Dheathain

Dheathain is one of the vastly unexplored regions that lies on the Eastern continent. Its Inhabitants are unique races that are powerful in both magic and sword. One must tread carefully upon her ground and give respect to receive it.

Dheathain
Capital Donnalaich
Form of Government Martial Law/Meritocracy
Ruler(s) Ceann Cath, Comataidh nan Roinnean
Legal System Martial Law/Civil Law
Official Language(s) Dheath
Population Approximately 5,000,000
Religious Type Fuileadan
Literacy 48%
Technology level Early Medieval
Major Imports Glass. Horses. Sugar.
Major Exports Crystals. Lumber
Natural Resources Lumber. Crystals. Grain. Granite/Marble


Geography

The region of Dheathain lies on the Eastern continent, away from any of the other regions on Althanas. A relatively large area of land that is mostly uninhabited and plagued by rain almost all year round. Storms roll in off the ocean, dumping their loads as they break upon the land. Floods are a common occurrence, lightning strikes happen quite often and monsoons are a regular part of life. Part of the region is harsh, barren grassland with large rocky hills that allow the water to freely flow through them, which are both a blessing and a curse. The grasslands flood easier since the water is not absorbed into the ground.

The grasslands begin right after Talmhaidh, a quickly growing port city. They span for a large portion of the region until they broken by sudden fertile soil and a thick rainforest the marks the beginning of Luthmor. The trees are thick here, growing close together and keeping the humidity of the land locked in between their branches. With the rain pounding down from above, and the humidity seeping in through your clothes it can be a very uncomfortable place for those unused to it.

Eventually, the rich soil is washed away by a current of water that slowly begins to seeps into the land. The tightly grown trees of Luthmor are replaced by towering monstrosities in Fiorair, trees that speak of age and ancient times. The swampland is an eerier place that barely sees the light of the sun due to the thick canopy towering above. It is also the home of a superstitious tribe that practices ancient blood magic and sacrificial rituals. The swamplands end only when the mountains begin, as the water from the mountains itself is what creates the swamp. The mountains are a harsh landscape that no inhabitant of Dheathain would gladly, climb, instead they fly to the caves both natural and made within her stone. Here, Dragons are raised and bred by tamers, as well as bonded to their chosen Dragoon.

Places of Interest

Fiorair and it’s Capitol Suthainn: As the water from the Neahm Mountains run down from the rains it’s pools here and can become as much as thirty feet deep in some areas. Massive trees grow up from the murky depths of the water, their trunks easily reaching spans of twenty feet wide as their tops tower towards the heaven. Fog is extremely common, making it hard for the inexperienced to guide their boat through the water. Below the surface of the water lay not only a myriad of aquatic life but also ruins from The Ancients. These structures are mostly unexplored to the difficulty of underwater exploration. It’s not hard to spot them though, as the ancient stonework protrudes from it’s watery grave, a silent reminder of how easily civilizations can fall. Many a traveller has gotten lost in Fiorair. Deep within the swamp is the Draconian Capitol Suthainn, which was built high in the tops of the trees to keep it safe from the constantly rising waters.

Suthainn is a myriad of different levels and twisting paths created between the cluster of trees it’s built in. Almost everything is built from wood to keep the weight down and some of the houses have even been carved into the side of the trees. Rope bridges connect many of the different levels and homes, as they are the simplest, however they need to be rebuilt constantly after a heavy storm season. The city rises high above the fog, close to the canopy of the forest where the sun just barely trickles through. Suthainn lacks the beauty that Donnalaich has, showing off the Draconians baser needs with the simple architecture and rough exterior but it suites them just fine.

The Ceann Cath

The leader of the Draconians is called the Ceann Cath, which means War Leader. He—only once has it ever been a female—is usually the strongest warrior in the tribe at the time. In order to become the Ceann Cath, one must challenge the current leader to a battle, best him and then as an offering to the Gods, the new Ceann Cath sacrifices the old one. If the challenger loses in battle against the Ceann Cath, he or she is not always killed, depending on the mercy of the leader. Not only is the Ceann Cath in charge of every day life issues among his or her people, but is also expected to not only formulate plans for war should one ever arise but to lead the charge into battle.

Beneath the Ceann Cath are his or her five Generals hand selected by the current leader to help lead and fight in battle. These Generals give advice, look over matters of law and justice and help in any other manner the Ceann Cath needs them to. If the five Generals make a ruling the Ceann Cath does not like in any matter, he or she may overturn the ruling, but the Generals cannot overturn any ruling by the Ceann Cath, they can argue and persuade, but not overturn.

