worse as the Empire tries to find more space for its people; campaigns have been waged to try and keep the tribes back.



In some respects, Sharoban is in a precarious position, surrounded by a sea of nomadic barbarians. The city is fortunate, the tribes' way of life make alliances difficult and temporary at best. A few of them might unite for a season, but the feuds and quarrels in their own ranks mean that by the time winter comes a new vendetta is as likely to have been created as their initial goal achieved. This has been the saving of the city on more than one occasion, though the city dwellers are loathe to admit it. It is something of a strange oxymoron. On the one hand, Sharoban derides the tribesmen for their disunity and on the other are determined that it is their superior skill that wins battles against the tribes.

In truth, the steppes people have adapted well to Sharoban's presence. They trade there and take their leave once their business is concluded. Whilst young people will often stay behind, it is also true that the tribes will take people with them. Sell swords and adventurers, young fools in search of a new life or the tentative concept of freedom. Most abandon the life fairly quickly, but at least one of the tribal chiefs started life as a baker's girl in Sharoban's northern quarter. Many of their raids are strategic, designed to get one thing. They know the city will write off minor losses and all but the most hardline chiefs are willing to abide by a sort of level that they can raid up to before Sharoban feels the need to loose the Wind Strikers.

The tribesmen's culture is a strange one to the outsider. They set a great deal of store by honour and are easily offended. However, the things that cause offence in the city will often go past without a word whilst other things, which seems inconsequential to the outsider, will have them reaching for their sabres. The most catastrophic version of this was the so-called Beard War, where the Lotankan tribe felt the Wind Strikers were mocking their beards, and therefore their manliness. A series of short skirmishes followed, culminating in a brief siege which was broken only by the Six's willingness to ride out unarmed to make peace.

These misunderstandings are common, some traders dread the coming of the tribes, even though it makes them a great deal of money. The furs and horses the nomads trade are a cut above the ones that are locally available and have a large resale value. The horses are sought after by Jorvin knights for their destriers. Perhaps the strangest thing they sell, and which finds a market, are jars of tree sap. The sap is used as the basis for a glue that fletchers value highly. In return the tribes buy new weapons, silks and spices and, oddly, pastries which carry a high amount of kudos in their culture.

Culturally family is the key to the tribes. Everyone is related to everyone else and can relate long lines of lineage through several generations. In order to travel with a tribe, you must convince them to 'adopt' you into a family, which then acts to vouchsafe for your behaviour. The families are matrilineal, though the tribal chief can be of either sex. Women have a strong sway in the tribal structure though, and male chiefs speak bitterly of the 'grandmothers' who control the social aspects of the tribe, often to the point that the chiefs are powerless. The women are the ones who decide if a war will happen, where the tribe will travel to and are inveterate matchmakers. When tribes to meet it is rare for there not to be a marriage. On the odd occasions when a grand moot gathers all the tribes together the weddings are so numerous that couples take their vows en masse.

Food is basic, meat and whatever vegetables can be foraged. Some tribes go even further, drinking the blood of their herds rather than waste the meat.  Bread is a luxury and the pastries the tribesmen and women are so fond of even more so.



The other key figure is the shaman. Of either sex, they are the people who treat with spirits and bind dark things that are out of place. They commune with the gods of light, who they refer to as the Greater Spirits and treat with the local, smaller gods, to ensure prosperity. Sometimes this leads to bargains being struck, but only in the direst need. There are enough cautionary tales about the practice of dealing making that it is undertaken only when absolutely necessary and then, under strict limitations. It is understood and drummed into apprentice shamans, that the spirits are different and a slip of the tongue can lead to unforeseen consequences. Most of the time the spirits are called upon for auguries and blessings for the herds and for marriages.

The magic the tribes practice also has an affinity for ice and cold, which leads some people to suspect that they were behind the Ice Walker's rampage. If this is the case, however, there has been no repeat of the incident which raises more questions than it answers.

In the end, there will likely always be an uneasy relationship with Sharoban. The expanding Jorvin Empire causes concern for both groups and has prompted numerous, short lived alliances which have been led by the Lotankan tribe. However, it has been made equally plain that if things go against Sharoban the tribes will scatter and abandon both lands and city to their fate.


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