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This fanfiction article, Tyraxus Tribe, was written by Ajax 013. Please do not edit this fiction without the writer's permission. |
- "We once commanded fleets, ruled over worlds, the other tribes bowed before our might! But when others chose deceit and treachery, we chose righteousness and justice. We were cast out, to wander the dark and endless skies beyond our homes. But the fire that drives us has not diminished, and we will continue on, to carve out our own destiny!"
- ― Tyraxus the Younger
The Tribe of Tyraxus is a large Jiralhanae tribe, operating on the western fringes of Jiralhanae space. While dishonoured among the Council of Chieftains, the have close ties to the Sangheili Republic, and the United Nations Space Command. The have a large and sophisticated military, but lack many of the amenities of tribes with planet side holdings.
History[]
Founding[]
The Tyraxus Tribe came from humble origins, during the years of the great war. Tyraxus the Elder, then simply Tyrax, enlisted in the Covenant military shortly after the battle of Harvest, and was embedded into military service in the Agr'ti Legion. While serving in a Jiralhanae pack there, he caught the attention of a Sangheili field officer. Unlike many of the Jiralhanaes he joined and served with, who lived up to their human moniker of Brute, he was tactful, intelligent and quite eager to learn the ways of war. The officer took him under his wing, separating him from the other Jiralhanae and raising him up. He taught him the art of war, how to lead and command and of Sangheili honour and righteousness. While the tutelage of war was quickly absorbed by the young Tyrax, the honour, and righteousness was at odds with the aspects of Jiralhanae culture drilled into him as a pup. He fought to find a balance, and would do for the rest of his life.
As he served with the Field Master, he was risen up through the ranks, picking a handful of pack mates from his immediate family, then others from the legion he trusted, to teach them the ways of battle and honour. He eventually earned his own command, and a starship within a fleet, and by 2552, he had risen through the ranks, not by currying favour with the Prophets, but by serving diligently, and skilfully alongside the Sangheili. He had a small fleet and a large tribe, most of them taught by himself, or those who served with him from the early years. However, Tyraxus was a smart man, and could feel the upcoming tension between Jiralhanae and Sangheili. He had to choose his kin, and their crude nature and vile ways, or the enlightened Sangheili, and their honour, and sense of justice. When the Schism inevitably came, he chose to remain loyal to the Sangheili, and allowed any in his tribe to leave to join their kin. A few left, led by his eldest brother, Taranus, while most stayed.
Schism[]
During the Schism, the Tribe sided with the Separatists, deploying at the behest of Fleet Master Yran 'Uvena, Tyraxus The Elder's mentor. The Tribe served against their own kin, fighting on the weakened flanks of the Separatists. While many Sangheili felt uneasy about Jiralhanae fighting alongsie them, the Tribe won them over with their discipline, adherence to fighting doctrine and talent at war. During the Schism, they won many allies among the higher echelons of the Sangheili, as well as enemies among the Covenant Remnant, and the Jiralhanae. They served admirably, growing in size and strength. However, Taranus returned with new tribe, and fought Tyraxus, before being beaten back. Tyraxus refused to kill his brother and left him in defeat, but Taranus drew his knife, and stabbed Tyraxus, leaving him to die slowly, and painfully. Tyraxus died in the arms of his youngest brother, Iramus, begging him to allow his only son, Tyraxus the Younger, to lead the tribe. For the interim, the Tribe was led by Iramus and a council of the clan leaders.
Sangheili Civil War[]
When the weak alliance between the Sangheili factions began to splinter, Iramus offered the Tribe to aid Yran 'Uvena, now serving as a leader in the Republic Faction. Beset on all sides by their enemies, the Republic Faction sorely needed their aid, but could hardly ask the Tribe to come storming onto Sanghelios, for fear of allying more Kaidons against them. Instead, the Tribe operated at the fringes, getting vital supplies from other factions to the Republic faction, and cutting off the supply lines from the Remnant and Jiralhanae to the Republic Faction's enemies. They also performed clandestine missions on behalf of the Justiciars, and were even requested to fight to aid the Arbiter's faction, fighting back against off world enemies. The Tribe was also not above performing mercenary work, working for the Merchants of Quikost as extra muscle, securing their holdings and protecting them from expanding influences of upstart warlords, or the Servants of Abiding Truth, in exchange for modern weapon systems and war machines. While they took some casualties, many of their actins earned them life long allies among the Sangheili, in the military, council and amongst merchants.
Inter war Years[]
When the Schism ended, and the Jiralhanae formed their own Nation, but the Tyraxus Tribe found no home there. Some Jiralhanae refused to give them sanctuary or trade with them. They chose to remain close to Sangheili space, operating across the wealth and breadth of Jiralhanae space.
Left drifting space, with no place to call home, and few ports willing to accept them, they swore an oath. They would bring honour and justice to Jiralhanae space, helping out those who could not, ensuring the tribes obeyed the laws. This brought them to the attention of the chieftain Gauius, who felt a kinship for the Tribe, rather than the Blood Pack controlled by his brother, Marius, ironically lead by Taranus. They also had strong ties to the Republic, who supplied them with equipment, supplies and training, and was one of the few tribes who cooperated with the UNSC, joining in joint manoeuvres and helping the UNSC perform operations deep within Jiralhanae space.
The Tribe would eventually begin expansion in the early sixties, as Tyraxus the Younger reached his teens. The Tribe began to expand in numbers, but also began to increase their ventures, expanding to trading and manufacturing. They looked at establishing planet side holdings, to fuel their own hefty and increasing needs, but also earn enough money to conduct trade with other Tribes and factions. The Tribe began establishing a number of bases across their regular operating space, where they could refuel and rearm for operations. At this time, the Tribe came to the financial aid of the Omanus clan, who had racked up debts and were threatened by several larger clans at the time, greatly increasing their size and numbers. With the adoption of the Omanus clan in 64, it came to a turning point for the clan. With Tyraxus still too young to make decisions for the clan, it was down to Iramus. The Omanus clan brought with them the age old tradition of keeping slaves. Many in the Tribe, especially those close to Tyraxus the Elder, felt uneasy with the idea of keeping other sentients as chattel, while more hard line, older chieftains, mostly rallied around Meteranus, argued that slaves would provide vital benefits to the clan, such as relatively cheap labour and as a way of protecting slaves who would otherwise be worked to death in some pit. Iramus relented and allowed the Tribe to purchase slaves, but with his inner council he scribed a set of laws that would protect and eventually liberate the slaves. This pleased most in the clan, and allowed them to expand economically.
In August, 2575, Tyrax the Younger was recognised as a man, coming of age, and now assuming leadership of his Clan and Tribe as their Chieftain. His coronation was greeted by some as a new beginning for the Tribe, others as a wary change of power that may hold bad tidings for them. Tyraxus' surprised many of his detractors by focusing much of his effort on diplomatic and military alliances, with other Tribes, with the Republic and the United Earth Government, as well as trying to strengthen the links of the Tribe to the High Chieftains of the Alliance. The clan was tested for this link only two weeks into his reign, when the Chieftain Marius tasked them with crushing a upstart Tribe. The Laminius Tribe had committed a number of atrocities, including attacking other Tribes, mass kidnappings and enslavement, assaulting the holdings of other Tribes and butchering any slaves they didn't have room to capture. Marius had also sent members of his own personal army, the Blood Pack, to stop them, the first to bring the Chieftain Laminius back to Doisac in chains would receive the holdings of the Tribe, and the favour of the Alliance. Expecting his Blood Pack to come out victorious and shame the upstart Tyraxus, he was startled when the Tyraxus Tribe came back in a operation lead by Tyraxus himself, cutting off the majority of the Tribe in a calculated naval strike, and a close range boarding action. While the rest of the Tribe mopped up, Tyraxus brought Laminius in chains back to the High Chieftains. Surprised by this, Marius none the less kept his word and granted them the holdings and belongings of the Laminius Tribe, and their favour, increasing their trade benefits and allowing them to expand. Laminius meanwhile was public humiliated then executed, and Taranus, leader of the Blood Pack and uncle of Tyraxus, was left boiling with rage at his loss. However, in seizing these new holdings, the Tribe also inherited a large number of slaves, and had to carefully integrate them.
While the Tribe expanded, getting territories across a dozen systems, they also became larger in number and gained large numbers of armaments, ships and vehicles from their allies in the Republic. The Tribe also attracted more enemies. While Marius watched them carefully, their meteoric rise to power, and new ideals of honour and respect, attracted enemies to them like a lightening rod. This came to a head in the summer of 2676, when the Yutamus Clan lead a coalition of smaller clans in co-ordinated strikes across their numerous holdings, forcing their protectors onto the back foot, and routing numerous holdings, stealing away several of their farms, mines and camps, and sabotaging their holdings inside cities, and abducting several thousand of their slaves and tribe members, to be sold on. While the attack took them by surprise, their response was equally vicious. Tyraxus lead a naval assault on their base camp, set up in one of their own camps, while Taetrus lead a protracted naval battle to smash the enemy fleet. Meteranus and IRamus lead a lightening fast planetary assault, capturing Yutamus and his allies, while the other clans routed other enemy forces, taking back their territory. Those captured were either executed, usually publicly as a warning to those would challenge them, or sold into slavery to other clans, while the Tribe kept a few of their slaves. The enemy Clans survived, but their fragile alliance was destroyed, and their power reduced greatly. The Tribe would survive in peace for many more years, until the Covenant Remnant made a return to power.
Remnant War[]
While everyone knew the Remnants of the Covenant were out there, nobody wanted to talk about it, much less find out. Many Chieftains knew Pirates and underhanded Clans dealt with them, but few were prepared for their return. Coming back in force, they assaulted several colonies across the frontier. While mostly focused on the UEG and USR, they also attacked the edges of Alliance space, calling for the traitors Gauius and Marius to be overthrown, and a few Chieftains were stupid enough to answer the call. In Alliance space, The Nakiimus Tribe answered the call, preparing to sow the seeds for the invasion of the Remnant in secrecy. The Tyraxus Tribe, barely waiting for any kind of news from the High Chieftains, or their council, launched a preemptive strike on the Nakiimus Tribe. In the space of a day, they almost entirely routed the young tribe, scattering their warriors in a co-ordinated military strike, before siezing their planetary capital, almost without a fight. Knowing the Remnant would be attempting to plough right through what they thought to be secured space, they laid traps, waiting for the Remnant. Allowing the Covenant Remnant fleet to entire the system and make landfall, they launched their ambush, almost the entirety of the clan striking at the fleet in a single pincer movement. Caught between the methodical and disciplined volleys of the Tyraxus Clan, and violent advancement of the Meteranus Clan, the Remnant quickly capitulated and retreated. On the ground, their landing zone turned into a massacre. Surrounded on all sides, and bombarded with artillery, orbital strikes and air power, when the clans eventually advanced, there was little resistance, and those few who still had a fight in them were brutally put down. Following the retreating Remnant, the Tyraxus Tribe punched a hole right through the Remnant advance, spreading out into their vulnerable rear lines to disrupt their reinforcements, supplies and occupation units. It was at this time the Tyraxus clan answered the distress calls of the Perukus clan, charging in to protect the clan from near annihilation from a superior Covenant force. In response, Perukus swore allegiance to them and followed the Tribe into battle. As the tide turned against the Remnant, they were pushed out in a massive retreat. Where the Blood Pack, and many respected clans and tribes failed, the Tyraxus Tribe succeeded, garnering battle honours and fame by crushing a superior force. In response, they were granted dominion over the captured territories and property of the Nakiimus, finally having a place to call home.
