Bloody Hoof Tribe

The Roar of the Lord

Biodata

Feature Details
Name Bloody Hoof Tribe (血蹄部落)
Alias(es) Bloodhoof Tribe; Heroic Tribe; Hero Tribe; Hope Tribe 66 175
Organization Type Barbarian tribe that develops into a multiracial military and political organization 66 319
Affiliation Barbarians of the Great Wilderness; later participates in a strategic alliance with the Holy See and Behemoth Orcs against the Demon Race 506
Leadership Originally Bloody Hoof Zack; later Allen, supported by the Nine Elders Council 26 319
Headquarters Originally the edge of the Great Wilderness; later Bloody Hoof Camp at the Beast Forest, also called the Fierce Beast Forest 66 122 514
Population A little over 200 people during its decline; later approaches 1,000 camp inhabitants including Fierce Beasts, not solely tribal members 66 319
Religion Worship of Kakarou, the God of War; the camp houses his only known statue on the Saint Cassis Continent 230 493
Status Active and expanding, with advanced industrial facilities and combined land-and-air forces 583
First Appearance Chapter 26, “Outside Outpost County” 26

Power Progression

Stage / Realm / Level Chapter Notes
Guardian beast — second-form Battle Frenzy 66 Several years before the chapter, Zack’s Wasteland Brutal Bear, Ashen, evolves. Its increased strength and retained combat judgment help establish the tribe’s heroic reputation.
Children attain Magic Apprentice status 130 Four or five children have learned meditation and basic magic-power techniques; other youngsters have begun cultivating Battle Qi.
Battle Qi–using armored warriors 132 Tribal warriors demonstrate Battle Qi while fighting in full plate armor with inner armor and steel weapons.
Second-generation Bloodhoof equipment 171 Fandi-designed greatshields resist cavalry charges and release fifteen spikes on impact; the camp also fields armed beasts and siege engines.
Iron Mountain — high-tier Magic Beast 175 The Giant Gray Lion evolves, acquiring a powerful physique and a body described as practically impervious to blades and spears.
Mass training of Magic Apprentices and Tier 1 Qi Warriors 321 Organized training is underway. A success rate above 70% remains conditional on breaking the Barbarians’ ancient bloodline restrictions.
Third-generation equipment 375 Elite warriors receive master-designed equipment built around shields, specialized crossbows, poisoned blades, warhammers, and triangular bayonets.
Third-generation improved 3.5 standard set 404 Mana infusion, secondary modifications, and alchemical work turn the standard loadout into rare magical equipment.
Advanced energy-weapon deployment 583 Steel Golems, Arcane Repeating Guns, and Magic Cannons are deployed against the Grand Knight Battle Group, supported by expanded workshops and laboratories.

History

Heroic Reputation and Decline

Under Bloody Hoof Zack, the tribe confronted the Holy See’s Heretic Extermination Legion at the Great Wilderness border. Nearly 80% of its elite warriors were killed, and almost all survivors were wounded. The Great Chieftain withheld reinforcements, citing the northern Behemoth threat among his reasons. Zack and Ashen nevertheless severely wounded Earth Dragon Knight Sokas, forcing the Holy See to reconsider the risk of losing its Earth Dragon. The tribe received the title “Heroic Tribe” for preserving Barbarian dignity 66.

The victory left the tribe badly weakened. Ashen died in battle, and by Chapter 66 only a little over 100 warriors remained. Its other large beasts were a gaunt Corrosive Giant Raven and an aging Giant Gray Lion, neither capable of matching its former strength 66.

Zack’s disputes with the Great Chieftain led to the termination of monthly supplies six months before Allen’s arrival. Neighboring tribes withheld help to avoid offending the Great Chieftain. Food shortages, patched tents, and insufficient winter clothing threatened the tribe’s seven or eight newborn infants 66.

Allen’s Arrival and the Loss of the Original Camp

Zack entered human territory to retrieve Dina, becoming the first Barbarian chieftain in hundreds of years to enter the human sphere of influence. Little Zack subsequently brought Dina and Allen to the tribe, hoping to restore its fortunes 26 66.

Allen eventually became acting chieftain. When Cardinal Lando and the Great Chieftain plotted the tribe’s destruction, the defenders captured all ten Griffin Knights sent against them using dwarf gourds. Allen favored an organized withdrawal rather than risking the tribe in a direct confrontation 102.

The Lion Tribe, led by Johnny the Giant Axe, attacked alongside human forces. The original camp was destroyed, but the tribe escaped: Hailton later found burned human corpses there and no Bloody Hoof warrior bodies. The survivors relocated to the Beast Forest 104 129 514.

