Tribes Of The New World

A 'tribe' refers to a society of families or communities who share distinct cultural ties, usually inhabiting a defined territory or region, and was a term coined long ago by the earliest Old Ones. The cultures, economies, religions, and governments of these tribes vary widely. While some tribes are small and humble, others are bigger, wealthier, and have more complex systems of government and militaries. Some tribes have little land while in comparison, some seem to rule large swaths of land, akin to a nation.

## **Origin of the Tribes**

Following the events of the Faro Plague, all biological life, including humanity, was eradicated. Foreseeing this unavoidable extinction, part of Project Zero Dawn involved the eventual repopulation of Earth, with the ELEUTHIA subordinate function in charge of this. Human and animal zygotes were stored cryogenically in Cradle facilities, with the APOLLO subordinate function meant to educate them on humanity's past once the new humans reached kindergarten age. However, Ted Faro's purging of the APOLLO function left the new humans without any knowledge of the former civilization or how to survive outside of the Cradles. When the food supplies in the Cradles were eventually depleted, the new humans were forced out despite lacking the knowledge necessary to survive in a world now dominated by machines.

The loss of the APOLLO function resulted in the loss of millennia of technological advancement and knowledge, leaving the new humans devoid of any understanding of the previous civilizations. However, humanity did learn how to survive and thrive, and by the start of the fourth millennium, unique societies referred to as tribes were formed in various areas across the world. They adopted ways of life similar to their ancient ancestors, hunting and gathering food and resources, both from the natural world and from machines, and some eventually rediscovered agriculture. Because the information regarding the extinction of the first age of humanity was lost, these new societies were unaware of the origin of the machines and of the disappearance of the Old Ones, and the ruins and artifacts left behind were either avoided or explored and salvaged.

Compared to the technological and societal advancement of the Old Ones, the tribes of the 31st century are far less advanced, resembling ancient indigenous cultures. Although most are lacking in the technology developed by their predecessors, the tribes have evolved into unique societies, each with their own customs, laws, religions, and hierarchies.

## **The Nora Tribe**

The Nora are an isolationist, matriarchal hunter-gatherer society situated in what is known as the Sacred Land, to the east. The Nora are one of the oldest known tribes throughout the land, and are notable for their leaders, the High Matriarchs, rituals such as the Proving, and their strong taboos against the technology of the ancient world and talking to outcasts.

### **History**

Due to their practice of oral tradition and lack of written language, much of the Nora's history is lost to time.

The people who would become the Nora were the first generation of new humans from ELEUTHIA-9. Based on the paintings inside the facility, the 'mother' multiservitor was favored by the children, while the 'father' multiservitor was hated and feared. Upon the depletion of ELEUTHIA-9's food supply, the first generation of new humans was sent out into the wilderness beyond. These first humans would eventually become the Nora tribe. It was from this proto-tribe that the other known five tribes eventually split. Unable to re-enter the Cradle facility, the nature of their birthplace became lost to the Nora over time. Eventually, they came to believe that the door to the facility was a goddess, which they named All-Mother. The mountain in which the Cradle resided became sacred, open only to the leaders of the tribe.

Sometime later, a member of the Nora named Araman discovered the Leaves; books of the Old Ones in a ruin. From the Leaves, Araman learned about written language and the usage of sun observation and attempted to share his newfound knowledge with his tribe. While some people shared in his interest, the majority of the tribe shunned him, exiling Araman and his supporters. These exiles would eventually become the Carja tribe, signaling the beginning of the long and heated relationship between the two tribes.

Centuries later, Khuvadin, the eighth Sun-King, attempted to 'bring civilization to the Savage East'. After several unsuccessful endeavors (due to heavy resistance from the Nora), Khuvadin deemed the Sacred Lands 'no longer fit for the people of the Sun', and ordered the construction of Daytower, which would mark the border between Nora and Carja territory.

