Kingdom of Many-Tusks

Cult of Mobris - Recognized

Cult of Nephin - Recognized

Cult of Qezotl - Recognized

Of Many-Tusks

Of the Tusk

Tiefling - Minority

# Many-Tusks

The **Kingdom of Many-Tusks** is a recently emerged collective of the orc tribes of the Maldock Plains united under the self-proclaimed king **Narûg** of Many-Tusks. Its territory spans the range of the Maldock Plains, stopping at the Dark Basin to the east and Pridelands of the West.

## Geography

Expectedly, much of the Kingdom is plains and open grasslands. Its north is characterized by a massive deciduous forest, known as the Arborea. It has a few major rivers as well as significant coastline to its south.

## History

Many-Tusks being an incredibly new nation means it lacks anything in the way of conventional history. Its founder and current king, Narûg, is said to have been born to a tribe from the Maldock Plains, though eventually left and traveled across Yamga before returning once more and beginning his conquest. Under his rulership, he aggressively centralized the tribes and began vast industrialization projects in order to bring the once nomadic people into the modern age.

Before king Narûg's rise, the tribes of the Maldock Plains were a disparate and nomadic people that eked out an existence on the fringe of civilization. They sometimes interacted with the human populaces within the plains, and sometimes tribes would be composed of both humans and orcs. This tribal history is honored by the orcs of Many-Tusks still proclaiming themselves a 'Nation' rather than the more accurate distinction of kingdom as it proclaims themselves a collection of peoples conjoined by similar values instead of the more impersonal 'kingdom'.

### Notable Tribes Before Many-Tusks

#### Obsidian Horde

Speaking the name Obsidian Horde brought spittle to the mouth and venom to the tongue. They were dishonorable, kin-slayers, and worst of all heathen. Before joining with Many-Tusks the horde were reviled, they refused to fully recognize any of the cultic sects, instead performing esoteric practices and beliefs of their own. They were raiders and occasionally mercenaries, which was further blasphemy, though it was rare another tribe would destroy their reputation by engaging with them. They had held territory in the west of the plains for centuries, being centralized around a long abandoned tower that would be known as the Obsidian keep. The tower, true to its name, had a large chunk of obsidian in its center pavilion, how such a thing got there is unknown even to the Horde.

Yet it was inarguable that the Obsidian Horde were begrudgingly respected for their prowess and cunning in combat. Their strength was the only thing keeping them alive and more importantly it kept them unified and a potentially attractive prospect for exiles or other outcasts. The acceptance of outsiders and normal breeding allowed the tribe to flourish and grow its influence over the generations. Another result of their strength was their own inner tribe culture being influenced by the survival of the fittest mentality. The horde was constantly beset upon by all sides, and so it needed effective and capable warriors to lead it. Its leader, titled the warlord, was a position decided by ritual combat. This was to ensure that the warlord was always the strongest within the horde. This aspect is what would lead them to being one of the first tribes to fall under Narûg and would go on to be his foremost enforcers in his unification efforts.

The official account of how Narûg took control is unknown, but we do have tales and ballads that, while likely exaggerated, give some insight into what happened. It is said that after Narûg began making a name for himself in Maldock, the leader of the Obsidian Horde personally sought him out. Why she did this is unknown, though some believe it was related to Narûg's initial involvement with the U'vark Clan. The current warlord was an orphan from the clan and so its possible she had multiple motivations or that Narûg was not the intended purpose at all. Of course some blame the event entirely on fate or destiny. Either way the future king and the warlord met.

At the time Narûg didn't know who it was he spoke to, but it is said he intuited not just her position as a leader of a great tribe but its customs of leadership as well with just a brief conversation. Again how accurate these claims are are spurious at best, but what is known is that he challenged her to a duel, calling upon her honor and reputation as leverage. She was forced to accept and promptly lost. Yet this is not where the tale ends, for against normal custom Narûg spared her life, indebting her to him. Had he killed her he would have assumed control of the Obsidian Horde but it is likely they would not tolerate his rulership for long even with their leniency towards outsiders. Instead she now owed her life to him as per ancient custom, and while the Obsidian Horde rarely cared about custom, when it came to the traditions of the duel, those laws were sacrosanct.

