The Gunrunner
Posts : 4 Join date : 2015-02-01
| Subject: Unik-ka Okiri (WIP. Nearly finished.) Mon Jun 08, 2015 9:49 pm | |
| Unik-ka Okiri (Wind-born brothers) The Unik-ka Okiri are those whom descend from the old Iraillas tribe which existed during the Sundermarch's control of the majority of Mandoria's territory. Once, they were a proud group of skill and number enough to harass the barbarian kingdom, becoming a name that lay on every trembling lip. However, those days are long gone. Unik-ka Okiri (or simply "Okiri") are known for their skill on horseback. They became, and remain, a terror solely thanks to their ability to rush around the battlefield while sending a hailing of arrows upon their opponents, and eventually closing in with swords. Mandorian conformist citizens - Spoiler:
Formerly of the Jahamak clan, its people are the most successful, while sometimes remaining just as miserable. Twenty years ago Ikrohi (The fifth leader of the Jahamak line) surrendered himself, and his people, to Mandoria so he may beg forgiveness for the past. They accepted, but at a price: The 'Jamas' must be split apart and scattered throughout various villages, they must give up their barbaric ceremonies, they must give up their native tongue, they must renounce their old gods, they must give up their military practices, and they must renounce both Unik-ka and Jahamak for being nothing more than bloodened peasants. Despite the agreement, some parts of their culture remain and have been overlooked: Those in the 25th light cavalry brigade have been recognized and allowed to tie parts of their horse's mane to their hair (a ceremony symbolizing the binding of the rider to his or her horse,) they've recently (within six years) been allowed to give themselves and their offspring Unik names, and they're allowed to have a maximum of ten, per village, to train with saddle, bow, and sword (decided after the 25th was noted for its performance. They have not been given permission to have their infant choose its path.) For many, however, this is still not enough. When no one can hear, they still call themselves Unik-ka Okiri, they speak their native tongue, they whisper prayers to their old gods, they give their offerings to their first king and his three sons, and they tell his stories. Rules against their culture are swiftly becoming more and more lenient, as a tactic for better relations. Though the majority still feel anger towards the kingdom, it's at a level that is considered tolerable or otherwise non-volatile. While the elders continue to remember the old times, the younger ones find it easier to accept the new culture. Ikrohi was allowed to be an elder to the members in a large village to the south east, hoping for a great leap in relations. In three years, nearly one hundred Jahamaki organized a pilgrimage to the village. They were forcefully dispersed, and a petty riot was enacted between the unarmed peasants and guards. Since then, gatherings of a similar nature are strictly discouraged and Jahamak was moved deeper into the nation to be quietly detained. He has long since died in prison. In conclusion: Feelings towards the empire are mixed.
25th Light Cavalry Brigade 'From the gust' - Spoiler:
A curious success. The Gust archers act as a rapid-response to events of high tension, potential rebellions, high banditry, and other national issues. Their most notable achievements are linked to their role as a counter-force to the Yuril and Wahah clan. Their ranks are largely made up of the young from the Mandorian conformist citizens. Occasionally, deserters of the Wahah and Yuril clans are allowed inside, but find the attitude towards them unwelcoming when concerning their non-Okiri officers. Mandorian cavaliers (without Unik-ka Okiri ties) also find themselves alienated, but by the conformists. The unit is very close-knit, and outsiders are very rarely introduced. As the efforts of the group are noticed, they and their community have been rewarded with legalized portions of their culture; the regaining of their old blades, the ritual of binding, their method of holy offerings (so long as they are to Mandorian gods,) and others are all examples of these rewards. This has significantly boosted morale, but often stirs controversy when discussed. Outsiders whom have served describe the group as a "Barbaric cult," or an otherwise "Disturbing gathering." Though this may be true, they remain in service because of their admirable performance; in the first six years of their installation the number of bandit groups have fallen greatly. Serious levels of banditry are quickly responded to and the culprits rarely escape. Concerning their battle against the Wahasi and Yurils, the opinions are mixed. For some, they are nothing more than bandits which are willing to kill their own, but many others still view them as their brothers.
