Ha-Dûna

Ha-Dûna is a small town ruled by a druidic theocracy.

Ha-Dûna is located in the western part of the Boreal Highlands

Ha-Dûna is the capital of North Toraanian druidism. As of now, it's a small town of roughly 4000 inhabitants, with an additional 200-400 throughout the year as pilgrims come and go. It has a strong identity as an independent city-state in meeting with its neighbours, and its religious significance makes it a powerful attractor of immigrants and travelling workers. Its timeline is currently set in the years 30AA-40AA.

## Law and Government

Ha-Dûna is currently governed by a *sanndatr,* an exemplary Dûnan woman (*sannsonn* if male) named Boudicca. In 29AA, the druids elected that the leadership of Ha-Dûna should fall to the *sanndatr* or *sannsonn* (literally True Daughter or True Son), people of exceptional moral and virtuous character selected by the gods themselves to lead the Dûnans. These are found as children by the druids and groomed to become leaders by studying under the living leader and the druids themselves.

Since the late autumn of year 30AA, however, after a series of increasingly dramatic events, Boudicca was deemed unfit to rule and this the search for a new *sanndatr* or *sannsonn* has begun.

### *The Resthouse System* and Taxation

The *resthouse system* is a taxation system built around sustaining the vast number of pilgrims and seasonal workflow that enter and exit Ha-Dûna like breaths of air. The system boils down to the druidic government laying claim to a specified amount of the peasants' produce every year, and using that to maintain their own lifestyles and providing services for incoming pilgrims, such as free meals, clothing (or laundry services) and housing for the duration of their stay - the resthouses. This percentage is usually quite high, anything from a quarter to half of what the peasant produces, depending on the harvest. In return, however, the flow of pilgrims and migrant workers increases, bring along with it business and customers for services outside of the resthouses. Ideally, if the flow of pilgrims is lower than expected or in times of crisis, the unspent resources are supposed to be given back to the peasantry.

Since the switch to the *sanndotr* model of leadership, resthouses now feed as many soldiers as they do druids. Food distribution back to the peasantry in times of crisis has also been effectivised.

### Rules of Inheritance

The Dûnans adopted the gaardskarl system of inheritance, where the oldest, no matter gender, inherits their parents' property. If the heir is married and the spouse also is the oldest in their family, the couple inherits the property of the family they've chosen to live with. Younger siblings are left with nothing and therefore either marry into inheritance, remain with their older sibling as part of their clan, or stake out on their own. Even before the events of the Dûnan Conquests, this system propelled forth a culture of migration and settlement all across the western highlands.

### *Dlíbók -* the Codex of Dûnan Laws

After the recapture of Ha-Dûna, the druids of the Circle of the Long Stride wrote *Dlíbók*, a codex outlining the expected proper behaviour of a Dûnan, as well as rules and punishments to be enacted upon those who cannot meet these standards. The codex stresses good and pious behaviour, respectful tone towards ones parents and the druids, and diligence in one's work. It also specifies that people should follow in their parents' footsteps in trades, and if they choose to migrate to stake out on their own, they should strive to take up a trade or profession that will bring their family, and by extension Ha-Dûna, the greatest prosperity.

The book also specifies what is undesirable, or undûnan, behaviour: Wanton murder and butchering of one's enemies is seen as the worst of sin, alongside rape and betrayal. These are crimes of Sigeran, and are all punishable by death. Thievery is punishable by the removal of the hand used to steal.

The book is uplifted as a source of civil behaviour, which ties into the ideology of *Dûnan hegemonism*, which is outlined below.

## Social Hierarchy

Ha-Dûna practices a strict social hierarchy that, while not enforced by written laws, is upheld through the tyranny of the masses and the word of the druids.