### **Society and Culture**

#### **Lifestyle**

The Nora live in small permanent settlements situated in the mountains and forests of the Sacred Land. A few live in solitary homes outside of larger settlements; most Nora found outside of settlements are outcasts. The Nora rarely leave the Sacred Land, as those who do without proper blessings are banished from returning. Most are content to live in the relatively peaceful valley, although increasingly aggressive machines have posed a serious threat to their home.

Their structures are mostly made of wood, lashed together with thick, colored rope. Most homes are only one or two stories high, although the Matriarchs' lodge is far bigger. Nora watchtowers are also present, both inside and outside of settlements. Nora homes typically have stone fireplaces and chimneys, decorative hanging ornaments, and porches. Inside these homes there is minimal wooden furniture, consisting mostly of simple benches or chairs, tables, and beds with fur pelts.

Nora appear to do most work outside of their homes, including cooking, crafting, and stitching (workstations for these tasks can be seen outside). Many baskets, pelts, butchered animals, and fire pits can be seen surrounding Nora homes, indicating a communal sentiment where the tribe shares resources and food, rather than single families or households depending on themselves.

In contrast to other tribes, the Nora do not have a traditional concept of marriage. When a woman wishes to bear a child, they propose a mate blessing to the desired male. Once this union is then sanctioned by a Matriarch, the two may have a child. As long as they fulfill their duties to their tribe and do not produce unsanctioned offspring, both parents are free to pursue any romantic relationship of their choice. Due to the potential strain on the community, having more than two children is frowned upon.

Unlike other more ambitious tribes, the Nora do little to change the environment they live in, believing that they must only take what they deserve from the land. Food is obtained by foraging wild plants, hunting and fishing, all done in conventional fashion. However, the Nora have access to foodstuffs such as bell peppers, corn, and tomatoes, suggesting that they acquire some food through outside trade. Hunting machines is also essential for gathering certain resources, which is usually done by Braves. Bows and spears are the main weapons used for hunting and fighting; however, they do use several other tools such as Ropecasters, Tripcasters, and slings.

#### **Religion**

The Nora practice a monotheistic religion and worship All-Mother as their deity. They believe that all life - human, animal, and machine - originated from All-Mother Mountain. As some became increasingly reliant on machines and other technology, those who chose to remain faithful to the goddess All-Mother and continue living a primitive lifestyle in the lands surrounding the bunker became the Nora. The other humans, however, were seduced by the machines' promises of a life of ease, and turned to them. These humans are known as the Old Ones. At first, the machines kept their promise, building great cities for these dissenters, referred to as the 'Metal World'. However, they soon overtook the Old Ones, making them *their* servants. Eventually, the machines, led by their father, the Metal Devil, became jealous and tried to attack All-Mother. However, All-Mother defeated the Metal Devil, and punished the machines and Old Ones: the machines were turned into mindless beasts, and the cities of the Old Ones were leveled.

The tribe's reverence for motherhood is rooted in their faith in All-Mother. Conversely, they believe that the ruins of the Metal World, as well as the land beyond the Sacred Land, is corrupted and tainted. Additionally, the Nora believed the stars were sparks that rose from a fire lit by the Goddess to lead them through the night.

The Nora are very spiritual and practice a number of important rituals. These rituals often occur at certain intervals of a tribe member's life. Newborns undergo a naming ritual, where the Matriarchs bless the name of the child. Adolescent members of the tribe may undergo a ritual called 'The Proving'. Those who pass will be recognized as Braves; while the overall winners are granted a boon and they may ask for any kind of reward from the High Matriarchs.

#### **Government**

The Nora tribe is a matriarchal oligarchy, and the High Matriarchs are the official leaders of the tribe. They are responsible for carrying out the law and sentencing convicted members of the tribe, as well as leading the rituals and customs most important to the tribe. Lesser Matriarchs are less powerful than the High Matriarchs but have similar duties of counsel and teaching. Becoming a Matriarch is dependent on how many generations of living progeny a woman has; if an entire generation dies, she is demoted to a lesser status.

