Race's and Cultures Of Thea

## Races

The Following races are all races with established cultures on the continent. Other races do exist on the continent but are very rare.

### Humans

   Humans exist within all facets of life on Thea. They are by far the most dominant and numerous species, and all the core cultures of Thea revolve around the humans that formed them.

In Thea the native Humans are Rathkan, Landoran, Isrii and Helenican. While most humans in Rathka for example are indeed Rathkan, humans travel, spread, and move a lot. So you may still find Rathkan Humans in Isrii as well as Tao Shenii, Suttican and Northerners in Thea.

### Elves

Thean Elves live in a human world and therefore often seem distant, cold and pragmatic. While Elves can easily adjust into the roles within the culture, they rarely get to close to their human contemporaries. This often leads to them seeming illusive and mysterious.

Elves vary massively. Elves have spread outward from Shide so you will find High Elves, Wood Elves, Stray Elves, Sun Elves and Sea elves.

### Dwarves

Thean Dwarves, like most Dwarves, are stubborn in regards to culture. The vast majority of Dwarves live in Dwarvern homes.

These homes are carved into mountains with great halls of carved stone and great forges of molten iron. However some Dwarves want to remove themselves from the rigid cast system and honour-based society of the homes. In Thea, these Dwarves tend to fall into a variety of societies including Hill Dwarf societies and City Dwarves. Hill Dwarfs essentially form farming communities on land humans don't have the skill or patience to tend to, while City Dwarves integrate into human society, often forming areas in cities like Applegate in New Moon Cove. Some Dwarves form no communities at all and many Dwarves tend towards trading and adventuring.

### Halflings

Halflings are by far the most integrated of the races; you will find them within all areas and joining in with all aspects of life in Thea. Where Halflings gather alone, they are focused on comfort and pleasure, but many do not wish for this until their old age. Certainly younger Halflings are common adventurers in the world, looking to experience life in as many ways as possible before eventually settling down into a community. Their integration is likely helped by their size, as Humans cannot see them as threatening in the way they may see other races, and their natural charm and bouncy demeanour certainly help in terms of fitting into Human society.

### Gnomes

Gnomes are to Elves what Halflings are to Humans. Much like their taller cousins, they carry an air of mystery with them. While less aloof than Elves, Gnomes are known to often be reserved around Humans; however, this can usually be overcome by engaging Gnomes in things that interest them. Thean Gnomes and Elves are not native and come from the same place: Shide. Due to this, they are often seen in the same communities - particularly first generation travellers. The more established groups of both races are often seen as more Thean than Shide, and these groups tend to separate into Thean society.

### Goblins

Goblins make up the vast majority of the underclass in Thea. Unless attached to the high military Goblins often fall by the wayside, living in shanty towns or worse. It is this life of hardship and discrimination that leads many to become bandits, marauders, and raiders. Goblins in the High Army also have the worst deal of the Three Goblinoids. Often bullied by their Bugbear commanders and ignored by their Hobgoblin masters, only the most powerful of Goblins gets noticed while the rest are often used as fodder.

Several variations of Goblin are found in Thea. Common Goblins, sometimes called Green Goblins (even though their colouration varies), are often mistaken for Common Orcs. This isn't the case, however these Goblins are often dimwitted and pathetic. They often don't even learn common and generally act as foot soldiers for more powerful Goblinoids, and sometimes even for Humanoids in gangs or bandit parties.

Flatheads bearing the rounded flat faces their namesake describes are smarter the their common brethren. Known to be tricksters, these Goblins bear an ancestral hatred of Gnomes.

Blue Goblins are particularly clever Goblins and are prized by wizards as assistants for both their natural talent with magic, and general obedience.

Red Goblins are extremely rare, but not unheard of. Belonging to cults to Spinica, some Orcs and Goblins undergo a ritual to turn their skin red and hunt Spinica's Teka to prove to Spinica that they are powerful enough to become servants to the god.

### Bugbears

Bugbears are the big brutes of the Goblinoids. They provide power and strength (and not an enormous amount else) to the High Military. When not enlisted, they are often found as bandits and are sometimes hired or adopted into Orc bands. They are not as reviled in the streets of cities as Goblins, mostly due to the relative obscurity of their race. Many races do not know what a Bugbear is and therefore treat them with caution, but not open aggression.