* On top is the *sanndotr* or *sannsonn*. This chieftain has been selected by the gods for her or his destined virtue and allegiance to the Dûnan way of living. These are kept in check by the druids to avoid absolute power, but still hold considerable autonomy and authority. The family of the leader is given positions in governent, but most administrative tasks fall on the druids and the *théins*.
* Second come the *mórthéins*, especially powerful clan leaders who have been granted governmental positions to strengthen their loyalty to the *sanndatr/sannsonn*. In theory, this title is revokable, but in practice, these *lairds* are almost as powerful as the government itself, and with a bit of court intrigue, they could be greater.
* Third come the the druids. These are common druids who have completed their apprenticeships and been given permission to drink from *Hir.* These are provided with free meals, free clothes and free homes through the *resthouse system*, put in place by the archdruids to make certain that all druids are able to fully devote their lives to the gods and their mission as druids. Non-Dûnan druids on pilgrimages to Ha-Dûna also fall under this category. The correct way for those of lower rank to refer to these are by the titles "mother" and "father".
* Fourth come the *théins,* who have been noted for their abilities as commanders in battle, and hold administrative and military offices. These are also supported by the *resthouse system* so that they can dedicate their time to their work.
* Fifth come the families of druids and the *hildargeach,* the professional soldiers of Ha-Dûna who have not yet proven themselves fit for command. These possess no religious role or administrative roles unless their abilities fit so, and are merely different from regular peasants in that they have access to the *resthouse system.*
* Sixth come the peasants. These have no blood relations to the druids and are thus exempt from the *resthouse system*. They are expected to provide for themselves, and form communities themselves in tavern-like longhouses known as mealhouses. They own their own land and build their own houses, and are expected to follow the druids' laws and leadership. These form the bulk of the town's population. These can be conscripted into levies, also known as *túnskioldings.*
* Seventh come the lesser clergy, the monks and the nuns of the temples. Monks and nuns are similarly ranked to farmers, but do not own their own land nor homes, instead working the land belonging to the temple they are assigned to. This is also where they live. They are allowed to marry and breed as they wish, but they are by and large owned by the temples.
* Eighth come the druid apprentices, also called *trells*. These are treated as everybody's servants, and are expected to obey the commands of anyone and everyone. Choosing to disobey may mean that they're terminated from the apprenticeship, so druid apprentices may in some circumstances fill the same roles as a thrall or a slave in other settlements.

### Clans

In Ha-Dûna, there are many factors that determine social standing, chief among which is family. While one's characteristics and deeds as an individual certainly matter, nothing runs thicker than blood, and belonging to the right (or wrong) clan can decide one's fate more than personal glory or beauty. Since all possessions are bequeathed to the eldest child upon a parent's death, these individuals are considered the most coveted of marriage partners - a poor family may potentially climb to near-royalty by marrying one of their children to the heir of a powerful *laird*. Therefore, powerful clans are treated like royalty by smaller families in the hopes that they will be chosen.

Siblings of powerful heirs also wish to treat them well, as this may earn them a place on the estate, or *tún*, as *hildargeach* or a huscarl. Siblings that are not landed will instead stake out on their own, sometimes forming cadet branches of their clan. This is most common among the Gaardskarls, where clans prefixed with "Ur-" are branches of an origin clan. Sometimes, though, they change the name altogether: The Tegosep Clan used to be a branch of the Metsep Clan until it was disbanded by Boudicca in 30AA in an effort to cleanse her court of rivals.

Clan identity varies from person to person, but a common trait is that the strongest clans have the strongest sense of belonging. It is also the case that many lesser clans swear fealty to greater clans, taking up work on their estates or offering parts of their own land and its produce to the clans in exchange for protection. In Ha-Dûna proper, this is not as common, as the city-state government is strong enough to monopolise power. In the outskirts, however, the central powers have little influence, and the strongest guarantee for safety is loyalty to the strongest local *laird*, who is commonly also the local *théin*. Clan identity is displayed through clothing, sigils, artifacts, fashion styles and sometimes even body language, and family lineages are memorised to categorise who swears fealty to whom.

