Clan Chasakkinei
Clan and Kin
Tucked away amongst the ravines and caverns created when the land was uplifted and torn apart, the Draelish colony known today as Clan Chasakkinei settled in the area known as Storm's Scar nearly 500 years ago. Named after a Merfolk legend originating out of the sunken kingdoms found in the Western Seas, the cluster of canyons along the arid, rugged western coastline of the Maw has kept the colony operating sufficiently within its depths for nearly half a millennia. Nestled within a bay and resisting several battles for their land, the Draelish colony have made it clear that they are here to stay.
Switching from nomadic wanderers to robust city-planners was daunting. Before any proper plans were made to establish dwellings running alongside the cliffs, arable land had to be found. After failing to negotiate with local lords for arable land, the decision was made to cultivate the drier portions of Storm's Scar while also establishing coastal fishing villages along the bay. Between fishing, farming, and trading, the population began to bloom. Dwellings began to pop up out of the rocky cliffs as the different tribes split off to develop land suitable to their Affinities. Soon whole settlements began to emerge, running up and down sections of the ravines. Various bridges reached across the narrower portions of the chasms, with colorful banners and streamers of different designs tied to blow in the wind. Below lay the terraced farms, collecting water from the various rivers running into Storm's Scar.
It wasn't until the collapse of the Akian Kingdom that trouble began again. Having established themselves as a capable and growing colony, the Draelish soon found themselves defending their home from those who wished to gain a footing in the new world. Desperate attacks came every few months for 5 years, and it wasn't until a group of Draelish led a decisive counter-attack against the group known as the Western Warlords that peace was established once again. News soon came of a new kingdom emerging, one born of mages.
Structure
With civilian interests taking place above ground and governmental matters taking place below ground, life for the average Draelish usually went two ways. With the bulk of the population, along with merchants, farmers, fishermen, clerics, and so forth residing along the cliff-side cities, governmental services were held underground, deep within the caverns, and usually consisted of council chambers, storage vaults, merchant guilds, mining operations, smithies, and other essential services.
Utilizing these various caverns that pocketed the shattered region, Noble houses soon emerged, laying claim to the old dwellings that housed the clan soon after arriving at Storm's Scar. Hatcheries and military infrastructure were regulated underground as well, forming a bastion in the event of another attack. Mining operations followed suite, harvesting rich ore veins and mineral deposits kept deeper within.
Culture
The Draelish culture is one rarely seen outside of their clans except for official business and special occasions. Draelish are known for their size and appearance rather than their adherence to the ancient ways, though this has not stopped them from interacting with other species and establishing relations with other clans. Those who have grown accustomed to their presence will remark that, though their appearance may be off-putting, their attitude is like any other: humble, reserved, and strange.
Back among the clans, the Draelish hold tradition close and solidarity closer. Having wandered the world with no set place to call their home has led the Draelish to value family first, closely followed by tradition second, and the world around them last. By no means are they hostile to those outside of clan and kin, but when it comes down to it the Draelish will put what they value above the rest.
Public Agenda
Clan and kin govern the ambitions of the clan, and with their close connection to the world, tradition always follows suite.
Assets
Population: 30,000
Troops: 4,000
Noble Houses: 21
Towns: 30
Land: 33 square miles
History
In the year 250 5e, a group of Northern Draelish arrived in Storm's Scar. After hearing about the region from some Merfolk, a small group hailing from Dwimace found the broken shoreline ample with resources and providing secure seclusion. Relaying to the clan that a spot has been found, the clan has since then dug in and settled all across Storm's Scar.
In the year 500 5e the Akian Kingdom collapsed, causing turmoil for those who relied upon the kingdom for support. A small group of lords, having established themselves as the western Warlords, was causing havoc by sending raiding parties against the clan. It wasn't until a group of Draelish led a decisive victory against the warlords that the raiding stopped and relative peace resumed.
In the year 600 5e, the Scarlet War erupted. Preparations were made to send word to as many clans as could be found, and with the threat ever growing, a special division of paladins and sorcerers from the clans were sent to the ailing kingdoms. With the help of an ancient relic and the blessing of Aculus on their side, the Draelish helped push back the undead threat, ending the war. Many legends emerged from that war, but the Storm's Shroud has been all but forgotten.
Demography and Population
While there are sections of Storm's Scar that are flooded, others have been found dry, dammed up by some ancient landslide. The ravines without water are usually converted into farms, while the flooded ones have terraced farms. Flooded and nonflooded caverns provide governmental services for the Clan, housing council chambers, storage vaults, and merchant guilds. The deeper caverns that house the rivers that run without end are home to the nurseries, protected by vaulted fortresses that form the Clan's military and training grounds. The council chamber that makes up the governing body of the Clan is situated within one these caverns, with their positions held by various heads of noble houses and guilds. Running alongside and occasionally deeper within are miners, master smiths, and the occasional reclusive wizard, warding off any who would stray too deep into the darkness below. All parts except for the top of Storm's Scar is used. These are generally barren and are therefore left to the wilds, though an oasis or unconnected cave can found. Small flocks of birds are kept here, and on occasion may provide meaty delicacies for the clan. As for the ravines themselves, cliff-sides, crevices, and trails hold host to buildings, spires, bridges, and plazas.