### Hobgoblins

Hobgoblins make up the core of the High Military, and the Goblinoids as a whole defer to them in times of need or crisis. Holding a single city in the Ladoran Commonwealth, the Hobgoblins use this as a base of operations for their entire species. However, many do leave and often become war chiefs of their own tribes away from the High Military's betrayal hunters.

### Orcs

Orcs are known as monsters. While not in itself true, you would find it tough to find someone who would counter that. Treated often with suspicion and mistrust in cities in Thea, Orcs that refuse the tribal way of life often work the docks as shifters or bouncers for some of the worst bars on the continent. Isrii is the most accepting place for Orcs and many do move there, but vast numbers inhabit the other territories as well. It is difficult to see them ever outgrowing their titles as raiders and killers - although some are trying.

Orcs in Thea are divided into several types, all of which are generally viewed differently and treated as such.

Common, Mountain or Green Orcs (even though not all of them are green) are by far the most common and the most looked down on. Often found in street gangs or hired as common thugs Common Orcs live at the bottom of society, usually looking for the next job. Tribes of these Orcs make the wilderness their home, and pillage and raid to make their way. This is the tribal way Orcs must adhere to, and those that do not are looked down upon even among other Orcs.

    Grey Orcs, sometimes incorrectly called City Orcs (because city orcs simply refer to any orc who lives in the city and represent more culture than a sub race), are generally treated better in cities but are still treated with large amounts of suspicion. Losing some strength and gaining some intelligence, Grey Orcs find it easier to integrate within society and have long since abandoned the tribal way. Many City orcs have Grey or even pale skin tone skin

Orogs, or to some known as Great Orcs, are Orcs taken to the extreme. Larger, stronger, smarter, the Orogs bring fear into the hearts of any they encounter.

Red Orcs as mentioned above behave in the same manner as Red Goblins.

### Half-Orcs

Half-Orcs in Thea are not treated with the same open aggression many Orcs face, but are generally advised to almost pretend their lineage is not a thing. For some this is possible, as Half-Orcs vary massively and some resemble Humans a lot more than others. If one should embrace his Orcish side then they are usually shunned. It is not uncommon for Half-Orcs to be taken in by Orc tribes, as long as they follow the tribal way. In Human families, Half-Orcs are only ever really harmed in nobility and high born families where having a Half-Orc family member is considered a great scandal, and shame is poured upon the family. Half-Orcs can be made of any mix of Human and Orc, but it is most common among Humans and Grey Orcs. These Half-Orcs tend to have a much more skin-like colouration, while those who come from Mountain Orcs often carry the colouration of their parent.

### Half-Elves

Half-Elves do not bring the same shame upon high born families as a Half-Orc, in fact almost the opposite. As Half-Elves tend to be beautiful, this often brings the family into higher esteem, unless some other scandal such as infidelity are involved. Half-Elves are generally treated as Humans. Elves on the other hand will take them in, but do not consider them as kin; most Elves see them as lesser Elves and will treat them as such.

### Dragonborn

Dragonborn are rare in Thea, although not rare enough that they are never seen. Most will know what a Dragonborn is but not much about them or their culture. Dragonborn are related in magical terms to Dragons, where it is thought that they were made from Dragon blood, but a lot about Dragonborn still remains a mystery to even the highest scholars.

### Teiflings

Teiflings are reviled by many parts of Thean society as their infernal heritage is not just

known, but commonly preached against by priests in the streets. This leads to many parts of Thea treating Teiflings with either disdain, or open hostility. This is particularly true of the Vistani who, when no one else would stand proud, gathered the common people and with an army of peasants and farmers fought against a band of powerful Tieflings and their Demon spawn, and succeeded saving Thea from being overrun. However, many died in this battle and it opened a wound between the Vistani and even the innocent Tieflings, who were not part of this band. Because of this, most Teiflings join the underbelly of society.

### Tabaxi

Tabaxi are the cat men of the deserts of Isriia. Nomadic and generally preferring the desert, they are one of the rarest races in Northern Thea but considerably more common in the South.

