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(Trigger Warnings: Mentions of violence, animal abuse, animal slaughter for food and other materials, s3x work)
Worldbuild Lore: Feral Tribe
As the ones closest to the vile nature of Mordor, the Feral Tribe distinguishes itself as the faction of the hunters and beast tamers of Sauron, gathering ferocious monsters to serve under his command in war. As savage as the caragors and as unwilling to bend as the dragons, their reputation is notorious as the uruks by far hardest to defeat, due to their endurance and stubborness.
Their roars are heard from afar as they ride their mounts forward at the front of their army, acting as knights against the horse riders amongst The Free Folks, tearing down their forces with the fangs and claws of their own as well as that of their trained creatures. Another important position they assume is that of trackers and saboteurs, as well as that of hunters of spies and escaping prisoners. Their pride lies in their reliance on instincts and on their vast knowledge of the nature of the animals of Mordor and how to bond with such beasts and dominate them, fearlessly.
Their mindset is heavily attuned to the behaviors of the creatures: no decent feral would fail at reading the behavior of their beasts, much less at reading the behavior and emotions of other orcs. In their heads, nature is everything of importance, for it can neither be denied nor refused, for if one follows their true nature, they become invincible just as the caragors and the wargs become stronger as they accept to follow their hunting and fighting impulses. Another thing they are attuned to is the world surrounding them, such as the forests where they dwell and explore, the rivers and lakes where the dangerous fishes swim, the caves where morgul bats and ghûls hide in from sunlight, and even the winds used by drakes and morgai flies to travel across the distances. The weather, the seasons, the cycles of the lifeforms, these things are all part of the wisdom gathered by the ferals, which often leads to them having a deeper level of empathy towards the living, even though usually, they either hold a sadistic hunger for their prey, determined to the point of never yielding, or present rather aggressive, animalistic traits such as brutality, distrust and selfishness.
The Feral Tribe dwells in the Haven at the burgh of Pakonband, known as the heart of the hunting guilds of the Haven. The space there is wide and open, with fenced stables and buildings with large yards for the animals kept there. Hunters can be seen atop watchposts, protecting the place from cattle thieves and runaway animals alike, while tall barred fences of metal and wood separate the open space from the other burghs. Many training arenas and breeding farms are located there as well, raising a wide range of creatures from drakes and morgul bats to caragors, wargs and spiders, whether as work or mount animals or as source of materials and ingredients. Pet critters are also bred and sold in the burgh for the inhabitants, though their main source of income is on the sale of the larger animals and on the offer of hunting and taming services, as well as training courses for new beast hunters, breeders and tamers. Those who prove themselves worthy earn free training or work at the burgh, while those caught mistreating the beasts are often harshly punished, despite the rumors surrounding the belief that ferals are cruel towards their own mascots and prey.
Impressively as it seems, the ferals actually hold deep sympathy for their peers, as well as a high level of overprotectiveness towards the younger and the weaker, choosing to fight to the death for their sake. Many ferals become great parents, mentors and babysitters at the Haven, as well as great caretakers of animals. Many even become vegetarian solely to avoid the slaughter of majestic beasts for the sake of feasting. Many others become protectors of the woods and of packs of animals as well as guardians of their companions. Their loyalty is impossible to be destroyed, except if betrayal against them was already committed, but even so, they are as quick to forgive as a mother in various circumstances.
Hierarchy:
-Overlord: Stakûga Ghûl Killer (current huntmaster of Black Blood Haven’s hunting guilds union and leading beastmaster of Black Blood Haven's beastmaster guilds union and the royal stable's administrator)
-Warchiefs: Mûg Ghûl Tamer, Markoth The Caragor Rider, Tûgog The Graug Master, Ur-Lizak The Tailor, Ar-Karo The Skinner, Kalrug The Warg-less
-Captains: approximately 300 of them, with Ratak of The Beasts as their main representative
Brand: A helmet made with the skull of a caragor, representing their success as a tribe being a feat only achieved thanks to the loyalty and dedication of their beasts, forever fighting beside them
Societal Relationships:
-Machine Tribe: Neutral relations at times, at anothers there is good or bad interactions depending on whether or not the machines forget to add soft padding to the saddles they craft for the ferals
-Terror Tribe: These two tribes often clash due to how the terrors are often brutish towards unruly beasts, something rather despised by the ferals, but still the terrors adore the trapping methods and the hunt weaponry crafted and designed by ferals
-Slaughter Tribe: The best clients of the Feral Tribe in matters of meat trade, as well as their main source of free favors and services, although there are ferals who despise slaughters and fear that they might eat their beloved beasts
-Warmonger Tribe: Sometimes the ferals adore selling them their best war beasts, some others they take offense at how the warmongers criticise them for their use of traps rather than direct combat and for their lack of military discipline
-Outlaw Tribe: Even though some ferals adore the new saddle and tack designs that outlaws produce for cheaper pricing, the outlaws are still viewed with deep distrust inside the Feral Tribe's burgh due to many cases of animal robberies
