The World Of Khoras - Civilization - Nations

Proper Name The Secambru Tribes
Ruler None
Population 770,000 (estimate)
Population Density 10 people per square kilometer
(26 people per square mile)
Demographics Secambru 95%, Other 5% 
Adjectival/Demonym Secambru/Secambru
Languages Secambru 95%, Other 5%
Capital City None
National Colors No formal colors or standards.
Year Founded No formal founding.
Currency Trade and barter.
Natural Resources and Manufactured Goods Animal pelts, horses, bone carvings, wood carvings
Wealth Very Poor
Government Type Provincial (Tribal)
Government Stability Very Unstable
Allies None
Enemies Padashan Empire, Aswanar Wildlands
Technology Level Primitive
Primary Religion Ancestor worship/shamanism
Other Religions None
Climate Subtropical to temperate
Total Land Area 566,900 square kilometers
(218,900 square miles)
Arable Land 27%
Terrain Hills, grasslands, jungle

Description

Secambru is a wild region peopled by primitive tribes whose ways are considered barbaric and uncivilized based on the few tales brought back by ship captains from this land. The Secambru are a nomadic primitive race of giants that live as nomadic hunter/gatherers. They live close to nature, feeding off the land and following the herds that they hunt.

The Secambru are a powerful, muscular breed of giants. A typical secambru male stands about 11-13 feet tall and weighs close to 1,500 pounds. Their enormous strength makes them very dangerous in close combat. However, the secambru are dim witted and wield only stone age technology.

Geography

Secambru (as the area is typically called) boasts a variety of landscapes - from dry windy regions on the south coast, to vast grasslands in the central plains to rolling foothills in the north. As one increases elevation into the Rahjan mountains, there are mountian forests and alpine meadows. The north and east are bordered by the Uras River and the Darijun Jungle beyond it. The south coastline borders the Henari Sea. There is a site of giant-sized ruins on the south coast, the remains of Jaruska, the first and only secambru town. These crumbling stone remnants hint at the strength and glory of the secambru race ages ago.

Notable Fauna and Flora

Secambru is a large region that supports a wide spectrum of fauna and flora. Packs of wolves and brown bears hunt in the northern forested hills. Elk, mule deer and wild horses roam the interior grasslands, sometimes in great herds. The grasslands are also home to a species of large rabbit which often reach twenty pounds. Wild boars are common, but these tend to stick to the lowland forests. Wild goats are common in the high rocky hills to the north. River oxen and hippos can be found in the wetter regions in the east.

History

Centuries ago, the Kytohan Empire created a race of giants to obliterate the barbarian hordes of eastern Aggradar. This giant race were designed to be immensely powerful engines of destruction capable of tearing down the strongholds of barbarian chieftains, smash through walls and scale mountains. They wielded weapons the size of trees and rode the ocean in ships that dwarfed all other seagoing vessels. The secambru waged dozens of successful campaigns against the enemies of the Kytohan Empire. The secambru were treated brutally by the Kytohan military. There were slaves, property, and nothing more to the generals that commanded them.

When the Sundering rocked the world, the Kytohan Empire was devastated. Taking advantage of the military's weakened state, the secambru rose up against the masters in a slave uprising. A massive revolt began and in the weeks following the Sundering, the renegade secambru slew thousands of Kytohan citizens. This became known as the Giant Slayer War. Led by a charismatic leader named Kurnoth, the renegades stole a dozen of the huge giant sized war galleys and fled the Kytohan Empire, heading for deep sea.

During the trek, a great storm hit and two of the ships were lost. One sank and the other was thrown against the rocks and stranded. Months later the surviving ships landed in south eastern Qeshir.

The majority of the giants settled in the grasslands of the southwest where they had landed. The group burned the great ships that had carried them there and vowed never to return to the slavery and suffering they had endured in distant Aggradar. There, on the coast, they built a town which they named Jaruska which means "free home" in Kytai. Here, they built great stone halls, arched gates, high walls and even a few aquaducts. These constructions were a marvel to behold.

