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KEMEN HOMEPAGE

 

Races and Cultures

 

ATLAS: Sabrynne

 

 

SABRYNNE THE SOUTHERN LANDS 

 

 

 

 

 


DWARVES OF DRACOSTANN   

 

More than the Dunrach Sea divides the dwarves of Dracostann from their brethren, styles of dress, speech and religious beliefs vary greatly.  Still the differences have become less pronounced with the large influx of refugees from Anzinnbarr.

 

Their clothing can be described as being more "oriental" than their northern relatives.  The mountain kingdom has outlived many realms of the southern continent, but they have always been open in their contacts with their non-dwarven neighbors.  While the common dress in Dracostann does not differ too greatly it does rely on more flowing robes and looser fits during the warm summer months.  Headdress varies from turbans, brimmed hats, and the distinct three-tipped cap.  The later is sported usually by young unattached dwarves are is popular among all classes.  Women wear richly embroidered dresses made of a bodice vest combination.  Unlike in the High Empire, Dracostanni dwarves of all classes enjoy bright colors and ornate patterns.  Silk is a much-prized material.  But the fine baugurash wool is raised in the central vales of the realm and the fabric woven of it is almost as fine as silk.  The baugur is a goat like animal domesticated during early dwarven settlement. Among the nobles, clothes become very elaborate.  Long silken robes and high crested hats are favored.  Gold fabrics and rich embroidery are symbols of prosperity.  The nobility openly wears jewelry.

 

The priest class also is distinguished by their dress.  Ordained priest wears long white robes.  A certain shade of red and saffron yellow are restricted to the priestly novices and temple guards.  While some priest speak against the ostentatious display of wealth and fancy ornament few seem to listen even among their own class.  During ceremonies the priest will where the traditional tablasa, a breastplate of six inscribed gold tablets, and high headdress.  They also carry with them their sacred blade for sacrifices and a gold plated rams horn to call to god and to chase off demon spirits.

 

Dracostanni manners are freer than their brothers in the empire. This is due to their freedom from outside persecution.  Still the religion and the ruling class often keep a tight fist on the local population.  Broad dissent is rare and scholarship in comparison with the Anzinnbarr refugees is not as high.   As mentioned earlier woman have a more open role in society, working in the family shops and on the family farms.  While woman cannot become official craftsmen through the apprentice/master system they are often well trained by their parents and spouses.  Still women cannot own land and their inheritance passes on to their spouses and children.

 

 

DRACOSTANNI FEUDALISM

 

The Dracostanni state is based on Feudalism.  Originally ruled by a Priest-King considered the incarnation of their founding father, the realm underwent various power struggles as the ruling families including the Anzinnbarr refugees rose in influence.  The first civil war separated the King from the priest caste. The following conflicts broke up Dracostann into a collection of Petty Kings, only occasionally united under a High King.  As the nobles moved out from under the priest and to some extent the High King a system of feudal loyalties emerged.  The Ji-Hassan invasion cemented the lord and vassal arrangement.  The scattered free holders were forced to unite under the wealthier lords for protection.  Furthermore it was the stronger noble houses that were able to mobilize enough resources to eventually expel the invaders, leaving them in charge of vast tracts of habitable land.  While most of Dracostann is in the possession of the free holders, they owe service and loyalty to the dwarven noble houses. 

 

The cities are run a bit differently.  Here the noble houses control the politics more than the property.  Shopkeepers and landlords replace free holders and it is this middle class that bears most of the brunt of service and taxes.  The noble class controls the trade and large banking houses.  While the craftsmen unite under simple guilds, the influence of these associations are limited by the state powers granted to the King and subsequently to the noble houses.  In the cities the priest enjoy greater influence, particularly in the religious centers.

 

 

The five petty kings head the five major houses.  Similar to Dukes, these leaders control most of Dracostann.  While the position of High King exist, it is only occasionally filled.  This is because it requires the full blessing of the High Priest and the rivalry between the priest caste and the nobles usually is too obstructing. 

 

 

THE DIASPORA

 

After the fall of Anzinnbarr the following dwarven Diaspora, many refugees fled to the southern stronghold.  Prominent among these exiles was the house of Baarakus.  Wealthy and well connected in both Dracostann and the outside world, the Baarakus quickly rose to power via wealth and politically advantageous marriages.  The possibility of a descendent of the Baarakus family becoming High King led to the civil war, which split the priest caste from the ruling class.  While closely related toa couple of the other petty kings, the Baarakus are in full control of one petty kingdom and have major establishments in almost all major towns.  Constant conflicts exist between this house and the priest who see it as a foreign invasion on par with the Ji Hassa.

 

As well as introducing new political strife the Diaspora also contributed many skilled artisans and new techniques to Dracostann.  The advance development of many crafts sometimes with the help of the Lord of the Black Tower had put Anzinnbarr well ahead of its brothers throughout Kemen.  Their close proximity with the Galdoran craftsmen encouraged many more advances.  New ways of steal production and enchantment came with these refugees.  The later persecutions in both the Allemanni and the following High Empire provided a series of new arrivals, each bringing with them their new skills and talents.  The long stability of Dracostann compared to the other dwarven kingdoms has resulted in its dominance of Dwarven craftsmanship over the centuries.