-Mystic Tribe: Many ferals follow the mystic priests in a rather fanatical manner, due to their insight into nature and the beasts of Mordor; ferals often offer free ingredients, materials and even food as gratitude for the peaceful methods of taming beasts of the Mystic Tribe; ferals usually will choose to support mystics as well as court mystics into becoming their mates
-Courtesan Tribe: The courtesans seem to love the ferals, as well as many vatkeepers and broodmothers of this tribe, probably because of how ferals are said to be dedicated, gentle and faithful lovers; often, ferals care for the pets of courtesans or offer them furs of the highest quality as payment for services, as well as stand guard over their children as a favor
-Suture Tribe: One of the Feral Tribe's main allies, for they offer free services of nursing to their beasts in exchange of dead animals to train their healing skills on; ferals often get wounded during tournaments and training, thus becoming a great source of income for the sutures
-Marauder Tribe: Marauders are always paying the hunters of the Feral Tribe for their services at catching and flaying animals with excellent fur, as well as buying only the most exotic critters from them, but usually, the Marauder Tribe views the Feral Tribe with contempt for their more simplistic lifestyle
-Dark Tribe: Both tribes respect each other and exchange training between masters and students, for they are the best at stealth and hunting; ferals often seek darks to court as mates
-Rover Tribe: Both tribes maintain great relations, since the rovers require great beasts to travel and even greater stables for them to rest and recover their energy from said travels; both tribes exchange knowledge often and one will always share their homes with the other at any moment, often leading to blood brotherhoods forming over time
-Other orcs (goblins, hobgoblins, etc): The other orc races deeply admire the ferals and heavily support them and their allies, thanks to their deep knowledge of hunting and nature, with the higher ranks of the tribe being viewed as heroes of legends by the goblins
-Pinkskins (humans, half-elves and half-orcs): They and the ferals sometimes form great relations, some others not, it all depends on individual though ferals still might hold great fondness for the pinkskins of the Courtesan Tribe
Foreigners (The Free Folks as a whole): Foreigners would never understand them as sentient beings, judging them for their ways, which seem far less civilized in their eyes; ferals would rather not even speak to foreigners who have not gained yet their trust, simply growling and roaring at them instead to keep them as far away as possible
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(Trigger Warnings: Mentions of self harm, cannibalism, violence, gore, torture, eating compulsion, medical malpractice)
Worldbuild Lore: Slaughter Tribe
Brutal, bloodthirsty, and insensitive: the best words to describe the Slaughter Tribe. Led by the primitive instinct of violence and hunger, these monsters were the grand atrocity of Sauron's army, feeding the troops with the flesh of the attacked peoples and of slaves alike. Wearing aprons and gloves of human skin, stained with blood as red as ruby, they swing their cleavers back and forth, inspiring fear into the enemies of Sauron.
The slaughters were often forming both the maintenance crew of the armies and battalions of merciless warriors, for their expertise in preparing meat for safe consumption and their craving for gore made them into soldier of multiple skills. Sometimes, their skills were so diverse, they could even act as torturers beside the terrors. Such skillset is their main source of pride.
Their personalities are a viewed as an extreme of the uruk worldview: violence and killing is all that there is to be sought after, as well as the blood and viscera of your opponents. As if no instinct of preservation of the species or preservation of the self existed, they go on slaughtering, sometimes even reaching the point of self mutilation, all to sate the hunger for blood. Overindulgence in eating is also another notable characteristic amongst the tribe members, with many even becoming above weight despite constantly moving and battling as well as indulging in occasional cannibalism. Some theorize that this is caused by the stress and anxiety of war, as a form of coping mechanism, but nothing was confirmed yet. Yet, Slaughter Tribe members seem to possess a certain desire to nurture others, and blood brotherhoods are common as well as parenting and mentoring.
They reside in the burgh of Bolgband, a rather open space compared to other burghs, crowded by street vendors, butcherhouses and taverns. The smell of blood and food is ever present as well as the thousands of stands of metal and stone, covered with canopies of hide or cloth. The walls of wood and brick are a proof of their confidence: "the walls do not have to hold back any, for they cannot hide or escape from us" is the phrase that explains their architecture. Many cooking guilds are located there, with many paying as much as possible just to learn the secrets to butchering anything from fishes to large prey, although some talented ones are given free or discounted courses. This burgh is known as the main food supplier, attending to the demands of the entire Haven, but even so, the orcs also seek this area for the cheaper infirmaries, though these establishments offer little to no quality. Food processing mills are also mainly located there as well as grog breweries.
Despite all of the notorious reputation as killers and cannibals, there is still generosity found within their hearts, for they often donate or serve food to newcomers, orphans, widows, and those grieving, without any return expected. Some wanderers even receive the kindness of a warm corner to rest in on their kitchens, which leads to slaughters often adopting them as apprentices.