  • Name: Darroch dar Gaevrin
  • Age: 247
  • Sex: Male
  • Race: Draconian
  • Marital Status: Single
  • Height: 7’
  • Weight: 270 lbs
  • Hair Colour: Black
  • Eye Colour: Black
  • Scale Colour: Blood Red

General Description: Just by looking at Darroch, one knows that he is a man not to be trifled with. His face is broad, angular and usually holds an expression of constant calculation and coldness. He looks as if he’s always ready to charge into battle and kill whoever gets in his way. He appears to have less muscle mass than most Draconians, but that is only because his muscles are more compact. He is much stronger than he looks. His hair is long and usually tied with a thong at the nape of his neck. His scales are blood red and so are to the top of his wings, the underside of which are black.

Personality: He is not a kind leader nor is he cruel. Darroch takes into consideration the benefit of the whole as opposed to the benefit of the individual and will readily sacrifice any individual if it means the survival of a group. He never lets any of his worries show in his face and believes that the true strength of an individual comes from within them and not always the weapon they carry, thus he can be harsh to young trainees as he tries to bring this out in them. Like all Draconians he holds loyalty amongst the highest and prominent of traits anyone can have and will discard any Draconian as unworthy should they prove disloyal in any way.


Talmhaidh: The port city of Dheathain. It is the main entry and exit point for most travellers to the eastern continent. Many unique and interesting goods can be found within Talmhaidh that the other regions do not have. Any merchant vessel daring enough to go here is rewarded when their goods are bought back in the ports of Fallien, Corone and even Raiaera. Trade between the other nations has only just begun over the last few decades turning the quaint city into a bustling port. As Talmhaidh is neutral territory between the Draconians and the Fae, both the Ceann Cath and the nan Roin control the city. Meetings are regularly held between the leaders of the two races on how best to proceed with matters in the city.

The city itself is built right along the edge of the ocean. Structures are mostly made of stone so they can withstands the intense barrage of weather that boils in from over the ocean. The population of Fae to Draconian is roughly split in half with a very small amount of humans having started settling in as well.


Luthmor and it’s Capitol Donnalaich: Luthmor is a rain forest heavy with humidity and life. The trees hold many creatures within their branches, not all of them friendly either and some carrying deadly doses of poison within their innocent demeanour. The water from the swamp tapers off here, absorbed into the earth is becomes nothing more than rivers and streams that break the landscape. The twisting branches and the fog that sometimes settles in from the swamp makes it easy to get lost in Luthmor but the Fae are always on the lookout for travellers and adventurers within their realm.

Not too far within Luthmor one may be luck enough to come upon Donnalaich, the Fae Capitol. This enormous city is the largest in Dheathain and is being built up from the ruins of a long abandoned city that The Ancients used to inhabit. The Fae are meticulously rebuilding the city from the state of dilapidation it has fallen into, taking care to preserve the architecture and beauty the city originally held. Large stone structures with amazing arches and elaborate carvings are what most Fae call home decorated nearly all of the city. Not to mention of the crystal sculptures that cast reflecting light everywhere. The newest addition to Donnalaich is Marach Mor, The Great Hall of Enchanting. This building is the only way in the entire city the Fae built from scratch and resembles the architecture of The Ancients beautifully, it’s structures looking like an enchanted palace in all it’s glory shimmering with the light of thousands of crystal pieces. The Marach Mor is home to The Comataidh nan Roinnean and all the knowledge the Fae possess. Political meetings between the council and the Ceann Cath from Suthainn also take place here.

Despite having the largest population, certain areas of the city amounting to roughly half of it are guarded and mostly off limits. These areas are places that still lay in ruin and the guards posted around are there more to keep the monsters that nest within away from the inhabitants of the city as opposed to keeping the inhabitants out. In fact, one may seek permission to enter these ruins but they do so at their own peril. Some believe the treasures and knowledge the ruins hide are well worth the risk to their lives though.

The Comataidh nan Roinnean

The Fae operate on a council system, the Comataidh nan Roinnean or Nan Roin in short. This council oversees the daily lives of the Fae as well as matters of justice, laws and magic. The council fluctuates between 9-13 members, though it is supposed to stay at 12, with 11 chomhairles (council members) and one fi-chomhairle who is the head of the council. The fi-chomhairle is usually the oldest of the members and has more authority and wisdom against the regular members of the council. On his own he cannot overrule the other members, but the collective members of the council can overrule the head councillor if enough of them vote against him.

The Drakelings

Overview

This draconic, humanoid race traces its origins back four thousand years to the four Progenitors, ancient dragons close to death who mated humans. No one knows what exactly made this possible, as dragons cannot breed with other species under normal circumstances. Some theories speak of crazed arcane experiments and Dheathain religious lore credits divine intervention. Regardless, the blood of dragons has always flowed through the veins of the Drakeling race. Unfortunately, over the centuries the race's blood has thinned, due both to their rather bloody history and widespread cross-breeding with humans.

