Ceithlenn

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Regional Information
Population: 200,000 (75% Isande, 10% Junde, 5% Dwarven, 5% Firbog, 5% Gnome)
Capital: Kurigan
Government: None
Major Religions: Mala, Hadak, Llir and Albiorix
Imports/Exports: Horses, Wool, Grains and Cut Stone

Dominated by the Cethia Mountain range, (Sith-lin) is a nation of xenophobic northerner humans that see the firbog nation of Auslachen as well as the elven nation of Ta-Kanasiti as plights of the Northern Realms.

The land that makes up the region of Ceithlenn is rocky and mountainous with a many, many lakes dotting the land. These lakes are supplied by fresh springs and streams that come out of Ceithlenn, in addition to welling up from the lowlands of the plains at the foot of the Ceitha Mountains. Much of the lowlands are marshy, with sparse woods, and low lying mounds of earth called knolls.

The Cethia Mountains are not particularly large mountains, the highest peak topping off at a height 11,786 feet. These mountains are filled with great forests and uncultivated bogs, rock and heather. Alpine plants thrive in mountainous areas like the Cairnwyrms, while in the far north there are lichens and mosses found nowhere else in the great north.

The whole of Ceithlenn is inhabited by several large tribes of isande barbarians, the Brisnmoors, the Caaron, the Cyrmoor, the Dunhars, the Morcairns, the Nathgardts, the Pictyns, the Scochians, and the Wylocks. These tribes of isande are hard and bitter folk with ancient ties to the land. The various tribes have differing dispositions towards each other as well as travelers or strangers, these range from savage (likely to attack intruders, asking no questions), to hostile, to indifferent, to tolerant (accepting of foreigners). The tribes are difficult for most outsiders to distinguish. While they tend to wear the same clothing, the tend to where differing colors.

Through out the region the various tribes can be found at various waymoots within their territories, yet these locations tend to be open and freely shared amongst the tribes.

The tribes of Ceithlenn are said to have been born of the mountain. These people collectively called Ceith Gal are stubborn and rugged, living off the moors, the numerous lakes and deep streams of the mountains as well as the great herds of elk.

Ceithlenn is a nation of tribes that hold no one tribe in higher esteem for leadership than another. This makes the whole of the nation somewhat chaotic, hard to control and unable to truly defeat. While it is possible to turn one tribe against another to stir up some trouble, its is quite another thing to get all the various tribes to turn against one another as many tribes are aligned due to arranged marriages.

Kurigan, known as the Place of Blood, is considered the capital of the region, only in so much that once per year during Dragons Heat, the day between Lehet and Elenk, the various tribes gather for contests of strength, pre-arranged marriages, and trading.

The Barbarian Tribes

The various tribes and clans, taken as a whole form the Ceith Gal people, yet each of the various tribes and clans have unique distinctions that have continually divided them and quashing any possibility of a unified nation of Ceithlenn. These unique distinctions are expressed as cultural variances, devotions, tribal goals, and tribal pride.

The Ceith Gal people are divided into 9 separate tribes, with a number of minor clans that dwell among them. The nine larger tribes/clans are dominate in most of the affairs of the Ceith Gal people. Sometimes the lesser clans surge in size to become a recognized tribe/clan in the area, other times a well established tribe/clan will be destroyed by invaders, or a war against another tribe/clan and be absorbed into their numbers.

While civilization has slowly grown in the north over the ages, much of the north (even within established kingdoms) is still very much wild and untamed which has allowed barbarian tribes of isande and junde to exist in these isolated areas for thousands of years.

The land of the Ceith Gal people is the land of Ceithlenn. It is bordered on the north by the cold wastes of Mannheim, and the lands of the firbogs Auslachen, who are in continuous dispute with the Ceith Gal people over boundaries within the Ceitha Mountain Range that extends northward towards Iztalik. It is bound on the south by Myanothia, Ta Kanasiti and the Kingdom of Panthias. The tribes tend to stay away from these borders, but there are nevertheless the occasional skirmishes that erupt between the tribes of the north and the established nations of the north.