Despite their freedom, there were seeds of discord from the very beginning. Many believed that to live as they had before only prolonged their slavery. These giants believe that they should abandon metalworking, stonecraft and other practices that they had been forced to perform as slaves. For them, these were the tasks of slaves. They were now free and they wished to live free, free of the reminders of the past, free of the tasks that they had performed under the whip. A cultural shift quickly swept through the secambru. Many believed that they should embrace nature and live by hunting and gathering, living off what the land provided naturally.

Disagreement led to conflict and then open warfare. Those giants favoring a primitive existance greatly outnumbered those who wish to use their skills. Amidst much bloodshed, the group splintered into several subgroups. One group, who favored stone work and metal craft, traveled north into the Rahjan mountains where they could build in peace. They eventually became the Jarkune Giants of the north. A second group traveled east toward the great volcano known as Mount Durrodis. Their fate remains a mystery, but there are stories that say they were enslaved by a powerful wizard there. Most of the secambru, those who wished to embrace Nature, remained behind. They tore down the stone halls and high gates and left the town of Jaruska in ruins. They then ventured out into the grasslands to live close to Nature. Never again would they set foot on to the ruins of that town.

As slaves to the Kytohan Empire, reading and writing was forbidden them. As a result, almost no secambru giants can read and write. Only the shamans have maintained any form of written language. Hence, almost all history and knowledge is passed down orally. Stories of the "great ones", the first few generations of secambru, have been passed down. Such tales form the backbone of their oral tradition. The secambru worship the spirits of the "old ones". Those few shamans who do know how to read and write using a script based on ancient Kytai and use it to record stories, recipes, folk magic, rituals and so forth.

The secambru are a dying race. With each generation, they grow smaller and weaker as the magic that created them slowly decays. The first generation of secambru were 60 feet tall and god-like in strength and stature. Over the centuries, they have de-evolved. Most secambru alive today are 10th to 13th generation. Twelfth generation are the most common and they are 11-13 feet tall and 1,500 pounds. The intellect of these great giants is also lessened with each generation.

In a few hundred years, they will be the size of mortal men and, one day perhaps, will fade from the world. As they grow weaker, they have fallen to preying on each other. The central population of secambru has fragmented into hundreds of rival tribes over the centuries and much bloodshed and war flares up between these tribes. Much of the last 500 years has been marred by bloody tribal warfare. With each passing decade, their culture becomes more barbaric and primitive. There has been no development here in terms of culture, language or scientific development. On the contrary, they have reverted to a primitive stone age society.

Government

Secambru has no central government. The realm is home to many tribes each ruled by a barbarian chieftain. Government here only extends as far as a weapon's reach. The right to rule belongs to the strongest warrior. Typically, a chieftain will be at least one generation more "advanced" than those he rules. For instance, a typical secambru tribe will be mostly 11th and 12th generation giants. The chieftain that rules over them may be a 9th generation giant and rules because of his greater size, strength and intellect. He may have a number of subchieftains or lieutenants who are 10th generation. It is a clear hierarchy or pecking order based solely on strength. And here, strength is based on generation. This hierarchical structure is somewhat stable because the older "generations" are not only stronger, they also have longer life spans as well.

Legal System

Justice belongs to the strong. In any given tribe, brutality and raw physical power decide everything. Any dispute may result in a challenge and contest of strength or even duel to the death. In most cases, the strongest males get the most females and the spoils of war.

Because the generational hierarchy is absolute, it is almost a foregone conclusion that generational superiority decides everything. A 10th generation secambru always wins out over an 11th generation. In many cases, there will not even be a contest. A weaker generation will automatically give way to a greater generation.

Military

No formal military exists. Each tribe fights its own battles. Every man, woman and child may be called upon to fight during a tribal conflict. Whole tribes are sometimes wiped out. Because of their limited craft skills, secambru weapons and armor are very primitive. Weapons are fashioned from wood, stone, bone and antler. These are crude crushing weapons. The secambru have no bows, but they do use a variety of thrown weapons including spears, javelins, nets and simple rocks. The secambru do not employ any armor. They wear simple garments of animal hides - deer, wolf and bear.

Do not doubt the strength of the secambru though. Outlanders have come on occasion to raid and plunder. Despite having superior weapons and armor, the secambru are often able to defeat them through sheer strength. They can hurl rocks and spears tremendous distances with great accuracy. Their massive clubs can kill a man with one blow.

