Druzda

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Druzda (pronounced DROOZ-duh), formally the Druzda Khanate, is a primarily orcish nation on the northeastern coast of the Phiora Sea. Exiled from their lands in eastern Thadria, the orcs here stridently refuse to allow themselves to be under the control of anyone else, though they have adapted to current realities and established diplomatic relations with Viridia.

Geography, flora, and fauna

The Druzda Khanate encompasses a variety of biomes and climes, from the eastern shores of the Phiora Sea to the base of the Kuzal Mountains, and from the expanses of the Ezrar Grasslands to the edge of the impenetrable Adgra Deepwoods.

Druzda is largely a colder area of the world, located not far south from the Northern Wall. Summers are cool and dry, while winters tend to be harsh, driven by weather patterns off the mountain ranges Druzda is nestled between. The coastal regions are somewhat warmer and more temperate, more akin to the northern coast of Thadria.

The Ezrar Grasslands account for much of the land area of Druzda. This vast, almost featureless shortgrass prairie has few inhabitants beyond herds of domesticated animals and the orc clans that keep them - along with various large creatures, many birds, snakes, and small mammals make their homes within the grasses.

To the north, Druzda extends only a short distance into the Adgra Deepwoods. A land of fey and mysterious beasts, many of them magical in nature, the Deepwoods are host to a wide variety of dangers even the hardened orc clans find to not be worth dealing with.

Druzda extends to both the Kuzal and Zakros mountain ranges, with some small towns nestled into the foothills of both ranges. Giant mountain aurochs roam the base of the Kuzal mountains, both wild and semi-domesticated, easily large and dangerous enough to fend off the fierce mountain lions and other predators with which they share the land.

Numerous rivers cross the Khanate, and marshes and fens are common across the region.

History

Before the Khanate

Though orcs have long lived around the northeast coast of the Phiora Sea, the region was sparsely populated before the arrival of many orc clans from eastern Thadria. When large states began to form in the peninsula, these orcs found themselves pushed out of their old homeland. After generations of fighting, it became increasingly clear to the orcs that their battles were ultimately futile as they slowly lost the lands in which they once lived. Slow migrations north eventually took most clans to Druzda. Once there, the orcs vowed not to let themselves be forced out again. This spirit of independence has underlined life in the region since.

Before the Khanate, a variety of small orc states and alliances existed in what is now Druzda. These typically did not last long before fragmenting back to loose clan affiliations.

Beginning of the Khanate

In Y8920* the Kahd clan, under the leadership of Udzo Kahd, began a subjugation of the surrounding orc clans. The leaders of those that submitted were given positions as generals, while those that resisted were largely exiled. By Y8946* Udzo had conquered from the Kuzal mountains to those of the Zakros Range, and north and west past the Malzul Hills, to a greater extent than Druzda today. After bringing together a territory under him larger than any Druzdan orc had done before, Udzo declared himself khan.

Not long after finishing his conquests, Udzo Kahd died in Y8952*. His son Kizash Udzo initially took the throne, but was quickly defeated by Fezir Muak, one of his father's generals - this event started the practice of succession by combat.

Viridian alliance

By Y8985* Viridia had suffered from years of organized raids and attacks by the now-unified orcs on their northeast border. Emissaries of the monarch approached the Khan at the time, Grivkam Khur. Though the initial few envoys were imprisoned then sent back to Viridia, persistence eventually won out and an arrangement was reached. In exchange for a hefty yearly "tribute", the Khan agreed to cease raids and allow the recruitment of young orcs into the Viridian military. These orcish recruits have been molded into the janissaries, one of the best trained and most prestigious branches of Viridia's military. After Grivkuhm’s death, this arrangement was mostly kept and continues to present, though many remain strongly discontent with the idea of forming alliances with outsiders.

Demographics

The population of the Druzda Khanate is almost entirely orcish, with small minorities of humans, half-orcs, and other ancestries.

Culture

Religion

The orcs of Druzda primarily worship the gods of the Orcish pantheon, though some have syncretized their beliefs with those of the Chaskan and Abanir pantheons. Ranash, Mortuga, and Dzakar are considered especially important, as their faiths collectively emphasize the importance of independence, self-reliance, and freedom from outside control.

Each clan has its own particular preferences in worship. Permanent shrines and temples are rare in Druzda, only existing in a handful of settlements. The transient nature of most of the population does not lend itself well to organized religion, and instead worship is mostly performed by action; that is, directly carrying out the tenets of the gods. The exact form this takes varies by clan as well, with each having its own traditions formed over the course of generations.

Among the small human and half orc populations other deities are worshiped as well, though this tends to be kept private.

Society

The clan is the primary social structure of the Druzda Khanate. A clan is an extended family, and can be anywhere from a dozen to a few hundred people. Clans descend from a particular individual they hold in an esteemed position, who usually provides the clan its name - when clans get large enough, it is typical for members to split away peacefully. Loyalty to the clan is paramount, and going against the clan is always punished harshly.

After losing their old homelands in Thadria, the orcs of Druzda have become fiercely protective of their independence. If the Khanate as a whole ever faces an external threat, any internal conflicts or disagreements are immediately disregarded to unify against those who would undermine their nation. Non-orcs are accepted in Druzdan society, though unfamiliar faces are usually viewed with caution until one's intents have been proven.