The details of the aftermath are actually what are most potentially interesting, yet they are not recorded in the known tales acquired in research. How the horde reacted to this event, why they so readily accepted Narûg, and just how he fully converted them to Teliopolemism are unknown. All that is known is that by the time of the official formation of Many-Tusks the horde had rebuilt some of their reputation with other tribes and were recognized as the new King Narûg's most effective enforcers. Its known the majority of members now devoutly follow Mobris and Nephin, though of course due to the nature of Teliopolemism the exactness of this is incredibly blurred. Its been observed that some of the original stigma still remains, but slowly the Obsidian Horde is gaining respect that is not stubbornly begrudged and they have solidified themselves as an important piece of Many-Tusks.

#### Silver Tooth Clan

The members of Silver Tooth are immediately recognizable from among their kin. Even before Many-Tusks they were considered primitive by other tribes. Fanatics of Qezotl, these orcs repudiated anything seen as potentially compromising their relationship with beasts and nature. They wear no clothes, avoid all but the most basic of tools, and refuse shelter unless it is completely natural. They are hunter gatherers in the purest sense, and have intentionally attempted to stay that way.

This lifestyle, though more of a philosophy, has kept their numbers small, yet that has not lessened their impact, hence their consideration as a major tribe. They fill an almost mythic role in pre-Many-Tusk history, being a collectively acknowledged and recognized spook of sorts.

#### Clan Khargath

This tribe was the first major obstacle to king Narûg's rise to power, and have been exterminated as a result. They were fanatics of Mobris who believed conflict the purest and most meaningful interaction. The clan had first formed near an ogre colony and eventually subjugated and began crossbreeding with them, creating powerful Ogrillons. This bloodline continued on for many centuries until most of the clan were hulking behemoths from their mixed orc and ogre blood. Their territory on the North Western edge of the Arboreal Forrest was well avoided by all other clans as they were infamous for their extreme violence and strength. Not even the Obsidian Horde ventured near Clan Khargath's Border's. At some point in the kingdom of Many-Tusks first months word of the great unification must have gotten to the clan who promptly declared Narûg a blasphemer and heretic and that they would dispense divine justice by defeating him and toppling his union.

Clan Khargath left their home territory and began a campaign against Many-Tusks, raiding and pillaging in a great swath of wanton violence and destruction. For the initial weeks they lay completely unopposed, any resisters were easily put down by Khargath's superior strength and tactics. It is believed three minor tribes were decimated in the initial onslaught. As they continually met no resistance from the famed unifier they became more and more emboldened. Yet despite the invigorating triumph, the leaders of Khargath began to hesitate. The auguries and omens were reading poorly, the shamans within the clan were beginning to fear that their crusade was not divinely endorsed. Nothing saps the strength and warps the mind of a fanatic like divine doubt. Clan Khargath's seeming invincibility began to show cracks.

Unbeknownst to the clan was that the poor signs they were receiving was the machination of Narûg putting his shamanic resources into a great arcane initiative. Before Narûg, to meddle with omens was heavily taboo, even sacrilegious, yet he used his Quaternitarian theology as justification. He asserted that this subterfuge was merely a worship of Nephin, and of course to worship Nephin was to worship Mobris in turn. "War is intellect" was a catechism originated from this act, though it is now more commonly repeated as "war is trickery". Thus the tactic was not questioned and the arcane tampering continued until Narûg was fully able to rally enough forces to meet Clan Khargath in open battle.