While the history of Ceithlenn is the history of the Ceith Gal people, it is also the history of a number of offshoot barbarian tribes that exist through out the north.

Most important to the Cieth Gal people is tradition, a blind devotion to tradition that has kept civilization from taking root within this northern realm. Civilization is viewed as a weak persons disease one that is not to be tolerated at any costs. These tribes have very specific gender-roles: men are warriors, and women tend to food gathering (which includes hunting) and the needs of the family. They have very little in way of written language and arts beyond the totem poles, the geometric carvings and the decorations of clothing. Most of their believes are based on the survival within the harsh regions of this land, which include waging war against each other as well as outsiders.

The Ceith Gal people, which are an off shoot of the isande and junde people, have developed a keen superstition against all things magical, mechanical or "otherworldly", however this does not include the spells of the tribal shaman.

The Ceith Gal people show the strong isande bloodline in their strength and height but show the darkness of their junde bloodline in their skin and their dark hair. They tend to wear their hair long and the men grow thick beards and long mustaches. The tend to wear long-sleeved shirts or tunics and long trousers as well as long cloaks during the winter. They decorate themselves with brooches and armlets.

Most of the tribes have a reputation for head hunting. Through out the tribes spiritual tradition states that the head is to be venerated above all else, since it is believed that the soul is contained within the head, along with it being the center for emotions. The cut-off heads are generally placed on a stake in various areas to ward off intruders as well as to establish holy sites.

Brisnmoors

Situated in the lowlands of southern Ceithlenn, the clan Brisnmoors make their home amongst the various knolls, streams, and valleys of the area. Nestled on the Mooring Hill, a knoll roughly 3 miles in diameter and situated within the marshlands of the moors, sits clan village of Klauth. It is a collection of some 500 or so huts, long houses and earth covered hovels.

Brisnmoors where dark clothing made up of a dark green and dark blue tartan pattern. Brisnmoors are considered to be the largest of the tribes/clans in Ceithlenn with an estimated population of just under 10,000. They are wealthier than most of the other tribes/clans as they are more open to the trading of goods with Myanothia and Ta Kanasiti than the other tribes/clans. This has lead the Brisnmoors to be less popular amongst the other tribes/clans. This interaction with foreigners has lead the clan to be less xenophobic, but still the clan remains closely tied to traditions.

Caarons

Situated between the rolling hills of the Dunhars tribal lands and the valleys of the Brisnmoors, lies the tribal lands of the Caarons. The area is a lower than either of the other two tribal lands, and thus the land is more of a marsh than normal. While there are large portions of higher, dry land, the whole of the area sits in a basin where water has steeped into the ground enough to make it soft, and tedious in the best of conditions. Most of the area is filled with a low-lying fog and mist giving the whole area a ghostly feel.

The Caarons view the Cyrmoors with a haughty attitude thinking that the Cyrmoors are further down the scale of clan tradition and tribal make-up. They have good interactions with the Brisnmoors and they Dunhars as each has assisted the other in turning back attacks from the Cyrmoors and the Nathgardts.

In keeping with eastern lowlands tradition, the Caarons dress in heavy tunics of cloth and leather pants and wear a tartan of dark green and dark purple as a cloak-shirt that is pleated.

The tribal village of Tor Tarush sits on the highest land mass within the deepest part of the marsh, its silhouette outlined by the heavier than normal fog that clings to the outer walls of the village. It is a well fortified area, with heavy trees forming the outer wall, and a deep, muck filled trench surrounding most of the settlement. It is home to just over 7,500 clans folk.

Cyrmoors

Of all the clans and tribes, the Cyrmoors are the most fervent holders to the old ways and viewing any change in the old ways as a sin against all of the Ceith Gal people. As one of the two highland clans, the Cyrmoors are renowned for their bandit like ways, besieging all foreigners and any that they see as disgracing the old ways. This often puts them at odds with the Brisnmoors, whom they see as weak, the Morcairns, whom they see as to indulgent of foreigners and the Wylocks, who they see as relying to much on "new magic".