The Tribe had little time to rest, as the High Chieftains formulated a plan to push into Remnant territory, while the other races sought to do the same. Gauius personally requested that the Tyraxus Tribe lead the charge, giving them a target to eliminate, and promised them dominion over the system if they could conquer it. The System was Blessed Grace, a major link to several other Remnant systems, and a vital forward outpost for invasions and slave raids. While well defended, they were ill equipped for a invasion of this magnitude. The System was guarded by the warlord, Cerberus, who had long been a staunch defender of Remnant space, and was an excellent defender. As such, the Tyraxus Tribe intended to draw him out of his position and try to force him onto the offence. In the early hours of the morning, of 19th of March, 2682, they launched cloaked raiding parties, to destroy the orbital guns protecting Blessed Grace. Caught unaware, Cerberus was then bombarded by distress calls of different but vital elements of the system's infrastructure being attacked. His forces were given the run around, before finally coming face to face with the armada of Tyraxus. The Tribe had captured a orbital fuel facility above the gas giant, and fully intended to deny Cerberus the precious starship fuel they provided. Forced onto the attack, lest his ships simply cease functioning, his fleet was caught in a pitched battle between the ice rings of the gas giant, many crippled ships becoming embedded into the ice and frozen, or falling into the gravity of the gas giant, and crushed with their still living crews. Cerberus' command ship was crippled by a surprise attack from inside the magnetoshpere of the planet, the Valediction of Faith firing off a salvo of energy projector bursts, forcing him to retreat. With a disadvantage in terms of warships, Cerberus planned for a pitched guerilla war on the ground, in order to deny the enemy the planet until reinforcements arrived. Tyraxus recognised that speed was of the essence, and refused to allow him the chance to do it. Attacking major cities in snatch and grab missions, demolishing vital defence infrastructure, he eventually forced Cerberus into a corner. After a day long siege of the capital city, Cerberus fled, but was captured by his own soldiers and offered to Tyraxus as a show of their fealty. Tyraxus gave Cerberus a honourable death, but put the two captured soldiers to work as slaves, showing that betrayal was not to be rewarded. Once the planet was secured, other Alliance forces flooded in, pressing on to other systems. While those fleets made little head way, the clan was forced to catch their breath, being in two pitched battles within months of each other. They also had another problem. They were in possession of a phenomenal amount of slaves and captives. Over 450,000 Covenant soldiers and civilians were captured, and 150,000 slaves were liberated. They could hardly afford a long occupation, so a any civilians who refused to yield to them would be sold as slaves, any warriors would be too, and while Tyraxus wished to simply liberate the slaves, it wasn't so easy. Organising transport for that many slaves off world was near impossible at best, and taking them all themselves simply wasn't a viable option. As a result, they divided the slaves into three groups, and used randomised tickets for them. They rounded up the children, the old, the infirm and ill and tried to get as many of those onto transports as possible. Those they couldn't get onto the transports, they took on themselves, intended to take them on for only a few years. As well as that, they took on around fifty thousand more slaves on top of that, but the rest, they were forced to sell on the market. A tough call, but it ensured the survival of the clan in adversity. The fate of those 65,000 slaves they had to sell on is something that haunts Tyraxus to this day. The captured Covenant population would, for the majority be sold on, the ones still left there being treated like dangerous prisoners of war and required a constant occupation force.
The clan wouldn't be particular active for a number of years. With their new home system, called Tirex's Rest, and now Blessed Grace, they had a chance to rest, relax, and rebuild their lost strength, while committing to some regular battles. Tirex's Rest would come to be positioned in a remarkable location. It functions as a cross road system, between several major systems, being a major stop from Doisac, to UEG and USR space, close to the DMZ area and close to the Remnant front. It wouldn't be until the Remnant pushed back against the various factions, that the Tyraxus Tribe would be stirred to battle.
Now, having grown in size and strength, they were called to battle when elements of the Perukus clan reported an Remnant flanking manoeuvre, attempting to bypass the frontline and strike at the rear lines. Sallying forth, the Tyraxus Tribe easily routed them, before joining Marius at the front. Staying clear of the Blood Pack, lest old blood feuds bubble to the surface, they forged ahead, earning honour and glory for the alliance. In the close days of the war, the Tyraxus Tribe was called to be part of Operation:Fire, organising and spearheading Gauius' last assault on the Remnant, bringing down orbital defences and capturing planetside artillery with ease. Once the war was finished, they would return to their lands, ready for battle.
While the Tribe grew, it was not without battle. A few Clans attempted to muscle them out of their territories, and a number of Doisac noble clans attempted to hire a mercenary army to place Heradus, Iramus and Tyraxus' half brother on the throne, only to be slain in single combat by Tyraxus, beheading him in a single swing. However, no amount of training, bloodshed and growth could prepare them for what lay ahead, or how deep madness could go.
Necros War[]
Structure[]
The leadership of the tribe is a delicate balance between the optimistic, and fair Tyraxus the Younger, who deals with many of the political elements of the Tribe and carries the Sword of Tyraxus, gifted to his father for services rendered to the Sangheili, and his uncle, Iramus, who carries the family warhammer, the Wrath of Tirex, forbearer of their clan, and deals with many of the military matters of the Pack, and is known as a grim, stoic realist. Iramus honours his brothers legacy, and acts as Tyraxus the Younger's closet advisor, with a few other great warriors, tacticians and close family members forming the inner circle of the Pack. Of note, Tyraxus' younger sister, Yiranim, controls the special forces element of the Tribe, having earned her rank through bloody service to the Tribe, rather than familial connections, and earned the respect of her peers and subordinates, despite the lack of female warriors in Jiralhanae culture.
The Tribe is divided into a number of smaller Packs and Clans, usually lead by a captain of considerable experience. These individual cells are usually positioned on their own warship, and are near enough self sufficient, and will operate apart from the main clan for some time. However, none can doubt the loyalty of these Captains, who served with, or are the sons of those who served with Tyraxus the Elder.
The tribe contains almost 1,330,000 trained warriors, of various ranks and levels. There's also a number of specialists, such as Stalkers, Jump Pack specialists and Bodyguards, among others. Almost the entirety of the Tribes' civilians, including engineers, labourers, women, and children are contained upon the ships as well. The Tribe, including men, women and child, number somewhere close to 13,100,000.
The majority of the Tribe is divided up along Clans, lead by Chieftains who form the inner council of the Tribe. They swear fealty to Tyraxus, and the majority of them fanatically loyal to the Tribe, and to Tyraxus. These clans form their own elements of the Tribe, and during times of War, will act as self sufficient military units, akin to the size of divisions in the UNSC. The Tribe is divided into nine major Clans.
- Tyraxus Clan: The Tyraxus Clan is the largest, most powerful can in the Tribe. Lead by Tyraxus the Younger himself, it represents the central fighting force of the clan, having the largest number of active warriors and combat ready warships. The Clan is also the best equipped, having access to a variety of indigenous, foreign and former Covenant weapons, vehicles and equipment. Tyraxus Clan is disciplined, and well versed in a variety of combat operations, even with foreign powers. The clan members are those closest to Tyraxus and his view on how Jiralhanae should act and progress, being progressive, open minded themselves. The tribe is lead by Tyraxus, with Iramus as it's War Chieftain.
- Meteranus Clan: Meteranus Clan is the second largest and second most powerful clan in the Tribe. Headed by the old and hardened Meteranus, the clan follows his ideals. While they attempt to commit to the new future of the Jiralhanae that Tyraxus is spearheading, they also heed the old ways, and often appear like the warriors old, barely clothed and armoured, and surge forward with brute force in battle. While Meteranus and his clan are blunt, and for lack of a better word, brutish, they at least tolerate other races, but vehemently defend the tribe from harm, especially the Blood Pack. When diplomacy fails, and action is required, Tyraxus often looks to Meteranus to further the aims of the Tribe.
- Renus Clan: The Renus Clan, while the third largest, is by no means the most powerful, militarily. The possess smaller than average active warriors than most other clans, but make up for this by being the economic power behind the tribe. Most of the Tribe's holdings, businesses and corporate interests are controlled by the Renus clan, and their navy, mostly made up for escort vessels, and fast reaction ships, and hundreds of supply vessels, ensures the smooth running of the Tribe. Their warriors are disciplined and well equipped, and expected to deploy at a moments notice to defend property of the Tribe. They also own a majority of the slaves of the clan, and out of all of them have the most lenient attitude to them, treating them well in exchange for hard work. The Clan operates extremely close to the borders of other races as well, doing much outside trade.
- Qrevemum Clan: The Qrevemum clan are one of the least trusted Clans, being renowned as sneaky, and backhanded. The truth is, they may be one of the loyalst, sacrificing their honour for the Tribe as a hole. They conduct much of the unsavory business required by the Tribe to keep it running such as infiltrating and sabotaging rivals, spying on enemies, conducting pre-emptive strikes and conducting illegal business transactions, much of it with the Kig-Yar, in the demilitarised zone and other factions. They have a number of stealth capable warships, and large amounts of well trained special forces, some of whom join other Clans to train their own special forces.
- Kladikalus Clan: The Kladikalsu clan are the Tribe's links to the seats of power, and are perhaps the richest, and most pompous clan. While small, they have a great number of officers and Chieftains linked to famous and powerful families, and have strong ties to powerful figures on the home world. While they may look down on the other clans, they require their resources, as much as the other clans require their connections, and both sides recognise this. The clan have a number of high end, lavishly decorated battleships, and well equipped soldiers who are well groomed, and with decorated, polished armour, but by no means are empty uniforms. Even their slaves are usually lavishly decorated in fine, imported materials, and often selected for their physical appearance over talents. The Clan controls much of the high end industry of the Tribe, and operate close to the homeworld and the core systems.
- Omanus Clan: The Omanus clan is an usual Clan, being one of the latest to join the Tribe. While smaller than most others, they have hardened warriors and trained crews, as well as a mass of non-combatant workers and slaves. Being the latest Clan to join, many of them are still coming to terms with the beliefs and ideals of the Tribe as a whole, and often act more like the majority of the Jiralhanae race. However, the clan owes a debt to the Tribe, who saved them from dishonour and dissolution, and are trying their best to integrate.
- Sartrilus Clan: The Sartrilus clan is smallest clan, having a few dozen light capital ships, and infantry trained and equipped as light infantry. They often act as scouts, investigating their enemies, softening up the enemy to pave the way for another clan, or patrolling the distant edges of the Tribe's territory.
- Navrum Clan: The Navrum clan is one of the larger clans, having a well balanced and sizeable military force. The Navrum clan have large amounts of moderately well equipped troops, who focus on massed attacks. While this may expect a high casualty count than other clans, they also benefit from well equipped armour and air units, making up for their large amounts of mostly conscripted troops. They also have large numbers of slaves, mostly dedicated to logistics, or auxiliary units. The Navrum Clan provides much of the muscle for many large engagements, as well as powerful ground logistics.