 

THE TMUTAR

 

These are the human subjects in Dracostann who inhabit the southern valleys.  Maintaining a separate culture form the dwarves they have traditionally been a part of Dracostann since its early period of expansion.  They have remained loyal to the realm during the various wars with both the and Ji Hassa.  Stocky and dark, these mountain men have long tilled the Fundistan region.  While forced conversions occurred under Ji Hassa occupation, the invaders had little tolerance for the ancient beliefs of the Tmutar.  The religion is a shamanism one centered close to local holy places and natural occurrences.  Few Tmutar ever leave Fundistan as it takes them away from their families and their protecting spirits.  Though many Dracostanni tales often relate to Tmutar servants aiding various dwarven heroes.  It must be mentioned that the Tmutar are well regarded for their animal husbandry and close almost spiritual connection with nature.  It is a talent often lacking among their Dwarven neighbors.

 

 

CUSTOMS AND LAWS

 

Dwarven law in Dracostann was first a religious law.  Eventually with the division of the state its has emerged as a form of common law.  Yet the early religious restrictions  often remain, though some are overlooked.  The priest caste is subject to only the priest law while the rest of the kingdom must answer to the King and his magistrates.  When a religious law is broken than the royal magistrates can either hear the case or pass it on to the priest court.  In monastic and shrine centers, the local court is made of monks and high priest and is sanctioned by the royal system.

 

Various religious laws include failure to give the church its due in respect, service or gifts.  Failure to observe the fast and holy days is one such offense.  The severest crime is to convert or deny the dwarven faith, which is subject to the death penalty.

 

 

FOREIGN RELATIONS

 

Shifting alliances and a state under siege marks Dracostanni foreign relations.  Early on, the dwarves of the mountain realm had made commercial contacts with the Galdoran traders who came across the sea. Sitting astride the passes between the Dunrach and the Golden Cities and the Land of the God-King, Dracostann quickly became a major trading center.  Dwarven merchants and traders led caravans throughout Hardrast, the southern continent, selling a variety of Dwarven and non-dwarven crafted objects.  The spices found beyond the mountains became their largest exporter and was then shipped by the Elvin ships throughout the Dunrach.

 

This position changed as Tyrolach grew in might.  Their fleets of pirates raided the coast and forced the Galdoran ships from the region.  The coastal colonies of the differing cultures found themselves vulnerable to Tyrolach.  Eventually the Black Captain set his eyes on conquest and subjugated the coast.  This led to a new alliance between the new see going power of the Allemanni.  While not a traditionally coastal people, as the Allemanni Empire expanded they absorbed the coastal states of Eltz, Sallendy, and Pachanon, providing them with a navy.  Also having grown dependent on the spice trade of the dwarves and tired of the raids of Tyrolach, war was inevitable.  The alliance between the empire and Dracostann during the Great War gave the Dark Lord his largest defeat as they forced the Black Captain from the his holdings along the coast and laid siege to Tyrolach itself.  After the city fell the Black Captain was driven out to sea and his broken fleet was consumed by a storm of his own conjuring.

 

After the war relations went smoothly for some time, before conflicts over coastal holdings led to the Dwarven-Allemanni War.  Jealousy of the Dwarven dominance of the Golden Road and its fortification also prompted a move of the empire's part.  While meeting in a draw at the battle of Galilean the city of Ar Minasaer, was lost to the dwarves and they were forced to withdraw further inland.  The tensions that arose at this time continued long after the fall of the Allemanni Empire and into its replacement by the High Empire.

 

The Ji Hassa invasions have put a great strain on the Dwarven realm.  The great waves of the Ji Hassa, the Ji Hassan, and the Ji Hassad, differing peoples united by a common messianic religion changed the face of Hardrast completely.  Beginning on the plains south of the Land of the God-King  they spread northward.  Conquering the Land they seized the Golden Cities and rounded the Horn of Ivory.  Now they were in control of all sides of Dracostann.  The weakened Allemanni Empire provided little resistance, as Philomon fell to the Ji Hassa.  Their forces pushed the dwarves from their valleys north of the mountain passes and invaded the mountains themselves in the south.  Fundistan, Torkostan, Tudkistan, and Cor Unort in the north fell under Ji Hassa control.  The Dwarven lords were forced out, while the free holders were forced to pay the Karashta, or unbeliever's tax.  The Tmutar people of Fundistan were forced to convert and many were sold off as slaves.

 

This was a dark time for the dwarves, brought to an end with the return of interest in Hardrast by the High Empire.  Hoping to regain the holy land about Philomon a series of Crusades were launched.  Eventually with the aid of Grovnan mercenaries the High Empire was successful in returning the Philomon to its holdings.  The city of Rhunon was built on what was Dwarven territory on Cor Unort, but that was the price of liberation.  This attack along the coast weakened the Ji Hassa Caliphs everywhere and the inhospitable mountains proved more difficult as the dwarves retook Fundistan, Torkostan, and Tudkistan.  The building of the defenses known as the dragon fangs and claws occurred soon after in order to prevent any similar invasions.  Their kingdom weakened, it seemed to make a full recovery.  The fact that the human settlement of Rhunon was accomplished as it was, is due to the fact that many of the Grovnan mercenaries were dwarves who had taken up the Viking life and joined the Red Skyans.