Elders, Healers, Braves, and hunters are all considered to be important members of the tribe as well, though most hold no political power. However, mothers with multiple living children are assumed to have the highest status in the tribe, especially those who have grandchildren and great-grandchildren.

#### **Tribal Law**

Breaking tribal law will cause the guilty party to be cast out from the tribe, either temporarily or permanently depending on the crime. While some regard this as a relatively humane punishment, others believe it can be too harsh. Such laws include theft, breaking of customs, and trespassing through ruins of the 'Metal World'. Murder and assault can also result in becoming an outcast for life. Outcasts are forbidden from entering settlements and interacting with tribe members, as well as interacting with other outcasts, although the latter rule is not strictly enforced. The customs of the Nora are very important, and while outcasts are forbidden from practicing them with the rest of the tribe, some outcasts willingly practice them themselves. Outcast children are however allowed to take part in the Proving when they come of age, and may gain entry back into the tribe if they complete the trial.

## **The Carja Tribe**

The Carja are arguably the largest, most developed, and most advanced tribe in the known world, the Carja have held dominance over their neighboring tribes for centuries.

### **History**

Like all known tribes, the Carja descend from the inhabitants of ELEUTHIA-9, although their long-established system of written language makes their history far easier to trace than that of the other tribes.

The Carja's origin legend suggests that they were one of the last groups to migrate from what the tribe now calls the 'Savage East'. According to scripture, the history of the Carja began with a man named Araman, who would later become the first Sun-King. Within a ruin, Araman discovered ancient documents (which he would call 'the Leaves of the Old Ones'), containing instructions on solar observation and worship. The Leaves also introduced Araman to the possibility of writing. However, Araman's discovery was met with hostility and violence by those he once considered tribesfolk, and he and his followers were driven from their homeland. The Carja were forced to migrate westward in a harsh journey as many families, including Araman's, perished on the wayside. Their journey ended when they discovered the Spire, which was unknown to them, one of MINERVA's transmission towers. Araman followed the shadow cast by the Spire to a mesa, which he declared as their new haven, naming it Meridian in reference to a passage from the Leaves. The proximity to the fertile Jewel, along with the relative safety atop the mesa, allowed the Carja to expand and develop more quickly than their neighboring tribes.

Under the reign of the 3rd Sun-King Sadahin, the Carja expanded their domain and established the present day Sundom. Through the next several generations of Sun-Kings, the Carja continued to expand their domain and growth all the way to Daybreak.

### **Society and Culture**

#### **Lifestyle**

Carja society revolves around the sun: it is not only the basis for their government and religion, but the catalyst for the tribe's creation. They view the Sun as their patron deity. The Sun, shadows, and the dualistic balance of the two is the basis for many of their expressions (Eg: "by the Sun," "may the Sun light their passing," "for every shadow, there's sunlight," etc). A common motif among location names in the Sundom is the Sun (eg: Sun-Steps, Meridian), times of day (eg: Daytower, Sunfall, Dawn's Sentinel) and light (eg: Brightmarket).

The Carja see themselves as separate from other tribes, generally looking down on outsiders (especially the Nora) as primitives. As a traditionally patriarchal society, women are excluded from the priesthood and military.

The Carja are among the more extravagant and artistic tribes, which is prevalent in both their architecture and attire. Common themes in their clothing, particularly among the elite, are hexagonal patterns, avian features, and a wide, bright color palette.

#### **Hierarchy and Government**

The Carja have a class system, with nobles, artisans, and commoners. The Carja are a semi-theocratic absolute monarchy, ruled by a single ruler known as the Sun-King. The Sun-King, whose lineage can be traced back to Araman, is believed to be the divine representative of the Sun, responsible for interpreting its will. As a result, the word of the Sun-King is considered irrefutable law. Below him are the Sun-Priests, followed by nobles, soldiers, artisans and traders, and finally the working class.

The Carja are also significantly known for their use of slave labor, many of whom are captured from other tribes, fueling the hostility towards the Carja by those outside of the Sundom.

