Ber

The Ber is the collective name of a number of barbarian clans that migrated from the area west of Ceannos into the former Mithran Crusader states after the warring and beastmen migration that broke the Mithrans' control of the lands. As of 1618, the small stone keeps and tiny villages of the Ber are scattered throughout the scrubland. The Ber are known for constant low-scale warring, drab gray clothing, and their chilling battle cry which has been described as sounding like a dying rabbit.

The Ber exist in a state of near-constant back and forth raiding between the clans and nearby beastmen populations--and among the clans themselves, with ambushes the favored method of waging war. This makes the Ber territories a breeding ground for some of the best harrying and raiding infantry in the world, well practiced in surprise attacks and strikes against the flanks of enemy forces. **All** **Ber infantry are elite troops with the Ambushing elite proficiency** (*Axioms Issue 4, p.14*). The clansmen are less adept at a squared-off battle against most opposing heavy infantry, however, lacking heavier armor and having no practice in forming pike squares. The Ber have some tradition of archery, but their short bows are frequently out-ranged by opposing bowmen; firearms have not yet been adopted by the clans. Ber horsemen are limited in number and quality, generally classified as medium cavalry; against opposing cavalry, they are often outfought by heavier lancers or out-ridden by speedier horsemen. Given this troop composition, the Ber naturally prefer meeting their foes on rough, hilly, swampy, or forested terrain.

Capitalizing on their martial tradition, many clansmen take work as mercenaries for an additional source of income. It is not rare for clansmen to form themselves into an infantry platoon to hire out as a group. Due to the sheer number of clansmen who take up mercenary work, **Ber settlements count as 2 sizes larger for the purpose of hiring mercenaries and henchmen**, though all additional henchmen available due to this bonus size will be the barbarian class with ambushing as their class proficiency.

From those mercenaries who return and the regular low-scale warring at home, many seasoned veterans can be found among the clans' ranks. **Veteran** **Ber troops are level 1 barbarians** rather than fighters. The **Ber barbarian cultural proficiency is Skirmishing**; seasoned Ber warriors excel at striking and fading until their enemy's cohesion and morale are at the breaking point.

Other than employment as mercenaries, the Ber practice subsistence agriculture and pastoralism, with no noteworthy industry. Trying to eke out enough food from the scrubland makes for a bleak and often desperate existence, with clansmen by necessity being great endurers of cold, labor, and hunger. The majority of the Ber have adopted some form of what could be called Mithranism, though hardly keeping with Imperial orthodox.

As a tribal culture, each Ber clan can levy a proportionally large number of troops for their population size, typically raising 3 to 4 platoons of clan warriors per 6-mile hex in their domain as each family supplies one warrior for the levy (*Axioms Issue 2*, p.9). The largest clans can raise an army equal to about 7 companies by combining a full levy with their garrison. However, as casualties are not of "surplus" men in the manner of non-tribal societies, deaths in a clan's levy are much more difficult to replace. For the whole clan to be mobilized at once requires a major threat approaching or a great offense committed against the clan. Raised troops are comprised according to the following table. Each clan chief's personal guard--which serves as the standing garrison--consists of 1 to 4 platoons of medium cavalry, depending on the clan's size and money.

**Troop composition per 120 levied clan warriors**

 30
 30

Usually too poor to themselves hire mercenaries, when a clan needs to bolster its numbers it will typically try to ally with its neighboring clans against a common enemy, though such agreements are inevitably short-lived. Old ceremonies exist for summoning all the clans to war against an external foe; most clans would likely heed the call and send some number of troops if the traditions were properly followed. However, a summon has not occurred in many years, and performing the ceremonies to all clans' satisfaction would be no easy feat--of particular importance would be which clan gave the summons!

**A Ber clan will control between 1 to 4 adjacent 6-mile hexes, with a small village (Class VI)** outside the clan chief's stronghold. The stronghold itself is usually only a short stone tower ringed by a small wall, cheaply erected and just large enough to securely shelter the clan during a raid.

One of the largest Ber clans is clan Drust, located northeast of the Aerie of the Slave Lords. With 4 6-mile hexes under its control, it is considered important enough for Olantea to send it an envoy. In 1619, two important clan members were enslaved by the Slave Lords. When the Firestarters destroyed the Slavers Stockade, they released the clansmen along with many other captured prisoners. Afterwards, the Firestarters stakeholder Hanno personally escorted the two clansmen to the Drust village through hostile wilderness, and presented the Drust clan chief with gifts and offers of friendship. As thanks, he and his retainers were given reciprocal gifts and made honorary clan members.

Ber folk stories see rocs as omens of disastrous weather.