@Brithwyr Sort of, although not like a beehive, it sort of depends. Traditional Grogar Families make up the Matriarch, her mini-harem of mates, and then of course, the children. Although in more recent times, it's just one male and female pairing and children.
Each of the Clans of Tarkima are ruled by their respective Chieftains and their inner circle of lieutenants, the Chieftain's rule is absolute, their word and blade law. If the current-sitting Chieftain were to meet an unfortunate fate, the selection process of succession often is done so in two ways. If the Chieftain was slain in a duel of honor against his opponent, the challenger would then by right, become the new ruling chieftain. If the Chieftain was to die of natural causes, or slain in battle, the new ruling chieftain would then be decided in a grand fighting tournament, the best warriors of the Clan would gather to battle in fierce arena combat for the right to rule the Clan.
Geography
The Lands of Tarkima while varied, they are rugged and harsh, ranging from cool, breezy plains and forests in the far north, green highlands, plains and rolling hills making up the central regions, the volcanic ashlands of Rothgul to the east, and the snow-covered, frigid mountainous regions that stretch across the southern border. These Mountains have been referred to by the Tarkimans as Jotanu's Gate, Followers of the Earth Primordial Lord revere it as his supposed magnum opus and those who lack respect for the mountains or are ill prepared will no doubt perish in the Gate's perilous jagged labyrinth. Jotanu's Gate has a quite obvious strategic purpose as well, forming a natural border wall between Tarkima and the rest of the Continent.
Culture
The many peoples of Tarkima are one of battle, honor, family, and for the select, pure savagery. Strength and skill above all else is highly valued to the People of Tarkima, with only the strongest of them all being able to lead the Clans or die. Religion in Tarkima centers around the worship of the mythical Primordials as Gods, several Primordial Lords and their Offspring once reigning over these savage lands. There also exists growing order that reveres the long dead Prophetess as a Divine Messenger of the Gods, a sentiment not too well shared to wider Tarkiman Society. When the Primordials had vanished from the face of Askor, it was said that the Gods had ascended into a higher plane of existence, out of the reach of their followers, the reason told by the many clergies that the Gods themselves saw fit to craft a new paradise for the devout, a life after death, a realm beyond the mortal world.
Mages are quite a uncommon sight in Tarkima, those found are declared Blessed, their bloodline tracing back to the Primodrial Lords. Mages found will find themselves in high positions in Tarkiman Society, either as members of the respective Priesthoods of the Gods, as specialized warriors in the warband, as close Advisors to the Chieftains, some Mages even become Chieftains themselves.
Crime is wide spread like in any other region, how it is handled in Tarkima is rather unorthodox. In determining one's innocence or guilt, the Tarkiman Clans will have the accused go through the Judgment, Trial by combat. The Accused will be made to fight the fiercest beasts or warriors that Tarkima has to offer, if they survive, their innocence is guaranteed if not, well they've met their brutal end. The Land of Tarkima is ruled by hundreds of Clans, but in actuality, the land is ruled by the three greatest of Clans, Ardir, Fervari and Brakor.
Grogar Males
Grogar Female
Military
With the exception of Ardir, the armies of the Tarkiman Clans are a rather disorganized rabble compared to the ordered and structured armies of more civilized kingdoms, the rank beyond Chieftain being meaningless. Tarkiman warriors of any race typically are organized into Warbands, said Warbands vastly differ depending on function, a Warband making up up a dozen or so warriors, to hundreds to thousands of warriors. Leaders of these Warbands are often hand-picked by the Chieftain himself or members of his Inner Circle.
Warbands of the Three Great Clans quite differ from one another, each Clan adopting their own style and tactics. The Fervari for one, are by far the most militaristic and Industrial of the Clans, favoring swarms of well-armored warriors and beasts, as well as employing the use of strange war machines churned out by the Foundries of Rothgul. Warriors of Brakor, while lacking the industrial might of the Fervari, make up for in numbers and savagery, the Clan of Brakor favoring hordes of swift, lightly, if crudely armored warriors and beasts, a typical trait of the more smaller clans.
Clan Ardir however, is a far different beast compared to the other two, the warriors of Clan Ardir, or the Kingdom of Tarkima as they've arrogantly refer to themselves, being a more ordered and disciplined lot compared to Brakor, Fervari, and numerous other clans, replicating more civilized military formations like their southern counterparts. Although despite this, old habits die hard, and as said, their formations, attitudes, and tactics are just that, mere replication, their barbaric tendencies flaring out in the form of their still crudely built weapons and armor, only a small core of their army being fitted with more finely crafted equipment befitting of a regal military force.
Fervari Warriors
Forgeborn
Berserkers
Clan Auxiliaries
Brakor Warriors
Berserkers
Shield Maidens
Oathsworn
Allied Auxiliaries
Ardir Soldier
Ardir Royal Guard
Dire Hound
One of many beaats native to Tarkima, the Dire Hounds are a somewhat large canine species that, for most of recorded tarkiman history, have been seen as faithful companions to tarkimans of all walks of life, often serving as hunting beasts or as terror weapons, whole packs unleashed upon the enemy to rip and tear to shreds.
Troll
Monstrous creatures of legend, Trolls once ruled the lands of Tarkima, numbering in many thousands, keeping the people in constant fear of a herds arrival, that is, before the Primordials arrived. Once the Primordial Kingdoms rose, the trolls had quickly found themselves no longer at the top of the food chain, and were subsequently subdued by their former prey. In the present day, trolls now number in the hundreds, many now enthralled by the clans as living siege engines.