### Loxodon

Again from Isrii, the Loxodon hold significant power within the Court of the Isrii Shah. The Elephant men are masters of trade and negotiation, and have used this to broker power within Isrii. Holding control over a city and deferring only to the Shah, at least in public.

### Minotaur

One of the races native to the Isles of Helen the Minotaur have largely fled, due to the Helenican people hunting them, leaving their larger, more monstrous, cousins the Minotara behind to stop the Helenican people chasing them.

### Centaur

Much like the Minotaur, the Centaur have left the Isles of Helen but not because they are hunted, more to discover new lands.

## Cultures

### Human Cultures

#### Landoran

Landorans are residents of the Landoran commonwealth, located in Northern Thea.

##### Politics

A collection of city states ruled by a council of kings. It is a land of high politics, where issues of the state are often weighed against issues of the commonwealth. It is by far the largest state in Thea, encompassing hundreds of cities of varying power. It is also the youngest country, having been an empire that erupted into civil war which ended only 40 ago years. The civil war lead to collapse of the empire, and this lead to everywhere declaring their independence and regrouping. A powerful leader, and the current viceroy of the commonwealth, named Rowan Silverstring organised a ceasefire and fostered good intentions between the kingdoms. He formed the council of kings and has acted as an elected leader since. Since its inception, the council of kings has banned slavery, fostered peace between the commonwealth and other nations, as well as putting effort into fighting piracy, smuggling and banditry across its lands.

##### People

Thanks to its size, safety and its egalitarian and accepting populace, the Landoran commonwealth is by far the most cosmopolitan country in Thea. Because of this it is common to see Humans from all over, as well as a multitude of other Thean races.

The native Human populace typically have light coloured hair (white to light brown and some red), and blue or green eyes.

##### Military

Military in the commonwealth in complex. There is both a state-run army that all states must contribute to, and each city state is allowed to maintain its own standing army as well. Many do not, but certainly the more powerful cities do. The state army is adorned in blue and answers directly to the council of kings; individual city armies normally answer to the king of that city

#### Rathkan

Rathkans come from the country of Rathka located in North Eastern Thea.

##### Politics

Rathka is ruled by a monarch. The current king, Maficae III, maintains control over all five of the North arrow cities, the smaller cities, and the surrounding countryside by appointing lords to manage them. The four lesser of the North arrow cities have four lords each who run them and the capital has eight. These lords often appoint councils within their cities to deal with the area they are responsible for. The king also calls court regularly, and operates both a high and low court; the high court members are usually very powerful families, and the low court often contains some of the lower nobility and even wealthy members of the community. It is well known the certainly members of the high court operate with their own interests in mind, often trying to sway society in the ways that benefit them.

##### People

Similar to the Landoran commonwealth, Rathka operates as a relatively egalitarian and cosmopolitan country, although maybe not as much. It is still common to see other Humans from all over Thea but less so from further afield. Many races make their home in Rathka however, and it is by no means a nasty place to live.

The native Humans of Rathka tend to have pale skin and black or dark hair.

##### Military

The Rathkan military is known as one of the most powerful in Thea. Draped in scarlet, the military consists mostly of Humans but does not oppose other races from joining. The different division often answer to high lords (one of the highest ranking nobility ranks), and some divisions even answer directly to the king.

#### Vistani

Vistani are not a culture held down by location. As nomads they move from place to place, usually as markets or circuses, making both legitimate and illegitimate money. The Vistani are known as masters of business and trade as

well as expert thieves. Most Vistani clans allow outsiders to join, but leadership is usually restricted to pure Vistani blood.

##### Politics

The Vistani are divided into many many clans. These clans run themselves for the most part, and are expected by law to either flourish or fail. No aid is given to clans struggling, and clans that are must usually merge with a stronger clan or broker an appropriate deal.

There are three current central clans that hold much of the power within the Vistani in the North of Thea. The Amhat clan: lead by the mysterious, rarely-seen Grandmother Black. The Amhat clan is a matriarchal meritocracy that works with forces many would avoid. The Disaridan Clan: once banished, this clan is hated by many within the Vistani but also loved by many more. The Disaridan were banished for allowing Teiflings into their ranks but their current leader, who is well

liked by many and heralded by his clan as the next king, managed to get them reinstated after conversing with King Daern. The final clan and the one known to most people is the Farrow. The Farrow are the oldest of the Vistani clans and hold by far the most power, as all official roles within the Vistani are held by their members. Led by King Daern, although in his advanced age it is thought that maybe he rules less and less every year.