Hierarchy:
-Overlord: Lorm Bloodshed (current royal welfare advisor and administrator)
-Warchiefs: Horza The Knife Master, Snafû The Hungry, Ratanák Amputator, Ogbur The Glutton, Pígug The Feast Lover, Latbag The Skewer
-Captains: approximately 150 of them, with Goreth Butcher of Beasts as their main representative
Brand: A pair of cleavers, representing both their favorite weapon and their main profession as butchers and cooks for the army
Societal Relationships:
-Machine Tribe: Their favorite tribe as the slaughters claim, for the machines offer them free or discounted repairs for their weapons, blades, stoves and ovens; often, slaughters stand in support of machines and offer them free oil for the fire and food
-Warmonger Tribe: Highly favored because the slaughters wisely offer discounted pricing for their goods to the warmongers in exchange of favors; warmongers are often seen acting as guardians of butcherhouses of the slaughters as a free favor; slaughters often offer free advice on how to find weak spots in foes during fights to the warmongers
-Terror Tribe: Highly favored because the slaughters wisely offer discounted pricing for their goods to the law enforcers in exchange of favors; terrors are often seen acting as guardians of butcherhouses of the slaughters as a free favor as well as punishers for those who cross the slaughters; slaughters also offer great advice about torturing, corpses, physiology and anatomy to the terrors for free as a token of friendship
-Feral Tribe: The ferals are their main source of animals to be butchered besides the Rover Tribe, thus they never deny service or favors to them; the ferals sometimes hold resentment for the cruel jokes about roasting their mascot beasts at times
-Outlaw Tribe: Sometimes this tribe is loved for their improvised repairs made on the tools of the slaughters for free, earning them free meals in turn, but many times they earn the fury of slaughters for occasional robbery of food
-Mystic Tribe: Despite the mystics being common clients thanks to their expertise in extracting and preparing animal ingredients for potions, and despite neither tribe feeling squeamish over the dead, the slaughters still consider necromancy to be distasteful for it is "to play with food" in their opinion
-Courtesan Tribe: A tribe notorious for remaining always on their good side, the courtesans often team up with slaughters to earn income through feasts and celebrations, but some vatkeepers and broodmothers are afraid of the butchers one day choosing to cook their beloved children
-Suture Tribe: The two tribes clash often due to the competition in the healing business, with the sutures accusing the slaughters of being awful healers while the latter accuse the first to charge abusive prices
-Marauder Tribe: The best patrons, simply due to the many feasts that marauders hold just to boast about their fortune
-Dark Tribe: Neutral relations though the slaughters pay the darks to spy on the sutures for them
-Rover Tribe: Their other main source of ingredients, the slaughters do their best to please this tribe for the sake of scoring the best deals on spice and animal trades, even to the point of offering free warmth, shelter and food, bribing terrors to leave the rovers alone and mating or having blood brotherhoods with the Rover Tribe members
-Other orcs (goblins, hobgoblins, etc): Thes orcs are often welcomed and adopted into the Slaughter Tribe, but plenty of them still doubt the kind intentions of the slaughters, terrified of becoming their next meal
-Pinkskins (humans, half-elves and half-orcs): Pretty much the same case as the orcs, though the pinkskins have reasons to fear: not too long ago they were the main butcherhouse option, and many were kept as slaves just to be fattened and eaten
Foreigners (The Free Folks as a whole): The Slaughter tribe is fully aware of how the others would treat them: a quick sword to slay them all or perhaps public executions, but never an ounce of mercy for their acts of man-eating during the war, so they remain safely inside the Haven at all times
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(Trigger Warnings: Mentions of self harm, suicide, violence, fictional religious aspects, s3x work, mental health issues)
Worldbuild Lore: Mystic Tribe
Once known as Sauron's most loyal adepts, the Mystics were infamous for their sorcery skills; according to legends, such skills could reach the point of flawless necromancy. Their cloaks of darkness, the green flames of their magics, their chants and their unflinching determination in the face of death were the trademarks of their faction.
Forming the back of the forces, this tribe's main duty was to raise the fallen troops from the dead, diminishing the losses suffered in battles and ensuring victory even after crushing numbers in casualties for the Dark Lord's army. Other notable contributions were in cursing the enemy lines, healing wounded soldiers and using clairvoyance to gather valuable information. Their main feature to boast about is at successfully compiling and learning most of Sauron's ancient dark arts, thus forming an entire horde of talented witches and scholars under his command.
As for their mindsets, the most typical trait is the morbid humor along with complete disregard for the respects one should pay for the fallen. Another feature is the permanent arrogance as well as high levels of intelligence, dexterity and logical thinking. It is no easy feat to trick a mystic, much less to impress them. Hand-to-hand combat or heavy weaponry are nothing of importance compared to a sharp intellect and even sharper skills in casting spells of all sorts. The mystic orcs usually tend to have a more spiritual perspective of life, and many are actually superstitious. There is a traditional deference in place for the teachers amongst apprentices, forming an hierarchical web of bonds between generations of mystics; many pride themselves and even feel a sense of belonging in their scholarship lineages. Strangely though, some apprentices may display signs of loss of mental health at the start of their training, requiring their masters to take measures to cull self harm tendencies in their classes of students.
The Mystic Tribe's domain is aptly named Vogaumtarband; there, schools of all kinds can be found, mainly the schools of witchcraft and alchemy. Scholarships, although expensive at times, are still accessible if the student earns the acceptance of tutelage from one of the teachers. Services such as fortune telling, potion trades, sorcerers for hire, religious rites, and libraries, are widely offered to the Haven. The entire burgh is almost a temple in itself, built of marbles, of gemstones, of silver and petrified woods, rising from the grounds in the shape of towers and palaces that blanket the entire area in shadow. Though not many guards are present, countless sentries are visible perched atop the walls and rooves, keeping their sacred home safe from robbers. The Haven's mausoleums are also located at this burgh, and every day many citizens arrive to leave offerings for their lost comrades. Some fear wandering for too long inside due to loose spells cast by apprentices being a far too common hazardous occurrence.
