Seven Tribes (Layered Lands)

The seven tribes of the layered lands are a collection of sentient tribes of other races that all live or lived at some point in the Layered Lands. The seven tribes are the Withered Men, Pigmen, Townies, Pillagers, Water men, End men and Witches. A more recent addition, that replaced the witches is the rain tribe, an offshoot of the water men.
These tribes all fought one another at some point. They live on the southern coast of Dalmeran, across borders that cross Calada and Crumble. The area has a geosynchronous satellite (now satellites) called the overworld and a system of caves encased in bedrock deep under the surface called the underworld. The Dalmers presence there is limited, the only real interest of the area is the presence of Rufescence, and that the syncsat has its own atmosphere. None of the tribes still present today are large enough to warrant Dalmer intervention. 
== Seven tribes ==
Though not unified in any way, the seven tribes have a common complex network of trade, which influences their relations with each other. The existence of a trade network between the tribes means they had notions of supply and demand.
Villagers/Townies: Serve the Pillagers who are infected with Withering. They sired the End and Withered men.
End men: Inhabitants of the Overworld, the End Men serve the dragon. The End Men are a splinter civilization from Villagers that ventured into the Overworld, got stuck there and settled there permanently. 
Withered men: Similarly to the End men, the Withered men are a splinter civilization that ventured into the Underworld and settled there permanently. They are served by the Wither
Pigmen: Created accidentally by the Withered men from mutated pigs, the Pig men are sapient creatures living nomadic lives in the Underworld. 
Illager Cult: Serve the Demon. They sired the Water tribe.
Water tribe: Underwater civilization whose cities are the ancient sunken temples of the Illager cult. They sired the Rain men
Rain men: Previously underwater civilization that returned to the surface. They were sired by the Water men. 
The Rain tribe have a cloud spell that sucks all the moisture out of a large radius, in order to create rainclouds. The other races know they have little time on the battlefield when they feel unusually dry.
Pillagers: Barbarian hordes
Witches: Lightning struck magic users sired from pillager ranks. 
Pig men
Pig men are descended from pigs brought by colonizers of the nether, the transformation occurs after eating wart.
The Pigmen are legendary goldsmiths fight all who eat pigs. To make allies, the Water tribe swore off all meat (which was extremely expensive anyway) and gave the pigmen tridents to make a soldier class. 
Pigmen raid Villages during thunderstorms to create more pigmen, and then they return to their bases. 
Rain men
Splinter colony of water men; used conduits and thunder tridents to gain footholds on land. During rain, they are unbeatable. Conduits loom over their buildings, lightning strikes on their enemies and trident warriors fly over their walls to meet their foes. 
Rain men are seen as a bastard faction, their allies are turtles, which they breed massively, creating ecological disasters wherever they go. 
The rain men, when it isn’t raining, are slow moving and tough, as a precaution they are all issued turtle potions. 
Rain men are dependent on glowstone for their resistance potions as well as warts for alchemy. 
== Alliance table ==
What do the ... think of:	Withered 	Pigmen 	Village 	Pillager 	Water 	End 	Witch
Withered Men 	 	Unfriendly towards the fortress dwellers, only real relation is the Withered raids for their gold 	Trade stones with them and share construction methods 	Trade Wither skulls in exchange for poisons. Some worship the Wither. 	Buy Warts in massive quantities, main trade partner are the withered 	Commercial relations, buy blaze rods in exchange for warp pearls. 	Trade potion expertise to make wither poison in exchange for wart. They also buy a lot of warts for alchemy.
Pigmen 	Unfriendly, they consider the pigmen vagrants, but will accept their gold 	 	The Villagers are hostile to the Pigmen due to their habit of eating pork. 	Hostile but the Pillagers will occasionally sell stolen iron golems for gold. 	The Water men like the Pigmen, forgoing meat for their gold and trading tridents to help them grow their numbers. 	Neutral, no contact 	Neutral, no contact
Villagers/
Townies 	Important trade partner, the Villagers buy everything they have to sell, blaze rods, glowstone and warts. 	Enemies due to the Villagers habit of eating pork. 	 	Enemies, most Pillagers are outcasts from villages. Pillagers retaliate by raiding villages and enslaving their iron golems. 	The Villagers are an important trade partner as they buy raw materials, fish and supply many raw materials the water men need. 	Neutral, enemies when the End Men discovered the End Builder golems. 	Enemies, most witches are outcast clerics from villages
Pillagers 	Are confused as to why the Pillagers worship the Wither, but profit from this religion by selling Wither skulls for weaponsmith and mason slaves.	Buy Golems for materials, note the similarity of their nomadic lifestyles. 	Sworn enemies, they live in fear of the raids where Pillagers kill and enslave their people, as well as stealing their treasures and golems.  	 	Strained, dut to common history as Guardian cultists. Consider the Pillagers heretics due to their loss of faith and barbaric lifestyle. 	Allies, the End men do all in their power to help the Pillagers build portals to their realm and free them. Trade in portalcraft and warp pearls. 	Natural allies due to their outcast nature. They will occasionally ally to raid villagers. Witches serve as healers and commanders during raids.
Water Men 	The Withered have a lucrative business trading wart and magma with the water men. 	Buy thunder tridents from the water men to grow their numbers. Their alliance stems from a war the result of which is the banning of eating pork.  	Important trade partner. The Villagers trade crops with the water men for high prices, they also buy dry kelp and fish from the water men. 	The Pillagers see the Water men as radicals who continued their adoration of the Guardians after the cult imploded. 	 	The End Men traded ship crafting skills with the Water tribe. However due to the expense of the wood needed to build ships and the water men's inability to make it fly, there is little contact between them.	The Witches are allies to the Water men due to their worship of the guardians, but not to the point of living underwater. They will happily trade potion secrets to each other.
End Men 	Trade partners, trade blaze rods for warp pearls 	Neutral, no contact. 	Neutral, until the End builder golems made the End men enemies of the villagers 	Friendly, the Pillagers want to free the end men from their prison so that they can worship the dragon. 	Friendly due to history of shipbuilding, but since the crash of the first fleet, no more contact between the two. 	 	Neutral, no contact.
Witch 	Respect their potion making skills, hire them frequently to make wither poison. 	Neutral, no contact 	Enemies, since most witches are outcast clerics from villages. 	Natural allies due to their outcast nature. They will occasionally ally to raid villagers. Witches taught the Pillagers to breed ravager beasts and how to milk squids.	See the Witches as allies, since they result from the same cult, they hire witches often for potion making, and go to great lengths to recruit them in their cities.	Neutral, no contact. 	
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