By the time the two forces met for physical combat, the psychological war had clearly already been won. For orcs, especially fanatics like the members of Clan Khargath, to receive bad omens brings more than just doubt and dread. It is to have a death sentence hang upon your conscious as clearly as having a noose around your neck. Even the hulking orgillons of Clan Khargath whose bodies seemed invincible suffered from the erosion of their own minds as it seemed their own god had forsaken them. It was a slaughter. It is said that Narûg's very presence cowed the broken warriors so thoroughly that he was able to merely walk unchallenged through the lines of warriors who only weeks before had murdered hundreds. The ogrillons bent beneath his fearsome aura and while the warriors of the Obsidian Horde, Wolf Jaw, and Storm-Pledged hacked their way through the demoralized behemoths he simply strode to each of the clan's leaders and murdered them where they stood. It is said every single member of Clan Khargath was killed that day, though rumors persist that some ogrillon warriors were taken prisoner and still live, locked within the walls of Khargukor.

#### Narûg's Unknown Tribe

Currently king Narûg's tribe of origin is unknown. He has never claimed a tribal name nor supplied a given title of his own, only having ever referred to himself as Narûg. No known tribe has come out and claimed to have birthed him either. Rumors abound as to what or where this tribe might be. This most common belief is that it is simply what it seems, a small, unknown tribe that lives far removed from any others. Another belief is that king Narûg murdered his former tribe when he left the Maldock Plains or when he came back for unknown reasons. There is also a rumor that Narûg is a complete outsider, that he isn't from the Maldock Plains. This at first seems supported by his appearance, behavior, beliefs, normally neutral accent, and polylingualism. Yet it has been observed that he occasionally slips back into a Maldockean accent and is further unsupported by the words of some of his closest confidants who cite the Maldock Plains as his true origin. Rumors continue to persist, but so far it seems this question will be left to history.

## Culture

The orcs of Maldock Plains had a variety of subcultures resulting from each individual tribes peculiarities and niches, but they all had similar ties and artifacts of their parent culture. Most notably within the culture of the Maldock Plains orcs is the importance of hair. A trait not seen in any other orc cultures across Yamga. Similar to some dwarves, these orcs view the cutting of hair as heavily taboo, though it is because hair is seen as a sign of virility and strength. The long hair and beards of male orcs are a signature of the tribes from Maldock Plains. Females will often let what facial hair they can grow out, though it has been observed that the females of tribes that interact more closely with humans often do not follow this practice. This staple has now become a signal of their modernization as Narûg has made braiding an official cultural trend in Many-Tusks. Their once wild and free hair now carefully articulated in strict braids and plaits.

Before Many-Tusks, the shaving of another's hair was considered a grave insult. It was often done as a non lethal conclusion to a deal, shaming instead of murdering the defeated. Orc slaves in Maldock would be instantly recognized for their fully shaves heads and bodies, representing their complete lack of any strength. Yet this has begun to change with the emergence of the Nation of Many-Tusks due solely to king Narûg who famously suffers from a lack of hair. His image now being associated with the pinnacle of orc achievement and strength has changed opinions on hair to the point where some are even voluntarily shaving off their hair to show their devotion to or reverence of their new king. Yet still hair remains is seen an important cultural signifier and source of fashion trends and statements. King Narûg has stated his encouragement of its continued perseverance and meaning within the nation despite his own affects on the cultural feature.

The orcs of the Maldock Plains followed fairly standard nomadic adornment practices, using beads, feathers, bones, and some piercings as statements of self. These practices have remained mostly intact, though both ornamentation has become more popular, especially in use with hair braids. Silver is also considered a significant symbol and metal within Many-Tusks, likely due to is common occurrence within the Plains. It is often used for holy symbols or as adornment upon armor and weaponry.

Colors also play an important role within the former tribes and now Many-Tusks. There are three main colors of significance for Many-Tusks, those being Black, Red, and White. Black signifies physical power and strength and is often correlated with smoke in reference to Mobris, thus often termed Smoke Black. Red signifies life and vitality but also ferocity and savagery. It is symbolized with blood, being both the life force of a creature as well as what is made with brutality in reference to Akerin and Qezotl. Thus Blood Red is how it is termed. White signifies death and power, though in contrast to black it is arcane, supernatural, or mysterious in nature. White is correlated with ash in another reference to Mobris, making it often known as Ash White. King Narûg is infamously albino, meaning to his people he is a Deathbringer and a symbol of untold or unknown power. White skin is also often considered a blessing or a curse by the gods, only furthering the fascination that surrounds the new king.