In the South of Thea some Vistani clans operate around Isriia, which is the ancestral home of the Vistani. These Vistani are usually more conservative as to who may join their clans and, while they obey the laws all Vistani must follow, they rarely show kinship or offer aid to Northern Vistani clans.

##### The People's King

There is however an overall leader of the Vistani, and while often referred to as a king, his official title is First Master Daern. 'King Daern' as he is commonly known is the Vistani hero who lead the people's army 300 years ago against a force of Deamons, risen by an order of Tieflings to conquer Rathka and eventually all of Thea. Offered no respite or

shelter from the local kingdoms, who holed up in their castles and left their people and the Vistani to die, Daern rallied the common folk. Under a Vistani banner they fought against the Demons, defeating the main force. However it is not known what happened to the Teiflings, and the few left alive who would know rarely speak of this time. It is because of this that the Vistani carry the weight that they do; having been shunned by kingdoms before they are now tolerated, and even welcomed to camp outside some cities, towns and villages for the debt owed them by the common people. Many villages in Rathka still fly old Vistani banners to show their allegiance. However fear runs through the Vistani as the King's long life draws to an end, and many are aware that the current powers that rule Thea grow tired of giving allowances to the Vistani. There are many rumours as to why Daern has been able to live such a long life, but the most common belief is that he possesses Giant's blood, as even at the age he is now he stands over 9 feet tall and some say in his prime he stood even a foot taller than that.

##### People

Those of pure Vistani blood make up about 50% of the Vistani as a whole. The remaining amount tend to be filled with those who join and this differs wildly from clan to clan.

#### Isrii

The Isriian People occupy the country of Isriia in the South East of Thea.

##### Politics

Isriia is essentially run by several warlords who are constantly warring for power over the capital city. These warlords give up their names and take on the titles bestowed to the rulers of certain areas. Currently the Grand Jewel (the common name for the capital city) is held by the warlord named the Shah. The big rivals to the Shah currently are the Sultan, the Imam, the Sheikh and the Emir. Politics is tricky in Isriia as everyone is your friend and also no one is, but in essence whenever a new warlord takes over the the Grand Jewel they become the target of all the others. Currently, the Shah is a clever man using little of his military might to hold power and instead sewing rumours and dissent within the ranks of the other warlords to keep himself at the top. However, alliances are common and he may face danger if he refuses to share any power with the others.

##### The Large ones

Within Isriia there is a city held by a host of Loxodon. The Loxodon are wise and powerful within Isriia acting as information brokers, mercenaries and mediators in the squabbles of the warlords. Some within their ranks are known as great sages, and many common Isrii people travel to their city to seek their services for issues requiring advice or knowledge.

##### Military

There is no centralised military structure within Isriia, however they do not seem to need one. It has been known in the past that during invasions the warlords have banded together to combine their own forces, and they still once a year engage in a ceremony where they swear to do this should Isriia be invaded. The likelihood of invasion is low however. Isriia holds products of luxury and necessity to other kingdoms, and just the chance of those items being cut off makes Isriia a country not many would invade. As well as this the desert landscape and intense heat will bring any serious host to its knees before an arrow can even be fired.

##### People

The Isrii people vary depending on the warlord they live under. Those under the Shah are flourishing and their city shows this. Those under the Imam are the opposite; as an unsuccessful warlord who has never held the Grand Jewel, the Imam's city is fraught with crime and poverty. While other races do come, very few are permanent residents of Isrii; instead coming for business, most of them residing in the Grand Jewel for some time before returning. Those that do live here permanently rarely move away from the Grand Jewel, and the ceasefire law that exists there makes it the safest city. The Human culture that exists there is in whole conservative. The Tabaxi that exists in all regions of Isrii are looked at as guides in the dessert, but thieves in the cities. The final group of people are the nomads, who do not live in the cities under a warlord but instead make the desert their home. It is thought that these nomads are the ancestral brothers of the Vistani, although no proof remains to confirm this.

#### Helenican

The Helenican people inhabit and travel between the Isles of Helen.