- Perukus Clan: The Perukus Clan is a moderately sized clan, and perhaps the most distant from Tyraxus, in terms of ideology, and distance. Operating at the far edges of their territory, in new Jiralhanae expansion, the clan looks to the old ways of domination, brutality and infighting. They command a sizeable, if undisciplined force, mostly eschewing anything outside of indigenous firearms, and using light armour, like the old clans. They have a plentiful supply of slaves, who are downtrodden and worked hard, but treated just well enough to get by, so as to not provoke the wrath of the other clans. Few can argue the strength of the Clan, who provide many of the raw materials for the clan, and many new havens in the Jiralhanae frontiers.
Clan Structure[]
Most, if not all clans of the Tribe follow the same structure of the Tyraxus clan. The Clan is led by Chieftain, who rules the clan unquestionably. The Clan Chieftain is a mostly hereditary position, and he rules as long as he can, but once his age or illness interferes with his ability to rule, he is expected to step down, for fear his inability to lead would ruin the clan. His eldest son will take his place, though another son may be picked by him, or a sibling, sometimes even somebody who is not blood related, but is expected to rule the clan well. The position of Chieftain is mostly political, as he is expected to rule other, rather than fight at the head of the clan. That is reserved for the War Chieftain, the second in command of the clan, who directs the clan is war, as is directed to him by his Chieftain.
In battle, the Clan is divided into War Packs, each containing 10-40 packs, depending on the need, and kind of packs. These War Packs are lead by a Chieftain or Captain Ultra, who often fights with an retinue of Bodyguards. Elite, steadfast troops, who have served with the Chieftain over dozens of campaigns, and are fanatically loyal to him, dying if needs be. The Chieftain might also have a Special Forces team on hand, for performing delicate missions without having to go down the chain of command for it.
Under him are the packs. Each Pack is lead by a Captain, and consists of a Captain Major, who directs two lances, usually six Brutes of various Minor ranks, with a senior Minor Ultra who is in charge. They'll usually be armed with infantry weapons, with two carrying long barrelled rifles instead of carbine and short weapons, and a Jiralhanae carrying a heavier weapon, such as a Brute Shot, or Concussion Rifle. These packs are highly adjustable before a mission and have a number of vareties, such as Packs with heavy weapon specialists, carrying Fuel Rod cannons into battle to provide heavy fire against armour and structures, armoured Packs, that might use Wraiths, Choppers or Ghosts, or mechanized squadrons using Prowlers. They might also have Air Packs, with Banshees, Seraphs and Phantoms, as well as other vehicles. They also have a handful of Scarab walkers, used for high-risk battles. Other specialised packs might include Jump Pack units, who use their enhance mobility in urban combat, or gaining a height advantage for fire, or Stalker Packs, who use active camouflage to observe, report, scout and ambush enemy forces. Some Clan have more specialists, while others have substantially less.
In times of war and conflict, backing up the regular forces are auxiliary units. These units consist of slaves who have been trained and armed, backing up mainline units. They fit neatly into the pack system, and surprisingly function very closely to how packs of Kig-Yar and Unggoy functioned during the Jiralhanae led Covenant. Auxiliary Packs are made up of five slaves, usually distinguished by raceand are lead by a Ultra, or a Captain. Auxiliary units are usually tooled to a particular need, such as carrying heavy weapons, such as plasma cannons and fuel rod guns, to create defensive positions, as snipers and skirmishers, carrying defensive shields, operating and supporting logistics and using Ghost RAV's for scouting and rapid attack. Gladiators are grouped together and usually used as exactly that. Elite, short ranged shock troopers. In the Tyraxus pack, Auxiliaries are usually equipped with Spike Rifles, with the bayonets removed, plasma rifles or plasma pistols, though on rare occasions they may see more specialised weapons. The auxiliary unit is often armoured with a light helmet, breastplate and fauld, though the nature of the unit, and the clan depending, they may have more, with some units being fitted in full armour, or less, with auxiliaries fighting without armour (Or clothes). Units of Auxiliaries are purely volunteers. They can't be conscripted or corralled, but the clan offer incentives to those who do serve, such as time off their services, or greater chance of advancement in their stations. They are adequately trained to serve their roles, and often perform admirably on the field, seeking to match their master's capabilities, in most circumstances.
Culture[]
The people of the Tyraxus Tribe have a unique culture, differing from much of the Jiralhanae race. As a general rule, most enjoy increased prosperity, with wealth being shared more equally amongst most of the people, better living conditions and better quality of life. The people of the tribe can be divided into two major groups, those that have settled on a planet, and those who remain on the ships.
Those Jiralhanae that settle on a planet are often workers, going to the worlds of Tirex's Rest or Blessed Grace to work on the farms, in the mines, on the construction sites or in the factories, earning an honest wage and working in production jobs. Others work as aides, salesmen, cleaners etc, providing services. This Jiralhanae usually have excellent living conditions with new, furnished homes in most cases, close to where they work, but in districts that are segregated away from slave districts. Those that live in outside the cities have less access to various amenities, but still enjoy basic things such as electricity and running water. On-board ships, things are distinctly more cramped, with families sharing military style quarters with each other, and serving at every level of the ship, as cooks, engineers, dock workers, cleaners and other vital support staff. While this life may certainly be dangerous, it means the family of a warrior can be close, and the ships has a crew of extra staff, meaning its warriors can be dedicated to war.
In terms of wealth, few Jiralhanae in the tribe go wanting. Wealth is spread quite equally, though those with more important and rarefied skill sets see themselves as better paid. For those in military service, those who reach Captain or higher, or a specialist rank see an increasingly high pay check as well. Only richer families can afford to purchase, house and feed a slave, who act as servants, aides and cleaners for the household, though sometimes they may have unusual roles, such as companions, nannies or adopting very young humans as pets. There is little in term of any solid education system, with most families encouraged to learn, then pass on basic knowledge, and reading and writing. Apprenticeships are offered for younger Jiralhanae to learn a skill and trade, though these usually go to the best and brightest. Rich families purchase a well educated slave, from which ever race, to work as a governess, teaching their children on most matters, including maths, science, writing, foreign language and decorum. Most others look to military service for a long term occupation, with warriors paid, and their families compensated if they die in service to the Tribe. Because much of the business and industry in the Tribe is state run, and powered by a macro-economy, they have the necessary funding and wealth to pay for their military and workers.
The quality of life inside the Tribe is quite reasonable, with most large cities have staffed and automated hospitals, working utilities and other public amenities, though most areas outside the cities have more 'frontier' facilities, usually a single or a few trained individuals. On ships, civilians have access to the same facilities as the military crew, such as military doctors and auto-surgeries and functioning water supplies. The Tribe is mostly free of power feuds that can absorb other tribes. Due to the mixture of hereditary/meritocratic advancement in the Tribe, those that try to advance through guile and treachery often find themselves the enemy of the entire Tribe. While the treatment of slaves, and by proxy alien races, varies from clan to clan, quite greatly, the majority of the Tribe have a begrudging respect for them. Slaves form a vital corner stone of both their military and economy. As an unpaid labour force, they are vastly important for menial jobs, that no Jiralhanae wishes to do, but also for skilled jobs that the Tribe has no specialists for, and for more administrative and technical job that few in the Tribe have patience for. Their Auxiliary forces have a respect for being brave and valorous in combat, and bringing supplies and providing logistics support when nobody else can. Those that stay after manumission, joining the tribe or staying as slaves after manumission have respect of most, viewing them with a perseverance and strength that marks them as a true Tribe member, regardless of race. When operating alongside other races, there is a amount of respect and camaraderie few feel with other Jiralhanae forces, and a professionalism and discipline that's often absent from other Jiralhanae forces.
Civilians in the Tribe dress and act differently based on their clan of origin. Tribesmen from Tyraxus, Renus, Qrevemum, Sartrilus and Navrum tribes usually dress for the situation, most commonly being in the shorts commonly seen on soldiers, though dressing up for colder climates, and dressing down for warmer conditions isn't uncommon. Women not married yet dress in large cloaks, though tend to dress down for warmer weather to just a sarong-like wrap. Women who have married dress in a simple loincloth, showing themselves as married to a man, and being a provider for a family, a show of fertility. Children usually go without clothes until they reach puberty. People from these tribes usually shave and style their hair for added effect. Men, women and children of the other clans usually eschew clothes and allow their hair to grow unkempt, and only dress for extreme cold. Kladikalus clan is an anomaly, with non-noble people eschewing clothes, and the nobles dressing in expensive robes.
Equipment[]
When it comes to armament, much of it is imported from the Republic, including high power plasma weapons, advance systems, and vehicles. They also buy small numbers of firearms and vehicles from their kin. Most of their body armour, indigenous firearms and vehicles are manufactured internally.
Warships[]
The Tribe has a sizeable fleet, one of the larger ones in outer Jiralhanae space. The lead ship is the Assault Carrier, the Honour Bound, gifted to the Elder Tyraxus for service during the Great War. This has undergone a number of upgrades in Republic shipyards to allow it greater autonomy, and keep it in line with the Venerator-class Assault Carrier. Other notable ships include two Reverence-class Grand Cruisers, a Carrier, a Heavy Cruiser, several Heavy Destroyers, a dozen and a half battlecruisers, a plethora of Heavy Corvettes and Light Destroyers, and a few other exotic classes, mostly modified to fit current Republic standards, or current classes gifted by or bought from the Republic. There are also a number of support ships for the supply of cargo and personnel, as well as a specialised Carrier, refitted to become a mobile factory and machine shop. They also manufacture some of their own gear on the ship, including a number of indigenous weapons and 'liberated' Pyroneous Industries weapons. They can produce their own vehicles in limited numbers, but more often than not focused on maintaining the ones they had.
Air and space craft[]
- F-31/C Seraph Fighter: The Tribe uses a larger number of Seraph fighters, using them as its main fighter unit. The fighters consist of mostly older F-31 Seraphs, but they also use a number of upgraded F-31Cs, with parts sold by the USR to them. Their Seraph fleet also has examples refitted to act as reconnaissance ships, with extra sensors and cameras to observe and record the battlefield.
- F/I-101 Tengu: The Tengu has been sold to the Tribe in limited amounts, arriving as both completed units and un-built parts. The Tribe also has enough spare components to keep its current fleet operable for quite some time. While rare, the tribe use the Tengu effectively, promoting their elite pilots to Tengu squadrons, to make better use of their talents.
- A-114 Malakhim: The Tribe has limited quantities of the Malakhim, used by the tribe for ground attack, air escort and air defence, stretching its capabilities and powers. The Tribe's pilots have been known to launch dangerous, short range dives, strafing and weaving between obstacles, to great effect.
- Type-26B Banshee: The Tribe, with the help of the USR, invested considerable capital in upgrading and improving its existing fleet of Banshee attack craft, upgrading them to match the 26B standard. While a few of the smaller clans still have older models, the 26B is the most common sight.
- Type-52B Phantom Troop Transport: The Tribe have a considerable amount of Phantom dropships, using them as all weather, all purpose orbit to air dropships, carrying vehicles, infantry and supplies from the ships to the ground. They're also used by the tribe to provide short range gunship support.
- Type-53 Gunship: The Tribe have retired their fleet of Phantom Gunboats, and re-equipped them to serve as atmospheric gunships, providing substantial punch when the Banshee or Malakhim run into trouble., They've been equipped up to Sangheili Republic standards, and are a welcome sight on the battlefield.