A new trend is the omnipresence of tusks as a cultural motif. This is maybe not so surprising given both the name 'Many-Tusks' and the natural characteristics of orcs as a species, but there is greater significance that has been given to the symbol which makes it so central to the current cultural zeitgeist in Many-Tusks. Tusks have in a way replaced hair as the main symbol of the culture within the Maldock Plains, though unlike hair, ones tusks are earned and directly represent status and strength. Everyone within the kingdom is granted a necklace that holds a single tusk to show their citizenship in Many-Tusks, and each extra tusk signifies rank or significant achievements. The tusks in question are drawn from dead orcs with no prejudice on whether the deaths are from battle or natural causes. This seems to be a practice solely founded and headed by Narûg whose tusk necklace is said to contain enough tusks for an entire army of orcs.

Scarification is also on the rise within Many-Tusks, another cultural evolution brought about by Narûg. These so called 'Swazond' are colored with symbolism relating to the emerging religious philosophies in Many-Tusks, specifically around ones life, power, and death's relation to both. Each Swazond is the mark of a life taken by ones own hand, and marks a warrior's strength and vigor in battle. Unlike tusks, they do not have any direct relation to status, but often there is correlation and so hold some of that esteem. The practice is still relatively rare, and its symbolical niche compared to the more universal tusk necklaces is still yet to fully emerge. What is clear is that in Many-Tusks status and strength are worn openly for all to see.

The tribes of the Maldock Plains were a notably egalitarian culture due to the dimorphism of size and musculature between orc males and females is relatively miniscule compared to many other humanoid races as well as the importance of the cultic followers of Akerin within the many tribes. This facet has continued on into Many-Tusks which holds meritocracy as one of its foremost stated societal values.

The dead hold an uncommon place within Maldock Plain culture in that it holds none. This is a touchstone seen in every orcish culture observed so far and it continues to fascinate scholars and anthropologists. Unlike every other known culture, humanoid or otherwise, there is no care shown for the dead after the fact. It is commonly observed that orcs will leave their dead where they lay during a migration, even if it is a revered member of the tribe or even a member of ones own direct family. There are many different beliefs around death such as interpretations of an afterlife in orc sub-cultures for example, yet the dead themselves, the physical bodies are given no special emphasis. To orcs a corpse is nothing but an object with no purpose besides what can use. Often times bones are used in ritual, as mentioned recently in the Maldock Plains tusks are removed from the dead, sometimes the desperate will even use a fresh corpse as meat if that is all they have. Yet none of this is seen with taboo or even disgust, to die physically is indelibly separate from death as an abstraction. This suggest a profound and unique view of personhood and life among orcs, as it seems they do not believe someone's physical body is the bound of themselves. While it has been unclear what they then believe instead about the nature of ones being, within Many-Tusks this question is addressed and answered by a new theology being spread by king Narûg.

## Religion

Religion plays a central role in Many-Tusk society both before and after its emergence. All of the tribes contained members that belonged to the four recognized cultic denominations, those being in worship of **Akerin**, **Mobris**, **Nephin**, and **Qezotl**. The cults acted as a connecting network between all the tribes and now have been adopted into the newly emerging religious dogma, **Teliopolemism**, being headed by king Narûg. The cultic sects form the foundations of this new movement within Many-Tusks and have become instrumental in king Narûg's rise and the cementation of his power, proclaiming him as holding divine mandate to rule.