One might argue that the mystics hold even stricter discipline than the warmongers, another might cite their cult of wisdom, yet their greatest deed is that of consolation: the mystics are known at the Haven for their preachings, which act like verbal remedies for the souls of the crowds, encouraging many to abandon the seeking of their own deaths, comforting those who experience grief, settling disputes before they blow into violent altercations, amongst various other effects. The Haven wouldn't be so safe and peaceful without their influence.
Hierarchy:
-Overlord: Kûpash The Damned (current head parson of Black Blood Haven’s cultist order and the royal seer)
-Warchiefs: Ur-Zunn The Cursemaker, Ûggû The Whisper, Grak The Matriarch, Ar-Gahu The Acidic
-Captains: approximately 45 of them, with Grisha The Gentle as their main representative
Brand: The ritualistic star circle of ten points, surrounded by two more circles of runes and with Sauron's eye at the center, representing their worship of the Dark Lord as well as his ancient magics
Societal Relationships:
-Machine Tribe: Clashes with the machines are common, for the machines are skeptical of the power of the mystics, while the mystics have disdain for the technological advancement the machines bring
-Terror Tribe: Currently good relations, since both share the enjoyment of spooking others; terrors receive special treatment and discounted pricing at the temples and schools of mystics
-Slaughter Tribe: Often sought after for they are amongst the only ones who can properly extract and prepare potion and alchemy ingredients out of animal sources, though the slaughters still find necromancy distasteful for it is "to play with food" in their opinion
-Feral Tribe: Ferals are often fanatical adepts of seeking the advice of mystics, for few seem to have as much insight into the souls of animals and other living beings as mystics; sometimes, ferals also help by offering free ingredients and other materials to the mystics as gratitude for their services in taming aggressive beasts more peacefully than the terrors do
-Outlaw Tribe: Neutral relations sometimes, some others have clashes due to the outlaws holding a rebellious rejection of the cult for Melkor and Sauron; outlaws often get banned for vandalizing temples
-Warmonger Tribe: Currently neutral relations, though many ridicule the warmongers for their fear of necromancer magics
-Courtesan Tribe: Many mystics were once courtesans, and many mystics become courtesans afterwards, leading to rather firm bonds between the tribes, though many believe it might be because some mystics have admiration for life bringers such as broodmothers and vatkeepers; many courtesans study fortune telling under the tutelage of mystic trainers
-Suture Tribe: Tight bonds, though there is the neverending rivalry between the tribes over which is the best as healers
-Marauder Tribe: Bards are terrified of them, other marauders either ignore or appease them with false adulation due to the superstitious belief that mystics can bless or curse the businesses at will
-Dark Tribe: Relatively good relations, thanks to the darks often purshasing poisons and other tools for murder and espionage from them, as well as the high number of darks who seek blessings from the shadow priests
-Rover Tribe: Great relations, for the mystics are not foolish to ignore the fact that their source of income would not exist without the merchants bringing in imported materials and constantly paying for blessings and fortune telling
-Other orcs (goblins, hobgoblins, etc): These goblins and orcs hold much respect and consideration for the Mystic Tribe, not only because they already have culturally the same acknowledgement for their own priests, but also because it was this tribe who persisted on baptizing them into their cults in order to force The Orc King into granting them citizenship until his royal decrees changed, allowing these orc races to become citizens as soon as they moved into the city
-Pinkskins (humans, half-elves and half-orcs): Pretty much same as the other orc races, though a few of the pinkskins sometimes reject their religion as something unholy and vile
Foreigners (The Free Folks as a whole): The Mystic Tribe is fully aware of how they would be demonized and hunted down for their faith by The Free Folks, so they keep themselves as concealed from them as possible
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(Trigger Warnings: Mentions of violence, torture, piercings, abuse, tattoos, self harm, s3x work)
Worldbuild Lore: Terror Tribe
The Terror Tribe, infamous for their cruelty and sadism, remain as one of if not the greatest nightmare of any living orc or pinkskin. Their bizarre taste for pain, domination and torment has made them perfect torturers during Sauron's reign of evil, and even mentions of their tribe's name were enough to send entire troops fleeing. The most distinct feature of this tribe, however, is the equal desire for masochism: terrors are never seen without painful piercings of metal harming their flesh and skin.
Commonly, these uruks and ologs are not necessarily the best soldiers, but the worst jailors, which is generaly useful for handling prisoners for information as well as punishing deserters or traitors. They pride themselves often in their vast knowledge of the psychology of sentient beings, the location of the most sensitive nerves in their bodies, and which tools are best for each body tissue. Destruction of the flesh is what they enjoy most, along with psychological warfare and terrorism.
When it comes to their mentality, one thing is certain: they adore suffering, whether it be their own or that of those around them. This is a tribe mainly composed by abusive orcs who seem to adore when their victims turn around to bite them back. The mentors take rather extreme methods of training with their apprentices, even demonstrating their skills on them with not a droplet of pity. Their minds are either hardened or broken. Still, if one dares to grow close enough to a terror orc, one might find a loving, needy worshipper underneath, eager to please for the sake of approval. There is often an appreciation for chains, metal and blades amongst terrors, as well as the urge to appear frightening; some even reach the point of seeking scarring of the body and tattoos to reach this goal. Self mutilation is also a rather crescent problem, as well as an unique melancholy. Many avoid this tribe as much as possible, and few dare joke about them.