Rebuilding in the Beast Forest

Dwarven assistance allowed the tribe to clear land and construct houses. Wasteland Brutal Bears began bringing other beasts into the settlement, including Giant Wolves and a Giant Claw Tree Sloth. The tribe sheltered and fed them despite the resulting strain on its food supply 120.

Allen initially intended to recuperate quietly for a year or two. Instead, beasts repeatedly delivered meat and abandoned equipment to the camp. Among the recovered valuables were a Human-Faced Giant Beast Belt and a Giant Wine Rock Crystal. After Allen surrendered the crystal to Deniro’s dwarves, they agreed to become the tribe’s followers and help build its new homeland 122.

Johnny’s subsequent revenge expedition exposed how much the tribe had changed. Its armored warriors, dwarven aerial support, mages, giants, and beasts defeated his force. Allen ordered one leg broken on each Lion warrior and personally crippled both of Johnny’s legs 137 138 139.

Victories over the Holy See and Behemoths

When Sokas’s Iron Cavalry Beast Legion attacked, Manstein ordered the Four Great Noble Tribes to reinforce Bloody Hoof despite earlier internal disputes. The defenders defeated the legion, while the visiting Barbarian leaders discovered that Bloody Hoof’s equipment and magical support far exceeded their own 170 171 173.

The tribe later fought the Behemoths at Holy Light Fortress. Allen’s account states that the Behemoth legion lost more than half its strength while Bloody Hoof suffered zero casualties. Its wider record also included helping Iron Hammer Castle defeat the Two-headed Trolls on Garnia Plain 272 303.

Bloody Hoof hosted 136 tribal chieftains to coordinate resistance against the Behemoth Orcs. Allen supplied portable teleportation crystals and grouped tribes by combat strength. A military review then demonstrated precision aerial bombing by fifty dwarves riding Griffons and Harpies 303 304.

During the larger war, the tribe’s bombardments, teleportation-assisted movements, armored beast charges, and precise siege attacks disrupted the Behemoth advance. Prince Blood Lion eventually prioritized its destruction, while the human forces acknowledged that Bloody Hoof’s contribution had overshadowed their own 402 403 408 409.

Isolation and Continental Alliances

After Allen was captured and disappeared, the tribe halted external services and nearly severed contact with outside factions. Its members blamed outsiders for involving him in the Holy See’s conflict with the Demon Race. Jana’s and Hathaway’s factions remained exceptions to the general exclusion 448 479.

Allen’s return restored the tribe’s leadership. Consylate later represented Bloody Hoof in negotiations establishing a strategic alliance between the Wilderness Barbarians, Holy See, and Behemoth Orcs. The agreement was intended to last until the Demon Race invaded and was driven away 479 506.

After further victories, including the destruction of the Ice Goddess Cult, Bloody Hoof invited continental powers to join an expedition against the Demon Race in another plane. Its public offer emphasized the opportunity for wealth rather than diplomatic appeals 545 547.

Planar-War Leadership and Industrial Expansion

Caesar warned Allen that the tribe could face hostility from humans, Beastmen, and other races after the planar war. Manstein nevertheless declared the Barbarian Tribes’ support for Allen, regardless of his alleged allegiance to the Demon Race. Orpheus separately offered the Green Demon Continent plane as a place the tribe could rule independently 567 568.

Allen demanded absolute Bloody Hoof control over the proposed war coalition’s deployments, plans, and strategic objectives. By this period, the tribe no longer depended on Holy See or Kingdom of Locke support; earlier attempts to restrict supplies and outside contacts had failed to stop its development 577 582.

The camp subsequently expanded tens of kilometers beyond its original forest settlement. Its workshops, alchemical laboratories, and weapon-testing grounds supported the advanced weapons used to destroy the Grand Knight Battle Group and pursue its fleeing knights 583.

Organization and Membership

Leadership

  • Allen holds supreme military and political authority. After the formal reorganization, his principal responsibilities are external combat and the tribe’s overall direction 319.
  • The Nine Elders Council manages the tribe’s affairs, large and small 319.
  • Elite warriors enter the combat formations, while the tribe’s women are assigned logistical work 319.
  • Liv serves as the camp’s logistics manager and is willing to confront visiting Barbarian dignitaries 200.

Nine Elders Council

Elder Position or Expertise
Old Zak Previous-generation tribal chieftain 319
Old Laixi Head butler 319
Consylate Undead Archmage and magical instructor 204 319 321
Deniro Honorary elder of Iron Hammer Castle; dwarven craftsman and aerial commander 304 319 375
Old Duff Veteran Water Mage and instructor 104 204 319
Ist Millennia-old Tree Shepherd 319
Fandi Geometric scholar, equipment designer, and catapult director 172 319 375
Blind Dragon Sword Saint, also called the Old Blind Man 173 319
Rune Druid Archmage with Wind and Wood elements 319

Recorded Camp Composition

The following figures describe the camp during its formal reorganization, not its final population 319.

