Bhakh League (BHA ACK)
The Bhakh League of southern Carentress functions as the only major Orcish kingdom on Sanzeia. Most orcs are highly nomadic, and as such Bhakh cities tend to resemble more fortified ports and camps than proper settlements. A single group of orcs may possess multiple seasonal holds, and in some cases one group may occupy a fortress left abandoned by the previous occupants. Most of the more sedentary nations of Sanzeia tend to be dismissive of orcish culture and regard them as only slightly improved from the savage hordes they were in the Age of Myth.
Serving as one of Sanzeia's premier sources of pirates and mercenaries, as well as sailing ships and explorers, most of the civilized states have a tense, if not outright hostile, relationship with the Bhakh League, which often only acts in a unified manner when threatened by an outside force.
Structure
The cities of the Bhakh League meet annually in Bhakh to decide the direction of the nation. To outsider it resembles something between a festival and a riot. The league is a functioning kratocracy where anyone may challenge for the rights and property of another, the use of champions and proxies is frequent.
Public Agenda
Rarely unified, the Bhakh League largely exists to deter the other major powers of Sanzeia from isolating and conquering the Orcish lands one by one. The various states often spend most of their time fighting internally, but if they were to unite comprise a powerful military force that few could challenge, especially at sea.
Foreign Relations
The League represents a convenient collective identifier for many acts of piracy throughout Sanzeia. The victims often consider this a targeted effort. The Bhakh League regards it a part of life on the seas. Combined with the threat of the Nordmen the two cultures make up the collective bogymen of the seas.
"Venture Far, Never Retreat"
Type
Geopolitical, State
Capital
Government System
Kratocracy
Power Structure
Thalassocracy
Location
Controlled Territories
Neighboring Nations
Comments