High Plains Tribes

The Orks of the High Plains are a varied lot and it is difficult, and dangerous, to make generalizations. What can be said is that they are all migratory, following herds of Buffalo across Nemahay. The backbone of each tribe stayed out in the world during the Scourge and that hardship has made for equally tough Namegivers. The prowess of the tribes should be feared and respected. It is inadvisable to approach a pack of these Orks unless you have specific business, and even then make sure you properly identify the tribe before approaching.

In reality there are dozens, if not hundreds of tribes that dot the plains, this text will only concern itself with the largest tribes that you might encounter. In all there are eight that we wish to discuss:


A tribe of glory seekers. They have done great things for Nemahay and slain mighty foes. They attack a target just because it seems a challenge. They attack caravans, they threaten cities. Many of the most famed and feared of the High Plains are from this group. Generally speaking they are not a threat to an individual traveler. If they were to kill you, nobody could spread their tale.
While small groups of Ashiwi could be found anywhere in Nemahay, the bulk of their tribesman roam central Nemahay, enforcing their will between the Deep River and the West Braid.

The Hitaneo people have always treated the residents of Vasheen fairly. The make their lives on the coast of the Far Ocean north of the Dwarven hold. Any caught committing crimes within their territory will meet with harsh justice. Thievery (including wasteful hunting) is punished with the loss of fingers or whole hands depending on the severity. Crimes of a violent or sexual nature feature far more gruesome punishments. While their methods may be savage, they have a code and they lay it out clearly. More than can be said for their more bloodthirsty brethren.

The Keresan are the most enigmatic of the tribes that we will outline here. Their position far to the southeast of Nemahay prevents them from dealing with civilized people frequently, but stories of when these groups meet are not uncommon. The Keresan are said to greet strangers with open arms. Feeding them and treating their illnesses while asking for nothing in return. Soon, however, the tribe shows their true colors and challenges their new guests to a variety of physically and mentally grueling tasks. Those judged wanting have been robbed, beaten, and even left to starve to death in macabre gibbets.

The Naizhan believe strongly in Blood Magic. Their Legends claim that it kept them safe throughout the trying times of the Age of Isolation. If they approach you they will demand that you swear to a Blood Oath before the interaction continue. Should you refuse, or not understand the tribes tongue, you will likely find yourself killed on the spot. if you are a Blood Betrayer you should run the moment you see their unique Pebbled Steeds. For this tribe will not rest until you are hunted down and destroyed.
This group mostly makes its home Northwest of the Knot, but it has recently been spotted east of the East Braid as well.

This tribe is perhaps the most civilized of the nomadic groups. They are led by a shrewd ork who sees that the tribe always has what it needs. If food is running low, it will be taken from those who have it. If bandits are posing a threat, they will be removed. If city-forged equipment is lacking, they will approach caravans. They generally trade fairly when they can, but if that option dries up, they do not take ‘no’ for an answer.

The Quechan are an isolationist tribe. The tribe travels near and far and are known for creating absolutely beautiful maps even with their limited supplies. They destroy bandits and exterminate Horrors that are unlucky enough to cross their path. While they are seen nominally as a force for good, Namegivers encountering this tribe should not assume their future is safe. The group seems to treasure privacy above all things and, if you saw something you were not supposed to, you could easily lose a tongue or an eye.
For the past few years the Quechan have been roaming in the North of Nemahay. They roam within the shadows of the Wyrm Peaks and rarely venture beyond the Deep River.

The Oodham are, perhaps, the most fearsome group of Namegivers one could chance to meet on the road. A terrible tragedy befell them during the Age of Isolation and the tribe no longer mantains any herds, instead surviving off of the backs of others. Cannibals and savages, this group will stalk its Namegiver prey day and night relentlessly for weeks before descending upon them and ripping the group apart.
In the early years of this Age, the Oodham made the coasts around Vasheen their home, they have since been dealt with and pushed back by the City’s well trained and equipped military. Their territory is bordered by the Deep River and Shipshatter to the east, and they rarely tread so far as the fields of Vasheen to the west.

The Yavapai scratch out a hard life between the Desiccated Plains and the West Braid. Their hard life, however, does not forgive the heinous actions they have taken against any Namegivers who stumble into their land. The group is said to run false flag operations (frequently imitating smaller local tribes). Once they have approached their targets, they slaughter arbitrarily. They burn villages to the ground because it amuses them. Rumors abound that the children survive these attacks and are taken away and sacrificed to the Horror that must lead them. Sadly, I’m not sure that there is anything other worldly about the villainy displayed by the Yavapai.

High Plains Tribes

Nemahay: The Ravaged Land pman2053 pman2053