- Type-25 Troop Carrier: The Spirit TC is used in small amounts by the tribes, with substantial in stockpile. The smaller clans use them in large amounts, unable to change to the newer Phantom. The Spirit still performs admirably in combat.
- Asura-class Assault Shuttle: The Asura-class is bought from the USR in small amounts, and used by the tribes to perform small missions, insertions of small teams and assaults.
Vehicles[]
- Type-26 Assault Gun Carriage: The Wraith is the mostly widely used tank of the Tribe, being used in a wide variety of roles, such as infantry support, direct fire, artillery, anti-fortification and when necessary, anti-armour. The tribes use it in large numbers when the need arises, but mostly rely on lighter vehicles for the majority of their battles.
- Type-89 Main Battle Tank: The Poltergiest has been bought in limited numbers, and used by the larger clans in the tribe to battle enemy armour. Though usually assigned as squadron leaders for Wraith unit,s they are also grouped together to take on a superior number of armoured units.
- Type-52 Anti-Aircraft Artillery: The Wraith AAA is used by the clan in small numbers to provide anti-aircraft support when friendly air forces can't. The Tribe also used it as directed attack roles, saturating enemy positions with high explosive plasma orbs.
- Type-47 Ultra-Heavy Assault Platforms: The Tribe has just seven Sacarb walkers, which are treated closer to honoured relics than war machines. Lacking the materials to repair them in the event of serious damage, the tribe has a dwindling number of walkers, and can only deploy them when the need is great.
- Type-2 Sprite Close Combat Vehicle-Light: The Sprite is used in sizeable numbers by the Tribe as all purpose armoured units, providing fast, high speed protection where it is needed most. The Tribe's units have been modified with bladed extensions, capable of mowing down anybody too stupid to stand in their path.
- Type-23B2 Shadow Troop Transport: The B2 Shadow is used by the clans in large amounts, providing large scale transport across a variety of environments and missions. They are used by the clan as transports, armoured personnel carriers and infantry fighting vehicles.
- Type-32 Ghost Rapid Assault Vehicle: The Ghost RAV is used in large amounts by the Tribes, but not always as a main line vehicle. While some members of the clan used it for the faster speeds and greater agility over the more used Chopper, but it is most commonly used by Slave Auxiliary units, who use it to great effect.
- Type-25 Chopper Rapid Assault Vehicle: The Chopper is one of the most commonly used vehicles in the Tribe, being used for reconnaissance, attack and hit and run. Only selected men were picked to ride these, and it is a great honour to be selected by a Chieftain. Usually Choppers are grouped together in a single Pack, though this pack may be distributed across a front during a engagement.
- Type-52 Prowler Infantry Support Vehicle: The Prowler, after the Chopper, is the next most commonly used vehicle of the Tribe, and is used in every conceivable role. Attack, reconnaissance, troop transport, patrol, supply and support. Being fast, with a low profile and a single, effective turret, it could quickly cut across a battlefield carrying a group of warriors, ready for combat. It carries a twin 35mm autocannon, though some variants have a Type-52 Plasma Cannon.
Armaments[]
- Type-25 Carbine: The Spike rifle is the most common weapon in the Tribe, being manufactured by the Tribe themselves and being deployed in massive numbers. Basic pack members use it, vehicle and weapon crews use it to defend themselves, and Chieftains occasionally keep one to protect themselves at range. Reliable, trusty and effective and short to medium range, the weapon is incredibly deadly in the right hands. A separate variant, without the twin bayonets and with a rudimentary stock is made for Auxiliary units.
- Type-25 Directed Energy Rifle: The Type-25 DER sees widespread use among the tribe as an alternate to the Spike Rifle. Though slightly rare, it is made by the Tribe in small amounts and deployed to infantry, though Captains use it at times too. A few copies make it through to the Auxiliary units too.
- Type-25B DEW: The Type-25B DEW, more commonly known as the Jiralhanae Plasma Rifle, is a modified plasma rifle with a substantially higher rate of fire, allowing it to take down opponents much faster. However, it is also less accurate, more prone to being affected by recoil, burns through energy faster and overheats sooner.
- Type-25 Directed Energy Pistol: The Plasma Pistol isn't used by the warriors of the tribe themselves, but is made for use by the auxiliary units, and is their most populous firearm.
- Type-51C Directed Energy Rifle/Improved: The Plasma Repeater is used by senior infantry men, and armoured units, providing them with longer ranged punch for little trade off. Repeaters made by the tribe are fitted with a tungsten carbide bayonet, instead of a energy unit.
- Type-55 Directed Energy Rifle/Advanced: The Storm Rifle has recently seen limited deployment, being made in the USR then shipped to the tribe, where they have been modified with a heavy bayonet, and become exceedingly deadly at all ranges.
- Type-51B Modular Carbine: The Carbine is used by veteran infantrymen in the same way as the Repeater, providing a unit with extended range and accuracy. The ammunition is made by the Tribe, giving them a easy supply.
- Type-33 General Munitions Launcher: The Type-33 is used by infantry and auxiliary units as support weapons, capable of stopping heavy infantry dead in their tracks. While ammunition isn't common, it isn't enough to stop its continued deployment. All ammunition is bought from the Republic, meaning continued use is difficult when money or supplies are low.
- Type-31 Rifle: The Type-31 is more rarely seen than the Type-33, but nonetheless is deployed with infantry and scouts, being used to full effect.
- Type-50B Directed Energy Rifle/Heavy: The Concussion Rifle is used by Captains and weapon specialists, devastating infantry and light armour in it's path. The ammunition is made within the Tribe in limited amounts, marking its use equally limited.
- Type-33 Light Anti-Armor Weapon: The Fuel Rod Gun is used by weapon specialists, captains and chieftains to demolish armoured units, scatter infantry and bring down buildings. While the guns themselves are imported, ammunition is made internally, with Tribe weaponsmiths emulating advance Republic ammunition types for deployment.
- Type-52 Automatic Plasma Cannon: The Plasma cannon is used by weapon specialists and chieftains to law down swathes of fire against infantry and light armour, annihilating enemy forces.
- Type-25 Grenade Launcher: The Type-25 is used by elite infantry and Captains, and is capable of demolishing infantry in front of it, and knocking out light vehicles. A grenade launcher launcher fitted with a four round belt, it doubles as a bayonet and sword, cutting enemies in half. These are loving hand craft by the weaponsmiths of the tribe.
- Type-52 Pistol: The Type-52, better known as the Mauler, is a smaller weapon, functioning similar to a short range shotgun. Its fed with five metallic bolts from a circular drum, and is fitted with a bayonet. Its not usually seen in the hands of infantry, more commonly being used by special forces, or by Bodyguards, as short range, protective weapons, rather than an offensive tool.
- Type-15 Assault Rifle: The Type-15, better known as the Nailer, is a heavy rifle, firing plasma munitions that causes horrendous damage. It functions as an alternate to the Carbine or Needle Rifle, and is fitted with a violent bayonet for close attack.
- Type-11 Infiltration Rifle: The Infiltration weapon is used by commandos and stalkers for specialised missions, where they can't risk alerting the enemy. It is one of the few firearms they buy directly from Pyroneous Industries, and is a dangerous weapon in the right hands.
- Type-13 Compact Offence Weapon: The Pummeler, and its special variant the Stalker Pistol, are used in varied amounts, as side arms for regular and special forces, commonly used by Auxiliary units too.
- Type-11 Close Defence Weapon: A smaller alternative to the Mauler, it features a simple design and reliable power, allowing it to stop a enemy in their tracks. It also still features a deadly blade, perfect for fending off the enemy.
- Type-26 Grenade Launcher Carbine: A replacement for the Carbine in Jiralhanae service, the Blaster fires small grenade rounds capable of significant damage, and accurate to several hundred metres. Its armed with several barbed blades and capable of dropping enemies easily. It is manufactured by the tribe in their various factories and workshops.
- Type-55 Scout Projectile Launcher: The Pine Rifle is one of the few ranged weapons the tribe has, and is used by various specialists and auxiliaries to pin down and eliminate enemy forces. These have to be made especially for the user, and are extremely deadly in the right hands.
- Type-2 Energy Weapon/Hammer: The Gravity Hammer is not only a weapon, but a symbol of status and power. Usually handed down from father to son, it is also constructed in small numbers for powerful Chieftains. Rarely seen in the rank a file, and rarely by officers, but commonly seen in the hands of Chieftains. No two are similar, though follow a general pattern of a hammerhead with a gravity drive, capable of generating a kinetic pulse that can crush born, rupture organs and throw people and objects significant distances. On the reverse is a large tungsten blade capable of severing limbs and causing significant injury.
- Type-2 Antipersonnel Fragmentation grenade: The Spike grenade is a Jiralhanae made grenade, which is design to be thrown against soft targets, using the studded tungsten blades to dig in, though theoretically, it can stick to nearly anything with enough force. One stuck, it has a brief count down before detonating, sending tungsten fragments that ricochet violently, ruining who ever is stuck, and sending fragments in the opposite direction, making it exceedingly deadly in close quarters.
- Type-3 Antipersonnel/Antimatériel Incendiary grenade: The Firebomb is a more exotic Jiralhanae weapon, being a grenade carrying a incendiary jelly. Anybody hit by it on contact is coated in incendiary jelly and ignited, likely suffocating before burning to death. It can also melt vehicle armour, destroy material and can be cooked to detonate over a area, smothering multiple units with fire.
Personal Equipment[]
Personal equipment varies massively from clan to clan, but there are generally two variations in gear.
Most 'civilised' clans , like Tyraxus, wear a full armour and clothing. Usually hardened materials, such as leather from a thorn beast, is used in constructing the hardened under clothes, designed to survive minor ware and tear. Minors are equipped with a helmet, pauldrons, breast plate and fauld, with Majors getting greaves and vambraces, and Ultras getting heavy versions. Captains are fitted with heavier, more ornate armour, with a full face helmet while Chieftains get larger, more impressive armour, designed to make them seen and heard, with each Chieftain's armour usually being tailored to him. Stalkers and Jump PAck units have specially made armour, with additional features and redesigned to suit their special functions. Armour is often decorated with warrior markings, tallies, prayers and honour marks. Slave units are usually fitted with light armour, with a breastplate, helmet and fauld, decorated with the clan and tribe imagery, though the armour varies based upon race, rank and clan.
Less 'civilized' clans, like the Meteranus and Perukus clans follow the older ways of fighting, eschewing clothes and the majority of armour, except for a helmet and pauldrons, along with a baldric to carry their weapons and ammo. While obviously their protection is reduced, their mobility is enhanced. These clans usually rely less on auxiliary units, and expect their auxiliary units to function the same as them, going into combat with no armour at all, and the clan markings painted on their bodies.
Holdings[]
The Tribe contains a few planetside holdings, such as business, factories, mines, and farms to supply the Tribe with what they need, and make some money on the side. These holdings are small, but well protected against potential incursion. The majority of these holdings are centre on two planets.