King Narûg is seen as a prophet and messiah by the people of Many-Tusk, though also sometimes considered a pariah due to his separation from normal orc society by way of his natural or, as some claim, supernatural features such as his hairlessness or albinism. This has created the necessary religious fervor around him to effect major changes and bring about his Teliopolemism and new philosophical dogma to orc society. He is regularly known as the Sage Warrior, the Warrior Prophet, the Pariah and Messiah, or even sometimes he is whispered to be a demon in mortal flesh. All this has fueled his cult of personality that has turned into a true religion within Many Tusks. Teliopolemism and its **Quaternitarian theology** have become the major cultural movements within Many-Tusks and have united the four cultic sects under one banner with each cult still being distinctly recognized and honored.

### Akerin

> "Life is but the war against non-existence. To beat out death one must use all their cunning and trickery. And how would one live without the beasts of Yamga to feed and nurture upon? Thusly Life cannot be separate from War, Trickery, and Beasts to exist, and thus by worshiping Akerin you worship Mobris, Nephin, or Qezolt. This is place of Life within the Quaternity. Zoi!" *- King Narûg of Many Tusks, The Doctrine of Quaternitarian Theology*
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Akerin actually holds the most worship among the plains, beating out Mobris due to the large sway the Devoted of Akerin have within the tribes and her popularity within non-warrior circles. These Devoted of Akerin, who is often known simply as The Mother, act as midwives, healers, shamans, leaders, mothers, and defenders within various tribes. If warriors were the limbs and appendages of the tribes, than the Devoted were the backbone. It is no wonder the orcs of the Maldock Plains are egalitarian given the incredible presence and importance females hold within their society. It is known that disturbing the hearth of a Devoted is to bring a wrath even Mobris can't match, such is the strength and fury of the Mother Sworn. Beyond the Devoted Akerin is worshipped by those non-warriors within orc society, the gatherers, crafters, and now farmers.

In modern Many-Tusks the cults of Akerin maintain their reverent place within society and are still the most powerful and numerous of the four cultic sects. It forms the majority of the clerical population within the newly formulated Church of the Tusk and holds important roles and stations within the organization of Many-Tusk Society and the spread of Teliopolemism. They are responsible for the guiding of the penitent masses towards the principles outlined by Narûg, just as their sect is responsible for the guiding of the unborn into life or protecting life from death. With more and more focus being put on other occupations outside of warriors, Akerin's worshippers have only increased in number and zeal.

The religious leader of the sect is known as The Mother's Daughter, with the current position being held by **Sola Ur'Iluk**, a former Devoted high priestess promoted by king Narûg after his rise.

### Mobris

> "What is war without life to wage and die within it? What is war without cunning or trickery to win it? What is war without the beasts willing to commit it? To truly War, one requires Life, Trickery, and Beasts. Thusly to worship Mobris is to worship Akerin, Nephin, and Qezotl. This is the place of War within the Quaternity. Aiat!" *- King Narûg of Many Tusks, The Doctrine of Quaternitarian Theology*
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Mobris holds a place of great reverence and fear within tribal and now Many-Tusk society. Many consider him the more popular god upon pure presence within orc culture, even if his true worshiper base is slightly smaller than Akerin's. Warriors held the most esteem within the tribes, and made up the majority of its political base, something continued by king Narûg who openly proclaims Mobris as being the god which "most guides the movements of [his] soul".

Mobris's image within Many-Tusk society has gone through massive changes with the rise of king Narûg and his proposed dogma of Teliopolemism as well as his Quaternitarian theology which has tied the gods together into aspects of the same whole 'reality'. This has seen a rise in Mobris's worship base as non-warriors adopt the new Many-Tusk virtues of self-improvement and pragmatism. These new worshipers give alms and praise in his name for he is the one which demands such selfishness from them.

Another major development has come due to Narûg openly proclaimed goals of peace. At first this seemed to contradict his worship of Mobris, but he has gone on to recharacterize much of the established belief around Mobris. He has proclaimed that 'pointless violence' is not true worship or acknowledgement of Mobris, instead war must have purpose and guidance by those closer to Mobris, such as his priests and shamans or ostensibly king Narûg himself who has become the officiated High Warpriest of the cultic sect dedicated to Mobris. Finally, as part of his new doctrine, king Narûg has outlined what he calls "**The High Wars**" or the fundamental conflicts of being that all must wage. These act as more non violent ways of worship and are considered the highest and most virtuous pursuits in Teliopolemism, and thus in Many-Tusk society as a whole.