Yuril and Wahah clan - Spoiler:
The Yurils and Wahasi will be dead one day. That much is clear, but that is no reason to think lightly of them. They have the skill of the 25th, their ferocity, and more: Desperation. Though they have the skill, however, they do not have the resources. Food is often an issue. Though they may hunt, they are required to constantly be on the move to avoid being caught by a large Mandorian force. Because of this, they often have limited time to gather what resources they need and therefore rely on village and caravan raids. The requirement for constant fighting often exhausts their warriors, and further degrades their situation as they become a more and more prioritized issue of the kingdom. The Mandorian 25th Light Cavalry Brigade has managed to create further difficulties. They can quickly respond to their implied paths. Many battles have been fought against these 'traitors,' and the two clans have learned that they are very costly. 'From the gust' are well armoured (within the limits of light armours.) This often leads to battles where the raiders must charge in for sword combat to take advantage of superior numbers, only to have their own strategy of "offensive withdrawal" used against them. If they do manage to close in, the 25th's better organization and discipline wins the day (if not a bloody draw.) Now the clans do what is possible to avoid this unit. Desertion and death are not rarely heard of these days.
Culture - Spoiler:
A collection of rituals, ceremonies, etc. Progression of age ================================================================= When a child is born, he or she shall be placed on the floor and inspected. If the child is healthy, it shall be surrounded by the weapons, clothing, and saddle of the ancestors (likely belonging to the father or mother.) Then the baby will have a sword and shield placed on opposite sides. If it chooses the shield, then they will serve Ogidrem to teach the children, cook, and act as craftsmen or craftswomen. If it chooses the shield, then they will serve Nechrea through hunting and warfare. Only those of the sword had a chance to rule before Unik-ka's sons, but all learn to ride and use a bow. The rite of adulthood depends on proving that one is as worthy as those whom have already succeeded in the ritual. There is no limit before one can attempt the rite, but there is a point where one cannot be challenged. Active warriors can be challenged by those of the sword or shield, but the crafters can only be chosen by those of the shield. There is no punishment for failure, but there is often a lingering embarrasment after the failed endeavour. Rite of the sword: - Quote :
- Way of the tracker - Using all accumulated knowledge, a warrior is chosen to ride into the forests for half of one day and do what he can to cover his path. Then, the child must find the challenged before the day ends. If the child fails, then he must be found before they can return.
Way of the bow - One of the two more simpler tasks, the child and warrior are given difficult targets and compete to hit the center. During their shots, there is no ban on the two coming to blows to impede the other and heavy weights are tied to the elbows.
Way of the sword - The child and warrior are both given an ornately (on occasion) carved wooden sabre. For neither is the craftsman or craftswoman to be of the same blood or a close friend of either (though mistakes have been made in the past.) The winner is decided by the first to have drawn blood from the other. Rite of the shield: - Quote :
- Way of survival - The child is taken deep into the woods and left there naked and with nothing but one iron dagger. They are expected to survive, on their own, for a time ranging from one to two weeks. After this time a rider will search the forest for the child. Obviously, there is no second chance.
Way of pain - Two belonging to the shield create a leather cuirass with a maximum amount of time of two days. When this time ends, the two are made to wear what has been made and a warrior will attempt to draw blood from each with a dulled saber. If the adult's armour breaks first, then the child has won. If the opposite happens, then the child has failed. The first attempt is usually a failure, and those whom take the path are known to have their fair share of scars.
