Hurrikaani Clan
The Callused Hands of Orri
Hurrikaani Clan is one of the five Great Orrian Clans that populated and controlled the country-continent of Orri. Hurrikaani Clan is primarily defined by its ancestral mastery of seafaring and fishing.
After the first Orrian settlers made land on the coast of what the then un-named Gulf of Mjor, the tribe that would go on to become Hurrikaani Clan was called to the west coast of the country. They settled on the shores of the Shattered Sea and built what is now their capital, Fiskandel. Over the centuries followed, the Hurrikaani never wavered in their devotion to the water, inventing revolutionary seafaring techniques and developing a reputation for marine proficiency that extends beyond Orri's borders. Hurrikaani sailors are often sought by foreign travellers to advise, crew or even captain their vessels for long or dangerous voyages.
Though they are not in conflict with any other clan, they are set apart culturally from the rest of the country. Their near-mystical reverence for the ocean can make other Orrians uneasy, and many choose to keep their distance from Hurrikaani territory. All the same, Hurrikaani's aquatic expertise is questioned by no one, even if most Orrians consider them to be a little odd.
Structure
Like every Great Clan, the Hurrikaani are ruled by a jarl, but a Huurikaan leader is chosen differently than any other. The sea is revered as something of a deity in its own right by the Huurikaani, and they seek its guidance when electing a jarl. Signs can come in all manner of forms, from strange weather patterns, to bountiful or scarce fishing hauls, to flooding. Either way, every Huurikaan—including the current jarl—knows to respect the wishes of the water.
Smaller settlements and hamlets are usually overseen by a lendmann appointed by the jarl, but villages have occasionally been known to choose their own leaders with the jarl's permission.
Orri has never been ruled by a High King. Instead, each of the Great Clans lives semi-autonomously, each governing themselves but united with the other clans by the Orrian Accord. In times of crisis, any of the jarls can call a moot, to which every jarl is obliged to attend. The issue can than be discussed, debated or argued by the combined leadership of the entire nation.
Assets
The vast majority of Hurrikaan settlements are built on coasts or otherwise with access to the water. Between longboats and modified fishing vessels, the Hurrikani own more boats than the other clans by a significant margin. This, combined with their renowned seafaring expertise, makes them a common choice for travellers seeking transport to or from neighbouring continents.
Demography and Population
Most Hurrikaan settlements are built on coasts. The capital, Fiskandel, is located right on the edge of the Gulf of Mjor and is easily accessible by boat. Approximately 7,000 people live there. Smaller settlements and fishing villages line Orri's east coast, running along the edge of the gulf and all the way up towards Fång territory. The population of the average fishing village ranges from 80 to 300 residents.
Military
All of the Orrian Clans are well-equipped and capable of fending off aggressive wildlife, but aside from that, Hurrikaani Clan is not particularly militarized. Their efforts are more collectively focused on seafaring, fishing, and dealing with foreign merchants.
Hurrikaani Clan's superiority at sea gives them an advantage in nautical combat as well. They are able to maneuver their ships in nigh impossible ways, riding waves and currents such that no other combatants can catch or evade them. This, combined with their strong swimming ability and Orrian fighting prowess, makes the Hurrikaani a fearsome foe to face in the water.
Hurrikaani settlements line the eastern coast of Orri, and even the smallest are equipped with docks, boats and lighthouses. Anyone invading Orri from the east is likely doomed to a watery grave before they even make land.
Technological Level
By far, Hurrikaani's technological advantage comes in the form of its boats and sailing methods. Not only are the Hurrikaani gifted sailors, but they have learned to adapt their sea vessels to specialize in various tasks. Modified sails, wider or narrower bows, and even ballista-mounted harpoons are used to maximize returns on their fishing expeditions.
Religion
The Orrian Clans hold a belief system descended from Ashraism. Rather than worshipping Ashra as a chief deity, the Orri revere Ashra's five Solars as gods in their own right. These five "gods" make up the Orrian Pantheon, and are named as follows:
Veja, Goddess of Fertility and Agriculture (Vita, Angel of Life)
Låch, God of Fire and Light (Lux, Angel of Light)
Fornak, God of Creation and Invention (Fornax, Angel of the Forge)
Proceyya, Goddess of Wind, Rain and Sea (Procella, Angel of the Tempest)
Bellor, God of War and Conquest (Bellum, Angel of War)
The sixth and final god in the Orrian Pantheon is Lura, the trickster god. It is said that Lura can take any shape or form and exists only to toy with the lives of mortals and meddle with the work of the other gods. When misfortune occurs, many Orrians are quick to blame Lura for their ill luck.
Hurrikaani Clan elevates Proceyya above the rest, for it is her that tends to the sea and controls the weather as they sail. It is the rare Hurrikaan who sets sail without praying to the Tempest God, silently or otherwise.
Foreign Relations
Even to the rest of the world, the Hurrikaani are clearly a little different than the other Orrian clans. Seafaring is more than a profession for the Hurrikaani; it is a way of life, something akin to a religious practice. This devotion to the ocean has earned them an untouchable reputation as sailing masters, but so too has it distanced them somewhat from the other clans.
The neighbouring nations recognize the Hurrikaani for the adept sailors they are, and are so they are commonly hired for sea transport; sometimes by travellers seeking passage, and sometimes by wealthy merchants who need crew for their ships. Most foreigners know that the Hurrikaani are not overtly hostile—unlike Fånga Clan—but nevertheless, as hardened Orrians, they are given their due distance out of respect, fear, or both.
Agriculture & Industry
Hurrikaani territory is right on the fringes of farmable land. Many small Hurrikaan settlements grow crops or raise animals to ease their own needs, but most of the Hurrikaani's deficits can be obtained by trading their fish to the other clans. In this way, they still view the sea as their ultimate provider, for it is her fish that earned them the grains, furs and leathers they use.
Trade & Transport
Most foreigners are unwilling to navigate the dangerous Shattered Sea to reach Fiskandel directly. Instead, merchants usually buy Hurrikaani's catches second-hand from Prata Clan.
Hurrikaani Clan too gets most of the external supplies it needs from Prata Clan, but prefers to bartering to the usage of currencies. Gold and other coins see very limited use in Fiskandel, typically only by the rare merchants who sail straight to Fiskandel to purchase their renowned goods straight from the source.
Education
There are no official educational institutions anywhere in Orri. Everything, from language to trades to history, is passed on orally from each generation to the next. Some jarls keep libraries or historical archives, but they are typically small, mostly containing logs and records written in Orrian runes. Journal-keeping is not unheard-of, but certainly not commonplace for the average Orrian.
Orrian expertise in the trades and in warfare is recognized by most of the civilized world, and have been known to travel to Orri seeking an apprenticeships from locals in various fields.
Infrastructure
Like most Orrian clans, Hurrikaani relies heavily on wood for the construction of its buildings and docks. Because of the somewhat warmer climate than their northern neighbours, Hurrikaani can use less labour-intensive building strategies such as thatch roofs and hide door-flaps. The roadways in Hurrikaani territory are typically all dirt paths; they don't see enough traffic to warrant stone inlays.
Havet gir
(The sea provides)
HURRIKAANI CLAN
Type
Geopolitical, Clan
Capital
Alternative Names
The Hurricanes
Demonym
Hurikaan
Government System
Oligarchy
Power Structure
Semi-autonomous area
Economic System
Mixed economy
Major Exports
- Fish
- Alcohol
Major Imports
- Lumber
- Grain and crops
- Steel and metal equipemnt
- Wool and leather
Location
Official Languages
Controlled Territories
Neighboring Nations
A Hurrikaan village.
South Orri, before The Impact.
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