Their burgh, known as Hrizgband, is the main prison of the Haven, "where the son cries and the mother does not see", as the people call it. Practically, it is a large maze of cells and torture rooms, surrounded by looming walls and barbed fences of cold steel. Chains hang from above where many are tied as penitence for disobedience or breaking of laws. In some corridors, rather shady places can be found, where pleasure dungeons are hidden, for the more eccentric fantasies of orcs brave enough to pay for such services. Guards are at each corner, either patrolling or delivering physical penalty, with occasional executions happening for the inhabitants of the Haven to watch. Many mentors from other tribes pay them to scare their pupils into developing more respect, though some also hire these orcs as bodyguards of their own businesses, a rather efficient tactic to avoid thieves. They also are hired often to deal with unruly beasts.
Despite the reputation, the Terror Tribe is associated with random acts of kindness, such as the act of donations of supplies to newcomers and food for the orphaned. Their more generous side is also present when supporting or protecting widowed orcs or broodmothers, though vatkeepers still despise them at times. Currently they are the Haven's law enforcers, defending the citizens from criminals and from hazards with a strong sense of justice, thus earning the admiration and acknowledgement of many.
Hierarchy:
-Overlord: Ur-Hakon The Monster (current chief of Black Blood Haven’s royal militia and the royal justice advisor)
-Warchiefs: Snaga The Slaver Killer, Nazû The Just, Khrosh The Helm Breaker
-Captains: approximately 50 of them, with Tark The Pink Orc as their main representative
Brand: The helm design of the Witch-king of Angmar, representing their awe for his fearsome visage and their desire to cause the same impression upon their foes
Societal Relationships:
-Machine Tribe: This tribe favors the terrors as one of their best clients, while being favored as the best blacksmiths by the Terror Tribe
-Warmonger Tribe: These two tribes often clash due to The Orc King having chosen the terrors as law enforcers over the warmongers; the terrors have fun bothering the warmongers over this fact
-Slaughter Tribe: Highly favored because they wisely offer discounted pricing for their goods to the law enforcers; terrors are often seen acting as guardians of butcherhouses of the slaughters as a free favor as well as punishers for those who cross the slaughters
-Feral Tribe: Beloved for their creativity in the designing and crafting of traps and hunt weaponry for the law enforcers, though the ferals disapprove of their training methods for beasts
-Outlaw Tribe: The terrors disdain this tribe over their disregard of the rules, and conflict is common, with outlaws tricking and outsmarting terror officers only to be arrested soon after at least once per day
-Mystic Tribe: Currently good relations, since both share the enjoyment of spooking others; mystics receive special treatment and discounted pricing at the pleasure dungeons of terrors
-Courtesan Tribe: A favorite tribe, for obvious reasons; the terrors usually defend this tribe’s members from rowdy clients as well as work alongside them, and terrors often take courtesans as mates and bloodbrothers
-Suture Tribe: Both beloved for their healing services and for their fearlessness and cruelty; the terrors are their main source of income for body modifications
-Marauder Tribe: The Terror Tribe’s best patrons, since many bankers and merchants hire them as their bodyguards; bards often seek them as source of inspiration for their horror tales
-Dark Tribe: Mainly respected and almost liked for their stealth and fear mongering; both tribes support each other in general
-Rover Tribe: Generally, they are stalked by the terrors to ensure that no forbidden goods or uninvited people are being smuggled into the Haven, which has caused conflict several times
-Other orcs (goblins, hobgoblins, etc): Although they are treated the same as anyone else, these orcs still are terrified of them, not trusting the terrors at all most of the time
-Pinkskins (humans, half-elves and half-orcs): Pretty much same as the other orc races, though the terrors sometimes hold fondness for half-elf or human people who work for the Courtesan Tribe; mating bonds between these humanoid races and terrors is quite a common occurrence in the Haven, though pinkskins outside of the Courtesan Tribe still fear them
Foreigners (The Free Folks as a whole): Most likely, they would all be frightened at terrors while these orcs scare them off the Haven's vicinity, especially the humans, elves and hobbits; though they would only act aggressively under orders or to protect themselves nowadays, the terrors know that the folks outside the Haven would not spare them for their actions in the past wars
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(Trigger Warnings: Mentions of s3x work, violence, bullying, medical malpractice)
Worldbuild Lore: Warmonger Tribe
The Warmonger Tribe is known as the one where the best soldiers came from during Sauron's time. Usually the one that requested ologs the most from vatkeepers, to the point of being sometimes hated as a faction. Their expertise lies in their military mindset: brave, disciplined and highly trained combatants is the real gold of Mordor, they believe. Sauron himself was said to favor this tribe above many others.
Often berserkers and bulky brawlers, these orcs are fearsome in the battlefield thanks to their constant training drills and thousands of hours in experience at various weapons, though they are at their deadliest in hand-to-hand combat. Their greatest source of pride is in their kill counts and in having their deeds of war be sung by bards.