#### **Gender and Family Structure**

Carja society is patrilineal and highly patriarchal, having traditionally excluded women from most of the tribes' positions of power. Women are in particular excluded from the priesthood and the military.

The father holds absolute authority in a Carja family, and marriages are usually arranged. A household may consist of the head's extended family, as well as servants' families if the patriarch is of sufficient status.

#### **Economy**

Agriculture and trade are the cornerstones of the Carja economy. The majority of Carja settlements are built within or on the edge of the Jewel and have crop fields that take advantage of the region's fertile soil. The staple crop appears to be corn, although a large variety of fruits and vegetables are available.

The Carja have an established trading and bartering system, more developed and ranged than many of their neighboring tribes. Specialty merchants can be found throughout Meridian, and most Carja merchants have a wide variety of products available for sale to both citizens of Meridian and visitors to the city.

#### **Religion and Customs**

The Carja worship the sun as a deity, whose light is the source of all life. The Carja view sun and shadow as two halves of nature: to deny one is to deny the other. They believe that the world of the Old Ones was destroyed by a demonic entity called the 'Buried Shadow' which will one day bring an end to their society. However, like the rise of dawn, society will rise again after the end of the Carja, part of a cycle of death and rebirth.

The religious body of the Carja are the Sun-Priests. While their duties are more secretive than not, it is evident that they serve closely with the Sun-King in acting out the sun's will. Entry into the priesthood is restricted to men.

#### **Machine Hunting**

While the Carja still hunt machines for parts, machine hunting appears to be largely geared towards protection and sport rather than sustenance. Hunting grounds are found throughout the Sundom, run by the Hunters Lodge in Meridian, a select group of professional hunters who are members of aristocratic Carja families. The Carja military will protect most settlements from aggressive machine attacks, although members of the Hunters Lodge will often take boons for matters that the military does not cover.

## **The Oseram Tribe**

The Oseram are a tribe known for their excellent metalworkers and craftsmen, and as such, their steel and powerful weaponry. They are more technologically advanced compared to the other known tribes.

### **History**

The Oseram are said to be the first tribe to delve into the ruins of the Old Ones, which are plentiful in their homeland.

Due to their loosely defined government, numerous Oseram traveled beyond the Claim for work and settlement: indeed, they can be found in the Sundom, the Sacred Lands, the Cut, and even as far as the Forbidden West. Additionally, Oseram work gangs were responsible for the construction of Meridian's elevators.

While they formed as result of a split from the original tribe that became the Nora, not much else is known about their history, due to both their secretive nature of their techniques, and their lack of written history.

### **Society and Culture**

#### **Lifestyle**

In many respects, Oseram culture is distinct from other tribes. They do not wear any form of face paint (although some have tattoos), are dismissive of spirituality, and are frequently found beyond their homeland.

#### **Political Structure**

The tribe as a whole is made up of independent villages maintained by family clans. These clans are loosely united into a larger nation-state, although the day-to-day lives of Oseram are governed by his or her clan's ealdormen.

Each clan elects a council of ealdormen to provide governance to the tribe, although this is typically done on a case-by-case basis. Oseram citizens with requests for marriage or policy proposals for the village will wait in line for hours each day for an opportunity to pose their question to the ealdormen. Settlements outside of the Claim appear to follow different governing structures.

#### **Craftsmanship and Material Culture**

The Oseram's greatest achievement is their practical craftsmanship, which many members can be heard boasting about. They are the only tribe to forge their own alloys, which they favor over raw machine parts. Forging and metalworking are one of the cornerstones of Oseram culture, with virtually every settlement centering around a forge. Their armors are highly resilient and their weapons are advanced and powerful despite their lack of ancient knowledge, with a particularly notable example being the Oseram Cannon. Other apparatuses, like Sonic Devices, safe doors, and primitive voice recorders are proof of their technological aptitude, which so far can only be surpassed by those bearing knowledge of the Old Ones. According to hearsay, Oseram use all the parts from machines and consider it wasteful to do otherwise.

