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[✓] [Lore]The Daldriad


Watyll
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  1. 1. Implement?



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OOC note: This is not a new race, this is a new culture. Secondly, if you are at all offended because your culture is similar to this one, don't be. At all. This culture draws more inspiration from the Dothraki than anything else.
Changelog


-Added more on coming of age
-Removed funeral pyres
-Added barrows
-Removed ballistae and folding ladder


Edit Two:


-Removed piracy origins
-Added disclaimer


The Daldriad are a rich culture of nomadic warriors and traders who prowl the land, looking for riches, adventure, while following a deep sense of honor and tradition. They care little about the laws of other nations, and steer clear of stronger nations out of fear. Much of their ranks are outcasts. However, their culture is more than war and strife. These people are loving, loyal, and unique.




History

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In terms of history, the Daldriad originated from a small fishing and farming settlement at the mouth of a river, near the sea in Asulon. It was named Dal Riat, which later evolved into a shorter term for their people the Daldriad. This village was a rabble of elves and men. It was a happy seaside village, full of life and the mixing of ideas. Archery was well looked upon as another source of income for hunting. A very unique feature of the area was the amount of wild horses grazing in the area. For years the village was in existence, the Daldriad learned the ways of breeding horses and used them in hunting. This is the first mention in history of a Daldriad killing something from horseback. Iron was uncommon in the village, so they used crude spears and arrows. Life was happy. They became more tribal, more loyal to each other. They perfected the ways of war and the ways of dance, song, horse breeding. They created swords suitable to horseback, scimitars. The village remained largely unknown to the rest of Aegis, as it was small and quite boring. Then Oren found them. Oren wanted to unite them under the human collective of the empire. The Daldriad refused. The next day Oren showed up and attacked. It was a small force, and the Daldriad fought fiercely. They won the battle, but at a high cost. the remaining Daldriad, now only twenty in number, fled. From then on they were nomadic to avoid Oren.

Then came a mythic figure in Daldriad legend. Rhelkeljan, the first Mustang. He was wise, strong, powerful. He rose as a leader among his people and taught them the ways to glean the most fish from a river, how to use every part of the animal. He wore the blood of his enemies upon him like paint, and decreed that only he was worthy to wear them. All other warriors wore blue tattoos out of a wish to emulate him. Daldriad children are taught that he was 12 feet tall and commanded the power of the sun and rain. He carried a sword forged of lightning and was born of the sea and sky. Through all this legend, he had only one son, Tyanjyan.

Tyanjyan wore his father's markings. Instead of blood, red tattoos. This became the symbolic wear of the Mustang. He grew tired of running the domestic side of the culture, and had no patience or skill for economy. So he created the Drel'ulicthr. He was a good war leader, and led his people to many victories. Economy flourished under the newly made Drel'ulicthr.

 

Government

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There are two leaders in Daldriad society. The warlord, known as the Mustang, and the council, known as the Drel’ulicthr, council-of-many-fires. The Mustang leads the warrior nomadic group, which encompasses all able men and women. The men war and hunt, the women fish and cook. Men can run for the Drel’ulicthr if they are too old to war. The council has as many members as are deemed needed. The Drel’ulicthr are religious leaders as well as domestic leaders, taking primary rule over theology and trade. They regulate who is raided and who to trade with. The council members are elected once an elven month.

The Mustang is not elected, he is born, and chosen through a complex series of politics. The Mustang has as many children as he likes. Only one can be Mustang. As soon as the old Mustang either dies or joins the Drel’ulicthr, the first son becomes the new Mustang. The new Mustang must not lose too many battles, or he will be deposed, though he may run for the council. Then an experienced officer will become Mustang.

 

Religion

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The Daldriad religion is monotheistic, they believe in one god. They pray to this god and sing songs to him, the Daldriad call him The Great Spirit. The Mustang and the Drel’ulicthr both look into offering fires for visions from The Great Spirit and make his wishes known.