In matters of personality, one may comment at their fierce, ruthless nature, as well as mention the bullying present between recruits. Veterans always act as harsh as possible to force the newbies into unleashing their true might in battle, and no mercy or weakness is accepted into their midst. The love for weaponry, steel and armor is equally shared in the tribe as well as a certain camaraderie between warmongers, though such respect must be earned through proving your power and value as a fellow combatant. These warriors are often a source of amusement for other tribes due to their habits of constantly carrying their weaponry and never taking off their armor plates, even during rest hours.
Their burgh, Mauband, is practically a fortress itself, heavily reinforced in imported cement from vulcanic soil and speared fencing of the sharpest, strongest metal. Guards are marching everywhere, keeping the order, while the best trainers teach the soldiers below for varying prices. Any who wishes to become stronger may pay for their training services, though they favor offering bodyguards instead.
Surprisingly, this is a tribe known for honor, with many members being famous for holding respect to others despite their size or fragility. Despite the occasional bully or troublemaker, they are not frequently involving themselves in scandals at taverns, likely to preserve their reputation as decent, focused soldiers. Currently they serve as The Orc King's main army force, so it is essential for them to not fail in representing themselves well.
Hierarchy:
-Overlord: Barug The Bull (current general of Black Blood Haven's forces and the royal security advisor)
-Warchiefs: Bek The First, Bak The Best, Bok The Last, Tûgh The Killer
-Captains: approximately 100 of them, with Ol-Guk The Stern as their main representative
Brand: The helm design of the first orc troops of Morgoth, representing their past of glory in the wars
Societal Relationships:
-Machine Tribe: This tribe favors the warmongers as one of their best clients, while being favored as the best blacksmiths by the Warmonger Tribe
-Terror Tribe: These two tribes often clash due to The Orc King having chosen the terrors as law enforcers over the warmongers
-Slaughter Tribe: Highly favored because they wisely offer discounted pricing for their goods to the warriors; warmongers are often seen acting as guardians of butcherhouses of the slaughters as a free favor
-Feral Tribe: Sometimes this tribe is beloved for their great supplying of war beasts, some others they are despised over their blatant lack of discipline and preference for traps over direct combat
-Outlaw Tribe: The warmongers detest this tribe over the same reasons as the Feral Tribe, and conflict is common, with outlaws tricking and outsmarting warmonger brawlers only to be brutalized soon after at least once per week
-Mystic Tribe: Currently neutral relations, though many fear the mystics for their necromancer magics
-Courtesan Tribe: A favorite tribe as well, for obvious reasons; the warmongers usually defend this tribe's members from rowdy clients, but now and then a foolish warmonger might get beaten and kicked out for testing the patience of a courtesan far stronger
-Suture Tribe: Both beloved for their healing services and dreaded for their fearlessness and cruelty; the warmongers are their main source of income during military events and festivities
-Marauder Tribe: The Warmonger Tribe's best patrons, since many bankers and merchants hire them as their bodyguards; bards often seek them as source of inspiration for their songs
-Dark Tribe: Mainly detested and feared, for the warmongers harbor hatred for those too cowardly to stab someone on their back and not on their front
-Rover Tribe: Generally ignored, though warmongers often mock this tribe, calling them "cowardly runners" who "run from danger like maidens"
-Other orcs (goblins, hobgoblins, etc): Often, the warmongers ignore them, considering these to be too weak and small to be important, though many orcs still earn their respect and even admiration for their prowess in fights
-Pinkskins (humans, half-elves and half-orcs): Pretty much same as the other orc races, though the warmongers sometimes hold fondness for half-elf or human people who work for the Courtesan Tribe; mating bonds between these humanoid races and warmongers is quite a common occurrence in the Haven
Foreigners (The Free Folks as a whole): Most likely, they would all be mocked for their apparently frail bodies, especially the dwarves and hobbits, though the higher ranks know not to underestimate them, especially the elf warriors
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Worldbuild Lore: The Many Tribes of The Uruk-Hai
Trigger Warnings: mentions of violence, slavery, s3x work
(While most of the tribes cited here are canon, I have invented 3 more of these and might add more in the future! X3)
Following the customs of the orcs as well as the traditional societal rules of the human peoples they descend from, the uruk-hai as a race had stablished themselves as a race separated by tribes, though these factions were created focusing more on a systematic division of castes by military specialty or type of labor than on bloodlines or ethnic ancestry.
These many tribes are not necessarily led by specific leaders, but are viewed more as clans to a certain extent, though they do not demand loyalty between tribe members. It seems quite accurate to view them more as the kind of warrior one uruk chooses to be under Sauron's commands than as a folk itself. Although it is possible to switch tribes, some might view the ones who switch as deserters, traitors or simply as weak fools. Slaves couldn't choose or change tribes until they earned their freedom, while many born free were often still forced into a tribe at first. It all depended on the overlord ruling the land of their birth, or on the wishes of their broodmothers or vatkeepers. Ologs were often forced rather than permitted choice of tribe, for their larger bodies were favored amongst warchiefs and overlords alike.
After Sauron's defeat, the tribes became scattered, though the uruks still did not disband, due to pride or strength in numbers. Thankfully, under The Orc King's rule, Black Blood Haven is obligated to have a burgh for each tribe to claim as their own territory, which allows the uruks the opportunity to maintain their tribes and its subcultural aspects.