Cyrmoors dress in tunics of leathers made from animal skins that they hunt (elk, deer) or that they must fight against (cave bears, horned bears, etc.) They tend to live in nomadic populations moving around the regions with the southern half of the Ceith Mountain range. They have no central tribal home, but have numerous areas that they use through out the seasons.

Dunhars

The third clan of the eastern lowlands, the Dunhars are considered cursed by the other clans. While they are not the most numerous or the most powerful of the clans, they are unique in that 1 in 10 are born with a blood strain of therinthropy. This blood trait was said to be the result of a curse that Azahak bestowed on Cuuran Dunhath long ago when he fought against the demons of the Lord of Darkness.

The Dunhars dress in similar fashion to the Caarons and the Brisnmoors. They wear leather jerkins and cloth pants under a "scarf" of dark purple and dark blue tartan pattern. They are less xenophobic than most tribes, but are still a reserved people that deal with strangers from a distance. Their tribal home is called the Cuth Isentor. It is a small village that straddles a series of very low hillocks and is surrounded by a fort wall made from wood. The whole of the Dunhars is estimated to be not more than 6,000 individuals.

Morcairns

One of the four western lowland tribes, the Morcairns share their border with the Brisnmoors, and that is all they share. Unlike the eastern lowland tribes that tend towards more "civilized" living, the Morcairns and the western tribes are more traditional hunter gathers having several tribal encampments that they call home through out the seasons.

The Morcairns are not adverse to strangers or foreigners, but they are more xenophobic than their eastern relatives seeing those that travel across their lands as oddities that need to be run off. They tend to trade at regular stops during their seasonal migrations with the Wylocks, the Cyrmoors and the Brisnmoors.

Nathgardts

While the Cyrmoors are known as the tradition holders of the old ways, the Nathgardts are the most arrogant, surly and self-indulging of all the tribes. They use the old ways to manipulate the other tribes under ancient tribal law. Most of the other tribes consider the Nathgardts to be nothing more than tribal bandits that are unable to maintain any stable community, even a migratory one. Because of this the Nathgardts are made up of a number of smaller tribes that constantly prey on the other tribes as well as Nathgardts tribes. They often raid other tribes and clans for food, women, and "fun".

These segmented tribes tend to wear skins of animals rather than cloth, unless they have acquired some from a previous raid. Most of the time the men are dressed only in leather skin loin-skirts, similar in fashion to leather armor, but only from the waist to the knee. Women dress in more clothing, but follow similar dressings as the men, many times they are shirtless as well. In either case, all Nathgardts are tattooed in various runic symbols, with various colors of blue, greens, black, whites, yellows, and reds.

Mala is well regarded within this tribe and she is often invoked both by warriors and the shamans.

Pictyns

Situated south of Mannheim the tribal lands of the Pictyns are a wind swept region of cold. This tribe is more wild and much more solitary than the other tribes. Similar to the Nathgardts, the whole of the Pictyns tribe is made up of family groupings of 5 to 15 that roam the cold plain. They are the most xenophobic of the tribes, and are wary of even the other tribes, preferring to avoid contact at almost all costs.

They have a number of tribal encampments that each of the family groupings use when they are able to, that is when there no other family groupings there. However, each of the various family groupings are not wary of each other, they have a healthy respect for each other, and will often marry each other in attempt to maintain this loose affiliation.

Scochians

The Scochians are a tribe of fierce, tough warriors. They are a brutal lot and tend to be highly xenophobic Yet, despite this phobia they are a highly curious tribe, that has often saved the lives of wandering merchants and outsiders.

They tend to be dressed in leather tunics, and leather skirts (similar to leather armor). While they have a few tattoos to convey ranking within the tribe, they do a lot more branding of intricate or ornamental patterns. It is a rite of passage to signify membership and loyalty to the clan.

The tribe has several, large and highly defensible tribal encampments scattered through out the region. Most are situated in valleys with a single entrance, as well as hills that are surrounded by well established walls of spears.