Economy

The concept of money is beyond the mental grasp of the secambru giants. Trade and barter is the limit of their understanding. Trade is thus limited by what the locals can make and how far they can travel with it. Having not developed agriculture, not even grain serves as a viable form of currency. Most trade and barter involves roots and berries, furs and pelts, twine, rope, bone, wood and simple crafted objects such as boots, belts, cloaks and so forth. Trade occurs at informal social gatherings whenever two or more tribes meet. Such gatherings involve singing, feasting and dancing around a great central bonfire.

Culture

The secambru are as primitive as can be. Due to their cultural taboos which have formed due to their history, they have abandoned all technology. All craft skills are taboo. Metal working, stone craft, pottery, agriculture, ship building, mining and harvesting of trees for lumber have all been abandoned. Writing, literature and mathematics are virtually unknown to them (a few of the shaman do read and write their own ancient derivative form of Kytai, which garners great respect from their people). The secambru are simply hunter/gatherers living off the land. If it can not be gathered in the forest or taken from a slain animal, then the secambru do not have it.

There are a number of caves that are used regularly by the tribes. As the tribes move from region to region following the herds, they move from cave to cave. When between caves, the tribes use primitive shelters made from branches and animal pelts.

They have abandoned the use of the bow. They are limited to animal pelts for armor. Their weapons are typically knives made from antlers, stone head clubs and bone-tipped wooden spears. Their craft skills are limited to bone carvings, wood carvings, sewing with crude twine and beadwork.

Along the south coast is the ruins of the ancient town of Jaruska. Little is left. Crumbling walls and broken towers are all that stand, now choked with vegetation. The secambru consider this place tainted ground and it is forbidden to venture therein. The ruins remind them too much of their past.

Magic

Magic is exceptionally rare among the secambru. Earlier generations tend to have more skill than later generations. Those who do have some talent these days are usually ninth or tenth generation and they become tribal shamans practicing a very crude form of magic which involves alchemy, simple curative spells and magic which makes use of natural elements. Secambru shamans can brew potions and magical salves. They use a corrupted derivative form of Kytai as their script for the secambru langauge. This they use to record their recipes and rituals on scrolls. Their ability to read and write "words that stay" gives them great respect amongst the secambru people. Some secambru shamans have been known to enchant polished stones but that seems to be their limit for enchanted items.

The Generations of the Secambru Giants

The concept of "generation" is very important in this land. Every secambru giant knows what generation he or she is. Family lineage is, thus, very important. Most adult secambru today are 11th or 12th generation depending on their age. Some young are 13th generation. Most chieftains, shamans and subleaders are 10th or 9th generation.

Gen Population Description
1-5 None. All first through fifth generation secambru are believed to be dead.
6 One rumored. There are rumors of a 6th generation secambru alive in the Darijun Jungle. A shaman and sorcerer by the name of Nahjdar the Old. If he is sixth generation, then he is indeed very, very old.
7 Unknown. Less than a ten, most likely. There are very few 7th generation secambru left and they are all old. One is a hermit named Cragroth who lives in a stone keep in the foothills of the Rahjan Mountains. Another is a hunter named Vorosar who travels and hunts alone. He claims to be 7th generation. And a third is Harkon, the chieftain of the great Firestone Tribe. There may be others. For unknown reasons, 7th generation (and earlier) tend to be loners.
8 A few hundred. There are a few chieftains of the largest tribes who are 8th gen. Also, there are some shamans and great warrior/hunters of this generation.
9 Thousands Most chieftains and shamans are ninth generation.
10 Tens of Thousands The tenth generation of secambru include chieftains of smaller tribes, sub chieftains, bandit leaders, great warriors, shamans and many others.
11-13 Hundreds of thousands Most common secambru alive today are 11th or 12th generation. Many of the young children are 13th generation.

Towns and Villages

The secambru are completely nomadic. As such, they build no permanent structures. They have no towns, villages or permanent settlements of any kind. They do have camp locations that are often reused from season to season.

This website was last updated April 1, 2017 . Copyright 1990-2017 David M. Roomes.

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