The tribes currently known and present in Black Blood Haven are:
-Slaughter Tribe,
-Feral Tribe,
-Warmonger Tribe
-Dark Tribe
-Outlaw Tribe
-Machine Tribe
-Terror Tribe
-Mystic Tribe
-Marauder Tribe
-Rover Tribe
-Suture Tribe
-Courtesan Tribe
All tribes equally sustain the Haven, offering their own expertise in specific tasks to maintain the town and keep the business running. Currently, The Orc King is one of the only uruk or olog leaders who have no tribe of their own, under the claim that he must represent all tribes at once. His long cape is adorned with the symbols of each tribe as a proof to his statement.
Tribes can be distingushed from each other through appearance of their members, their functions, how they decorate their own territories, etc. It is rather common to observe competition between tribes, though actual wars are forbidden at the Haven. Uruks and ologs from a tribe may still have bonds with those of other tribes, such as blood brotherhoods and matings, and parents and mentors often are the ones to present their young to the rest of the tribe as new members.
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Worldbuild Lore: Black Blood Haven
Trigger warnings: mentions of torture, s3ex work, medical malpractice, genocide, piercings/tattoos, murder
Known as the main safety zone for orcs and goblins of all sorts, this gigantic fortress was built not too long before Sauron's downfall by The Orc King himself, who was wise enough to predict such loss.
Currently located in a hidden spot at the east of Rhûn, behind snowy mountains never once found, the fortress dwells; a marvellous feat of engineering and architecture, the fortress is composed of a circular city, separated and sustained by tall walls of metal and wood which mark the borders of each burgh within city limits. In case of a threat, the fortress folds into itself through various mechanisms of gears and pulleys, moved by the force of the inhabitants through levers located at the central tower of the town. Such process allows the fortress's burghs and tower to change shape to that of colossal ships, which are then lifted into the skies by thousands of drakes who feed their balloons of air with scalding heat. The fortress then may travel with all of its inhabitants safely inside, migrating from place to place without being exposed to enemy troops.
Legends claim that this was the invention of a Machine Tribe orc, but his name and title remain unknown to the public. All that is known is that thanks to this effort, the remnants of Sauron's armies are safe from their doom: the relentless massacres orchestrated by the Free Folks of Middle-Earth despite the end of the war. Orcs who reveal the location or existence of this fortress to other races without The Orc King's permission are to be executed for treason right away, without mercy.
The fortress's burghs each belong to one of the many tribes of uruk-hai; amongst them are:
-the burgh of the Mystic Tribe, Vogaumtarband ("mystic town" in Black Speech); this area is also where most libraries are located, as well as the religious hub of the fortress;
-the burgh of the Marauder Tribe, Tulghband ("golden town" in Black Speech); this is the hub of the jewellers, merchants, musicians and bankers, and is one of the most heavily guarded burghs of the fortress;
-the burgh of the Feral Tribe, Pakonband ("bestial town" in Black Speech); this is where most hunter guilds are located, as well as most beast breeding and training facilities;
-the burgh of the Slaughter Tribe, Bolgband ("bloody town" in Black Speech); although second in place as the most crowded in infirmaries, its greatest pride is in being the largest supplier of food, whether it be through sheer number of butcherhouses, or through the guilds of cooks located within the region;
-the burgh of the Machine Tribe, Gaumband ("machine town" in Black Speech); the most respected and prized region beside Tulghband, this is the center of crafting and the home of the forges, where most, if not all weapons and tools, are fabricated;
-the burgh of the Dark Tribe, Khaldband ("shady town" in Black Speech); the center of informants, spies and assassins, though they are forbidden from offering the murder services to the public;
-the burgh of the Terror Tribe, Hrizgband ("torture town" in Black Speech); this is the district of the law enforcement, of the prisons for those who break the law, and the place for those who seek harsher trainers for their unruly beasts or brothels of more exciting entertainment;
-the burgh of the Outlaw Tribe, Tausband ("outlawed town" in Black Speech); a place full of orphanages, free housing and fixers, this is the region with most artistic freedom and highest number of troublemakers;
-the burgh of the Warmonger Tribe, Mauband ("warrior town" in Black Speech); the hub of the armies, where all barracks are located, as well as the home of the warriors of highest rank, such as the warchiefs and overlords;
-the burgh of the Courtesan Tribe, Zrîband ("pleasure town" in Black Speech); the main district of brothels and bards, entertainers and dancers, of tobacco production and grog brewing; the broodmothers and vatkeepers often take residence here;
-the burgh of the Suture Tribe, Zungband ("safe town" in Black Speech); the center of infirmaries, healer guilds and broodmother/vatkeeper services, though it is mostly known for body modification services such as piercings and tattoos; the orcs claim that the good healers are here, while the bad ones become butchers at Bolgband;
-the burgh of the Rover Tribe, Ámulband ("rest town" in Black Speech); the corner where the Dark Tribe gets information from; the merchants, caravaneers, and scouts all stay here before or after their travels, due to the large number of markets.
Besides these burghs, there are also:
-the Royal Tower, where the overlords and The Orc King, as well as their servants and advisors and guards, all take main residence and where the fortress is reigned and administered;
-the countless housing districts surrounding the center, where those who can build or buy homes of their own rather than borrow them from their tribes usually reside;
-the Border Towers, which are inbuilt at the fortress's fortified walls to maintain an eye both on the outside world and on the city's dwellers.