Physically, Drakelings vary depending on their caste (see below), but all possess some scales (of the color linked to their Progenitor ancestor) and sharp elongated canine teeth. Their average life spans range from 90 to 300 years, depending on caste. Aside from physical features, the Drakelings also inherited some of a dragon's temperament. They are abnormally territorial, especially among the higher castes, and protective of their possessions and loved ones. They anger more quickly and generally show more aggressive tendencies than humans. They are suspicious of those they don't know, but on the plus side, once they decide to trust someone, they make extremely loyal friends and allies.

Castes

As a consequence of their thinning blood, the Drakeling race has divided into four distinct castes based on the draconic features manifested upon an individual at birth. The more dragon features one possesses, the "purer" their blood and the higher their social status. The vast majority are born into the same caste as their parents (and grandparents and so forth), but exceptions do occur. Breeding is held paramount amongst the higher castes, with almost all marriage now arranged by the elders and interbreeding with other races or lower castes often forbidden.

Scale Caste: The lowest caste is named for the only draconic feature displayed on its members. They appear as humans (many even possessing hair), only with between a third and three fourths of their skin covered with tough scales. Making up about sixty percent of the race's population, the Scale Caste forms the menial class in Drakeling society. Most are essentially serfs working the land, though those with skills might serve as tradesmen, servants, scribes, or even merchants. Members of the higher castes typically look down on the Scale Caste, treating them as second-class citizens.

Claw Caste: Named for the deadly claws on their hands, this caste forms the Drakeling warrior elite. Scales cover their skin like the Scale Caste, but also stand an average of six inches taller. The males often have broad shoulders and intimidating bulk, whereas females are typically lithe and lean. Some possess wings, especially those born of higher caste parents, but they are never functional and often freakishly small and atrophied. Claw Caste Drakelings receive a fair amount of respect and enjoy considerable social mobility, with some going on to command actual armies for the ruling class. They make up about twenty-five percent of the population.

Wing Caste: One of the two High Castes, this caste still possesses large, functional wings and the ability to fly with proper training. They are the physically largest of the Drakelings, standing an average of seven feet tall with broad shoulders. They possess massive chests with what appears as a second set of pectoral muscles that wrap all the way around the middle of their torso -- these all their massive and powerful wings to function. Beyond that, their appearance varies based on their lineage and the purity of their blood. All possess at least scales and claws like the Claw Caste; others are completely covered in even thicker, rougher scales. Those of the purest bloodlines sport reptilian snouts filled with large, sharp teeth, and perhaps spiked tails. Making up only eight percent of the Drakelings, the Wing Caste serves as the military commanders and political leaders.

Flame Caste: The second High Caste is both the physically smallest and the longest living. Named for their ability to breathe fire, members of the Flame Caste appear as lanky, scaly individuals with unusually thick necks. This is due to the extra tubes running down both sides of their neck to special glands in their chests that allow them to breathe fire. These often mysterious figures serve as the priests, druids, sorcerers of Drakeling society. It is said that they see divine visions in their fiery breath. The Flame Caste constantly squabbles with the Wing Caste for political power.

Blood Caste*: Once, long ago, there was no Blood Caste because all Drakelings were like this. Now, the Blood Caste has died out entirely. This lost caste represents the height of the Drakeling race, known to have possessed both functional wings and fiery breath, as well as strongly manifested draconic features and life spans exceeding 400 years. As the race's blood thinned over the generations due to the prevalence of interbreeding with humans and other races, fewer and fewer Drakelings were born in this pure state. For a long stretch of Drakeling history, the Blood Caste ruled supreme over their kin. Ever since the last Blood Caste member died two hundred years ago, the weight of leadership has fallen to the Flame and Wing Castes. They have greatly enjoyed their ascension, and many secretly fear the reemergence of the lost Blood Caste.

Religion

Fuileadan (Draconians)

  • Religion : The Draconians are ruled by their religion. They live by its rules and through their devotion hope to enter their eternal resting ground when they die. Their religion is ritualistic, highly superstitious at times, and sacrificial. Though the Fae have worked hard to change their religious beliefs little has come from their effort, the Draconians are resistant to change. The worship a very large pantheon of gods, who rule over every aspect of Draconian life and death. Their primary gods and goddesses oversee War, Love, Fertility and the Harvest, Death, Wisdom, Luck, and the Skies and Sea.
  • Temples : Each God and Goddess has his or her own Temple, Priests (or Priestesses), and Acolytes dedicated for them. Prayers and sacrifices to specific Gods are done in their respective temples or at home if the Draconian has their own private altar to their chosen god. Smaller towns and villages usually only have one Temple that is associated with no God in particular and thus anyone may pray or sacrifice to whomever they please.