Group Recorded Number
Original Bloody Hoof members Nearly 200
Loyal Plains Dwarves More than 200
Giants More than 30
Beast Elves 50
Followers summoned from Outpost County 8
Fierce Beasts stationed in camp More than 300
Total camp inhabitants, including beasts Approaching 1,000

The camp also accommodates human Qi Warriors, mages, Druids, and other specialists. By Chapter 583, its regular frontline forces remain centered on Barbarian Warriors, Dwarves, and Beast Elves rather than large dedicated archer formations or mage teams 173 583.

Headquarters and Culture

  • Original settlement: A border camp of impoverished, drafty tents, formerly sustained by the Great Chieftain’s monthly supply system 66.
  • Forest settlement: A rebuilt homeland with houses and a tribal war banner raised at the boundary between the wilderness and Beast Forest 120 122.
  • Mage Tower: Stands in the middle of a pond and astonishes visiting chieftains with its grandeur and the camp’s cleanliness 174.
  • Kakarou’s statue: Makes Bloody Hoof Camp a pilgrimage destination for Wilderness Barbarians. Even noble-tribe chieftains consider entry an honor 401 493.
  • Community loyalty: The tribe accepts Allen as family, and he regards it as his first true home in the world 106.
  • Leadership devotion: Members view Allen as the Great Wilderness’s savior and place extraordinary trust in his decisions, even when those decisions involve challenging foreign rulers 147 150 230.
  • Everyday life: Warriors celebrate with drinking, meat, and dancing, while dwarven artisans smoke cigars and Beast Elves roughhouse with Brutal Bears 545.

Military Capabilities

Elite Infantry and Discipline

The tribe replaces instinctive, individual fighting with rehearsed formations and coordinated attacks. Gonsales finds its obedience more impressive than that of the human legion soldiers he has observed 138.

  • Warriors train to protect vital areas and incapacitate opponents efficiently rather than simply exchange blows 138.
  • Concentrated ranged volleys are practiced in six-person groups 186.
  • A hundred elite warriors repeatedly drill the same shield-and-weapon sequence regardless of weather or time of day 375.
  • Allen introduces bench presses, weighted runs, and giant-log pushing, backed by plentiful food 376.
  • Their standard attack sequence moves from shielded advance to crossbow fire, poisoned-blade suppression, a warhammer charge, and individual close combat 375.

Titan Aviation Corps

Deniro leads the tribe’s dwarven aerial force, using Griffons and Harpies for reconnaissance, guidance, and bombardment 303 304.

  • Fifty riders demonstrate precise carpet bombing followed by incendiary bottle drops 304.
  • Later operations integrate Griffons, Plains Dwarves, and Beast Elves to deliver firebombs and steel fragments 403.
  • Aerial support prevents enemy formations from regrouping during ground engagements 138.
  • The tribe also trains Griffin Knights for human legions, although this service stops during Allen’s disappearance 448.

Fierce Beast Corps and Giants

Bloody Hoof fields wolves, Brutal Bears, Giant Claw Tree Sloths, Giants, and other large creatures as part of coordinated operations 139 171.

  • Ist directs beasts and summons five earth-element giants during the Iron Cavalry Beast Legion battle 139 172.
  • Giants carry siege crossbows capable of firing explosive bolts 175.
  • Armored beasts execute mass charges and withdraw through teleportation arrays 401.
  • Later beast armor uses exotic-space metal and Wind enchantments supplied by more than 300 borrowed Elves and Druids 559.
  • Maintaining this force is expensive, and training the beasts is difficult because many are lazy and food-driven 559.

Magic and Bloodline Instruction

Duff and Consylate teach children whose magical aptitude challenges conventional expectations about Barbarians 130 204.

  • Children learn meditation, magic-power control, Battle Qi, and eventually multiple magical elements 130 204.
  • Consylate attributes their unusual aptitude to an awakening ancient Titan bloodline and seeks to break its seal 204.
  • The projected success rate above 70% depends on overcoming those bloodline restrictions; it is not presented as an already-achieved result 321.
  • Senior spellcasters coordinate effects including Void Rifts, blood-mist creatures, and elemental giants 375.

Mobility and Combined Operations

Teleportation crystals allow a relatively small organization to influence battles far beyond its own camp 402.

  • The tribe deploys through portals, strikes supply lines and weak points, and combines aerial bombardment with ground assaults 271 402 403.
  • Its tactics include ranged suppression, harassment, precision sniping, shield-wall counterattacks, and giant-wolf attacks 193.
  • Iron Golems clear paths while warriors attack protected spellcasters from behind them 525.
  • Druids and Elves transformed into falcons pursue fleeing enemies after the Grand Knight Battle Group’s defeat 583.

