Kellid Tribes of Numeria
The barbarian tribes of Numeria are nomadic, with two notable exceptions: the Blades of Aaramor and the
Sunder Horns. Save for the brutal Sunder Horns, the tribes generally maintain an uneasy truce with each other as well as Numeria’s settlements, as outright warfare undermines everyone’s survival and inhibits trade for those items a tribe can’t produce on its own. Crusaders are usually left unmolested, and some tribes accept bribes of goods from foreign merchants in lieu of putting them out of business or slaughtering them outright. Most tribes take thralls(slaves), but may release them after a season or two of labor, or even adopt them if they’re found worthy.
Black Horses
Among the tribes, members of the Black Horse tribe are the most proficient equestrians. Traditionally, Black Horses favor the Numerian Plains when not raiding in the Sellen Hills, since their animals require grasslands in order to survive. Kevoth-Kul was a member of the Black Horse tribe when he conquered Starfall.
Out in the plains, the Sovereign’s first cousin KragrethKol is the current Black Horse chief in all but name.
Blades of Aaramor
The Blades of Aaramor take their name from an ancient Kellid warlord who famously united his people around the construction of a great stone citadel that would keep them safe from both giants and enemy tribes from Sarkoris(now the worldwound). The Blades are not nomadic, but instead bound to the citadel by ancient tribal agreements. The tribe is specifically tasked with repelling invaders from the north, and has the right of tribute from all who reside within
and around the citadel.
Tribal membership is a birthright. Of all the tribes, however, the Blades are the most liberal-minded concerning adoption. Adopted members must forsake racial ties and prove their loyalty to the tribe above all else, which has led to some rather provocative pairings of dwarves and half-orcs as blood brothers and sisters.
Like their chosen totem, the members of the Blood Gar tribe are violent, water-dwelling predators who savage their lessers, take what they want, and leave suffering and gore in their wake. The Blood Gars travel the riverways whenever possible and carry their small, flat-bottomed boats overland when needed. Their specialty is raiding riverside settlements, though they are far from shy about striking at river travellers when the opportunity presents itself.
The Blood Gars prey primarily on foreigners, and make frequent forays into the western River Kingdoms and Razmiran, and even as far south as Galt—though they take care to avoid the hidden bows of the forests of Kyonin.
Ghost Wolves
Surrounded on all sides by those they consider cowardly “lesser” tribes and the dangerously foolish Technic League, the Ghost Wolves cling even more tenaciously to kith, kin, and clan than most tribes. They accept new blood through conquest rather than peaceful exchanges, and put every suspected technology-user to the sword. The Ghost Wolves travel swiftly across the land and strike at the Technic League, their minions, and their machines before vanishing back into the wilds.
The Ghost Wolves do not fear technology so much as hate it; they seek to prove their supremacy over it through destruction of technological artifacts, the murder of Technic League agents, and the defeat of robots. The Ghost Wolves collect skymetals, particularly adamantine, from destroyed robots and ruins to forge potent blades to combat technological threats.
Sunder Horns
Like the Blades of Aaramor, the Sunder Horn tribe maintains a permanent territory centered near an iron mine, although they do range abroad in raiding parties. Unlike the Blades, however, the Sunder Horns are notorious raiders, viciously attacking even other tribes in their lust for slaves. While all of the tribes take thralls under the right circumstances, the Sunder Horn tribespeople are cruel slavers who work their prisoners to death.
Along their journeys, the Tiger Lords have proven agreeable to service as mercenaries, a duty they currently take up under the banner of the River Kingdom of Pitax which is warring with a newly found river kingdom.
This wandering mercenary work has made the Tiger Lords quite wealthy for a nomadic tribe, at the cost of spreading their people thin across their territories and loosening the bonds of kinship between distant members.
Though all Kellid tribes are ostensibly loyal to the Black Sovereign, none has sworn fealty to Kevoth-Kul as fervently as the White Scar tribe of Sovereign’s Reach. The White Scar tribe makes up the largest portion of the Black Sovereign Kellid subjects. While they believe they serve the Sovereign out of honor and racial pride, corruptions thrives within the. The large amount of bribes and acts of petty violence suggests their true motivations. While not outright hated by other Kellid tribes, members of the White Scar tribe are generally seen as untrustworthy, and an envoy from the clan arriving in another tribe’s territory is generally seen to presage trouble..
