This has been a fairly complex thread with a lot of back-and-forth discussion and great thoughts! I will try to chime in a bit.
Susan, some of your questions touch on issues of beastman culture. These are difficult to adjudicate in a generic way because different campaign worlds - even within the old school D&D flavors - have such wildly different assumptions about them. And even Tolkien wrestled with “what did orcs eat and where were Mordor’s farms”.
Below is some text from the unpublished Auran Empire Campaign Setting that explains how I think of beastmen. The key takeaway is that most beastmen, most of the time, are functioning at the level of clan and village. Only when powerful chaotic leaders of 9th level or higher emerge will they organize into domains and realms. It is up to the Judge creating the setting to decide how often this occurs. (Tolkien, for instance, seems to assume that in the absence of a Sauron-like figure, orcs fall into factions no longer than a few hundred to a few thousand.) Some Judges will have beastmen great chiefs or khans leading beastmen nations. Others will have dragons or liches or powerful evil warlords uniting them.
Beastmen were created a few centuries before the Empyrean War through magical research that combined humans and humanoids with beast stock in repeated cross-strains. They were created to be soldiers for the Zaharan army – ruthless and blood-thirsty, but susceptible to control. Beastmen include bugbears (hobgoblins and bears), gnolls (men and hyenas), kobolds (lizardmen and dogs), goblins (gnolls and dwarves), hobgoblins (men and goblins), lizardmen (men and iguanas), minotaurs (ogres and bulls), ogres (men and gorillas), orcs (men and pigs), owlbears (bugbears and owls), troglodytes (lizardmen and chameleons) and trolls (ogres and hydras).
All beastmen are organized into clans of related families ruled by a chief. Within the clan, the males do all the fighting, herding, and hunting, while the women do the cooking, skinning animals, setting up camp, feeding children, and transporting household goods. Endemic warfare between the clans is constant, except when great chiefs rise up to lead a horde to battle.
Beastmen warriors tattoo themselves, and wear their horn shorn to a single lock, in a great mane, or in a mohawk. They fight with slings, javelins, spears, bows, swords, morning stars, flails, and axes, and generally wear light armor, such as leather or chain. Raids may be accompanied by blowing horns and warpipes. Beastmen are head hunters, believing that taking the head captures the soul of the victim. For the same reason, the flesh of their enemies is often consumed in ritual feasts. They bury their own dead, often with slaves, arms, armor, and treasure for great chiefs. They worship the chthonic gods, with religious traditions passed on orally by shamans and witch-doctors.
Beastmen have limited agricultural skills, surviving by herding goats, sheep, aurochs, and wild pigs that graze on the scant vegetation found in the rugged lands of the Waste. They get the rest of their food from gathering nuts and vegetables, hunting wildlife, and raiding each other and civilized settlements. Beastmen use the woven hair of sheep and goats, or the leather, bone, sinew and hide of animals, for saddlebags, blankets, clothing, furniture, tools, and shelter, and the dung for fuel and mixer. Weaponsmiths and armorers are rare, and knowledge is handed down orally within clans. Metal-working skills are limited to working wrought iron in pit-furnaces.
To acquire better weapons, armor, and treasure, beastmen raid the settlements of the Borderlands and trade with Kemesh. Beastmen mercenaries frequently serve in Kemeshi armies, bringing home weapons of steel, slaves, and treasure. Through raiding and trading, this loot spreads throughout the beastmen clans.
There are no shops or standards of exchange within beastman clans, but beastmen nevertheless prize wealth as a means to display their power, status, and valor in battle. A beastman with holdings of animals, food, mates, treasure, equipment, slaves, troops, gold, and weapons is inevitably a mighty and respected warrior within his clan – for if he were he not tough enough to guard what he owns, he would soon lose it. The moment a beastman shows weakness, he soon finds himself stripped of all his possessions.
The most powerful beastmen settlements are tribes of several clans, occupying ruins, caves, or villages. Beastmen in villages generally live in roundhouses constructed of whatever materials are at hand. In wet, wooded climates, roundhouses with wattle-and-daub walls and thatched roofs will dominate. In other terrain, the walls are constructed of stone, mortared with sand, soil, and dung while the roof covering is of woven auroch-hair or animal-hide, sewn to short spars. Stone-lined pits are dug for iron forges, kilns, food storage, and waste. All the buildings are gathered to form a ring fort or hill-fort, surrounded by ditches, moats, earthen ramparts or piled stone walls.
Isolated, less powerful, clans have no permanent home, living a nomadic existence of herding, hunting, and gathering, following seasonably available wild plants and game. Nomadic beastmen dwell in tents made from animal hides sewn together or woven auroch-hair wrapped around wooden poles. These tents are usually small, but can be as large as thirty feet in diameter.