Tirex's Rest is a extremely habitable world, seized from the Nakiimus clan when they aligned with the Remnant. the clan had few opportunities to colonise the world, and as such the Tribe had little difficulty ousting them. Tirex's Rest sits at an advantageous spot, being a galactic crossroads for travel between UEG, USR and DMZ space, into Doisac. It also has easy access to the Remnant front, and frontier territory. For all intents and purposes, Tirex's Rest is the home of the Tribe, though many feel more comfortable as space farers. The world itself is lush, made up of large savannahs and forests, with 59% of the surface being covered by water. Year round it is extremely warm, with snow only appearing on the highest mountains and at the north and south points. Its soil is very fertile, and suitable for growing a great number of domestic plants and raising animals. Tectonically, its mostly inactive, making it even more ideal, and it has few dangerous fauna or flora. Its only flaw is, it lacks large amounts of mineral resources, which have to be gathered off world. In the same planetary system they have a fuel station skimming the one gas giant in the sector for fuel, and several automated mining operations going after mineral deposits locked up in asteroids. Much of the Tribe's industries on Tirex's Rest consists of large farms, gathering crops and animals, logging the large natural forests, and manufacturing in the cities. There's a number of scattered townships across the planet, usually built around an industry, such as a farm, and are usually divided up into the housing of the Jiralhanae workers and the pack assigned to guard them, and the slave quarters, which are of a distinctly reduced quality. The largest city is Sanamra, which has a large number of manufacturing blocks, manufacturing weapons, armour and equipment for the Tribe, and large residential zones for housing the substantial free-Jiralhanae and slave workforce. In Sanamra is the council halls, which houses the clan leaders when the meet, and has a forum room for them to discuss the issues of the Tribe. Also in the council halls is the Archive, where the archivist, Saamelus, records the Tribe's history, and all of their purchases, transactions, battles, warriors, citizens and personal glories of their people and property. Sanamra also hosts an extremely large space port, used for transporting materials on and off the planet at a high rate, usually used to gather raw materials from across the holds for manufacturing in Sanamra. In conjunction with this, it has an orbital elevator, connected to the Oorandan Space Dock above them, that can house many of the ships of the Tribe, and refit, repair and rearm them.
Blessed Grace on the other hand, is rich in natural resources, but is a dark and foreboding place to be. with moderate weather, and regular rainfall, it can raise more hardy crops. It also has large amounts of near impenetrable forests, which have to be painstakingly cleared for construction. However, it has a large number of mines, farms, and fuel resources on the nearby as giant. Townships on Blessed Grace tend to be small, fortified locations built right next to or as part of whatever industry they are supporting, such as a township built at the base of a mountain which plays host to a mine, or a township placed between a number of farms. The central and only city is Retarey, which is of Covenant design and construction. Retarey is divided into two distinct quarters, the new and old quarter. The New quarter houses factories, workshops and living spaces for the Jiralhanae and their slaves, that were formally occupied by the Covenant there. The old quarter is closer to a prison complex, designed to sort, house and make the most out of slaves, and is used to house the Covenant that were captured during the battle to secure the world and not sold on, and other captives from the Covenant, who are essentially prisoners of war, but used as slaves by the Tribe to get productivity out of them. Being civilians of the former Covenant, they are treated closer to highly dangerous criminals than slaves, with any leaving the prisons they were held in being clapped in leg and wrist restraints to limit mobility and being tethered together between work placements. Whereas normal slaves are usually overseen by a number of overseers, these are overseen by a small, and armed, pack, and usually given the simplest jobs that give them the least amount of access to potential weapons. Other townships with larger populations of Covenant prisoners were similar, with them being housed in small prison facilities. Those who frequently show good behaviour, a willingness to co-operate and loyalty to their new clan are usually moved on to other postings, while those that don't are sold on to other Clans, where they can be expected to work hard until they die.
Some of the notable holdings include Baranis Encloser, a huge flat land area made up of several collective farms, tended to by JOTUN machines and protected by a on site pack, which supplies much of the food for the tribe, Zaran Mine, a deep cast mine that searches for materials vital on the construction of their equipment, which is also tended to by specialised deep excavation JOTUN machines, Naggirek Factory block, a industrial estate in the city of Harum on Jord, which manufactures more delicate equipment that is difficult for them to make on their ships, and the Oorandan Shipyard, which has facilities big enough to refit and repair their largest ships, and several smaller ones at the same time. They have many other scattered facilities, such as more factories, mines and shipyards, placed strategically to supply them for the best cost. These facilities usually have a small pack protecting them, and are ran by a group of trusted tribe members, and usually operated by the people of the tribe, and slaves. For the most part, some element of the navy, or a trusted ally, is never too far from these holdings, and can be quickly reinforced if subjected to an attack, and most have redundancies, meaning if they lose a supply of one material, its not entirely cut off yet. The Tribe has numerous expansions, in both the new Jiralhanae frontiers, and former Remnant space.
The Tyraxus Tribe, despite their aims of justice, honour, and righteousness, have large holdings of slaves, though less than other tribes of similar sizes. Many have been bought directly from the slave markets, and are used to fill labour gaps in the Tribe, and at time provide an auxiliary force for their operations. These slaves can expect substantially better than average living and working conditions, being expected to work reasonably long hours for shelter, food and protection. The majority of the slaves are bought commercial at slave markets, usually aiming to select slaves who are there by no fault of their own, such as outsiders who have fallen prey to slavers, or disgraced individuals who have no escape from their predicament. Others come in as 'rescues', bought from other packs who don't want them, have been abandoned, or indeed, sometimes the clan specifically targets individuals at risk of becoming slaves, using the loopholes that slavers use to force individuals into slavery, potentially stopping them living in a life of crippling servitude and torture. Others are bought from the Gladiator pits, and serve as the Clan's representative Gladiators, trained by their warriors to serve as Gladiators during peace time, and serving as auxiliary warriors in times of war. Most often, slaves are used by the Tribe as labourers on their planet side holdings, working on the arms, in the factories, in the mines, to make sure the running of the clan goes smoothly. The are also used on the ships as low level crew members, cleaning and performing minor maintenance, and working as servants, attending to the needs of the people of the tribe. Certain slaves, with select skills, or with the ability to learn more skills are usually selected to perform advance tasks, such as high level maintenance, engineering, or as overseers for other slaves. Slaves who are fit and old enough to work, can volunteer to act as auxiliaries in combat. They take up arms and usually find themselves positioned to the rear of the line, guarding vulnerable flanks and acting as combat logistics. Each slave is bound by a collar, which is fitted with a tag denoting their name and that they belong to the Tyraxus Tribe. They are given a uniform for work purposes, usually consisting of a harness of some description. Those working in domestic or administrative roles usually wear a pattern of harness consisting of an upper metallic section, covering their shoulders and neck, with a collar forcing them to maintain a constant, dignified, raised chin, the harness then transitions into a lower leather harness and loin cloth, which bears the symbol of the Clan. Those in the military wear metallic harnesses, which are designed to facilitate armour being planted over the top. These harnesses must be locked on, or off by an overseer, and higher ranking slaves see harnesses of increasing complexity and more advanced technology built into them. Those who find themselves bought, or press-ganged by the tribe expect excellent conditions, at least compared to the conditions of slaves in other tribes. Slaves are fed three times a day, worked for long, but not unhealthy hours, aren't tortured, brutally punished or at risk of rape. under the age of 12 can not work, but would remain with their family, or in a crèche along with free children. Those tribesmen found to be hurting slaves unnecessarily find themselves on the receiving end of particularly brutal punishments. The most painful punishment a overseer could give an unruly slave was five lashes, but the threat of returning them to the slave market was motivation enough to work in most cases. After working off the cost of their purchase to the tribe, they were allowed to leave, though this might take a number of years in most cases. Many Jiralhanae who earned their freedom elected to join the tribe afterwards, and continue serving it. Many non-Jiralhanae slaves, not capable of joining the tribe upon their manumission, chose to remain working for the tribe as a slave, out of gratitude for saving them, or because they feel it to be their home, or because they have no where else to go. At that point, they gain a handful more rights, and are usually selected first for advancement. There's even cases of slaves leaving service and returning later, sometimes bringing their families to be with them in service.
There are slaves from nearly every faction in known Alliance space serving in the Tribe, with nearly 690,000 slaves, with the majority being Jiralhanae, serving in various roles, mostly labourers, and quite a few Gladiators, with the next largest group being humans, most of them being servants, labourers, skilled workers, and a few gladiators. Sangheili follow them, almost all of those electing to serve as gladiators, or combat related support roles, such as engineers, logisticians and technicians, and then the Unggoy, almost all serving as labourers, and Kig-Yar, serving as servants, workers gladiators and auxiliaries. There's also small numbers of Machina, Vorenus, Plainsfierians, Huragok and Lekgolo, serving in a wide variety of roles. The needs of the slaves, and any problems, issues or difficulties they may have are brought to the council by a appointed slave, which at the moment is Carl Pederson, who has been with the tribe for nearly fifteen years, with two of his five children being born on the Honour Bound.
Slaves who are bought by the tribe must be accounted for and brought through introductions on the Honour Bound or on Tirex's Rest. Each clan as a select number of overseers who over see the purchase and use of slaves, and these are the specialists who sort them. First the slave is brought before one of the overseers. Any remaining clothing, personal belongings, jewellery, etc, is usually confiscated, though a few things may be given back later, such as important keepsakes, and the slave is asked for their name and birth date, usually through a translator. A collar is fitted and and attached with a tag inscribed with their name and vital details. The collar is usually light weight alloy, with a rusty-red hue to it, and is somewhat loose, enough to get two fingers between the collar and the throat, though larger races usually get larger, sturdier collars. The Collar is locked, and the key secured, meaning it can't be removed without the proper key. Slaves are brusquely interrogated as to their skills, their knowledge bases and what not. Those with a distinct skill are usually deployed to a specific area to serve there. Those with distinct, usable skills, would be pressed into service in areas where those skills are most useful, such as starship engineers being posted on a warship, or a construction worker being posted on a planetside construction project, while those slaves that showed a good ability to learn, such as the young, and the educated, would be placed in an apprenticeship. Those that had little to no particular skills would be placed within a work group, such as in a factory, on a farm, in a household, on a starship, in an auxiliary unit, etc. Slaves bought are worked for a period to recuperate the price of their purchase, so for example, a 20 year old Jiralhanae male, is worth two years of work, and will see manumission after that. Upon their manumission, they're given enough funds to get them to a destination of their choosing, which is usually taken into account on the length of their work time, in effect repatriating them. Those slaves that are liberated, captured or picked up for free are usually given a fixed time, and also have to repay the costs of their living if they are unable to work, for instance if a human child is liberated from the Covenant at the age of six, and start work at the mandatory age of twelve, they probably have to work close to six years for their manumission. upon their manumission, slaves are given an alternate choice. The Jiralhanae amongst the slaves receive an offer to join the Tribe, and some 70% of them take the Tribe up on this offer, joining them as warriors, workers or specialists, gaining numerous rights with the clan, such as the ability to earn money from their endeavours, wear clothing and armour of their choice, own property, including other slaves and advance rank within the clan. Of non-Jiralhanae races that receive their manumission, who have no where to go, or want to stay with the Tribe, Jiralhanae law prevents them from joining the tribe, and they must remain a slave. They, as before, have their needs of shelter and food cared for, and those that stay tend to greater advancements in their station, such as seeing expanded or more important jobs, and small rights, such as titles, new rights ans well as the right to wear some clothes. Of those non-Jiralhanae slaves that get their manumission, only 35% stay. Of those, most stay for close to life, many beginning to settle families inside the Tribe.