The Black Blood Haven is completely made for both ologs of the biggest size and goblins of the smallest height to feel comfortable in, with furniture almost always built in on the buildings to ensure practicity. Despite being a rather small town, it is always expanding, for its king is constantly recruiting orcs and humans alike to join their numbers. Another interesting detail is that slavery is strictly forbidden within these walls, and even pinkskins are allowed to be citizens as long as they were welcomed by the city's inhabitants or invited in, or born in the city, although other races are still not permitted.
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Zuka The Obsequious
Trigger warnings: mentions of psychological trauma and abuse/harrassment towards a child character, mentions of violence and death, mentions of self harming
"By far, the greatest boot-licker of Mordor...! Still a polite maggot, at least..."
Name: Zuka
Title: The Obsequious
Age: Approximately 10 years (physical and mental age of a 15 year old human)
Appearance: Dark graphite skin, grey colored eyes, bald head, 1,57 meters tall, few scars of impact and of grazing wounds on joints and face, short coal claws and talons, underdeveloped thick muscle body shape with a slight hunch
Attire: Dark black hooded cloak and shirt, wolf fur pants, leather sandals, stained white fabric bandages wrapped on the wrists (to prevent self harm), several totems and lucky charms of animal bones and crystals worn as necklaces, wristlets and rings, thick human leather belt with pockets
Weaponry: Magic staff made out of the curl tipped staff of a shepherd, finger claw bracelet of silver chains and blades
Tribe: Mystic Tribe
Occupation: Apprentice of dark magics (mentored by Kurash The Corpse Master)
Lineage: Zûka The Curse's Bloodline (sire's side), unknown vatkeeper
Rank: Grunt (under the command of The Orc King, Overlord Kûpash The Damned, no assigned warchief or captain yet)
Origins: Zuka was produced as part of an elite batch of cubs from the bloodline of the legendary Zûka The Curse, one of the most famous necromancers who ever served under Sauron's command. Despite his lineage being of high quality, he still showed signs of being a "late bloomer", often being left behind by his peers in skill and development. Due to his constant failings, the youngster was punished severely with public humiliations until he grew a rather people-pleasing personality, thus earning his current title. The situation became better after he succeeded in bringing an Olog from the dead still sentient, a rare deed for apprentices, during the War of the Ring. Afterwards, a retired trainer called Kurash The Corpse Master was convinced by his Overlord to take the boy under his wing, though they as well as the surviving members of their tribe were forced to flee Mordor and serve The Orc King after Sauron's downfall.
Current Status: The youngling still trains under Kurash, now living amongst his tribe in the hidden fortress of The Orc King, known as "Black Blood Haven", in the Mystic Tribe's burgh
Kill Count: 3 Gondorian human soldiers (accidental killings)
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Kolkudar, The Hummingbird of Sauron
Trigger warnings: mentions of enslavement, s3x tr@fficking, physical violence, implied SA
"I wished for a dragon, instead all I have is a hummingbird..."
Name: Kolkudar ("dragon" in Black Speech)
Title: The Hummingbird of Sauron
Age: Believed to be above a 100 years old (mental and physical age of a 20 year old human)
Appearance: Pastel pine green skin, emerald colored eyes, black straight hair at the length of the middle of the back, 1,60 meters tall, scars of scratches and cuts around the body as well as marks of whip on the forearms, thighs and back, sharp black talons and claws, lean muscle body shape
Attire: Leather skirt, fingerless gloves and socks, two belts with pockets and headband; iron claw rings on the middle fingers and thumbs, arm bracelet of brass
Weaponry: Whip of leather, twin brass daggers
Tribe: Formerly Courtesan Tribe, currently Rover Tribe
Occupation: Spy, thief and entertainer
Lineage: Unknown elf sire/unknown uruk/dragon hybrid broodmother, Gornoroth The Hen (vatkeeper)
Rank: None (not currently serving under any Overlord)
Origins: Kolkudar was born in Mordor, around the time of the Fell Winter. A cub from a prototype litter produced by the crossbreeding of uruks and elves, with the intentions of creating fire-breathing orc breeds for Sauron's armies. Unfortunately, he was the sole survivor of the litter and deemed a failed experiment by the Dark Lord due to his petite size and lean muscles. As a form of mockery towards him and his vatkeeper, the others gave him the title "The Hummingbird of Sauron", inspired by the cruel Lord's words upon first viewing the cub. Soon enough, Kolkudar was sent to the Courtesan Tribe to serve as a slave there, spending two thirds of his life there as a dancer and prostitute. At the first chance he received, he convinced a captain to buy him and enlist him as a spy, proving himself worthy to be claimed by his new master's tribe, the Rover Tribe. With much luck, Kolkudar survived the next decades of his life as a messenger and intel collector for his superiors, being freed of his enslavement only after Sauron was defeated at the end of the War of the Ring, when his masters had no choice but to allow him to flee Mordor safely.
Current Status: Free to be his own master, Kolkudar earns his daily meals as an entertainer, thief and spy for whoever pays the highest price, working hard to sustain his five young sons on his own. Recently has moved into Greenwood, succeeding at stealing from the silvan elves residing there.
Kill Count: Zero
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