 

Living Styles

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The Daldriad are nomadic, taking to the land. Nomadic people are often on the move, therefore the Daldriad use teepees instead of the usual stationary home of an Oren human. These teepees are often made of the skins of large animals and of either bone or wood. Some may see them as barbaric, but their way of life signifies their harmony with the land they so enjoy. Whoever possesses the largest teepee often represents who has the most respect.

 

Fashion

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There are different things that the males and females wear in the Daldriad society. Both wear furs of hunted animals, though cover different areas for clear reasons.



Tattoos play a big part in the average Daldriad’s life. There are different colored tattoos, all with their own meanings. When a Daldriad reaches a certain age, they are given tattoos as a representation of their strength, wisdom and in some cases leadership. Blue is the color of strength. Green signifies wisdom. Green is used as a face paint instead of a tattoo, differing from the others. Red is a clear sign of leadership, and only a few are allowed to wear it. The only ones who are to have the red tattoos are the Mustang, and past Mustangs. This shows who they are, and that they lead the deadly nomadic group. Orange is the color of great warriors, who are not the Mustang. These men are highly privileged, and may be asked to serve the Mustang as one of his Brotherbloods. The marking of the orange is a grand ceremony that the entire tribe attends. White is the color of the most pure Drel'ulicthr, those who wear this are considered the most holy in the eyes of the Great Spirit. Black is the color of shame. It is reserved for those who have committed evil against the tribe, who will be banished. Those who wear the black have committed an unspeakable crime, and the ceremony is slow and torturous. Afterwards, the person is kicked out of the tribe.


Men are seen bare-chested so that they can show off the tattoos on their body and keep the heat off. They tend to shave their head bald around a certain age to keep opponents from grabbing their hair in battle. Most men of the Daldriad society possess blue tattoos, signifying strength. If they are of the council or are the Mustang, different color tattoos are displayed. Below their chest they often wear thick hides of animals, as well as fur overlapping that to keep warm. They tend to wear fur caps while not in combat, to keep warm and to shade their head from the sun.

Women are somewhat different within the Daldriad society. Woman do not wear tattoos. They often wear the same thick hide as the males, as well as fur over their chest and below the waist. Their hair is often braided, long going down their back. In the back of their hair there will often be colored feathers. The feathers stand for beauty. Necklaces with carved stone or bone may be worn on the neck sometimes.

 

War

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People often assume that the Daldriad are obsessed with war. This is not the case, they are not orcs. They raid, they do not make war. War is a prolonged series of battles, the Daldriad strategy is hit and run. They wage war out of a need for resources like iron, which they cannot mine on their own.

The Daldriad have a series of different things to do before going to war. First, the Daldriad fast, a full stomach slows reflexes. A bit of bread before the battle will do fine. Then the Daldriad paint themselves in the appearance they are known for. A truly terrifying display. Each warrior, in addition to their usual swirling blue tattoos, cover themselves in coal black soot. They ride barechested, with only a loincloth. After all their war paint is done, the Mustang gathers them around the campfire for a prayer to The Great Spirit Then the war drums beat. Steadily, slowly.

Then they speed up, as the war party approaches the target area. The beats echo throughout the land, getting faster and faster. They grow silent suddenly. The victims think, perhaps, that the warband has attacked elsewhere, perhaps they are safe. Then, with a whooping, skull splitting warcry, the party charges. They appear demons of the night, growling and hissing like animals, taking scalps and killing without regard. They whip through the town, crushing any resistance there. Then, after raiding and stealing all supplies in the town, the warband retreats, burning on their way out. After the battle, the men gather around a huge bonfire, and sing prayers to The Great Spirit. Then they go to sleep in their beds, covered in soot. The next morning they take a dip in a river to wash off the blood and soot of the previous night.

Scalping evolved out of a need for warriors to prove their prowess in battle. It was a simple system, whoever had the most scalps was obviously the best warrior, it showed who could kill the most people.