### Nephin

> "Trickery is meaningless without another to fall for the ruse. Trickery is a war against the common perceptions and beliefs of others. Beasts will use trickery to survive, lure, and hunt. Thusly how can Trickery exist without Life, War, or Beasts? Thus to worship Nephin is to worship Akerin, Mobris, and Qezotl. This is the place of Trickery within the Quaternity. Séma!" *- King Narûg of Many Tusks, The Doctrine of Quaternitarian Theology*
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The worshipers of Nephin were outcasts within tribal society, being the criminals, exiles, or even slaves. Yet still his worship remained and his cultic sect was still given some reverence and has come to be an officially recognized cult within Teliopolemism. The worship and beliefs around Nephin have undergone, like his contemporary gods, some fluctuations and changes within Many-Tusks society. Crime occupies a strange place as on the one hand it is believed one should necessarily be able to protect their property and if they cannot then they should lose it, yet this makes for an incredibly unstable and volatile foundation for a modern society and so that view has largely been changed. Instead crime is now seen as cowardice and parasitism, one surviving off the strength of another without their consent. This has lead to crime holding significant punishment and criminals as worshipers of Nephin have sometimes been looked down upon and even barred from cultic temples, though this is still an emerging and changing practice.

On the other hand, king Narûg has made cunning a high virtue within Many-Tusk society, and so venerates Nephin. Many have noticed shamans and cultic priests of Nephin have been gaining political status as some of the few non-warrior members of the Many-Tusk hierarchy. The new head of the cult of Nephin, Zathra White-Hands, is the personal shaman to King Narûg himself and so holds one of the highest positions within the kingdom. Though ironically Zathra is infamous for his avoidance of anything political, seemingly nullifying the position. Still this is evidence for the new esteem which Nephin holds within Teliopolemism and his place within Many-Tusk society.

### Qezotl

> "Beasts live, kill, and even trick. This is the nature of beasts. They breath to survive. They fight to survive. They even trick to survive. How can one claim that this is not the most basic features of the beasts of Yamga? Thusly Beasts must Live, War, and Trick. Thus the worship of Qezotl is the worship of Akerin, Mobris, and Nephin. This is the place of Beasts within the Quaternity. Kynigáo!" *- King Narûg of Many Tusks, The Doctrine of Quaternitarian Theology*
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Qezotl, or the Matriarch of Beasts or just Matriarch as she is commonly referred, has the oldest cultic sect dedicated to her. Being the goddess of beasts it is only natural for a nomadic people to venerate her with their hunting. This veneration has continued even into Many-Tusks but has dwindled due to the modern requirements of a modern nation. Hunting is slowly becoming less of a necessity as herding and agriculture replace it. Yet still her cult stubbornly remains dedicated the Hunt and is officially recognized under Teliopolemism and the Quaternitarian Doctrine. Hagarta Long-Claw is the current Hunter Supreme of the cultic denomination of Qezotl. She is one of Narûg's most fanatic supporters and has lead many of her Hunter priests and shamans in support of his reign.

Some have begun to attempt to associate the herding of animals as a worship or at least reverence to Qezotl, though this belief is still emerging. King Narûg is a promoter of hunting as a virtuous pursuit and has tied it into his War upon the Body. He encourages respect and honor given towards beasts and the functions they provide which has given some new relevancy to the cultic sect. Still though it remains to be seen what becomes of the cultic practices surrounding Qezotl, especially when one considers the bordering Coldglade Confederacy and its absolute veneration of Qezotl.