Oseram structures are sturdy in design, comprised of stone and reinforced with lumber and metal. Most of their smaller buildings tend to be circular or cylindrical in shape.

As evidenced by many Oseram, they are culturally heavy drinkers.

#### **Beliefs**

The Oseram believe that the world functions as a large and intricately crafted mechanism, and all the forces of nature are accounted for by this mechanism. They believe that the Old Ones were once the caretakers of this 'world-machine', and their civilization fell due to their failure to maintain it.

Aside from this myth, the Oseram are largely irreligious, and scorn the idea of religious bodies. They are generally critical of tribal religions, especially when they interfere with common sense.

#### **Values**

The Oseram value independence and freedom of expression above all else, with arguments being a vital part of Oseram culture. Similarly, honesty is a key virtue, and violations are punishable by death.

Oseram society is highly patriarchal, even more so than the patriarchy of the Sundom, with women often being treated like property. Women who wish to become soldiers must shave their heads. Married women will have 'Wife' as their title's suffix (ex: Alewife, Forgewife, Bladewife). According to Oseram cultural views, this results in strong families, or treacherous bandits. It is also believed to be Oseram culture for women to wear their hair short.

## The Banuk Tribe

The Banuk are a nomadic people, native to the mountains to the far north of the Sacred Lands, an area known as Ban-Ur. Made up of fearless hunters and mysterious shamans, they are constantly trying to prove their worth against increasingly stacked odds and favor this over engaging with other tribes.

### **History**

The tribe attributes its formation, name, and way of life to a woman named Banukai. According to Banuk legend, Banukai and her people came to the frozen lands that would become Ban-Ur in an attempt to escape the 'Ravenous Tribe', brutal cannibals who chased Banukai's kin no matter where they fled. By filling herself with the 'Blue Light', Banukai gained the strength and the aid of machines to wipe out the Ravenous Tribe, at the cost of her own life.

Like the Nora, Banuk record their history in oral tradition. This, combined with the fragmented nature of their society, makes their history difficult to track. However, they have run hunting grounds for decades, with some arguing that the Carja stole the idea from the Banuk.

### **Society and Culture**

#### **Lifestyle**

The Banuk are a nomadic tribe and their simple shelters are similar to tipis, made of long wooden poles and covered with painted canvas. Banuk settlements include little more than tents and fire pits.

The Banuk's simplistic lifestyle is not due to lack of intellectual capacity. Banuk Shamans especially display an understanding of mathematics, specifically geometry. Additionally, Banuk are known design and construct powered, relatively advanced machinery. The Banuk have been observed using an automated powered ice auger to cut fishing holes in frozen lakes in the region of Banuk lands known as the Cut. The physical appearance of the device strongly suggests that it was constructed from scavenged machine parts rather than having been simply found. Certainly it is more advanced than any technology that any other known tribe has been seen to use, including the Oseram. However, because of their belief that any hardship as a challenge of one's ability, they prefer to improve the ways they know instead of devising new ones.

Banuk have also displayed an aptitude in weapons design and tinkering, something which they seem to guard jealously, except to those they deem worthy. Banuk Shamans also know how to improve their spear functionality using launch rails from deactivated drones of the Old Ones.

Tribespeople live in small, mobile groups of hunters called weraks. Each is led by a dominant chieftain along with the counsel of a shaman. Chieftains may be challenged for control of their werak, initiated by throwing one's spear at the chieftain's feet. Such challenges involve a head-to-head competition in which the chieftain and the challenger race to kill specified machines, marking their completion by launching a balloon. As an added level of difficulty, the challenger must launch every balloon first or be eliminated. Placement in a werak is earned through completion of a trial which must be faced alone. Passage of this trial grants one a place in the werak. While rare, outlanders are also allowed to take part in such challenges.

Despite living in groups, the Banuk are highly individualistic and value independence. Each member of a werak must prove that they possess the will to survive alone.

