Human, Daonni Species in Strange & Grim - OLD | World Anvil

Human, Daonni

The daonni are one of the two slave races born to the Elemental Lords of Water and Air. Used by their masters to harvest the primordial elements of ion and apiom, the daonn learned early how to take to the skies and the seas. Massive refineries and gates were created between the Prime and these two elemental planes and the daonni slaved day and night for thousands of years, stripping Baennor of these precious materials.   Where the dwearh are regimented and cooperative, the daonni were bred to be innovative, individualistic, and creative. It was not long before the daonni were able to spread across much of Eryphir, eventually conquering nearly the entirety the massive continent.
 
Physical Description The average daonn is between 5'5" and 6' tall and often weigh between 150 and 250 pounds. As creations of elemental air and water, daonni have pale white, pale blue, and even pale green skin - they are often described as opalescent in literature. Their eyes are most often shades of blue or green, but can often be pearly white. As a water- and air-originating species, they do not grow much hair on their bodies beyond the face and head.   Society The daonni have come a very long way in a very short period of time. No more than 100 years ago, feudalism was the rule across nearly all societies of Eryphir. With the establishment of the Commonwealth of Belor a massive shift of power has occurred across the continent. Feudalism abruptly ended just after the Void was expanded to encompass all of Baennor and in its place massive merchant organizations and industry took its place. In fact, the "Night of Shivs" in which the royal staff of the Kingdom of Belos made quick and bloody work of the royal line with handmade implements of the same name, brought the ancient kingdom into the age of the Republic almost literally overnight.   While there are at least six major cultures among the daonni across Eryphir, what can be said of all of them is that, as a species, the daonni are industrious, analytically minded, and incredibly ambitious. The Republic of Belor rose from the ashes of Belos and conquered nearly all of Eryphir in just under 20 years - a feat that had never been accomplished in all of human history heretofore.  

   
  Relations As far as the whole of daonni are concerned, the majority of relations are between the various cultures and countries within the Commonwealth. The closer someone is to the heart of the Commonwealth, the more likely they are to be used to structure, processes, standardized living, and, of course, red tape. The love of the Commonwealth wanes in varying degrees in what can almost be measured in concentric rings out from Rynmark. The protectorates to the west of Rynmark, for example, appreciate the peace and prosperity of the Commonwealth, but do not inherently conform to the norms and traditions associated with it. As one travels further west into Aerengia and the Protectorate of Nofre, the feeling towards the Commonwealth can be outwardly hostile. Nofre, for example, is a protectorate in name only - in accurate terms, the Commonwealth presides only over the city-state of Nofre Maz.   With the dwearh, daonni get along very well in terms of interaction and commerce. While both humans, daonni and dwearh are vastly different and often do not intermix well on a cultural level. However, there has never been a "war" between the two sub-species. In fact, the Commonwealth and the Republic of Belor owes much of its success to the might and inherent engineering expertise of the dwearh during the Unification War.   When it comes to the fey of Baennor, the daonni do not largely have a history of positive relations. Of all the daonni, the Kalveneig are probably still the closest to friendship with the aos'si Courts. While few alive today have ever encountered the aos'si directly, the fey themselves have a very long memory and every aos'si alive today was around during the massive expansion of the "mortal races" across the continent. Many aos'si were pushed from their lands across the plains and deserts of Eryphir, back into the forests where they live today. Only the occasional aos'si ever ventures forth from Telatetha'dyr in these modern times.   As far as any remaining goblinoid species on Eryphir, there is a "hunt and kill" mentality for almost any daonn raised learning the stories of the M'Ghori Empire and the evil they once spread across the land. Goblins, orcs, and ogres are a thing of the past on Eryphir and only the very rare encounters with them in some underground cavern or long forgotten crevice of the continent occur. The exception to this rule are the wogan - the proud people of the steppes - who have proven themselves peaceful and enriching to the Commonwealth; and, perhaps most importantly, largely isolated on the far side of the Reinhelm Mountains.   Alignment and Religion   Organized religion in the Commonwealth is largely a thing of the past since the creation of the Void demiplane. Where clerics once served as spiritual leaders among the vast populations of daonni, they are now sought only by individuals looking for a comforting prayer or a miracle. Of note, in recent years, the Gods of the Radiant Realm have started making attempts to reinvigorate their flocks by sending their own avatars directly to Baennor. Where clerics attempting to contact their gods directly are able to achieve only the most minor of miracles, those who have successfully reconnected with their deity's avatar are far more capable (although still not to the level they were before the Void).   With regards to alignment, the daonni are perhaps the most diverse of all species on Baennor and have no specific attitude or alignment defining them.   Agents and Adventure   Most daonni have jobs or responsibilities to support their immediate or extended families. Those agents who seek to support or thwart the Commonwealth usually do so as contractors or employees of some larger organization. There are, however, plenty of freelance agents out there - most notably the Headhunters of Nofre Maz - who work jobs for just about anyone, so long as the pay is right.     Daonni Traits   Daonni Subtypes
Zephyr - Tales from the Void

Getting Started in Zephyr   History of Baennor   The Species of Baennor   Geography & Maps of Zephyr  
The Species of Baennor


  Daonni Cultures Across Eryphir   Atarark   Galno-Baelic   Kalveneig   Norici   Sevets   Solveniks   Soumi   Vagravnic

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