### Teliopolemism

The "Final War" or The "War to End All War" is king Narûg's personal religious philosophy that has come to shape all of Many-Tusk society and culture. It has united the four cultic denominations under a new doctrine known as Quaternitarianism. It defines the gods as being distinct but inseparable aspects of their cohesive whole, which is reality and existence as we know it. Through their similarities and contrasts we get the folds of the reality we experience, but indelibly they are at the core of it all. They are inseparable in the ways that each requires the contrasting relationship to each other, yet for this contrast to be between them they also have to be separate and unique beings. Thus they are aspects that make up reality, rather than definers of reality.

A simple catechism used to explain this unique metaphysics is the conception of colors. Orange needs the mixing of red and yellow to exist, yet when you look upon this contrast in a gradient, where you have red to one end, yellow to another, and orange in the middle, the gradual shifting of colors between each 'distinct' color cannot be separated. At what point does the gradient of slightly changing yellows fully become orange? One can recognize a distinct 'yellow', 'orange', and 'red' when viewed broadly, but zoom in and it is impossible to find the true point in which yellow fully becomes orange and vice versa. This is how the gods exist, shades of reality that are distinct yet inseparable from one another.

Quaternitarianism is the metaphysics of Teliopolemism, but the actual belief system goes much farther. The fundamental practices of Teliopolemism are the High Wars, a set of four separate disciplines followers are meant to pursue and assert upon themselves and in the final 'war' ultimately assert upon their surroundings. These 'wars' are considered worship of the gods in and of themselves, making them divine pursuits. There is also the introduction of the novel concept of the soul, something not seen in previous orc cultures or religions. Having a notion of a soul provides a clear rationale around orcs view of physical death. If one is most fundamentally their soul, then their body holds no special important once one dies, as their soul ceases to remain in their body, leaving a husk with no relation to the soul it once housed.

The newly emerging practice around the Swazond scarification actually related to this new concept of a soul. The philosophy behind the Swazond is that as a soul exists, it forms a sort of string of actions with momentum throughout time. Ones birth is the beginning of that string, and ones death is the end, accept in the case of the Swazond. When one is killed and proper ritual is followed, with the end result being the marking of a Swazond upon the murderer's flesh, their soul string is instead inseparably bound and continues with their murderer. That dead soul's momentum of action continues on with the killer, bolstering their own soul string's momentum. Thus with each added Swazond one becomes recognizably stronger. For one such as king Narûg, who is marked with hundred's of Swazond upon his arms, his soul is seen like a single stone tipped over the edge of a mountain, now carrying the momentum and strength of an avalanche behind it as he carries the souls of hundred bound to his own.

#### The High Wars

##### War against Body

Most simply, the strengthening of ones physical body through training and discipline. This is considered the first and most basic of the High Wars. Competitive sports and hunting are common examples of stated ways in which one proves mastery over their body. This 'war' is taught to every potential warrior under Many-Tusks and when one is considered of having won this war they are fully drafted as soldiers. This war is mostly considered worship of Mobris and Qezotl, though it is also claimed it is applicable to Akerin and even Nephin as well. This is not just due to the Quaternitarian conception of the gods, but due to ones physical body health being tied to life, Akerin, as well as being beneficial the workings of the mind, Nephin. Once one conquers their body, they are considered ready to take on their mind.

##### War against Mind

The next step within the High Wars, to conquer ones mind one must embrace questioning and learning. This is a required praxis of any who want to advance in the Many-Tusk hierarchy. Any warrior of Many-Tusks that wants to become a captain or above must have the ability to read and write, and the requirements increase as one climbs the ladder. "Strength is worthless without the intelligence to wield it and intelligence is pointless without the strength to manifest it", is an catechism that outlines the beliefs about the importance of having both the sanctity and strength of mind and body. This war is most associated with Nephin, but just like anything related to the gods its always tied back into the Quaternity. Having a sharp mind benefits war, hunting, and life. But ones mind is just another material tool the same as their body, and thusly there comes after the war for the soul.