 

Weaponry and Defense

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Most Daldriad weapons are made from wood, flint, and stone, which may be unexpected from outsiders who look upon them as barbarians. The iron for scimitars is captured in raids or bought. Some of the weapons are unique to the Daldriad, but no one is forced to use them as all weapons have their advantages. It also depends on the style of fighting. Most Daldriad choose one weapon, which benefits them the most. Though a lot tend to have one melee weapon and then use a Horse Bow.

The Shyan Spear is one weapon that some Daldriad prefer for its length and overall ability to cause damage to the insides should it pierce. This weapon evolved from the crude hunting spears used in Aegis. As this weapon does have length, most prefer it as a defensive weapon. The head of the spear is larger than most spears which is why it can cause a large amount of damage so long as the person wielding it knows what he is doing. There are two stances that the Daldriad are trained in should they choose to use the Shyan Spear. The first is more defensive towards the opponent, named the Du’dearg stance. The second is much more offensive, known as the Thean stance. Users of this often stay on their feet and hold ground as the end is heavier than most spears, using it to their advantage. It is not a too agile weapon.

The second and one of the most important weaponry that the Daldriad use, is the Horse Bow. This weapon evolved from the hunting bows in Aegis. This bow is strung with horse hair. It is a large bow that may as well be one of the strongest ones made currently in Asulon when it comes to aim and power. Though, only a experienced and trained person may correctly use the bow to its full potential. On each end of the bow, there is often a very small iron dagger blade attached so that one can defend themselves through melee combat as well as range. Arrows used with this bow are also unique, being made of rooster feathers, a flint tip with large barbs and reeds for the main body. The odd thing about these arrows is that they do not cause much damage going into the body, though they pierce armor well. When taken out, however, the barbs shred through skin and internal organs like butter. Through very intensive training, Daldriads may learn to fire these from horseback. It may take a long time to do so, even longer for an outsider.

Another preferred weapon of the Daldriad is called the Scimitar, curved and made for slashing well. It evolved from ordinary swords that the Daldriad forged to suit cavalry. Slashes cause a large amount of damage when using these, and is further deadly with the style used with them. A unique style is used with this weapon that focuses highly on agility and speed. This style is known as Cin’riel style and is only used by Daldriad unless if an outsider is taught to do so. A unique aspect of Daldriad sword wielders is that they carry two scimitars, preferring to use one in each hand.

Last but not least, is the deadly Tomahawk. It evolved from a simple wood chopping hachet. A weapon that some Daldriad use for combat as well as everyday purposes. The typical tomahawk of the Daldriad consists of a one handed axe, about the size of a hatchet. On one end, there is a fine and sharp slashing/chopping edge while the other has a barb that can be used to jab into people when they are coming from behind the user. This is another weapon that is often used for its ability for the user to be agile and speedy during combat. Though there is no style, a tomahawk is used as a side weapon compared to the Shayan spear or the Scimitars. As scalping is shown like trophies for those in the Warlord’s group, whether it be of a beast or a humanoid figure, the tomahawk can be used for scalping purposes as well as a side weapon. Some even use it for simply skinning, though most would rather use a knife for a more clean cut.

 

Child Rearing

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The Daldriad raise children in two different ways. Each style of raising children depends on the gender. Girls are taught to fish, make houses, cook, and raise children of their own. Boys are taught to hunt, and wage war. Both genders are taught a bit about politics. For boys at the age of twelve, there is a short initiation ritual. They must go out in the woods and stay there until they have a vision. This vision can be anything. In this vision, they must find their spirit animal. If they do not it will mean great shame. Then the boy must find his spirit animal, in its real life form. He must speak to it, and listen to what it has to say. Then he will return to the tribe. His vision will be interpreted by the Mustang. Then the boy must choose someone to fight in the tribe. Usually a boy their age, weaker than them, or their own fathers. Both will usually let the boy win, and the boy will be given his new name in the tribe.
 

Marriage

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The ceremony for unifying two individuals in holy matrimony is performed by either the Mustang or the council. Unless it is the Mustang being married in which case the ceremony will be conducted by the council. The Mustang is only allowed to have one wife, but easily gets around this by having many courtesans.