Horse
The most common beast to be found in all parts of the world, the mighty Horse is no exception in Tarkima, their role no doubt similar to their more civilized counterparts.
Heroes
Mornog the Horned Troll
A wild, yet powerful troll that roams Tarkima and surrounding lands.
Undvich Krac
Chieftain of Clan Fervari.
Firgus Holen
Chieftain of Clan Brakor.
Rogi Gelen III
Chieftain/King of Clan Ardir
History
Millennia ago, Tarkima was once a untamed and savage land, moreso then present day Tarkima. The peoples of the land were grouped into small tribes, struggling to survive a harsh land filled to the brim with monstrous beasts, invading armies from beyond the shores. However on one fateful day, Tarkima was blessed with the arrival of a group of Primordials, whom would later become revered as Gods to the Tarkimans.
The Primordials, with their vast power had managed to carve up their own little kingdoms within this ancient, it was a long lost Golden Age for Tarkima. The monstrous beasts that once roamed the land freely had fled, the Primordials blessing their new subjects with wondrous weapons and warmachines to hunt, would-be conquerors were chased from the shores as the Tarkimans became more organized under the guiding hand of the Primordials. For generations they ruled, some benevolently, others not so, however, these Divine beings had given the gift of civilization to this savage land. Unfortunately, after they had vanished from the world, their Children had remained to steward the lands in their stead, if only temporarily until they too would wither away, giving rise to a free Tarkima.
Upon the dawning of the Era of Heroes and onward to the present day, Tarkiman Civilization had quickly collapsed upon itself once the Primordials and their offspring had "Ascended". The old Kingdoms had broken asunder, Clans both large and small forming to fill in the void left by the Gods.
The Era of Heroes would be known to the Tarkimans as the Age of War. The next five centuries would be follow countless wars among the clans, invasions of neighboring kingdoms, and to some extent, exploration. Tarkiman Clans, seeing new bounties beyond their homeland would set off further south, claiming lands that would be of the Emerald Empire, their descendants having long since lost traces of their barbaric lineage. Others would dare to venture further, many to never return.
Kingdoms bordering Tarkima would feel the unending wrath of the Clans, wars, skirmishes and raids fought on and off throughout the centuries. However, as of a century before the present day, something would change. A hundred years before the present day, Missionaries from the Serene Kingdoms had landed on Tarkiman shores, at first, the neibhoring clans were hostile to the foreigners. Some even actively hunting them, however, one clan, Ardir, lent its ear to the missionaries, becoming aware of the Serene One for the first time, many among their ranks were angered by the blasphemous words of the Missionaries, the Chieftain among them. However, a small group of warriors were more open to the fact that their "Gods" were flawed beings, the missionaries point of view was made realized as they converted these renegades.
Eventually, the Renegades challenged the Old Guard, overthrowing the Chieftain and his warriors, the leader of the converted proclaiming himself the rightful king of Tarkima, choosing by the Serene One itself. Clan Ardir, for the last hundred years, launched a crusade to claim all of Tarkima for the Serene One.
All the while, other Clans made similar power plays, devouring small clans as they're territory grew larger and larger. Now the land if divided among the three great Clans, Ardir, Feverai and Brakor, only a portion of the land remaining free from the three clans, yet, the smaller clans of the region remain at their mercy.
Relations
Emerald Empire: For the past centuries since the Dawning of the Age of Heroes, the Kingdom of Shenra, followed by it's conquerors, the Emerald Empire, have been in a near constant state of war with the Tarkiman Clans, often fending off raiding parties and large warbands occasionally. In recent years however, Clan Brakor under their new Chieftain have taken a more profitable and less bloody approach to the Empire. In exchange for wealth and resources, Clan Brakor would put a cease to all hostilities, their warriors as well as having the choice of taking up Mercenary work within the Empire.
Clan Ardir, or the Tarkiman "Kingdom" are more cold towards the Empire due to their more heretical beliefs, however, they would not turn away from a potential trading partner, but remain distant. The many smaller Clans and the Fervari however reject any sort of peace, and continue their own raids upon the Empire.
Utyre: Like the Kingdom of Shrena, the land of Utyre has been among the preferred targets of the Clans, and in recent times, Clan Fervari is the chief opponent for Utyre, they and their vassal clans often launching incursions and raids in Utyren lands.
The Crossroads: The relationship between the Crossroads and bordering clans is that of a school of leech fish hunting slow prey, clans both large and small often venture off deep into these battle scarred lands, looting long abandoned weapons and pieces of armor, often for the purpose of melting down aforementioned loot and reforging them into more fitting gear, of course, such looting ventures do not go unpunished, and often are made a target of the Crossroads less then enthused inhabitants.
Characters
Gartnir Torbin
A famed general of the "Kings" army. He, like many Grogar within Ardir lands are a far different breed to what is expected Grogar behavior, The General carries an air of civilized nobility, the barbarism breed out after generations of Serene Rule.
Morella Nurri
A rather petite Drimor that serves as King Gelen's top assassin.
Tolaal Gelen
Crown Prince of the "Kingdom" of Tarkima.
Olaf Tarin
An aged Mage, eldest member of the Brakor Inner Circle and good longtime friend of the current Chieftain.
Asgorgh Gormk
Chief War Master of Brakor's Warbands and trusted lieutenant to the Chieftain.
Elina Holen
Sole Daughter of the Current Chieftain and aspiring warrior.
Farald Hengus
A recent, eager addition to the ranks of the Brakor Warbands and the betrothed of Elina.