##### Politics

There are no rulers of the Isles of Helen. The Helenican people believe in freedom. The Isles are too dangerous to be

fighting each other, and not share what you have. You don't need leaders when every day is a game of survival.

##### Military

There is no Helenican army or military. only heroes who (too the Helenican people at least) dwarf those of the mainland. These heroes spend their days saving people, slaying monsters and gaining the approval of the gods and the most exalted of these become demi-gods. Living Demi-gods are the Helenican people who rank above any others and if a war was to be fought it would be these who lead the people. Those who are dead are worshipped.

##### Becoming a demi-god

To rise to the highest in Helenican society is hard. You must prove yourself to have three things. The first is the favour of the gods and this is decided by the

Philosopher priests that wander the island recording the deeds of those who would be heroes. The second is you must prove yourself to the people and become the subgect of their affection. The third is to defeat one who was thought of as greater. When it is decided that you are ready you are allowed to challenge a current demi-god and must impress them enough or in very rare cases defeat them to prove your worth. You will finally be given a true challenge to defeat and present the strongest example of a monster that represents you.

##### People

The vast majority of Helenican people are just simple farmers who maintain the food for the island and build small towns to do so. But those who take the route to heroism live much harder lives.

### Dwarvish Cultures

There are an enormous amount of Dwarvern cultures as every Dwarvern "Home" and every Hall within those homes, hold its own culture. This section touches on some of the most prominent in Thea but not all and none from other continents. While the Thean Dwarvern cultures vary there are a lot of similarities from culture to culture. For example most Dwarvern homes have a king and similar caste systems based on job of the individual. These come from the unifiying force that permeates all Thean Dwarves which is the influence of the lorekeepers. All (Official) Dwarvern "Homes" must obey the directives of the Lorekeepers. Homes are often made of several individual to many many "Halls" each of which will be run by a different King and the Halls are connected by tunnels. In essence a Hall is to city what Home is Country.

#### The Lorekeepers

##### The LoreKeepers and Becoming one

The Lorekeepers manage the societal laws Dwarvern homes must enact. The reason the homes agree to this is the

lorekeeprs like their name suggest hold many old dwarvern secrets that can be used in times of need. One of the most common things they do is guard legendary dwarvern artifacts to be used in moments of needs. Their magic is older than most contemporay magicians are aware of and relies on their gods to bless them. Any dwarf from any official home can join but this does not mean they will be accepted only those who show aptitude for their magic are in the end accepted because no Lorekeeper can carry a weapon. As well as this the dwarf must be prepared for a lot of travel and nomadic living.

##### Loerkeepers policies

The Lorekeepers policies are conservative and patriarchal. Most homes can run themselves as long as they never install a female rulers and their caste system places men above women. In practice many homes ignore this and perform it in name only but not all. Female dwarves cannot be lorekeepers. These policies have lead to some rebellion within some dwarvern communities. Some of these have even split off and either joined the outside world (This is commonly the case with Hill dwarves) and some have even form what the Lorekeepers call Broken home which are unnofficial homes not offered the services of the Lorekeepers.

#### Hardhome Dwarves

Hardhome runs under the Northern Rathkan mountains and is made up of many

halls however one of its most important is the Hall of Eka which contains the Eka pass through the mountains which is one of the fasted routes to Landora from Rathka. Hardhome dwarves are relatively accepting of the world around them and openly trade and interact with other races and peoples in Rathka and Landora as they hold most of the land passages between the two countries. Because of this they let people pay to use their tunnels but do not allow outsiders to wander round at will instead crafting simple tunnels with no offshoots for nosy individuals to go poking around the rest of the Home.

#### Hearthhome Dwarves

Hearthhome is known to the people of Thea as the open Halls. While most other Dwarves shy away form allowing

other races and peoples to walk freely around their home Hearthome allow it openly. Thier friendly nature and the Halls being close to the surface and easy to access allow for a society that will openly mix with all other lands of Thea. As the Home that follows the teaching of the lorekeepers the least their culture is effected more by their interactions with other races than it is by the the edicts lain out by there own kind. They do just enough for the Lore keepers to keep offering them services but most of these are in name only for example they hold a caste system but make it so that all castes are equal and none hold power over the others. Due to there open nature this has also allowed the home to expand to the surface having two above ground cities one in Landora and on in Rathka this benefits them in that they have been able to expand their crops and livestock as they no longer have the limitation of need these things to survive underground.