Way of the mind: A challenge rarely even presented, the Way of the mind is to be given a seemingly impossible task and expected to solve the problem. The one giving the task must have a solution to give, and will need to present it to a village chief beforehand. Should the child succeed, he or she often receives a level of praise more abundant than what is experienced after completing the other challenges. However, should the child fail then another attempt is very rarely given. After one of these challenges is completed, the child earns the title of "Oiko," giving a status of being between the young and older. Until this Oiko succeeds in the final challenge, no adult privileges are earned. It is given a horse and a new challenger is chosen by the chief. Then they are to compete against each other to show either superior or similar riding skills. How this is done usually varies. After all this is completed, a boy may become a man and a girl may become a woman. They are rewarded with a horse of their choosing, and an extension of their hair is made with the horse's to represent a binding between the two. When an Okiri is too old or weak to continue fighting, they are either allowed to continue on as an old teacher (only optional to those of the sword,) or to die by one of two ways (depending on their path.) Of the sword: The old warrior's leg is tied to a post in the ground and armed with a wooden sword. Three are sent forward with a metal sword, but no armour. From then, the four fight against one another until the elder has died. Death of one of the three executors is frowned upon and viewed as murder. The body is taken to an area of flat land and burned, to be offered back to Nechrea Of the shield: The person is taken to a place of flat land and given a poisonous plant. Whether or not this plant is consumed is optional, but usually preferred. Death is not quick, but it is painless. Around the body will be his or her family, and they will deliver the corpse back to the tribe. It will then be soaked in water and later burned, to be given back to Ogidrem. ------------------------------------------------------------------------------------------------------------------------ Darothak Igno ================================================================= The ban on Darothak Igno has faded away during the fight against Mandoria. A killed enemy shall have his eyes mashed and teeth powdered before mixed with milk in a wooden cup. A gathering of the dead person's hair will be put beside whomever performs the ceremony. After drinking the mix, the option of consuming the hair is presented with the words "Nechrea ishk ag goram" (Nechrea watches us now.) The Okiri believe that this ceremony serves to trap the soul of the person within the one that consumed the body. Devouring the hair will make the trapping permanent and damn both to Ogidrem's lowest depths. There, they will travel in eternal darkness and solitude. Most do not consume the hair, but hatred for Mandorians is so strong that the rest of the ceremony has been performed by a quarter of Okiri population. ------------------------------------------------------------------------------------------------------------------------ WIP
Religion - Spoiler:
WIPNechrea "Ride, brothers. Ride! Nechrea rides with us!" Ogidrem "I will not judge you. Ogidrem will judge you."
History - Spoiler:
The origins of the Okiri (and Uniks) are argued to start during the Sundermarch's peak of power, as that is when they adopt the name and unify. However, if one wants to be precise, they begin before that war as a great many of seperate horseman tribes. Though they shared very similar cultures, each feuded with another due to aims of power, or because of historical commands. The result was a constant state of conflict which no one could see a coming end to. However, Bacharium managed to change that for the worse. As they begin their invasion to the south, the various tribes were given a rally. Under the encouragement of surrounding barbarian kingdoms, and fear of the coming threat, they allied together to join in the fight. Very early on in the war their warriors are integrated into the Sundermarch's military. Warriors of different tribes are organized together into units and put under another's command. The tribesmen are told this decision is only temporary. Throughout the war, they prove themselves to be an effective force and are noted for their effectiveness during quick hit-and-run tactics. They are often used to harass and flank enemy formations, and to burn villages and farmland behind their lines. During this time, they accumulate large quantities of wealth and were efficient enough to be promised their own sections of territory.
As is known, the Sundermarch expands deep into Bacharium's kingdom. They are large enough to call themselves a power, and their lesser allies now approach its king for what they were promised. In this time of accomplishment they agree. Many years pass and relations between these two groups have been degrading since; as these tribes are largely nomadic, numerous reports of light riders traveling far beyond their limits are noticed. More so, hostilities are seen to be building between some of the groups and minor villages, as well as cultural and religious tension caused by their many differences. When the Ihako is noted for being responsible for the destruction of one of these villages, the Sundermarch's people pressures them to act. The response is not enacted hesitantly; all the tribes are forced under Sundermarch law and their military practices are banned. The tribes are outraged, but unable to adequately retaliate. In another four years, their gods are declared "heretical," and their customs "abnormal." They are expected to bend to Sundermarch ways.