##### War against Soul

"Once one garners mastery over the material tools available to them, they must then master the movements of their soul". It is strange that Narûg has put emphasis on the soul in the title of this so called war instead of simply 'self', there was no word equivalent to 'soul' in the orcish language so he had to supply a neologism instead. In Orcish, it roughly translates to 'The One at the center of you'. This war takes the mastery of oneself to the immaterial. A soul, in Teliopolemic belief, is one's being through time and metaphysical reality. It has physical ties only in so far as it breaches into material reality. This only comes when one performs an action of their own will. These actions are often described with momentum, tying into the Swazond. Yet it is evident that not every action is done out of will. One suffers from urges that require them to not act fully upon their own accord, such as hunger or thirst. This means one's soul is not in entire control of ones flesh. Thus the war against soul is in actuality the war to fully assert one's soul, to make that string of actions even greater as it is the soul itself performing said actions. Yet mastering the movement's of ones soul does not mean they are fully free, for the exterior world offers just as much material pressure as ones interior world.

##### War against Circumstance

King Narûg's self proclaimed personal war, once one masters their body, mind, and soul, they must now begin the hardest conflict, which is to master the circumstances around ones self. It is a an empirical truth that one is shaped by their circumstance, that often ones life is already predetermined well before they are even born. This is a common plague to orc kind, whose souls, minds, and bodies are shaped entirely by the circumstance around them, leading them to repeat the same errors and mistakes as they have all throughout history, which itself is the ultimate circumstance. History is a reasserting principle and trap as long as one lets themselves be continually defined by its same measures. Thusly one must step beyond such slavery to circumstance around them, must repudiate all that may shackle them from asserting their own true and free existence. This is considered the purest praxis of Teliopolemism and the true 'Final Battle' or 'War to End All War' as stated by the name 'Teliopolemism'.

## Government and Politics

Many-Tusks has so far organized itself as an absolute monarchy, yet the ranking hierarchy remains intentionally fluid as social mobility is considered a core value of the Kingdom. This makes Many-Tusks an incredibly unusual and novel nation in the history of politics, as monarchy almost always exists by way of feudalist systems of organizing society. Yet in Many-Tusks there are no granted lasting titles or deeds of land or any such binding systems that exist in a normal monarchist hierarchy. Instead positions are entirely merit based and in constant competition. Though there are still some barriers to entry into the upper echelons of Many-Tusks society, they are not based on birth or wealth. Instead, as long as one demonstrates significant strength or cunning they may gain a spot within the hierarchy.

Since the Kingdom is still organizing itself the various levels of the hierarchy are yet to fully form but there are recognized captains that act as leaders over small companies, ranging from 12-36 in number. There is also speak of commanders, warchiefs, generals, and even a potential position of warlords, though of course the pinnacle of the hierarchy remains king Narûg. While all of these positions are necessarily filled with warriors, but there are opportunities for non-warriors as well. Shamans and priests fill advisor and bureaucratic positions throughout the emerging government. This further demonstrates the inseparability of the religious and political aspects of Many-Tusk society. The cultic shamans foment king Narûg's influence and will throughout the entire hierarchy, effectively giving him eyes everywhere. A common nickname for the shamans assigned to captains and warchiefs are 'Judges'.

The high social mobility is a point of pride for the Many-Tusk people. They see their leaders as having truly earned their place as the best possible for the position. Additionally since the political heads are mostly warriors, they are seen as being less insipid and removed from action as leaders born upon the privileges of nobility. This has meant there is high trust between the people and leaders, a rare accomplishment. Yet of course this comes with its draw backs. Many political resources must be spent curating and maintaining the hierarchy. Additionally since positions are want to change hands there is often points when a leader has no actual political experience even if they have the qualifications. This has been mitigated somewhat by the use of shamans as advisors, but of course the ranks of the cultic priests are also in flux, if at a slower pace. So far this has not led to any serious problems but how the functions of the nation fully evolve and settle once they achieve a fully developed nation is a question of great interest. It is very possible some compromise will need to be made, and the hierarchy might not remain so volatile.