Treatment of slaves inside of the Tyraxus Tribe is substantially improved compared to other clans, though this varies even within the Tribe, but most of the clans follow the doctrine of the Tyraxus clan. Slaves are gathered into packs of around 12, usually lead by a Jiralhanae overseer, and usually with two or three senior slaves, those that have served for a few years, or stayed on. Slaves with more important tasks are usually assigned to larger Jiralhanae groups who do this, such as a group starship engineers, with slaves in their organisation. Slaves are worked for long hours, usually 12 a day, with a single, fifteen minute break. The work is often tiring, and includes working on farms to tend to the crops and animals, down in mines and quarries, doing much of the ground work where more skilled slaves and Jiralhanae operate the machinery, working in the factories putting together components, weapons and equipment, in workshops repairing or upgrading machinery, in smelting plants, fuel refineries, on logging reserves and construction work. Slaves also see less labour intensive work, though with equally gruelling hours, doing administrative work, working as dock loaders or refuellers in space ports, or being used to help operate stores, food places and other businesses. They are also used as domestic aid by richer families who can afford to house and keep them, working as servants, personal aides, nursery servant, kitchen staff, or younger slaves as play mates for their own children. Slaves who serve Chieftains in the Tyraxus Clan, or Tribes closely associated see conditions incredibly similar to that of the Sangheili Honour Bond. These slaves are leashed in public and must adhere a strict etiquette system, with lessons on how to properly address their masters, how to accompany, how to act in public and so on. Other slaves were recruited to be Gladiators, usually the most physically impressive, or those with a military background, and would train intensively to be capable of fighting in the Jiralhanae gladiatorial arena, which while rarely fatal, is a case of the strongest and smartest succeeding. Slaves would also be encouraged to serve in Auxiliary units, for greater privileges and time off their manumission. Slave housing differed greatly based upon location. On planet side holdings, slaves are usually housed in a special building, near to where they are working. These buildings are closer in form and function to barracks, housing several dozen individuals in close proximity, with limited cleaning and toilet factories on site. Those with special privileges may get their own housing, and those that do usually have families with them. On starships, slaves will often have a partitioned area of a ship, usually a portion of a deck, where they have their living quarters, living in extremely close proximity with other slaves, due to limited space. There are those that have families in these areas, which are extremely close knit groups. In the cases of unruly, or violent slaves, usually increased restraints and the threat of selling them on is enough, though it may require a overseer to give them a whipping, which can be no more than five. If these measures fail, the slave is simply sold on, being more bother than they are worth. More extreme clans, such as the Perukus, have slaves working for fifteen hours and no breaks, with all slaves in a pack chained together to prevent escape or increased mobility, and usually has dozens stuffed into small living spaces.
Notable Individuals[]
Tyraxus The Younger[]
Tyraxus the Younger, first born of Tyraxus the Elder, is the leader of the tribe, and its main political figure. A young pup when his father was slew by his uncle, he was thrust into command of the tribe when his father fell, and while irregular for a tribe, for one so young to lead without first deposing of the tribe leader, his rule has been nothing short of beneficial for his people. While young, his father taught him a great many things of honour, strategy, battle, and taught him to understand what was right, and wrong, and taught him that one day, he would help to make the Jiralhanae people better. Taught in the ways of battle and leadership by his uncle, Iramus, as well as being protected by him, he lives life as an optimist, seeking opportunity to improve Jiralhanae culture, and the lot of his people and tribe. This does not mean he is given to fancy, and is a pragmatic strategist, in both the war room, and political chambers. Wise beyond his years, those who doubted his rule have seen the error of their ways, as he has lead the tribe to new levels of wealthy and power, but taught them that this should be used not to oppress others, but liberate them. He has been in close correspondence with the High Chieftain, Gauius, and Kasr 'Revak. He maintains close relations to the USR and UNSC, helping and fighting with them when the need calls, or when he feels there is no war to fight and his tribe is growing lax. He wields the sword of Tyraxus, a customised energy sword, designed for use by his father, gifted to him by his mentor, the Field Master Yran 'Uvena.
Iramus[]
If Tyraxus represents the bright future the tribe, and where it is heading, Iramus represents the force required to get it there. The younger brother of Tyraxus the Elder, his swore to protect and serve his son as tribe leader, tutoring him on war, politics and his father's vision of the future. However, where Tyraxus is a optimist, who prefers to negotiate rather than battle, Iramus is the wizened old warrior, who commands much of the military officers, and remains cautious of any situation and event. He's a realist, and remains stoic in the face of many adversities. His symbol of office is the gravity hammer, the Wrath of Tirex, the forbearer of their tribe. Those old warriors who are unsure of the path of the tribe look to Iramus, who trusts in Tyraxus, and allays their fears. Where Tyraxus is the absolute leader of the clan, Iramus is his closest advisor, and second in command.
Larirum[]
Larirum is Iramus' eldest son, and cousin of Tyraxus the Younger. Larirum is every part his father's son, being strong of arms, pragmatic, a tactician, stoic and brave. Larirum was born shortly after the war, and his parents could not raise him as they wished, instead buying Sakura Matsuoka to be his tutor and governess, who would stay on as his companion, aide and servant. He serves as a high ranking Chieftain in the Tyraxus Clan, earning his rank and serving on the inner council of Chieftains. He has a much more optimistic outlook on the future than his father, and is fond of using Auxiliary soldiers in the field.
Yiranim[]
Yiranim is the younger sister of Tyraxus and has used her brother's vision of a better future to allow herself to go where few female Jiralhanae have ventured. War. While many were unsure of her hot headed and rash decision to be a warrior, her uncle, Iramus, taught her alongside her brother, and she proved to be a excellent soldier. When she went to serve in a pack, she fought tooth and nail for respect, earning her rank and station through dedication, service and her own strength of arms and will. She now leads the special forces of the Tribe, directing them on missions that decide the future of the tribe and protect them from threats before anybody realises they are a danger. She is deeply insightful, but prefers to strike first, and fast.
Acerbus[]
The youngest brother of Tyraxus, he is a quiet and studious boy, managing the Tribe's archives with his great uncle, Saamelus, and chronicling the deeds of the Tribe and its members, as well as researching their history and lineage. He rarely takes part in conflicts, preferring to be at the rear to direct his warriors though a Chieftain. While his lack of power is not respected, his keen strategic mind is, and other Chieftains will look to him for counsel during battle. He has a collective of slaves to serve him in organising the Archive, chief among which are Irabam, Sokil and Drifts Wayward.
Meteranus[]
Meteranus is part of the 'old guard' of Jiralhanae, representing the older, more brutish, and tribal warriors of the Tribe. While committed to the aims of Tyraxus the Elder, who he was trained by and followed into battle, he is still unsure of Tyraxus the Younger, and when Tyraxus argues diplomacy, and Iramus argues pragmatism, he argues action. Meteranus is one of the most powerful members of Tyraxus' inner council, and while their views rarely meet, both have a mutual respect, and know when one another's talents are better suited to a situation. Many mistake Meteranus for a old man, but he is more than capable of crushing any whelp who crosses him, and still leads his own clan from the front.
Renus[]
Renus is the chief of his clan, and a intelligent business man and excellent logistician. The other clans acknowledge that while they fight wars, Renus and his clan ensure that they are fed, rearmed and resupplied, an unenvied but required role. Renus takes his role with unusual grace, and is often the quiet voice in internal tribe disuptes, but when he throws his weight behind a individual, usually Tyraxus, the others understand this is the right move. When stirred to battle, he is quiet and stoic, letting his actions speak for him.
Qrevemum[]
Qrevemum is the Chieftain of his Clan, and one of the more distrusted clan leaders. His clan made their mark as spies, saboteurs, assassins and mobsters, and he thoroughly revels in the dark reputation of his clan, knowing the other clans will always need his services. He isn't afraid to voice his opinion, no matter how unwelcome, and makes his presence known. He's one of the more well travelled Chieftains, and perhaps the most ruthless, going to great lengths to protect the Tribe. A former packmate of Tyraxus, he's unashamedly loyal to him, but isn't afraid to tell him when he's wrong.
Kladikalus[]
Kladikalus is a rich and powerful chieftain who owes his allegiance to Tyraxus. Coming from a rich and powerful pack, Kladikalus can be described as stuck up and self centred. He has well groomed hair, polished and highly decorative armour and is always accompanied by his large retinue of equally flamboyantly dressed warriors, and exotic slaves. This nature should not be confused as arrogant, as behind the pomposity and flamboyancy is an extremely deadly warrior and savvy politician. He is linked to many big names on Doisac, and shows his wealth when necessary, and uses force at other times. He is rarely seen without his servants, Mar and Christian, who's duties are to signal his arrival, prepare ahead of him, organise his time, carry his belongings and polish his armour.
Sanastrus[]
Sanastrus is a veteran warrior of the Kladikalus, and the personal guardian of his Chieftain. Sanastrus rose through the ranks at a meteoric rate, but was hampered by the hereditary and nobility dependent ranking in the Clan. Serving as a warrior without fault, his great skill at arms caught the eye of his chieftain, who promoted him to his bodyguard. Loyal to the end, he shadows his chieftain in drab, black armour, intended to make him non-apparent next to the polished gold of his chieftain. Those that make the mistake of going at Kladikalus face Sanastrus in combat. Sanastrus wears no clothing outside of battle, as is customary for lower classed warriors, and his back is covered in a large tattoo of the clan's logo.
Omanus[]
Omanus, like his clan members, is well disciplined and strong, but well stuck in the old ways. Other races are inferior to him, and little good for anything but slaves, with few even being allowed on the battlefield in his armies. He is subservient and loyal to Tyraxus, and everyday works to change himself and his clan to the doctrine of the Tribe. Omanus lets his rage dictate his path on the battlefield, and his clan often follows suit, his sharp instincts leading them to victory.
Sartrilus[]
Sartrilus is the leader of the smallest of the clans, but by no means is not a major power. His forces are usually the first to encounter the enemy, and often gives the other clans enough time to being their war. Sartrilus is strong willed, and stoic, and is one of the more progressive Chieftains, having a healthy respect for the other races, and has larger numbers of Auxiliaries on the field.
[]
Navrum is a older clan leader, as old as Meteranus, but where Meteranus remains a warrior who will fight for his future, Navrum has become fatalistic, and weary. He lacks enthusiasm for most engagements and spends his time at the rear, letting the younger warriors call the shots. In Tribe disputes, he rarely gets involved unless it affects the position of his clan.
Perukus[]
Perukus is the leader of his clan, and is a violent warrior, set in the old ways. Usurping his eldest brother, he took control of his clan by force, and maintains it that way. Hopelessly out numbered by the Covenant and pushed into a corner, he was fully prepared to fight to the death, when the Tyraxus Tribe lifted the siege. Having a code of honour, he gave himself and his Clan to the Tribe, serving them. While efforts have been made by him to change his view, and that of his clan, little is likely to change in the next few decades, and Perukus himself is extremely xenophobic, preferring to surround himself with Jiralhanae warriors and slaves, and keep other races slaving away in the fields and in the factories. His methods are ruthless, but overlooked by the other Chieftains because he gets results, regardless.