Equipment and Technology

Standard Warrior Equipment

  • Dwarven steel armor: Initially emphasizes durability and protection; later sets incorporate inner magical rune armor and Dragon Scales 138 186 404.
  • Tower shields: Second-generation models are based on the Kingdom of Locke’s greatshield and release fifteen spikes when struck 171.
  • Specialized crossbows: Fire ordinary iron bolts, Demon-Breaking Bolts, and Demon-Breaking Armor-Piercing Bolts designed for different enemy classes 434.
  • Poisoned haftless blades: Provide close-range suppression before the melee charge 375 376.
  • Warhammers and triangular bayonets: Form the standard close-combat pairing; the bayonets are specifically designed to penetrate magical shields and Battle Qi defenses 375.
  • Holy Mana Potions: Supply rapid healing as part of the later magical loadout 404.
  • Incendiary bottles: Stockpiled as standard weaponry and described as comparable in potency to intermediate single-target Fire spells 321.

Heavy Weapons

  • Catapults: Directed by Fandi, whose unusually accurate bombardment inflicts heavy losses on the Iron Cavalry Beast Legion 172.
  • Siege crossbows: Mounted on giants and used with explosive bolts 175.
  • Iron Golems: Allen brings twenty-four back with Monroe; a later expedition fields twenty-five 353 525.
  • Magic Cannons: Their early appearance destroys Shabak’s southern gate and walls 491.
  • Steel Golems and Arcane Repeating Guns: Deployed alongside Magic Cannons against the Grand Knight Battle Group 583.

Design and Production

  • Fandi serves as chief designer, Migard improves designs, and Deniro crafts equipment; their work drives the tribe’s rapid equipment turnover 375.
  • Consylate and Donny provide Mana infusion, while Miranda and her brother perform alchemical transformations on the improved 3.5 equipment set 404.
  • Alice, a knowledgeable Lightning Dragon, contributes enchanting expertise to the later technical workforce 583.
  • By Chapter 583, each warrior’s equipment receives support from at least one geometer, twenty Iron Hammer Castle Dwarves, and three Wild Dwarves 583.

External Relationships

  • Great Chieftain Tribe / Manstein — Initially withholds reinforcements, cuts supplies, and supports an attack on Bloody Hoof. Manstein later orders reinforcements, cooperates with Allen’s tribal assembly, and declares continued Barbarian support 66 102 170 303 567.
  • Lion Tribe / Johnny the Giant Axe — Attacks the original camp and later seeks revenge at the forest settlement. After his defeat and crippling, Johnny nevertheless joins the forces sent to resist the Holy See’s invasion 104 138 139 170.
  • Dark Moon Leopard Tribe / Giselle — Accompanies Johnny’s revenge expedition, but its warriors do not intervene in Allen’s final confrontation with him. The tribe later contributes reinforcements under Gonsales while Giselle is absent 136 139 170.
  • Blood Snake Tribe / Bili — A reluctant reinforcement partner whose members initially resist involvement in Bloody Hoof’s conflict. Bili later regards the camp as a prestigious pilgrimage destination 170 493.
  • Night Hawk Tribe / Dylan — Dylan’s friendship with Old Zak leads him to answer the reinforcement order immediately and establish an ambush at Roaring Valley 170.
  • Iron Hammer Castle and the Dwarves — Provide followers, craftsmen, aerial forces, and equipment expertise. Bloody Hoof also assists Iron Hammer Castle against the Two-headed Trolls 122 303 583.
  • Holy See — A longstanding enemy that later seeks cooperation and enters an anti-Demon alliance. Attempts to control the tribe through food, steel, and restrictions on outside support ultimately fail 121 506 566 582.
  • Behemoth Orcs / Caesar — Initially major military opponents; later temporary strategic allies against the Demon Race. Caesar continues to treat Bloody Hoof’s independent power as a political concern 402 506 567.
  • Human nations and noble families — Establish bilateral relations and contribute technical personnel after Bloody Hoof’s alliance with the Holy See, despite widespread private distrust of its power 573 583.
  • Demon Race — The target of the tribe’s proposed planar expedition and the threat around which its later coalition is organized 506 547 577.

Notable Quotes

“Hero Tribe, Hope Tribe, the number one tribe of the plains!”
— Great Chieftain Manstein 175

“Bloody Hoof’s fame echoes across the continent!”
— The assembled Bloody Hoof warriors 175

Appearances

1,584
Total Mentions
340
Chapters Appeared
4.66
Avg. per Chapter