#### Blazehome Dwarves

Blazehome is a dwarvern home that follow the lorekeepers teaching to a fault. They are fanatics who hold the Dwarvern gods, Tradition and Status Quo above all else. They have many halls but they are well connected as Blazehome dwarves very rarely interact with the outside world. Due to this they do not interbreed with weaker peoples (including other dwarves) and have limited their gene pool to one very distinguishing feature. All Blazehome dwarves have bright orange hair. There society strictly follows the Caste system to a fault heralding physical strength and strength in battle over almost all other attributes. Because of this if an outsider has met or interacted with a Blazehome dwarf it is likely from one of Blazehomes

Mercenary squads. Blazehome dwarfs are very expensive to hire but they are thought to be some of the strongest soldiers an army can acquire and also the most loyal as Blazehome dwarves would rather fall than leave a contract unfulfilled.

##### Fins

Blazehome dwarves who achieve excellence in a craft are permitted by their priests to grow their hair in fins. These fins are marks of pride as the larger the fin the longer you know this person has been an expert in their craft. Finned craftsmen can charge a lot more for their goods and warriors cannot join a band of Blazehome mercenaries until they have earned their fin for combat.

##### Law by scripture

While Blazehome halls still have kings they have a lot less power than in many of the other dwarvern homes. this is because as fanatical followers of the lorekeepers teachings Blazehome has a priesthood who act in the following roles; Managers of the Lorekeepers scripture, Enforcers of Caste and Religious police force, awarders of accolades (includeing the Rite to bear a fin) as well as many seemingly menial tasks that inform the blazehome culture. While Blazehome kings do hold much power within their halls it is thought the true ruler of Blazehome dwarves is the head priest of the priesthood.

##### Failure is unacceptable

The Blazehome Dwarves operate on a policy of excellence. if you are not improving to or maintaining excellence then you are no longer needed by society and can have your caste remove to become casteless or in some cases lose your life. Casteless memebrs of society are cared for by the priest hood in payment for free labour. However mercenaries and warriors who take contract in the outside world are expected to complete them or die trying. If they do not the Priesthood will often hunt them down and likely execute them.

##### Extreme Patriarchy

Female Blazehome dwarves are not given many rights. Legally they are the possession of their fathers until such time as they are married when a contract of exchange is made between the father and groom. it should be noted that almost all of the most notorious criminals in Blazehome culture and folklore are women fighting against the system that keeps them bound and silenced even in their own homes. Female dwarves are not allowed to take the jobs that offer higher caste. They can be weavers, silk merchants and most jobs involving textiles. The highest job a woman can hold is chef but even then this will be in small taverns as male chefs hold higher caste and will serve higher members of society.

#### Forgehome and Ironhome Dwarves

Forgehome and Ironhome have been one for many many years but the delineation in who is who does still exist. Forge home dwarves are rarely seen on the surface instead constructing halls deep in the earth where they can heat their enormous forges that craft the best metalwork in Thea. Ironhome dwarves live closer to the surface working the metal forged below. There are very few halls that belong to Forge and Ironhome but where you find one you will find the other and they are known as brother homes. Not an enormous amount is known about Forgehome or Ironhome simply because only dwarves can really live in the conditions that prevail in those halls with the immense heat and crafting conditions, but what is known is that they trade with the world and their work is the best steel you can find.

#### Unofficial Homes

There are many many unofficial homes many of them small communities of dwarves who want to live outside the rule of the Lorekeepers. However one in particular stands

above the others in open defiance of the Lorekeepers, naming their Land as Fairhome and ruled by a Queen and completely abolishing the caste system.

### Goblinoid

Goblinoids culture outside of the high military varies drastically. Goblins often form bandit groups or raiding bands when not held down by the oppressive regime of the High military. Others mix into cities although often in the lower echelons of society. Due to their size they make nifty thieves and assassins and criminal gangs make use of this.