Arkanenus[]
Once a Gladiator, in the fighting pits of Doisac, he was bought by Tyraxus, and served as his personal champion in the pits for years. Owing him a debt e feels he can never repay, upon his manumission, he returned to serve as the body guard of Tyraxus. A mountain of a warrior, his size belays great speed and agility, and a keen and fast mind, honed by years fighting in the pits. He allows few near his master, aside from those in the inner council, and the harmless Danika Pederson. As a Gladiator, he wore greaves, vambraces, a heavy pauldron on his right side and a breast late, and no more.
Caeus[]
Caeus is a former packmate of Tyraxus the Younger, and a tough soldier to boot. One of the most infamous officers in the Tribe, he's survived conflicts that would kill lesser men. He's refused promotion to Chieftain multiple times, due to the political nature of the appointment, and feels he can best serve his clan at the frontline of a conflict. Caeus is frequently used by Tyraxus as his top 'trouble buster', going in and routing out a threat to the Tribe before it can inflict harm on them. As such, Caeus now exists outside of the regular formation, with a small retinue of warriors and trusted allies.
Caeus' Pack[]
- Gorgus: The next in the chain of command in the pack, Gorgus has long served under Caeus, and is a talented warrior in his own right. An excellent trainer, most of the Pack have been trained by himself at some point, and when not serving in Caeus pack, he serves as a trainer at The Pit in Sanamra, the Tribe's capital.
- Jilamus: Jilamus is an expert Stalker, skilled in assassination, sabotage and espionage. Jilamus is their scout and often their under cover agent. Quiet and reserved, the oack will only realise his presence after he executes a foe they were unaware of.
- Eranum: Despite being ranked a Captain, Eranum is extraordinarily skilled as a technical specialist. Maintaining their weapons, armour and vehicles, he usually performs field patches and upgrades. He's also skilled at using explosives, as well as creating them from ad-hoc materials on hand.
- Duravus: Duravus is the teams driver, piloting their vehicles during missions, whether that be their inter-system shuttle, their dropship or any ground vehicles. An excellent pilot and skilled driver, he has pulled them out of many problems.
- Kalidus: Kalidus is a 'high born' from the Kladikalus clan. Unlike most of his kin, he is not flamboyant and out going, and tends to be a reserved and frugal individual. He often secures funding for their missions through his family ties, and in combat is a reliable and steadfast warrior.
- Orakus: The oldest member of the pack, Orakus and frequently refused promotions to officer, instead choosing to remain a Minor Ultra. Despite slowing a bit in his old age, Orakus is skilled and experienced.
- Talanus: Young and headstrong, he is the only member of the pack to be officially trained to operate jump packs. Capable of launching up several stories, across chasms or to cover, he often takes to the heights to provide fire support, or charges headlong into an enemy formation.
- Tabron: The youngest member of the pack, he has yet to earn his adult name. Despite this, he has earned his place by displaying unusual skill for such a young warrior. However, he still has much to learn.
- Ora 'Yani: A peerless Gladiator, this once proud Sangheili mercenary was laid low by Caeus during a protracted battle between the two. Swearing his life to his better, Ora voluntarily offered himself as a slave and joined his pack. An excellent duellist and skilled swordsman, Ora often protects Caeus' pack.
- Jokra: The only Kig-Yar in the pack, Jokra is an expert scout. Ranging ahead of the unit, he is usually invisible to most unless he wants to be seen. He often uses a long rifle in combat, but has been known to use a blade for up close and personal kills.
- Pierre Saint-Marie: Pierre is a middle-aged human slave who serves as the pack coordinator. While they are performing a mission, Pierre remains behind to coordinate each member of the pack and provide intelligence and directions for them. He's also skilled at communication interception and electronic warfare. He's got a murky past, and his skill set isn't exactly common.
- Helena Larter: The second youngest member of the pack, Helena is a third generation slave of the Tribe. Fluent in both Jiralhanae and English, she's dedicated to the clan and a skilled warrior, despite her young age. Serving in the auxiliaries, her fire and skill caught the eye of Caeus. She usually accompanies the Pack every were, especially Caeus, and also acts as spy and infiltrator, as most ver looked a young human slave. She's an oddity in that she's willingly been branded with the Tyraxus Clan's logo, on her right thigh.
Taetrus[]
Taetrus is the fleet master of the tribe, being the greatest naval mind in the fleet. Serving alongside the Sangheili for years, he took command of the Reverence-class Grand Cruiser, the Valediction of Faith, and served admirably. Eventually joining the Tyraxus tribe, the Valediction still serves as his flagship when he is sent to battles that decide the future of the tribe. A cautious man, his is not prone to rash decisions, or dangerous manoeuvres. His actions are carefully calculated, and he is a dangerous opponent, often sighting weaknesses in the enemy they did not see themselves.
Saamelus[]
Sammelus is the sage, the oldest Jiralhanae in the tribe, and serves as the chronicler of the tribe. The great uncle of Tyraxus the Younger, he's so old and war weary, he feels he cannot argue the path his great-nephew has taken, and records his actions, and the actions of the Tribe. A historian, he has chronicled the history of the Tribe, and often cites errors in their past, that they best not repeat. He also controls the great library, that contains the gathered knowledge of the Tribe, and every transaction and item they own, as well as the chronicled birth, death and achievements of each tribe member.
Vitreadus[]
Once a veteran warrior of the tribe, Vitreadus was wounded in combat, and elected to retire from the frontlines. As a leader of warriors, who epitomised discipline and order, his only choice of career outside that of warrior, was that of slave overseer. He's risen the ranks over the years, and now is the chief overseer of the clan. Every slave bought by the clan goes through him, and while this is an exhaustive job, who is by far the best at this task, having immeasurable experience with slaves and aliens, and some say he can tell your station with just a single glance. In actuality, it tends to be a few minutes, which usually consistent of terse investigation over translator systems, but he gets results. Slaves are usually dispatched to the areas where they function most efficiently. He over sees the slaves on the Honour Bound personally, which puts him at logger heads with Carl Pederson, the Cheiftain's representative of the slaves. He's known for being a disciplinarian, and has on more than one occasion whipped a slave in a public spectacle, but is also known to be fair. Those slaves who work hard, and diligently, are reported back to him, and rewarded for their actions. He also keeps the other Overseers in line, and performs 'spot checks' of other ships, and their holdings, to make sure there is no mistreatment.
Utrilus[]
Once a Nakiimus Warrior, he was captured and clapped in irons by the Tribe, and put to work down a mine, hoping to get use of him. When his manumssion came, he fell to his knees and begged to be allowed to join them as a warrior, like the old ways. Rising through the ranks, Utrilus serves as a Captain now, serving directly underneath Iramus. While he has a more 'old world' mind set, his reactions are as sharp as a razor, and his trigger finger just as fast. While a excellent leader, his uncanny knack for surviving nearly anything leads to him often being deployed alone, to survey a situation, in and outside of the Tribe uniform.
Irabam[]
The Daughter of a Chieftain in the Laminius Clan, she was destined to be married to another Chieftain, in some complicated power play to strength the bonds of the clan, but that was all interrupted by the sudden and brief war with the Tyraxus Tribe. She was one of the few captives the Tribe elected to keep as a slave, though she noticed life. She'd been a virtual slave to her father and family, but now at least had better living conditions. Being educated and familiar with Jiralhanae history, she was put to work in the archives, alongside Saamelus and Acerbus. Her manumission has long since been and gone, but she has elected to stay with the Tribe, finding her place and calling alongside Acerbus, and amongst the dusty data stacks and records.
Tiran 'Makra[]
Itran 'Makra, once a gladiator in the pits, was wounded and left to die in an alley after a unsuccessful fight. He was brought back to the Honour Bound when Iramus found him, and they offered to treat his wounds and hone his skills, then send him back out there as a fighter. Teamed with Arkanenus, they won many leagues and championships, then when Arkanenus went on to serve as the bodyguard of Tyraxus, Tiran continued to serve as Tyraxus' champion in the arena. While getting on in his age, he can put many young pups in their place, and trains the new gladiators, using his experience to hone them into winners. He also trains many pack members of the tribe, much to their chagrin, when the old Sangheili beats their upstart hides. He often commands several squadrons of Auxiliaries on the field, and when he enters the fray, many Jiralhanae follow his lead. As a gladiator, he used heavy, overlapping plates of armour, and a lance weapon.
Samsis 'Iradan[]
Samsis was once a warrior, before he fell foul of the Remanant, and after a number of transactions found himself slaving away in an arms factory on Doisac. Due to unsafe working conditions, there was a accident, and the resulting explosion permanent hobbled him, making it difficult for him to walk. Bought for cheap by the tribe, he was put to work on the mobile manufacturing ship, and showed his knowledge and aptitude of both Republic and Jiralhanae ordnance, and stayed with them after manumission to serve as chief of the factory. He's respected by the Jiralhanae and slave workers as a fair, and intelligent work boss, and his work is highly regarded once its in the hands of a warrior, and earned him a kill.
Jika[]
Once a renowned tracker, Jika the Kig-Yar fell foul of a debt collector and ended up a slave, serving out long sentence in a Jiralhanae strip mine. Escaping into the wilderness one day, he used his great survival skills to make it halfway across a continent to a city, and attempted to hide, when he fell foul of Tyraxus, when he tried to pick his pocket. Jika was allowed to keep his claw, in exchange for joining the slave force of the Tribe. He acts in a more combat orientated role, using his excellent tracking and hunting skills in a variety of missions.
Mosan Parinnis[]
Mosan was once a decent engineer on a Machina Federation merchant ship, but got too drunk while on shore leave on Doisac and woke up clapped in irons. Having little choice but to serve, he eventually found his way into the hands of the Tribe, and served them happily after that. He often works as one of their most regarded mechanics, especially for starship components, and keeps their ships working. Mosan's frame has gradually been changed over the years to reflect his current life, with his frame being modified to reflect his Jiralhanae masters, with patches of their own armour attached to the exterior, and a over designed collar fitted to his frame to show his position.
Drifts Wayward[]
Drifts Wayward, better known as Drift, is one of the rare few Huragok individuals in the Tribe. Whereas most work in engineering, maintenance or manufacturing, Drift, as he is better known, works in the Tribe's Archives, with Saamelus and Acerbus. Being a skilled archivist who can analyse, disseminate and record data and a faster rate than any other archivist, he also maintains the delicate computers that keep their logs and history, and repairs them when they break.
Tiralla Eram[]
One of only three Plansfierian slaves in the tribe, Tira had been captured by slavers when she set out to see the stars, being a wayward young woman when she left her home. Being a rare Plainsfierian slave, she was probably going to spend the rest of her natural life as some warlords expensive trophy, but was bought at great expense for the Tyraxus Tribe, recognising the great potential of having a shape shifting slave. While resistant at first, she recognised that she had it surprisingly easy compared to other slaves in the tribe, and what her fate would of been outside the Tribe in another Jiralhanae's claws. As a very special slave, and shape shifter, she's afforded a extraordinarily large amount of freedoms, not being tied to one pack or master, but instead serving several. Routinely, she serves one of three masters. She is usually tied to Qrevemum, leader of his Clan, who sends her on special missions, in support of his Stalkers and Commandos, to infiltrate and observe the enemy as all kinds of things, such as a Jirlahanae warrior, a human slave, even impersonating a Chieftain. She's also been assigned to Kladikalus at times, during his sessions rubbing elbows with the rich and powerful, accessing areas usually locked to them and impersonating rich figures, or simply playing the part of his cowering human slave, before making her move. She's also worked directly for Tyraxus himself, performing delicate missions vital to the survival of the Tribe itself. As a special slave, she has a specially fitted collar, made out of robust leather and worn loose, so as not to interfere with her transformations, that she can remove any time. Between her missions, she is put to work on more regular, unskilled work or auxiliary operations. Due to her exorbitant price tag, she won't see manumission until she's worked for the clan for fifteen years, which is a drop in the ocean for the long lived Plainsfierians.