 

 

 

 

 

RELIGION

 

Mahal and the tradition of the five fathers root the Dracostanni religion like all Dwarven beliefs in their creation.  Still the isolation of the southern continent and the long association with the people who inhabit the religiously fertile region has resulted in unique rites and beliefs.  As with all dwarves ancestor veneration and reincarnation play a central role in their faith.  But in the mountain realm this has led to a powerful priest caste.  It must be noted that the kingdom was originally ruled by a Priest-King who was the direct incarnate of the founding father Baazinn.  This practice resembles that found in the Land of the God-King.  Private shrines dot the countryside and every home maintains its own family shrine.  All children are named after regarded deceased relatives. 

 

The religious rites are similar to the ones shared by their brethren.  The naming ritual, confirmation, marriage and burial all are practiced.  But unlike their Anzinnbarr cousins, these rites are given special significance by the priest and are only valid if performed under the auspices of the temple.  The personal rites of Catharsis and familial veneration are stilled practiced but mourning is not as long or as important to the Dracostanni.  Furthermore the temple has the ability to perform or deny any dwarves all of the rites.  This form of excommunication was often used during the power struggle between the priest caste and the noble houses particularly the Baarakus.  The act of Gurakk or the "Shunning" is a joint religious and secular expulsion of a dwarve from the Dwarven community.  It is usually reserved for those who undermine both the Dwarven state and religion.  Dwarves who practice the dark magic or convert to another faith are subject to Gurakk.  So are traitors who act against the Dwarven people or the Dwarven state.

 

The priest caste is the strongest single group within Dracostann.  Made up of celibate dwarves who have dedicated themselves to the temple, they leave behind family name and fortune to join large and powerful religious communities developed around major temples and shrines.  Some of these monasteries are the size of large towns and have developed into major economic centers attracting non-priest as well.  Very chauvinist, the priests have always opposed most outside contact and are distrustful of all outsiders, both dwarves and non-dwarves.  They view the Tmutar as children who need protecting but little respect. 

 

The priest caste is broken down into a distinct hierarchy.  At the top sits the High Priest of Kutar, the original seat of the Priest-King.  Beneath him are the inhabitants of Kutar, the court priest, and the High Priest of the other temple communities.  The lesser High Priests are responsible for their communities and religious colonies.  The priests maintain the temples and shrines, performing daily veneration and blessings.  Among the Dwarven populace, the priests perform the rites and keep an eye on religious orthodoxy.  The community in turn supports the priests with donations of food and supplies as well as money.  Among the priest, authority is based on the seniority of its members.  Beneath the priest are the class of novices and temple guards.  Both groups are celibate but do not take the major vows that lock them into the priest class. The craft skills that are taken care of by this caste are the ones brought into it by artisans who enter the priesthood.  All must begin as novices. The novices are priest in training.  Learning the rites and traditions, they are also responsible for many duties that maintain the temples and communities.  Back breaking work is mixed with religious devotion. The temple guards protect the shrines and guard both priest and pilgrims who travel throughout the realm.  They are warriors who have joined the religious communities in search of order and simplicity.  Most Dracostanni families who have enough children dedicate their second or third son to the priesthood, as either novices or guards.  Some young dwarves train as temple guards and then after some years return to the general populace.

 

 

TEMPLES AND SHRINES

 

The landscape of this mountain kingdom is distinguished by its abundance of shrines.  In the communities and monasteries we find temples of varying sizes.  But it is the shrines that are so indigenous.  While some are attended others stand silently lost in the wilderness.  Shrines stand guard to protect travelers as well as households.  While a village may have a temple, a shrine will usually stand separate.  In the temples, the populace encounters the priest, but the shrine is more personal.  Venerations and catharsis are usually performed at the shrine.  These spots often mark the sites of miracles performed by saintly monks or famous acts of goodness.  They may even stand near places of danger and horror as a protection from the evil which occurred there.  The southern lands of Fundistan and Torklastan are examples of these types.  While the Tmutar people construct some form of shrine theirs are much more primitive and are usually of wooden construction as opposed to the stone Dwarven structures.  Shrines are the recipients of many gifts of incense, food, papyrus of prayers and brightly colored cloths(usually silk).  Almost all mountains seem to be topped with some form of shrine.

 

 

 

TEMPLE AND COURT SCHOOLS

 

Unlike the Diaspora dwarves in the empire, the Dracostanni do not prize education as highly.  Learning a craft and preparing for ones family business is more important.  Still higher learning is achieved among the auspices of the temple schools and the royal or court schools.  The various noble houses and petty kings to educate their children as well as the heirs of their courtiers support the court schools.  But furthermore these schools train the son of merchants and other bright commoners to work in the noble houses as stewards and clerks.