Wylocks

The tribe of Wylocks is by far the furthermost west tribe of Ceithlenn and have the most contact with the Kingdom of Panthias. They are more akin to the Brisnmoors in their world views and have a more civilized outlook than do any of the western clans.

They tend to dress in light wools of kilts of various colors. The Wylocks are an agricultural based clan, preferring to grow and maintain flocks of wild goats, and fields of wild wheat and other plants.

Of all the tribes of Ceithlenn, the Wylocks are most likely to be the first to become civilized in this region especially with the influence of Panthias.

Places of Interests

The Dungar Caves

Along the western slopes of the Ceith Mountain Range, where the tribes Nathgardt, Cyrmoors and Scochians border each other, lie the vast caves and tunnels of Dungar. These caves are filled with monsters that inhabit the mountains as well. This region of the mountains are filled with caves and tunnels of all types, some are shallow, others are thousands of feet in depth, some tunnels lead to a dead end, while others twist and branch their way from one cave to another.

Monsters in this region range from karnacks and kaznarks to kludde, cyclops, barghest, black dogs, and kriksy.

Ruins of Dhul Dagro

In some ancient time long before the Ceith Gal people made this region home, an ancient sorcerer of great power built a vast stronghold in the lower mountains of Ceithleen, where the Brisnmoors and the Morcairns territories meet. At some point the stronghold fell to goblinoids and fell into ruin. As years passed the stronghold fell into the jaws of evil dragons, giants and dark demons from the pits of Nax and Hell.

It is now a place of foul evil and should be avoided at all costs by all but the most powerful of groups and adventurers. It is a vast ruin of toppled towers, hidden stair cases, and dark pits that lead to even darker places beneath the whole of the stronghold.

Game Information

The Ceith Gal people are a representation of the classical barbarians, in that they tend to value strength, courage, war, hedonism, and tradition than they do most other things. This has lead to a many offshoot clans and tribes that have scattered to the winds across Ta Los. Barbarians unlike other typical player builds, are unique and have given rise to a number of abilities that can only be taken by players whose characters take the following Ability at 1st Rank.

Barbaric (General)

Requirements

Ability Prerequisites: Must be Taken at 1st rank, Can only be human, dwarven, firbog or troll

Controlling Attribute: Willpower 80, Strength or Stamina 80

Merit Point Cost: 1000 (450 Recurring)

You come from a long line of "wild men", barbarians that have lived on the outskirts of civilization since the beginning of the world. You and your kin are known for your reputation for brutality, muscle and savagery. You have bonded with primal forces that give you seemingly endless supply of vitality and forcefulness. By means of this ability you are able to gain one of the following traits:

  • Barbaric Warcry: You are able to give a cry of rage that causes all enemies within 20' of you to back away 5 feet. You may use this once per combat turn at a cost of 15 Fatigue Points.
  • Barbaric Bloodline: You have tied into the very vitality of your bloodline. You gain an additional 10 Health Points, in addition every 3 ranks you gain an additional +2 Health Points.
  • Uncouth Fighting: You do not fight fairly and use any means necessary to win. This has given you an additional +10 to your Weaponcraft skill score. In addition, anytime that you strike down a foe you instantly move your normal movement in any direction that you choose.
  • Endurance of the Bear: Anytime that you are dealt damage by an opponent your normal movement increases by +1' for every five points of damage that is dealt to you.
  • Fevered Rejuvenation: Whenever you cause damage to an opponent you gain double your Stamina Modifier in Temporary Health Points. This Health Point boost lasts for only 1 turn and may be used three times per day.
  • Presence of the Ancestors: Your ancestral spirits are with you during dangerous times. Once per day you may re-roll any check that you just failed at. This does not count against your use of Heroic Luck Points.
  • Wild Call: Once per day you are able to call forth a single beast to assist you in war. You may call forth one of the following: Cave Bear, Lion, Wolf, or Wolverine. The summoned beast will remain with you for 1 hour.
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