#### **Culture**

What the Banuk value above all else is to prevail against any challenge, and to accept any challenge that awaits. Most would rather die than refuse a challenge for being too difficult. A Banuk's ranking is defined almost entirely by their ability and accomplishments. Simply put, Banuk culture respects skill and nothing else. As such, Banuk society is largely meritocratic, making them the only tribe aside from the Tenakth free of gender roles.

The Banuk are notable for their use of colorful dyes, which they harvest from geothermal pools or rock formations. They use these pigments for dyeing their clothing and objects, and for painting. The dyeing of their clothing also serves a practical purpose, as it helps the Banuk differentiate fellow hunters from their prey. Their geometric designs can be observed on the canvas used for shelter, and on mountainsides. The designs appear to have a spiritual purpose, for either protection, calling to machine spirits, or other meanings. The paintings in Ban-Ur have existed for generations, being continually repainted; to edit or paint over them is considered sacrilege.

Banuk society is led by shamans who often participate in 'machine hunts' and claim to be able to sense the presence of nearby machines. These shamans wear elaborate headdresses and have machine cables sewn directly into their skin. Shamans are typically responsible for stripping parts from machines brought down by hunters, thanking the machine spirits before doing so. The most renowned shamans form a group known as the Conclave, which meets yearly in a sacred location known as Malmstrom.

The tribe has general knowledge of the glyphs left by the Old Ones, but they prefer to record history in song. Their oral tradition includes a large volume of hunting tales.

#### **Religion**

The Banuk faith revolves around the 'Blue Light', the light seen in machines' eyes. They believe that the Blue Light is the essence of life and harmony. The Blue Light animates the machines, its chosen vessels, but struggles to survive in the impure hearts of humans. Shamans will thread blue machine cables through their skin in hopes of better containing the Blue Light in their bodies. While the Banuk hunt machines like all tribes, they do so with reverence: it is customary for Shamans to thank machine spirits before harvesting the bodies.

## **The Utaru Tribe**

The Utaru are an agrarian tribe hailing from Plainsong, which is a land of rich and fertile plains, is located within the Forbidden West.

### **History**

The first Utaru settled upon the ruins of the Western Grand Array, which they named Plainsong. The surrounding land was tended to a collection of seven Plowhorns (whom the Utaru would dub 'land-gods'), keeping it remarkably fertile. As a result, the Utaru flourished as an agrarian people, sustained within the abundance and safety of the land.

While the Utaru were plundered for some time by the neighboring Tenakth, they were able to obtain peace by appeasing the Tenakth with a portion of their harvest. Over time, this exchange developed into an exchange of people, with the Utaru exchanging youth to fight in the Tenakth Clan Wars and the Tenakth sending Veterans to teach the Utaru how to fight.

### **Society and Culture**

Utaru culture is centered around two pillars: plant life (agriculture in particular), and song.

The Utaru have a long history of agriculture, which has been largely sustained by Plowhorns that tend to the land: for this reason, the eight Plowhorns which maintain Plainsong are revered by the Utaru as land-gods. Farming has historically provided the majority of the Utaru's material needs: food, clothing, tools, and even architecture come largely from plant material. Much of their knowledge of metallurgy comes from the Tenakth, and stonework is virtually absent among the tribe. The Utaru are primarily vegetarian, although some reluctantly supplement their diet with meat in the event of necessity.

The Utaru are a largely peaceful people, rarely employing violence beyond necessary self-defense, although they will fiercely defend their home if necessary. Unfortunately, this has led to passivity from Utaru leadership, leaving them particularly afflicted by tumultuous events throughout the years.

#### **Worldview**

The Utaru worldview is centered around the cycle of life, particularly the growth and death of plants, acknowledging that all life comes to an end and that through death they will sustain new life. In their youth, Utaru select a pouch of seeds to carry with them throughout their life. Upon their death, these seeds are planted, ensuring they will live on through the new growth and remain one with the rhythm of the world.