However many goblins suffer worse fates becoming beggars and vagrants. Bugbears often do the same but some will join orc tribes or do similar things to city orcs. Hobgoblins rarely defect from the military andthose not connected tend to keep themselves to themselves. Those who do defect tend to move away starting warbands or mercenary groups.

#### High-Military

The high military is based in the city Baraad Opah in the Bachan wastes however a key tactic of the high military is the warband project meaning that groups known as "Warbands" are deployed to explore the world until they are summoned or given a mission.

##### The Warband Project

As mentioned above the warband project was developed my high ranking members of the High military to give the

ability to react to any threat, Share information across large distances and develop a stronger presence across Thea. The warbands are often given a leader and act essentially as scout units who move around assigned areas of Thea feeding intel back to Baraad Opah. Warband often work in their areas as defenders of the common people. This was decided by the High ranking members of the High military to improve the image of the High military across Thea. However, This has proven slow to work as the long term memory of at least Goblins is negative as raiders and tricksters and thieves and while the High military is working on fixing this there are still many groups that play into this image.

##### The Fortress city

Baraad Opah is the only particularly developed area in the Bachan wastes. As Goblinoids can sustain themselves on

pretty much anything the lack of arable farm land doesn't impact them as much as others. This doesn't mean that life in the city is easy. Rations are handed out to all members of the military but anyone else will have to pay high prices for food in the city. Baraad Opah is a closed city and those who wish to enter who aren't members of the high military will be escorted at all times.

##### Military force

The high military claims to hold one of the largest forces in Thea. Many aren't sure if this is true and most military experts advise kings that even if it is true that they will lack the equipment and training to make them a serious force for concern. However, the High military cause any sensible ruler concern as they are new force who have not been properly tested on the battlefield. As well as this many rulers are aware of the ability hobgoblins possess in battle and will not take this threat lightly. For the time being though the high military has shown no animosity to any other kingdom or land and has actually aided people of other lands in many cases and so for now at least are tolerated in there actions.

### Bachan

The Bachan culture is violent and unforgiving. The Bachan wastes are inhabited by those looking not be found, require little to survive and often are truly desperate. Bachans believe openly in survival of the fittest and you kill it you keep it. The wasteland has several names but the most notable is the dark playground. Large proportions of the wastes are stalked by monsters and worse, large numbers of witches and hags choose to inhabit the wastes so that they may be left alone to their schemes.

##### People

While not a human-centrist culture humans make up the second largest group in the Bachan wastes other than the Goblinoids who inhabit Baraad Opah. Bachan people share no kinship with each other but they do at least hold a level of respect for other Bachans that they do not hold for outsiders. They often see outsiders as weak and hold the belief that even the weakest Bachan is endlessly stronger than any outsider.

##### Witches

While not unique to the Bachan wastes, Witches are iconic in this area and are known to both exist and effectively rule the wastes. Many Bachan settlements will serve a witch or hag for protection and in doing so usually have to give up something dear. Both Humanoid witches and Hags make the wastes home although Hags often walk disguised as humanoids anyway. Because of this Bachans treat lone female travelers (In particular those of beauty or mystery) with immense respect and a common expression in Bachan is the safest way to cross the wastes is as a lonley woman. However this isn't strictly true as the politics among the witches is kept very secretive but is known to be violent and tricky where covens will often form to fight stronger witches or groups of them.

##### Folklore

Due to the nature of the creatures that walk the Bachan wastes Bachan people live a life of rich folklore of ghosts and monsters that do anything from steal children to ripping out the throats of adulterous men. Because of this tales run wilder in the wastes and while many are obviously exaggerated tales of a population having fun some hold more true than you may expect.

### Orc

There are many Orc cultures that vary from tribal life to city life of various groups of orcs.

#### City Orcs

Those who move to cities tend to integrate into the local culture often forming bonds with humans and working in low class jobs like shifters, bouncers and dogsbodies. However those with skills often work in those fields, its not

uncommon to see orc chefs, blacksmiths and other physical trades. However the city can be a tricky place and many look to orcs for protection so Orcs are also common as bruisers or bodyguards in the underbelly of cities and even some of the brighter ones may become Gang bosses or crime lords. The place Orcs are heavily over represented however, is in cities with arenas. Orcs who hold onto some of their wilder traits make fantastic gladiators and mountain orcs who abandon their tribes can commonly be found skulking around the area looking for their next match to make a bit of cash.