 

Advances

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Science: In the Daldriad, science is only liked if it is considered useful. For instance, the great Daldriad inventions: the snare, for hunting, and fishing nets.
History: The Daldriad are proud of their history, but aren’t expected to know it. Daldriad do not think about the future or the past much, they live in the now.
Writing: The Daldriad have very little use for writing. The only writing the Daldriad have are a system of glyphs, each glyph standing for a word or sound. Glyphs are often used to mark grave sites.
Mathematics: If there is anything useful that the Daldriad have a love of, it is math. Often on the trail, men of the Daldriad will play numerical games, or outdo each other in contests to see who can count higher. Mathematics is an essential skill as well.
Art: The closest that the nomadic war group gets to art is graffiti and tattoos.
Language: The Daldriad do not have a language of their own, but over time one might evolve. For now they speak common, but they tend to trill their rs, for instance, fire becomes fir’re.

 

Ideas on Death

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The Daldriad believe in life after death, shown by the fact that they bury deceased in barrows with belongings from life. These objects, such as their horse, and some food, accompany them into the void. Daldriad believe that the person buried will go to the Otherworld, a place inhabited by goblins, spirits, and faeries. The person, if evil, shall spend eternity in the frozen wastes of Mij, the Daldriad version of hell. If good, they shall feast and hunt by the side of The Great Spirit for all eternity.

The Daldriad put their dead in burial mounds called barrows. These take the shape of small hills. The person's horse is put in the barrow with him, along with food, and other supplies needed for his journey to the Otherworld. Prayers are said over the burial mound, and the mourners dance and sing around it long into the night.

 

Horses


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Horses are perhaps the single most important aspect of the Daldriad society. Horses are looked upon as more than just animals, but as friends, fellow thinkers, sacred beings. A man or woman who is unable to ride is seen as old and weak, to be condemned to the city. A Mustang who cannot ride can never be a Mustang.

There is a ritual in Daldriad society about childbirth and horses that, if not followed, will bring shame upon the family. According to ancient law, a child must ride before he can walk. So upon birth, the child must not be dropped or allowed to touch the ground. He is cleaned up, clothed in a small white robe, and put on his father’s horse. Then the horse is led around its owner’s teepee three times. Then the child is allowed to touch the ground, and the official celebration of the child’s birth begins.

Horses in war serve many different uses. They carry valuable supplies and weapons, as well as baggage and teepees. In actual warfare, horses carry the men to and from the battle, and in battle aid by rearing up and charging, and giving extra power and speed to blows dealt from horseback. On the way back from war horses carry the spoils of victory.

Horses are not wasted in death either. The horses hair is used in the stringing of Horse Bows. Horses also accompany their masters into death as barrow companions. If a horse dies before its master, its meat will be used for food, its skin used for hide, and its bones used for arrows and teepee structure. If the master dies before the horse, the horse will be ceremonially slaughtered and have its heart ripped out. The heart is cooked as a symbol of mourning and offered up to the gods. Then the horses body is placed alongside the dead master in a barrow.

 

Trade

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The Daldriad have a great use for trade. However, they take great care not to trade with who they raid. After raiding a settlement, the Daldriad will move on and set up a market shop in a town, selling any supplies they don’t need from the raid. The Drel’ulicthr will preside over this market. After selling everything they don’t need in an auction, the Daldriad will buy supplies and then continue on their way, wherever it may be.

 

Song and Dance

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Song is very important in the Daldriad culture, as prayers are not spoken, but sung. Singing gets the attention of the Great Spirit much more quickly than simply speaking the prayer. Songs are well known and usually chanted by the entire tribe at gatherings. The warriors sing war songs to The Great Spirit before going on a raid.

Dance is equally important to the Daldriad. Dancing in costumes allows one to take on the aspect of spirits. For instance a festive crow costume in the rippling firelight becomes a spirit of the air, or darkness, or fear. Dancing can bring rain, or snow, or good fortune. The most important dance, however, is the Daldriad Sun Dance. This dance is a ceremonial dance paying homage to hope, and new beginnings. It is performed once a month, after the new council members are elected.