Due to this connection with nature, most Utaru believe in remaining tied to their home, and it is standard for their seeds to be buried within their homeland. Save for those whose seeds cannot be recovered, the exception to this rule appears to be criminals, whose seeds are banned from being planted in their home: instead, their pouches are typically sent down a river to take root in new lands.

#### **Government**

The Utaru are governed by 'the Chorus', a loose oligarchy that controls the tribe's hunters and may occasionally permit exceptions to customs. Discourse is done publicly for all to see, and Utaru may sing during particularly long debates in an effort to soothe the Chorus's discord.

## **The Tenakth Tribe**

The Tenakth are the westernmost tribe on the North American continent, inhabiting and controlling the Clan Lands located within the Forbidden West. A tribe divided into three clans, the Tenakth have spent much of their history warring amongst themselves and are mostly viewed by the other tribes as bloodthirsty and aggressive.

### **History**

Like most known tribes, the Tenakth descended from the inhabitants of ELEUTHIA-9. Their foundation began with the Memorial Grove, the ruins of the Mojave Battlefield Memorial Museum. Even in the early days of the Tenakth, the holographic displays of the museum were glitched and incomplete. But it was from these displays, which the Tenakth deemed 'Visions', that they learned of JTF-10, whom they dubbed 'the Ten' and formed a sense of honor and duty based on their interpretations.

The Tenakth divided into three clans: Desert, Sky, and Lowland, all of whom whom became embroiled in generations of war for control of the Clan Lands and the Grove held sacred to all of them. Beyond this and their foundation, only one event is known of their history: the tribe once attacked the Sundom during the reign of the 9th Sun-King Ranan, who personally led his armies against them. The Carja were successful in defeating the Tenakth horde, although the Tenakth managed to horribly and permanently disfigure Ranan.

### **Culture and Society**

While the tribe is divided into three distinct clans, the Tenakth share a strong warrior-culture, and with it many shared values.

Much of Tenakth culture derives from their capital, the Memorial Grove and its holographic exhibits, dubbed as 'Visions' by the Tenakth. It is from these Visions that they have picked up certain Old World gestures that they may not fully understand – like using a military salute to say hello. Their Old World inspired military history has influenced the names of positions in the tribe, such as the warriors being known as soldiers and the healers being known as medics.

All Tenakth are trained as warriors, joining squads within their clans that double as extended family units: the squad will take care of raising their squad mates' children should they die in battle. Such a fate is common, as the harsh lands and near-perpetual war make it rare for Tenakth to live past the age of thirty. All Tenakth squads are named after animals (e.g. Eagle Squad, Scorpion Squad).

Tenakth are frequently aggressive and hot-blooded, although this is curtailed by fierce loyalty and codes of honor. The Tenakth are strongly meritocratic, with one's standing in society depending on their strength and prowess as a warrior. Because of this, it is possible for outlanders to earn their way into the tribe should they survive a trail by combat, although such an initiation is quite rare. As a consequence of this mentality, crippling injuries are seen as a disgrace. Soldiers unable to fight altogether are put to death in a fight against a machine, a fate seen by most Tenakth as an honorable end.

The Tenakth are feared and villified, although this is a possible outsider exaggeration, for drinking the blood of fallen enemies in order to honor their martial deeds. Orphans from conquered settlements are taken in by the conquering clan and raised as their own as an act of mercy.

The Tenakth have no method of writing, and as such have little in the way of actual recorded history and happenings.

#### **Government**

Each of the clans are led by a Commander. An aspirant wishing to replace the commander can do so through victory in a challenge, with the loser paying with their life. Elders named Chaplains serve as advisors to the commander and the clan as a whole, their age and experience providing necessary insight to balance the clan's hotblooded youth and to study the Visions.