##### Grey Ones

Grey Orcs are made for the city. Generally trusted more than their mountain orc brethren Grey orcs use there superior intelligence compared to their wilder kin to make comfortable lives for themselves. Grey orcs are often seen in the lower middle class of society and some climb even higher. Some have used this power to improve the lives of Orcs in general within certain cities but most just look to make a comfortable living among friends and family. Essentially Grey orcs are remarkable similar in attitude and outlook to humans having left their wilder tenancies behinds them, in most cases for generations. This means Grey orcs are normally reflective of the human culture of their city than of a collective orc identity.

#### Mountain Orcs

Living in the wilderness is a chore to most races but for Mountain orcs it is a pleasure. As the Tribal way dictates, the wilderness is the home of the hunter and the orc is ultimate hunter. The Tribal way is a set of edicts that orcs use to define life in the wilderness. Orcs live a free life but there are three key tenants orcs must follow. The tribe before all, The strong shield the weak and Death over subjugation. Follow these and then you can pretty much do what you want. However, Chieftains and Shamans, the two ruling class of Orc tribes, run things differently from tribe to tribe.

##### Tribal life

Being a member of a tribe is the greatest honor to a mountain orc. Of the many tribes none really stand out and the power balance between these tribes is generally even. Shamans from different tribes often get together and discuss methods and interpretations of the tribal way and in general tribes are peaceful if a little aloof with each other. However, this is mostly due to tribes staying apart from each other as when grievances do occur between tribes no matter how small they almost always end in war. A famous story in Orc folklore is how the third great Orc war was started when a chieftain asked why another chieftains mother was sitting with them during a feast and the other chieftain responded with that's my wife. This lead to a Brawl, which soon became a riot which escalated to a battle and then to a war and was only settled 120 years later when everyone had forgotten why they were fighting and the sat down to remember and once it was brought up as to why the war raged another 30 years before one side conceded defeat and agreed to disband. Many simply push this story of as a silly story but many within the original tribe hold it as a badge of honor.

##### The Lost Orcs

As mentioned before many mountain orcs can be found in and around cities or recruited into bandit bands. While they could be Orcs from a tribe on a mission or acting as a scout it is much more common that they have been exiled from a tribe. Those form within tribes refer to these orcs as Lost as they cannot find their (tribal) way (Classic orc humor). These orcs make their living on their own sometime forming bands in cities or join human bands of bandits, pirates or wherever they can find work. A large number work as sell swords or as gladiators most knowing that they will never be allowed back into their tribe. Many are exiled for either breaking the tribal way e.g. Becoming a prisoner, Not protecting children or the elderly during a raid etc but many also just happened to anger a cheiftan or shaman and there is not much that can be done once they have been exiled. Some even go on to form tribes of their own from lost orcs however these tribes are not recognized by other orcs.

#### Orog's

Orogs are bizarre not only to most races in Thea but even other orcs find them strange. However as strange as they are you will find most other Orcs and Humanoids refer to them as something else, Absolutely terrifying. Orogs maintain this title as in battle they not only use complex military tactics combined with raw power making them a terrifying force to fight against on the field but they can also use stealth tactics that make them expert guerrilla fighters as well.

##### Matriarchal Oddness

Orogs are very different across the genders. Male Orgos are big strong brutes with very little between the ears. They are terrifying creatures standing 2 foot taller than a normal Orc at usually 9 - 10 feet tall and often just as wide.

However where other orcs despair is that Orogs are ruled by the females who while maintaining the tall height of their male counterparts are usually lean and muscular allowing mobility the males do not posses. However where the Females really stand out is their vastly superior intelligence. It isn't known just how intelligent they are but most of those who have conversed or studied Orogs claim their females to be smarter than the average elf, Something both humans and elves often scoff at until they are met face to face with one. Because of this the roles within society are very divided. Male orogs do manual work and work from instruction of their wives or mothers to benefit their tribe. This is done to improve there order following ability and because of this they work as military units very well when they have to. The females take on leadership roles from those who manage food production to those who act as generals in battle but also due to their agility the females also form scout units that act as scouts (duh) but also guerrilla fighters and hunters.