Sansis Vallal[]
Sansis Vallal was once a promising young Constable in the Vorenus Vanguards, serving as a diligent and forceful officer, protecting the vulnerable from criminals. However, he became increasingly obsessed with stopping a slaver gang that escaped his clutches multiple times. Eventually, he caught several members and brutally interrogated them, before executing most of them there and then, rather than allow the dangerous criminals the chance to escape confinement or receive parole. Excommunicated for this, it didn't stop his one man crusade, until he fell foul of the slavers in a trap orchestrated for him. A cruel sense of irony, the slavers sold him on, intending to have him die in some dusty arena on Doisac, or worked to death, but fate had a different plan in store for him. Bought by the Tyraxus Tribe at a premium, he was initially incredibly resistant to the Tribe, but he found that their sense of honour and justice were very much the same as his. Serving as a gladiator and auxiliary, he reached his manumission and found he had home left in Vorenus space and was an outcast, and elected to return to the Tribe. He serves as a representative of Vitreadus now, and ensures the other slaves obey the Tribe laws and act in a lawful and respectable manner. More than once, he's dispensed justice with his truncheon, and has many enemies and friends amongst the slaves for his actions, protecting those slaves who can't protect themselves.
Carl Pederson[]
Once a freighter pilot, Carl fell foul of slavers during a run to Doisac, and found himself sold on to work on a farm. After months of exhausting work and lashes, he collapsed and was thrown away like trash. Nursed back to health by a Tribe member at the farm for business, he was brought back to serve. Lacking many skills outside of piloting, he assisted in shipping for the tribe when extra pilots were needed, and worked maintenance on the Honour Bound at other times. After two years, he was given manumission, and allowed to return to his family. The truth was, his family lived in abject poverty, even with steady work as a pilot, and saw the tribe as a way to provide for his family, and at least ensure they had enough to eat, and somewhere to sleep. After a long period of time convincing his family to come with him, he eventually got his wife and their sons, 9 and 6, and daughter, 8, to come with him. Welcomed back as an old friend, the rest of the family found adapting to their situation as willing slaves difficult, being disallowed to wear their clothes (What few they had with them) and fitted with collars, then expected to work in exchange for only food and shelter. Despite this, most of his family eventually settled.
His wife serves as matron of the slave quarters, looking after the women, the infirm, the young and pregnant, with the help of several other matrons, while his daughter, Danika, serves as personal servant of Tyraxus and his youngest son, Philip, works as a servant for Iramus. His son, Daniel, elected to leave the tribe to live with human family members. Since returning, his wife has had two more children, Michael and Domasti, named for the Jiralhanae word for kind. He served for fifteen years in total, doing a number of jobs, and eventually becoming the representative of all slaves in the Tribe. As a slave, he's been afforded a great many amenities, such as larger quarters, respect of the free Jiralhanae and slaves, a few elements of clothing, notably a loin cloth and a position of power.
Danika Pederson[]
When Danika came to the tribe with her father, she was at the young age of eight, and just understood that she was going for a better life. Living in isolation and poverty, anything was better than the situation she faced. Unlike her brother, who couldn't adapt, she took to it with time, and helped her mother and father with their work, being too young to work herself. By the time she turned 18, she was fluent in the Jiralhanae language, and had been from one end of the Honour Bound to the other, visiting almost every deck and area.
When she became an adult, and expected to work, her organisational and linguistics skills earned her a position as Tyraxus' assistant, acting as his secretary, administrator and close confidante. She rarely leaves his side and outside of battle, is always with him. Having served with him for a few years, as well as lived in the fleet for fifteen, she has a very relaxed and somewhat playful attitude with the members of the tribe, an attitude that's not always liked, especially by the older Jiralhanae, with more 'old world' mind sets for slaves. Danika is a startling beauty, and this is used by Tyraxus to his own ends when needed, such as during negotiations with other Chieftains, Kig-Yar and human dignitaries and business men, who are often distracted by her beauty (and in the case of humans, lack of clothes), and her potential monetary worth because of this. As with all Jiralhanae slaves, she remains unclothed aside from her collar, in and outside Jiralhanae territory, and is spoiled rotten by Tyraxus, who buys her imported make up from the UEG territories. When with her master out in public, she's extremely disciplined and attentive, performing her tasks without a fault, and quietly sitting or standing by him during his daily politics. However, when its among the crew of the Honour Bound, she's somewhat playful and relaxed, sometimes bordering on the disrespectful in the minds of some Jiralhanae.
Philip Pederson[]
Philip Pederson is Carl Pederson's youngest son, and Danika's younger brother. When they first came to the Tribe, he was only six, and took to the conditions of being a slave in the Tribe extremely well. He became fluent in Jiralhanae, retaining some knowledge of English, and adopted the dour, serious personalities of the Jiralhanae around him. Unlike his more carefree, playful sister, Danika, he is always disciplined, straight faced and subservient to his masters. He serves Iramus as his assistant, providing him with his organisational and liaising skills. He goes with Iramus everywhere, and on occassion even takes to the battlefield with him. At all times, he usually has a clan marker on him, usually paint on his chest and back showing his clan and tribe affiliation, something he is proud to show.
Sam Vogel[]
Sam Vogel is one of the few rare non-Jiralhanae individuals in the Tribe who was born into slavery. His mother was a pregnant teenage run away, and was targeted by a slaver gang on Fell Justice. Almost certainly doomed to be bought for her child, separated then sold on, she had a stroke of luck when she was bought by the Tyraxus Tribe. Making the best of a bad situation, she would have to stay with the tribe for some time before she could leave as her sale price had been extremely high, and gave birth to Sam soon after settling on the Honour Bound. Having little place else to go, she and her son stayed with the Tribe and made their life there.
Sam grew up in a almost entirely Jiralhanae dominated environment, and was born a slave, never knowing anything else. While he knows some English, his first language is that of the Jiralhanae. Growing up among Jiralhanae children, he grew up lean and tough, but devoted and loyal to his masters and fellow slaves. Despite his mother's wishes, he became a Gladiator, and served with distinction in an Auxiliary unit, earning a commendation from Tyraxus himself. He has earned several promotions and perks, and now leads his own auxiliary unit, working closely with Jika, the Kig-Yar tracker. Many newer slaves in the Auxiliary unit will approach him for guidance, though some are off put when they realise he doesn't speak English. As a Gladiator, he wore heavy, encompassing armour and used a battleaxe.
Catherine Harmon[]
Once upon a time, Catherine Harmon was a marine in the UNSC Marine Corp, serving on the border with Remnant space. On her very first deployment, she was captured by raiders, her squad either killed in the first fire fight or for sport later on. Looking to make a quick sale, the Covenant raiders sold her on to the Naakimus clan, only a week before their own fall to the Tyraxus Tribe. In that short week, she was almost worked to death, and was one of the few surviving slaves the Tribe found while routing the Naakimus. Taken in by them, she was steadily fed back to health, and she was given her work assignment. Working a repair job on the Honour Bound wasn't a tough job, but when she broke the arms of two attempted rapists on the ship, she was immediately head hunted for the arena. With human women in a league almost to their own (Aside from Kig-Yar, Vorenus, Plainsfierian and Unggoy females), she excelled as a warrior and earned several kills as an auxiliary. Though she was given her manumission shortly after she won her second championship, she elected to stay with the Tribe, as she had fallen in love with a man there, Silas Dunn, and since had a small marriage ceremony and two children, before returning to service as a Auxiliary. One of the few Auxiliaries of note in the Meteranus Clan, she is afforded modicum of respect by the Jiralhanae of the clan, and sometimes is brought on the field by Meteranus himself as part of his retinue, who admires the scrappy but petite human female for all her violent talents on the field. Catherine uses extremely light armour as a Gladiator, using a fauld, vambraces and pauldron on her left side, and a single sword.
Sokil[]
Sokil, one of the longest serving slaves of the Tribe, was brought in when he was barely a few years old. At this point, the Tribe had agreed to protect slaves under their care and free them when they had worked off their debt. Sokil was put on the market at the tender age of four, separated from her mother after a raid and could not be calmed, even by the slaps of the overseer trying to sell her. Bought by Iramus during a lone trip to the market, she was brought back to the clan and raised amongst his family, and alongside Tyraxus, Acerbus and Yiranim, Sokil, as she called, meaning brave face, grew up as a Jiralhanae slave, knowing no other life. Playing with the rather rough and tumble Jiralhanae children, she earned a few scars, and some broken bones, but never cried when she was hurt. While not old enough to work, she served a role of play mate and pet for the children, and eventually, when the others went to war, she stayed with Acerbus, tending to his needs. Acting closer to a maid for him, now that she is of age to work, Sokil helps him with the archiving, plans his schedules and organises his entire life. She's also an excellent archivist in her own right now, and has refused manumission multiple times. Sokil finds herself somewhat at odds with Irabam, who looks to be Acerbus' future mate.
Doctor Ira Mathis[]
Doctor Ira Mathis once served as a doctor for a civilian salvage crew, looking for adventure and excitement in his career, without having to sign on with the military and go to a warzone. First tour out, the ship suffered engine failure, and the crew part exchanged the good doctor with a Jiralhanae crew for new components, without his knowledge. barely knowing what they had, they tried to pawn him off to the next crew that came along. That next crew, happened to be part of the Tyraxus Clan. Human doctors are few and far between, and many of the auto-surgery systems on-board the Tribe's ships and in their hospitals are not programmed for human biology, meaning human doctors are exceedingly vital. Guessing this is the closest he would come to for adventure for the next five years until his manumission, he stayed with them, looking after the human slaves, but also learning from a Jiralhanae doctor and apothecary to treat the Jiralhanae. Staying after his manumission, for the human slaves who would suffer without him, he began to train a few other humans as doctors and nurses, and taught Jiralhanae how to treat humans as well. He remains on the Honour Bound, acting as the head physician for the human quarters.
Sakura Matsuoka[]
Sakura Matsuoka was a highly successful academic, who was part way through a teaching course at university, before throwing it away to be a glamour model and then reality TV star, who in effort to spread her fame, headed to the stars. Failing miserably, she ended up lost and separated from the television crew on the DMZ world of Fell Justice, she was snatched by slavers and sold on the market. Passing two owners, she refused to serve either, and neither wanted to damage her because of her potential monetary worth, before she was handed to the Tyraxus Tribe for cheap. Reluctant to work, Iramus brought her in to the inner echelons of the tribe, to tutor his children. She remained on the Honour Bound, serving dual roles of tutoring the human slaves on language, maths and science, and acting as a companion of Iramus' eldest son, Larirum.