#### **Religion**

Tenakth mythology revolves around the military unit JTF-10, hailed by the Tenakth as simply 'the Ten' and immortalised in the Visions of the Grove. In the eyes of the Tenakth, the Ten were paragons of strength, honor and bravery, and the example they set is one that all Tenakth strive to emulate. Among the lore of the Ten is the 'Wings of the Ten', the winged machines from which the Ten leapt into battle. Imitating this act is considered the ultimate act of military prowess.

The Tenakth acknowledge their understanding of the Ten is incomplete, of which the slow but steady faltering of the Visions is a grim reminder. Elders called Chaplains are entrusted with interpreting the Visions to the best of their ability and passing down their teachings to the next generations.

#### **Material Culture**

The Visions are a clear inspiration for Tenakth material culture and art style. The static glitching manifests as characteristic jagged triangular patterns, and each Clan bases their regional colors on those found in the Vision that inspired their formation. The Tenakth employ these vivid colors on their settlements, weapons, trail markers and their own bodies. Tenakth will tattoo themselves to mark their accomplishments made throughout their life and adorn their faces with pigments.

### **The Sky Clan**

The Sky Clan is one of the three clans of the Tenakth tribe. They inhabit the Sheerside Mountains, a mountain range in the northwest of the Clan Lands.

#### **History**

The Sky Clan drew inspiration from the Gold Mountain Vision in the Memorial Grove, a hologram describing warriors who could 'outlast any climb' and 'defend the mountain'. The Sky Clan's capital, the Bulwark, has withstood numerous assaults throughout the years.

#### **Society and Cuture**

The Sky Clan prides themselves on their defensive capabilities, utilizing the mountainous terrain of their home to their advantage: their settlements are frequently built in the shelter of cliffs and mountain tops, most of them within the Bonewhite Tear, providing them precise control of entry and egress.

The outfits, face paints, and settlement decor of the clan have all drawn inspiration from the glitched hologram that has inspired their lifestyle. Unique among the Sky Clan is a penchant for stonework, which lavishly adorns their settlements and trail heads.

### **The Desert Clan**

The easternmost of the three Tenakth clans, the Desert Clan occupy the desert and wastelands in the northeastern region of the Clan Lands. While historically the entire region has been dry and inhospitable, the degradation of the terraforming system has led to increased rainfall in recent years within the northern areas.

#### **History**

The Desert Clan was formed from the Tenakth inspired by the Nevada Ambush hologram from the Memorial Grove. They, along with the other two clans, have spent years locked in brutal combat, although specifics of their role in the conflict remain unclear to outsiders.

#### **Society and Culture**

The Desert Clan are notoriously hot-blooded and aggressive, even compared to other Tenakth. They build their settlements top of ancient ruins, which are generally the only structurally sound areas in the region.

The Desert Clan's sole source of drinkable water comes from a well they call 'the Wound in the Sand', located within their capital of Scalding Spear. This forms a barter system, with the other villages in the clan trading resources, such as machine parts, food or pigment, for the life-giving water they cannot otherwise obtain.

### **The Lowland Clan**

The Lowland Clan is one of the three clans of the Tenakth tribe. They are the westernmost of the three Tenakth clans, inhabiting the forests and jungles south and west of the Sky Clan's territory. Their territory extends to the western coast, beyond which are powerful currents preventing access to the Isle of Spires.

#### **History**

The Lowland Clan have grown through the inspiration of the Colombia Drop Vision in the Memorial Grove. The name of their territory, the Raintrace, appears to derive from the distorted hologram's glitched pronunciation of 'rainforest'. The hologram describes soldiers who are 'at home in the jungle'.

#### **Society and Culture**

The Lowland Clan are masters of their jungle home, specializing in tricks, traps, and stealth. They will even blend into the jungle to let lurking machines thin out their enemies.

Of the three clans, the Lowland Clan is noted as the most loyal to their commander, standing behind their every word without question.

A site of particular reverence for the Lowland Clan is the Valley of the Fallen, a cove that rests in the southeast of their territory. A traditional test of endurance for Lowlanders is to survive in the valley for a total of ten days and nights.