Griffon's Rise
Great tragedy has rocked the foundation of the Griffon Tribe, as twisted creatures of the shadowfell, mockeries of the natural world, breached their defenses, giving way to a bloody fight for survival. After many battles, they were overrun, but there was but a sliver of hope within the darkened skies: In hallowed white and bronze, wings spread wide. It was the mighty griffon spirit, bestowing an omen upon them in their time of need. With an ear-piercing screech, the magnificent creature flew eastward, and so the tribe followed. With all they could amass, a great and arduous migration took place, with all manner of monstrous obstacles in their path. Battered and weary they arrived, following their revered beast. They made their way to a mountain, where several griffons would roost - their home was found, but sanctuary was still not yet made. And so they fought with wild fervor, as ordained in their blood, to protect themselves and the native griffons who lived here. When the shadow-monsters were beaten back, their shamans and druids worked with the similarly-gifted folk of the region to purify this newly earned territory; amidst the efforts, a strange and wondrous arrival from the Seelie Court of Fey made its appearance to aid those who would restore the balance of nature. In a historical, monumental occasion, a colossal tree sprouted from the earth to purify much of the land in a short amount of time. It was called Crann Mor in the Sylvan tongue, the Daurweald in Bothii. As the lands would calm, druids and rangers and worshippers of nature all throughout the Savage Frontier would make pilgrimage to this site, building shrines to the gods that support the cycle of balance. A new generation of the Griffon Tribe has been established, vowing to protect the natural world from darkness, and safeguard their ancient ways from those who might threaten it. Hardened by the loss of their home, they vow for rebirth. As such, this sacred new settlement, on land purchased with blood and steel, was named Griffon’s Rise.
About the City
‒ The Capital of THE GRIFFON TRIBE
Accepted Races:Uthgardt Humans, Uthgardt Half Elves, Uthgardt Half-Orcs
Tolerated Races:
Civilized Races, Goliaths, Dragonborn, Werewolves, Fey, Planetouched
Persecuted Races:
Giants, Drow, Orcs, Duergar, Goblinoids, Minotaurs, Ogres, Trolls
Persecuted Classes:
Sorcerer, Warlock, Wizard, any others using arcane magic
Hostile Races:
Undead, Hostile Monsters
LAWS
An outsider will respect the ways of the Griffon Tribe and honor the legacy of the Uthgardt people.
‒ I. An outsider will not invoke their godsnor attempt to convert a tribesfolk to their religious beliefs. Our god does not bestow blessings - we do not want the blessings of yours. ‒ II. An outsider will not cast magic within the walls of Griffon's Rise
including within the tavern. The first time, you will be warned; the second time, you will be corrected. ‒ III. An outsider will not speak ill of our ways
when within the sanctuary of Griffon's Rise. We know good, we know evil - and sometimes, we share common ground - but we do not abide by the same system of morality as others. ‒ IV. An outsider will understand, or attempt to understand the Griffon Tribe's history with our neighbors
There is more to our people than the words of our critics. ‒ V. An outsider will respect the cycle of nature and uphold its balance
Attempts to corrupt, pollute or brutalize will be met with a crushing retaliation; the tree of Crann Mor, also known as the Daurweald in our native tongue, is under our protection. ‒ VI. An outsider will understand that law is swift and decisive within the lands of the Griffon Tribe When lawbreakers overstay their welcome, justice is found at the edge of a weapon. ‒ I. A Tribesman shall not kill another Tribesman
If he does, let him pay blood for blood. Don't murder recklessly, as they are your kin. Let tact and wit be your driving force, to think before acting. Tribe members are encouraged to be logical in their decisions with others of Griffon Tribe.
‒ II. Do not assault fellow tribe members recklessly
Especially not during preparations for a raid. It is a waste of your strength and theirs. Let there be no unnecessary hostility between the members of Griffon’s Nest Tribe. Sparring and practice duels are exempt from this.
‒ III. Do not steal from your fellow Tribe members as it is dishonorable.
Let there be no theft within Griffon’s Rise. Proven thievery against any Tribe member will be met with the removal of their dominant hand.
‒ IV. An Uthgardt must follow the ways of Uthgar.
They must honor those gods who stand beside Uthgar, ignore those who ignore him, and curse those who curse him. Let there be no dealings with strange and foreign gods or magic beasts of evil. The worship of his enemies is outlawed and will be punished. A tribesman who forsakes the way of Uthgar will face justice deemed appropriate for their crime.
‒ V. One shall not betray the tribe, in word or in deed.
A thief of information is no better than any other thief. Let it be known that any who break an oath of Griffon Tribe will lose their tongue for it. There are no exceptions.
‒ VI. One shall not disrespect the ancestors who came before us.
Not by magic nor by mockery. Let the ancestors be our guidance of the Uthgar ways. Slander will not be tolerated by any means.
‒ VII. An Uthgardt must always value strength
Let one engage in battle and hunting but abstain from the weakness of arcane magic. Let not arcane magic be used within the walls of the tribe. Tribe members should avoid its use at all. Divine magic used by druids, priests, and shamans of Griffon Tribe is welcomed.
‒ VIII. Plunder from a raid
shall be split according to the strength of each warrior. He who has claimed a prize, let him keep it, whether it be treasure or trophy. Let our warriors' strengths be celebrated with their claim and not fall into petty ways of meaningless fights over them.
‒ IX. An Oathbound will learn their place
in battle and in brotherhood. If in time they show the virtues of Uthgar, then let them pass trial to be elevated. Proven loyalty, strength, and blessing of the Griffon Spirit are the deciding factors in allowing those to join the numbers of Griffon Tribe.
‒ X. Obey the words of the Great Chief, the Chieftain, and the Shamans.
Let them decide the disputes between you, and let them lead you, in peace, in raid, and in war. Follow their command as long as they do not abandon the commands of Uthgar.
‒ XI. ENFORCE THE LAWS WITH OUTSIDERS SO THEY MAY KNOW THEIR PLACE & OUR WAYS
Ensure they follow the laws and priviledges we afford them for they should be grateful to walk among the children of Uthgar. Any law broken at the behest of a tribesman becomes their burden to bear, and the tribesman will share in punishment by decision of the High Assembly.
POSSIBLE PUNISHMENTS
Light Punishments:Moderate Punishments:
- Fine paid in coin or livestock equal to the crime.
- Public lashing, 1 lash per cumulative offense.
- Public shaming, 1 day tied in the public square.
Severe Punishments:
- Removal of an eye, tongue, or hand; whichever caused the offense.
- 1 moon of ostracisation, no clan member may aid or assist the offender.
- 1 moon of indentured servitude.
- Death by Draw and Quartering.
- Permanent Exile from the Clan with a Blood Mark.
- Permanent Disfigurement of the face.