 

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Credits

Original Idea
-Watyll

Writing
-Watyll
-Slic3man

Editing
-Watyll
-Gaius Marius

Graphics
-Korvic

Skin design
-Husky
-Icelifreakx
-Escharian

Skin Modeling
-Watyll
-Pheonixpro1
-Spiritoftheram
-Cruzazul8
-Djiiner
-Reip
-Jingeh
-Raptor

Oh, and one last thing wink.gif

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Very very good. I hope to see this implemented and promote a good amount of unique roleplay. From what I have heard about it this looks like a very nice idea. I will continue reading it and see if I can find anything I dislike about it, but for now you have my support.

Edit: If you are voting this up or down I feel like you should give a reason why.

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I say, the work that was put into this is extraordinary. I approve it ^_^. I like it a lot and hope you guys can get this off the ground in the server once 2.5 or 3.0 comes out.

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I like it, but their technology (math/folding ladder) seem a bit too advance for their nomadic culture, but I love everything else.

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Very well detailed. I would love to see this implemented and see these people roaming the streets (but not trying to kill me xD). I have scammed bits and pieces though I will still read it for I may be interested in making a character for this ;D

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I really like this. Would someone have to fill out an application for this (if it gets accepted) or..?

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I really like this. Would someone have to fill out an application for this (if it gets accepted) or..?

You could make a new character and apply, or you can have an already existing character seek us out in game.

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This doesn't really need a poll. It's not a new race or sub-race, it's just a culture. You can jump right into role-playing this as far as I know. Just get the players for it, and ask your friendly, local spiderman lore-masters and admins to make sure.

The weaponry does seem a bit advanced for an Indian-like tribe of people though.

the ballistae and folding ladder

Maybe make the part about going into the woods and having a vision more unique too? Seems kind of... normal.

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This doesn't really need a poll. It's not a new race or sub-race, it's just a culture. You can jump right into role-playing this as far as I know. Just get the players for it, and ask your friendly, local spiderman lore-masters and admins to make sure.

The weaponry does seem a bit advanced for an Indian-like tribe of people though.

Maybe make the part about going into the woods and having a vision more unique too? Seems kind of... normal.

As for the asking LMs, I made sure about that. They need to make sure it evolved legitimately. As for the technology I may tweak it. As for the visions in the woods, it's a pretty standard Native American tradition. I'll add more though later.

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As for the visions in the woods, it's a pretty standard Native American tradition. I'll add more though later.

That's exactly what I meant though. Couldn't their version of it be a bit more interesting? I mean, it's a cool tradition on its own, but I'm sure you could make it even better w/ a bit of fantasy spice to it.

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When Watyll informed me of this around a week ago, I was already excited. He sent me the lore, and I already loved it.

As a partner of this project, I support this lore.

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That's exactly what I meant though. Couldn't their version of it be a bit more interesting? I mean, it's a cool tradition on its own, but I'm sure you could make it even better w/ a bit of fantasy spice to it.

As I said I will add more on later. Just as soon as I can get to a computer.

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I do have one question pertaining to the military. Does the military have different ranks or are they all equals?

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I do have one question pertaining to the military. Does the military have different ranks or are they all equals?

This is a tribal society, so other than government positions such as the Mustang and the Drel'ulicthr, no there are no ranks.

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After reading this thoroughly. With lore so similar to cultures in real life you have to be careful with how you word things. Sadly though some of this lore IS good, yet I find quite a bit of contradictory parts that do not fit together. Broken parts of the lore that do not quite make sense in the origination and it jumps around a lot. Ballista really doesn't fit, how would they have made it and hauled the massive thing around, it would take months for even Native horses to haul without an army behind it.

Also with the lore leaning heavily on horses that still yet to exist in minecraft would break most if not all of the lore, since they rely so heavily on them.

I have to deny this as it might offend some Natives, if you're determined to do this type of lore you should really consider rewriting a lot of the beginning, though different it still back lashes and slanders Natives.

If you have any other questions feel free to contact me by PM or on TS.

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