The Temples are considered sacred and one can very easily anger a God by doing something disrespectful in their temple. One may inquire to each God’s chosen Priest or Priestess about what needs to be done in order to appease an angry God and come back into their good graces. One may also train to become a Priest or Priestess here.

  • Realms
Maireachtail - A middle realm where all living creatures dwell until they die and pass on to the realms beyond. All the Gods and Goddesses look over and command this realm.
Seacht Riocht Sainmhiniu - Seven Realms of Passing. This is the first place a soul or person travelling into the land beyond Maireachtail is brought. Should one be allowed to pass through, it is said that each of the seven realms has a trial that one must pass in order to move onto the next . Once you begin the journey there is no turning back. Living and dead alike are subjected to the same trials and held to the same rules.
Talamh Iomlan - An eighth realm just after the Seven Realms of Passing. This is the land of the dead where all of those save the War Gods' chosen warriors go to rest for eternity. The realm is separated into two different sections. Upon entry into this realm, one's deeds throughout life are measured and weighed.

If found undeserving or of having done too much evil during their life they are sent to Eadhochas, a dead land without color, where one feels no warmth or comfort. The only things felt in this realm are pain, anguish and despair. Thirst and hunger are constant but they can never be slaked.

If they are found deserving, they are sent to Fasaigh, a paradise, and resting ground for those who were not warriors but did enough in their lives to merit a beautiful afterlife. Pain and despair can be forgotten here and one may have any pleasure they wish. It is the ideal Draconian city where one may live out the afterlife in peace with family and friends who were also fortunate enough to find themselves here.

Parthas - A paradise for all warriors, under the watchful eyes of the twin Gods of War. At the center of Parthas is a large Hall from which the Gods rule, watching their select warriors as they enjoy the spoils of a life lived in battle. Parthas beyond the Hall is an endless land of enchanting forests and swamps with many animals that one may hunt only with the Gods' permission.
Neahm - The Realms of Gods, where all of the Gods except for the twin War Gods reside. The Twin Gods of War inhabit Parthas with their fallen warriors. Neahm is a paradise for the Gods where they can look down upon the realms below them and watch the inhabitants of Dheathain.

The Fae’s Spiritual Beliefs

Unlike the Draconians, the Fae do not believe in beings of higher power that govern their lives. Instead they believe they must make strength for themselves instead of praying to someone else to give it to them. They do believe in the higher evolution of the spirit though. That is how many believe their race came to be, through the deeper understanding of how the soul learns and evolves. In every life, the soul's singular purpose is to learn one or more lessons. Even the lowest person upon the face of Althanas has a lesson that must be learned and a purpose to their life. When the soul has learned this lesson it returns to its resting place for a short amount of time before once again reincarnating to learn something else.

The Fae believe there are twelve different houses of learning for the soul to go through. These can be as simple as learning to put others above oneself, or even the other way around for one who gives too much but never to themselves. They do not yet know everything or completely understand all of this, but they continue to explore their own spirituality and debate it constantly in open forums.

Twin Lore -Twins are an extremely celebrated occurrence in Fae Lore, for many different reasons. Some Fae theorize that twins are of a higher spiritual standing and were brought into the world to teach those around them lessons. Others believe it is the soul within the twin Fae themselves that is there to learn a specific lesson, and usually more than one. One thing that does remain constant is that all Fae believe when twins are born, it is in fact one soul that has separated into two bodies. Twins are born more often to the Fae than any other race on Althanas. Though identical in looks, their personalities are usually quite the opposite. You will not necessarily get something along the lines of ‘good’ and ‘evil’ but more in subtle ways. One twin may be extremely energetic and carefree, the other more reserved, quiet and cautious.

There is a downside for twins. Rare are the cases of it, but some twins have been born with a terrible disease. It is something they have from birth that can affect them at any point in their lives. Be it only days after they are born or hundreds of years later. They call it the Mall Anbhas. It is a disease that slowly attacks one of the Fae from within, eating away at internal organs and causing an extremely slow and painful death. It can start off as nothing more than a headache or a cold that never truly goes away and always seems to get worse. There is no cure for it, and the most recognizable symptom of Mall Anbhas is the transformation of the blood from silver to black. Shortly after the diseased Fae dies, the other twin soon follows. Even though most Fae believe that when one twin dies the soul becomes whole, the deep connection felt by twin Fae and the deep loss without it eventually destroys them. Many have fruitlessly searched for some kind of cure and found nothing, nor are they any closer to understanding where it comes from. Most believe it is something left over from when the soul unnaturally splits itself in half; others believe it is some kind of genetic mutation.