It has only been three months since these decisions have been made, and tensions are high enough that one can see open conflict on the horizon. The only thing holding it back, and this is no minor problem, is their seperation. The tribes are furious, but constantly repressed by soldiers. Covertly organizing an alliance seems impossible, but none are powerful enough to fight alone. And indeed this is all true, but their freedom was not impossible; the Irallias tribe has a new chief after the death of the man's father. This new man is known as Unik-ka, the "Wind-born." Nearly immediately into his reign he brings his people to arms, destroys the foreign soldiers, and sends horse-based convoys to his neighbours for the purpose of creating a sizeable force. The time was perfect for unification; more and more tribes allied with the Irallias, and maps of whom was and wasn't at war with the Sundermarch needed to be updated almost weekly in the span of one and a half months. In minimal time, the barbarian kingdom had an enemy from within their territory. Under the leadership of Unik-ka, the tribes sweep first across their land, and then travel throughout the territory on-masse. Even those behind castle walls come under attack, whether from ladders, stolen artillery, or simply by lack of food. The battling is long and hard, but in 26 years the horde creates 'danger zones' which, though unofficially, become their territory. Unik-ka is eulogized, and becomes seen as a form of king. It is not long before the tribes agree to merge into one, so long as a hierarchy recognizing their position is put in place. This new group comes under the name of 'Okiri,' "brother" in their language in honour of the agreement. Those tribes which are originally hesitant witness the eventual benefits of those whom agreed, and they soon merge as well. The Okiri will continue their fighting until the second war between the Sundermarch and the empire.
Mandor leads the long-due second wave into what will become southern Mandor. The Sundermarch is being sweeped off the map on one side by the Bacharium, and continues to feel ravaged further inwards by the raiding Okiri. Though Mandor could have won the war alone, there's no debate that the tribals made a contribution, no matter how small. Eventually, Bacharium reaches Okiri territory. Unik-ka quickly makes them a second enemy of his tribe. The reasoning for this is not known; some believe he saw them as a threat, and others theorize that it was a mistake that he made in his advancing age. Whatever the reason, this was already recognized as an unwise action; Though the Okiri could avoid most major battles, they suffered heavy casualties when caught, and there were no rewards to be earned which outweighed the incredible risk they were taking. Then, near the end of the war, Unik-ka and a large war party are caught by a Bacharium army doubling them in size. During the battle, the Okiri king is killed in the field. Mandor's forces continue their push deeper to the south. The tribe's lands turn chaotic; they are in the middle of a desperate war, their rally is gone, and the minor chiefs now argue over which of the king's sons (Jahamak, Wahah, and Yuril) should take his position. To avoid total seperation, the brothers agree to split the tribe into three clans which will remain blood-tied allies. This keeps peace, but not their home; they must move back as Mandor's soldiers continue to move. Before long, the brothers' peoples are pushed as far as what remains of the Sundermarch.
Ten years will pass. They remain in the mountains, sending scouts further north every five months with hopes of a chance to return. Meanwhile the brothers take on the new name of "Unik-ka Okiri" in honour of their father and continuing union. In time, they will get their chance. The Wahahsi rides with the Jahamaki with promises from their leaders to regain their homeland, and the Yurils are promised Mandor's head and the death of the newly formed empire. This conflict continues for years, the brothers' sons and their sons continuing until modern day. Mandoria prospers with advancing technologies, and the Uniks dwindle in numbers. The Jahamaki have accepted defeat and left the war only twenty years back (whom are now known as the "Mandorian conformist citizens,) but the other two continue. However, defeat is clear and both tribes shrink as their warriors die or desert the cause. The barbarian way of the Unik-ka Okiri is soon to be gone.
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