Military
Due to nomadic tradition, all families members are encouraged to train regularly and though not mandatory, it is highly encouraged that they try to serve at least once every few years. Any who feel particularly inclined to continue can do so, though all are expected to serve in some capacity when called upon. Therefore during times of distress or combat, 4,000 can be mustered within a few days out of the 30,000 present. When outside of a call-to-arms, 500 remain to run scouting parties and train the rest of the clan. Local militias govern the districts and guard points of interest, with the military being called upon when needed. Sorcerers are considered elite soldiers, and are heavily guarded, while the standard archers and sword-and-shields make up the bulk of the army. Leading generals are put into pairs, with one up front and the other in back in case, each accompanied by a variety of troops in order to combat any obstacle that stands in their way. Though rarely seen, champions of the clan can lead troops into battle, cleaving their way through armies or striking at the heart of an enemy's encampment. Both cases were seen during the Scarlet War and the turmoil of the western Warlords.
Religion
There are a number of Dragon deities worshiped by the Draelish, though Clan Chashakalpenei in particular worships the Dragon god Aculus, known for his fair judgement and lawful good nature. This is considered The Hope of the Draelish.
Foreign Relations
Due to the remoteness of Storm's Scar from any other major colony or other sapient kingdom, the Draelish of Clan Chashakalpenei are largely independent, save for the occasional Merfolk merchant or visiting traveler. Only recently have efforts been made to engage with their neighbor, Ekavaria, due to the encroaching presence of the False Empire.
Agriculture & Industry
This clan is known for their agriculture, fishing, ore mining, basket weaving, and coral diving.
Trade & Transport
After the rise and fall of the western Warlords, trade in the area fell to a crawl. To compensate, the Draelish turned to the sea and developed trade routes to all the near by ports in the region. Underwater currents were mapped out as well when found, increasing contact with the elusive Merfolk of the region. Though contact was rare and trading rarer, when done so both parties usually prospered.
Education
The members of the clan learn Draelish tradition and culture starting at an early age, with apprenticeships following for those wanting to learn a particular trade or skill. Combat and religion are linked together, with military training and clerical duties coming at a later age during their adolescent years. Even though sorcery is common amongst all Draelish, when a member of the clan shows exceptional signs, they are usually given a mentor and trained either for a military or clerical role, as was the case for notable members Kaladin and Tarmac. Any knowledge about outsiders are reserved for stories, though scouts and others are given up-to-date debriefings when cleared by the council and select knowledge may be picked up by those looking to learn under an old sorcerer or guild master.
Special Thanks
I would like to thank Jordi Van Hees for allowing the use of his artwork found at https://www.artstation.com/jordi. Please check him out here at https://jordi.artstation.com/resume as well! I would also like to thank Reed for creating this awesome map and for Rachael over at https://www.etsy.com/shop/Cartographi?ref=l2-about-shopname for bringing it to life in such amazing fashion! Please check her store and the rest of this site out!Sheltered Fang, Sharpened Claw
Images by Jordi Van Hees via https://www.artstation.com/jordi.
Founding Date
250 5e
Type
Expedition, Colonization
Alternative Names
Storm's Scar
Training Level
Trained
Veterancy Level
Experienced
Demonym
Government System
Democracy, Representative
Power Structure
Semi-autonomous area
Economic System
Market economy
Currency
The currency used among the Draelish is known and regulated across all of the clans. Created by clerics using an ancient formula technique that brandishes a small metal coin with the purple sigil of Aculus on one side and the red sigil of Kykuun on the other, the coin is backed by years of tradition. Some Draelish even claim one side more favorable than the other and use it to determine coin tosses and favor during dealings. Regardless of the handler, if the coin glows under magic duress, then the coinage is legitimate, thus proving if it is counterfeit or not. As for the design, it is up to the clan with the only exception being that the sigils remain.
Major Exports
Stoneware and baskets are often exported, along with any surplus of ores or minerals when found. Pearls from the sea and other marine resources would also be sent, as well as salt. Rarely, usually when another Draelish was present, metal for Dragoncoin would even be traded, usually to clans in heavily forested regions.
Major Imports
Due to the arid nature of the land, the Draelish would often import foodstuff and seed when possible. At other times hardwood would be acquired, along with dyes, spices, and delicate meats.
Legislative Body
Clan Chashakalpenei's governing body is composed of family patriarchs, heads of guilds, and an elected counsel made up of those who keep the clan's best interests to heart. This usually consists of Paladins, Clerics, military leaders, respected Patriarchs, and the occasional sorcerer.
Judicial Body
Tradition dictates much in the clan, followed by individual family customs and shared values among the clan. However, universal laws are kept in practice, and with the clan's many chapels reinforcing duty and honor amongst the clan, rarely does one need to come in front of the council except when severe judgment and wise discernment is needed.
Deities
Neighboring Nations
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