Black Horses
Among the tribes, members of the Black Horse tribe are the most proficient equestrians. Traditionally, Black Horses favor the Numerian Plains when not raiding in the Sellen Hills, since their animals require grasslands in order to survive. Kevoth-Kul was a member of the Black Horse tribe when he conquered Starfall.
Out in the plains, the Sovereign’s first cousin KragrethKol is the current Black Horse chief in all but name.
Blades of Aaramor
The Blades of Aaramor take their name from an ancient Kellid warlord who famously united his people around the construction of a great stone citadel that would keep them safe from both giants and enemy tribes from Sarkoris(now the worldwound). The Blades are not nomadic, but instead bound to the citadel by ancient tribal agreements. The tribe is specifically tasked with repelling invaders from the north, and has the right of tribute from all who reside within
and around the citadel.
Tribal membership is a birthright. Of all the tribes, however, the Blades are the most liberal-minded concerning adoption. Adopted members must forsake racial ties and prove their loyalty to the tribe above all else, which has led to some rather provocative pairings of dwarves and half-orcs as blood brothers and sisters.
Blood Gars
Like their chosen totem, the members of the Blood Gar tribe are violent, water-dwelling predators who savage their lessers, take what they want, and leave suffering and gore in their wake. The Blood Gars travel the riverways whenever possible and carry their small, flat-bottomed boats overland when needed. Their specialty is raiding riverside settlements, though they are far from shy about striking at river travellers when the opportunity presents itself.
The Blood Gars prey primarily on foreigners, and make frequent forays into the western River Kingdoms and Razmiran, and even as far south as Galt—though they take care to avoid the hidden bows of the forests of Kyonin.
Ghost Wolves
Surrounded on all sides by those they consider cowardly “lesser” tribes and the dangerously foolish Technic League, the Ghost Wolves cling even more tenaciously to kith, kin, and clan than most tribes. They accept new blood through conquest rather than peaceful exchanges, and put every suspected technology-user to the sword. The Ghost Wolves travel swiftly across the land and strike at the Technic League, their minions, and their machines before vanishing back into the wilds.
The Ghost Wolves do not fear technology so much as hate it; they seek to prove their supremacy over it through destruction of technological artifacts, the murder of Technic League agents, and the defeat of robots. The Ghost Wolves collect skymetals, particularly adamantine, from destroyed robots and ruins to forge potent blades to combat technological threats.
Sunder Horns
Like the Blades of Aaramor, the Sunder Horn tribe maintains a permanent territory centered near an iron mine, although they do range abroad in raiding parties. Unlike the Blades, however, the Sunder Horns are notorious raiders, viciously attacking even other tribes in their lust for slaves. While all of the tribes take thralls under the right circumstances, the Sunder Horn tribespeople are cruel slavers who work their prisoners to death.
Tiger Lords
Of all Numeria’s native tribes, the Tiger Lords may be the widest-ranging. The tribe travels from the Realm of the Mammoth Lords across the entire width of Numeria, and through Brevoy and the River Kingdoms into faroff Iobaria.Along their journeys, the Tiger Lords have proven agreeable to service as mercenaries, a duty they currently take up under the banner of the River Kingdom of Pitax which is warring with a newly found river kingdom.
This wandering mercenary work has made the Tiger Lords quite wealthy for a nomadic tribe, at the cost of spreading their people thin across their territories and loosening the bonds of kinship between distant members.
White Scars
Though all Kellid tribes are ostensibly loyal to the Black Sovereign, none has sworn fealty to Kevoth-Kul as fervently as the White Scar tribe of Sovereign’s Reach. The White Scar tribe makes up the largest portion of the Black Sovereign Kellid subjects. While they believe they serve the Sovereign out of honor and racial pride, corruptions thrives within the. The large amount of bribes and acts of petty violence suggests their true motivations. While not outright hated by other Kellid tribes, members of the White Scar tribe are generally seen as untrustworthy, and an envoy from the clan arriving in another tribe’s territory is generally seen to presage trouble..
Culture
Major language groups and dialects
Hallit or common
Common Taboos
Advanced Technology, mostly the relics that came down during the rain of stars.
Remove these ads. Join the Worldbuilders Guild
Comments