Table of Contents
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Tech Code: 3
Governments: Various Clans
Religions: Nature Spirit Worship, varies by Clan
Industries and Trades: None - Clanlanders do not export or import goods, they are largely self-sufficient
Major Terrain: Mountains; Woods
Primary Languages:
Major Settlements:
Geography
Physical Geography
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Political Geography
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Social Geography
The clans are actually strongly rooted in native-american culture, not celtic, with an emphasis on harmony with the land, but a general failure to fully achieve it. Venerated elders are shamans, and shamans are both priests and magicians, learning to read the bones to forsee future, commune with nature spirits, and usually learning the fearsome art of golemancy.
they are not nomadic, but they do not build major settlements either, making them quite mobile, and the majority of a settlement will move away from the parent settlement seasonally with the game they hunt, moving south in mid autumn to live nomadically on winter hunting grounds and then returning in the spring thaw. Only the very old and the very young remain in the settlement over these months
Setting Trait (value): name trait
History
Abridged History
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People
The Clanlanders
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Flora and Fauna
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Notable Individuals
His Highness; The Prince Aetheling, Daen 'Hawkrider' Uth-Rallis
Daen is the second eldest son of the High King; only a year separates he and his brother Sean. He is brash and impetuous, and many thought that he would earn his moniker ‘firebrand’ for a name rather then the nobler ‘Hawkrider’ awarded him by his own father after his victory at the Battle of Arund Pass.
Culture
Social Etiquette and Customs
the cloud originates here, where it is smoked as a sign of peace between two people when they meet in a specially constructed cloud-lodge
Diet and Eating Customs
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Fashion and Dress
Shaman wear reds and oranges, and Golems are usually decorated with similar colours. All other colours are very natural and earthy. Greens, browns and tans predominantly. A tabard-like plaid is worn over one shoulder, fastened to the belt at the opposite hip. This serves as a way of bearing clan colours and designs as well as doubling as a cloak, blanket or other practical purpose. Dreadlocks are very popular here, and may have originated with either the clansmen or the Tuarae. Like Lleweith knights Dunsain Clan-Warriors also wear belts of braided hair taken from their enemies. Feather headdresses often signify a warrior's rank, or sometimes potency.
Religion and Philosophy
The Dunsain religion is based on nature spirits in the natural world, and they rely on their shaman to divine the whims of these spirits. The Clanlands have been openly hostile to the worship of Rallah, who they feel abandoned them. Each clan usually chooses a nature-patron to protect them, but usually recognize and venerate other clans divh. One can tell the chosen totems of a given can, and their hierarchy, from the carved totem poles that decorate the front of their cloud-lodges, mead halls and sweat-lodges
Common Pass Times
every tribe will have a cloud-lodge and a sweat-lodge. The shaman keeps the cloud lodge, and practices his magic in it, but the warriors spend their down-time steaming in the sweat lodge or drinking in the mead-hall
Political
Political System
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Military
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Technology
Architecture and Construction
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Daily Living
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Golemancy
Dunsain harness the spirits of voluntary ancestors to create Golems, the magical side is relatively simple but constructing a working golem is impossibly complex, and because the Golem’s brain is much simpler than a man’s they only have the intelligence of a retard. They’re slow and rather childlike but are basically as strong and durable as the materials they’re built from. Because they’re so hard to make a clan will usually only have the one, maybe two or three for really prosperous clans, the remains of truly titanic golems are scattered around the clanlands but no one knows how to construct anything that big anymore. A couple of intact ones may still exist in or around Uerenvell. Any material will do, but clay and stone are popular. Golems do retain all their memories but are so dim that this is seldom much use, however it means they do recognize friends and relatives and can stuntedly articulate things if a. they have a facility for speech built into them and b. they are persistently enough questioned.
Medicine
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Economy
Industry
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Money
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Today In The Clanlands…
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The Knives of Rallah, High Kingdom of Ralstaa | ||||
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The Shaeish Kingdoms | Caldare, Donnaigh, Rhuovaith, Kileirey, Balleymoore, Cannavin, Wynd, Breconn, Coulbaigh | |||
The Lleweith Kingdoms | Avalaigh, Haeliard, Lammornia, Branddale, Talladale, Bradenthyr, Tohl | |||
The Starwood | Cwmbran, Kentallen Wood, Uerenuell | |||
Tuarvael | Castrette, Serlot, Friesse | |||
The Dunsain Kingdoms | Byrnham, Blackstone, Craigbyrn, Duncarrick, Strath Gorge, Garynshae, The Clanlands, Aulorn's Gate | |||
Director's Miscellany | Amenities, Culture, Gear & Prices, Professions, Random Encounters, Small Settlement Generator, Supporting Cast Generator |