There are no central written laws in Druzda. Instead, each clan holds their own particular practices with regards to what is allowed and what justice means. Despite this, there are a series of principles that are commonly held - the most famous of these is known as the Blood Pact. The Blood Pact is not a written document, but rather a set of principles passed through oral traditions. The Pact consists of an elaboration of the following:

  1. The Khan: Only the strongest or most cunning orc may be Khan. As such, anyone can challenge the Khan and all must respect the results, regardless of clan affiliations or alliances. Having the most capable orc in charge ensures they all remain better protected.
  2. The Family: All orcs are to look after their clans as they look after themselves.
  3. The Land: The lands of Druzda are to lie under the control of the clans, and the clans alone. Those that would undermine their independence are to be exiled.
  4. The Torrents: Any inter-clan conflicts are to be ceased during the Torrents, when the snow melts at the end of winter, the rivers become fast-moving deluges of water, and the grasslands turn to marshes. This is an opportunity for all clans to replenish their food stores without interruption.

Viridia’s recruiting of young orcs is not universally looked upon favorably. Many orc clans view working under a human military as being beneath them, or even as a betrayal, and refuse to take part. Nevertheless, the tribute that’s paid in return sways enough. Few are recruited per year, rarely more than a few dozen at most.

Languages

Orcish is overwhelmingly the most spoken language in the Khanate, though some orcs are bilingual. Many who speak multiple languages live in the coastal cities of Korekh, Azdoldrokh, or Lagul, all places where interacting with outsiders is a more common event. Outside of Orcish, travelers who know Thadrian or Common are most likely to be able to communicate - Druzdans are also frequently fluent in Targai.

Arts

Art in Druzda frequently incorporates religious symbolism. Bone carvings are especially widespread, as the material is abundant, has desirable aesthetic properties, and is easy to work with. Carvings usually take the forms of small figurines, useful items like combs or cooking tools, or as part of larger bone chimes.

Occupations

Clans usually have a small cadre of members who serve as shamans or oracles, providing the clan with spiritual guidance and healing. The role of clan skald is also highly esteemed; this individual maintains an oral tradition of the clan’s history, and in times of conflicts leads the fight.

Architecture and urbanization

Permanent settlements in Druzda are all quite small - though likely to swell in population at certain events or times of the year, only a minority of the population of Druzda live in sedentary communities. Settlements are almost all surrounded by a palisade or wall of some nature, built of wood, stone, or sod, depending on the available nearby resources. This serves as a form of protection from attack, with dwellings inside (usually made of the same material) housing the members of the clan. In cases where there is not enough space within the walls, it tends to be reserved as a place of honor for the members of higher stature.

The nomadic clans are known for their lack of pickiness in residences. While large hide tents are the most common dwelling, caves, overhangs, or ancient ruins will all be repurposed as necessary, the most unlikely locations turned into cozy homes regardless. Most clans ornament their dwellings with bone chimes that chronicle their hunts or defeated enemies.

Travel

Most travel throughout Druzda is done on foot or on the backs of various creatures. There are almost no roads in the Khanate, as movement is too free-form for roads to be practical - outsiders who bring in carriages quickly find them impractical, mired down or broken by rough terrain. Most nomadic clans use pack animals for moving their belongings, and also possess wild beasts that have been tamed to be rideable.

Technology

Though they are no longer widely used, the orc clans still retain knowledge of how to build and use the great siege engines that were once feared by the cities of the Aban Steppe. In the past these siege engines were utilized to extract tribute from the settlements along the Hundred Days Road, though within the last few hundred years these towns and cities are too well-defended for the orc clans to meaningfully threaten without facing a heavily punitive response.

Fashion

Wearing the hides of rare or dangerous creatures is seen as a mark of one’s skills and status, and clan leaders sometimes wear the hides of dragons, dire bears, or the like. Some orcs incorporate clothing from Rovakhit, Abanir, or Thadria into their outfits as well.

Names

Though not a universal practice, it is common among the Druzdan orcs to use tripartite names. The first is a given name, which is usually the only one used in casual conversation. The second is the given name of either the individuals father or mother, and the third is the name of the clan. When providing names, it is common practice to omit the clan name unless required.

For example, Kizash Udzo Kahd was the second khan in the history of the region. Kizash was his given name, Udzo was the given name of his father, and Kahd was his clan name.

Government

The primary political unit of Druzda is the clan - an orc’s loyalties lie first and foremost with their extended family. As such, most clans act in their best interest first, regardless of the broader political situation, unless the entire nation is under threat.

The position of Khan is established by combat, and is thus usually held by an orc of great strength or cunning. By tradition, any challenger that desires the position can challenge the current Khan to single combat to the death or by forfeit, with the victor taking the Crown of Bones. Any method of combat is allowed, whether physical or magical, but customs vehemently discourage any underhanded behavior.

Because of this method of succession, very few Khans ever die of old age. The crown typically changes hands in an interrupted staccato pattern. Usually when a Khan is defeated and replaced, their successor is quickly challenged by a series of other ambitious orcs. Each only possesses the crown for only a short period of time until the strongest challenger arrives, and the situation stabilizes for a time.

The Khanate has no permanent capital, as the home of the current Khan’s clan serves as the capital instead. For some clans this may be a permanent settlement, but frequently it means the “capital” is actually just wherever the nomadic camp happens to be at the moment. Under Khan Drahul Tazuzt, the current capital is Qodkul. Nestled in the foothills of the Zakros mountains, Qodkul is the home of the Krahn clan.

Economy

The majority of the population of Druzda lives nomadically, hunting whatever they require and tending to domesticated herds. The southern clans sometimes supplement this by raiding and extorting caravans passing over the northern reach of the Zakros Range. Subsistence living is by far the most common means to survival within Druzda, and the Khanate has little in the way of an organized economy.