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The <span class="mu-s">Badback</span> tribe acquired its own form of Vassals. However, they take an unseen spin : the theoretical vassal framework, learned long ago, simpley doesn't work for your tribe. However, by synergizing with the mercantile tradition as well as the Barter System, this results in something as new as unique : a moral structure created around a goal for the greater good of Badback's society as a whole.
Companies are society in society. Of course, they have the best hunters of their specialties. They also employ a wide range of hunters : cooks, childrearers, warriors.
The global ladder of the society shifts. The original Badback Matriarch is of course at the top - they are said to be "Holding" the other companies, as their directors have to report and propagate profits. Then, comes the 3 newly founded companies.
>WarpWayers,
Paving the Immaterium, knowing the way as no other hunter. They dream of envorcing, one day or another, the old tale of "tollgates".
>Fatamers,
Specialized in the care of the fat and tender Domesticated Fatties, taken to graze from glasshouse to glasshouse and slayed.
And, of course...
>Slavers
By far, the most succesful company of the BadBack's Tribe. Supplying cheap labors to all the Under Hunter of the tribe - even the lower-statured "Unemployed" (or "selfemployed") hunters.
Another tribe progress in their Vassalization effort : the <span class="mu-s">Grassgreen</span>, helped by the Warrior of the Whitemane tribe, enforced different, stricter rules.
>Synergy with "Specialized vassals" and "Pilgrimmage"
Instead of separating by blood or by common goal, Grassgreen tribesmate are separated by Skills.
Their communities have, evidently, a <span class="mu-s">Ruler</span>. Most hunters remains serfs. But some of the tribe's secrets are taught amongst <span class="mu-s">Guilds</span>
A group of Hunters, with shared practices and secret, dispatched among the Grassgreen territory.
Among the childs of the Hunters, the gifted daughters are sometime taken under a Guildmember's wing.
Sent away from their family and hamlets, they have to learn the ancestral ways.
The warriors are sent back to Whitemane's territory. On their way, they meet up the GrassGreen psykers, also going home.
Said home have a surprise : Some dragged down and bounded Glacier Drifters. Six of them, tied in Stove Grove dead lianas, with twelve GrassGreen Blanks sitting on them - the most efficient containment to their power.
The crack's western ridges are slowly taken and conquered by the Jupiter's tribesmember.
More and more nightmares plague the Matriarchs (dying strangely early in their sleep), urging them to go to the Far East to answer the <span class="mu-b">Mandate</span>.
Nothing of note happens in the far North of Cerulean. The unsuccesful culturally-diverse choirs soonly falls into oblivion.
In said east, Ghostclaw's attempt of Runic armor fails, echoing with BurningGrass' shields.