#### Notable Clans

* Clan Metsep
	+ Mightiest of the Gaardskarl clans both in terms of wealth and manpower, its history reaches back all the way to Gaard Goldhair, supposedly. Their *laird* is Materix of Metsep, daughter of Boudicca. The clan plaid colours are auburn red and forest green in a tartan pattern.
* Clan du Pierre
	+ Mightiest of the Brasfortsian clans in terms of manpower, but not in wealth. Its history reaches back to Old Brasforts some hundred and seventy years ago. Their *laird* is Clement du Pierre, a hot-headed bully who would rather spend his days raiding for riches and slaves in the east than to govern Ha-Dûna. Their clan plaid colours are green and white stripes and their clan sigil is a marble boar in honour of their patron god, Boris.
* Clan Blanche
	+ Wealthiest of the Brasfortsian clans. Its history, too, reaches back to Old Brasforts at almost two hundred years, founded by Jeanix Blanche, one of the great heroines of Brasfortsian folklore. Their *laird* is Charlix of Blanche, a well-mannered and learned gentleman with a knack for administration and court intrigue. Their clan plaid colours are blue and yellow tartans and their clan sigil is the three-berried houlin branch, symbolising twealth and plenty.

## Demographics

The Ha-Dûnan population, or the Dûnans, came to be around 25 years ago (3AA). They are a collection of various clans and ethnicities originating primarily from around the Ketrefan Plains, as well as a few places between Ketrefa and Ha-Dûna's location. Notable tribes making up the Dûnans are:

* **Gaardskarls:** A stout, proud tribe of farmers and hunters who trace their lineage back to Gaard Goldhair, a legendary hero of ancient times. They are known for being stubborn, proud and quick to anger, and are typically the first to suggest violence as a solution to an issue. Theirs is a culture ravaged by Ketrefan raids in the past, which has turned them jaded and xenophobic. They came with the settler of Ha-Dûna to escape Ketrefan plight, but many find themselves at odds with their peers from the other tribes. Gaardskarls are typically not as easily tolerated among druids, either, so there are comparatively few mentors who agree to take on gaardskarl apprentices. Gaardskarls are easy to spot on account of their colourful, tartan clothing, cloaks and kilts.
* **Clennon Fen:** This tribe hails from the Weeping Plains originally, and their history in the fen have shaped their preferance for simplicity and humility in every aspect of life. Theirs is the culture that gave rise to the traditions kept within the Circle of the Long Stride, and "kaer" is a Clennic word meaning "dear". Theirs was the idea to trek westwards away from Ketrefa in the first place, and this has naturally given them more of a leadership position among the tribes, both to the betterment and detriment of relations with their peers. While they originally all dressed in the white robes commonly worn by druids, many have been heavily influenced by gaardkarl and herjegalling cultures, and today, most clennon fen tribesmen and -women wear similarly colourful wool clothing to the others.
* **Herjegalling:** These hail from the mountains and highlands between Ketrefa and Ha-Dûna, tracing their origin back to the tallest mountain they call Blikkenberg. They have long been goat, sheep, highland cattle and stag herders in the hills, living a pastoral lifestyle and mostly trading milk, meat and skins for grain and fruits from the world below. They are skilled in skinworking and woolworking as a tribe. They generally get along well with both other tribes, but tend to butt heads with gaardskarls over petty disputes. Ever since the formation of Ha-Dûna, herjegallings have grown more and more agricultural, building animal pastures next to their fields.
* **Brasforts:** A hillborn tribe like the herjegallings, but one closer to the gaardskarls in origin. These have been hill farmers for generations, intimately familiar with the pain and strife associated with turning story ground into fertile soil. They came with the Dûnans more out of necessity than interest, as their village commonly suffered poor harvests and raids from other hill tribes. Both brasfortsian men and women therefore tend to be well-trained in both fighting and harsh labour, and these are the ones who have made themselves at home at the highest points around Ha-Dûna, or serve among the hunters or guardsmen in town. They are also well known among their peers for their skill in toolmaking (primarily stone and lately copper).

In terms of population age, around 23% of the population is under the age of 18. This is due to an incredible birth rate helped by Reiya's artifacts. While the Separation slowed population growth down considerably, none can dispute that the most populous settlement in the region is Ha-Dûna.

### *Ikdûni* - the non-Dûnan residents and allies

Ha-Dûna is a multiethnic settlement, not just resulting from the fourway divide between the Dûnan tribes, but also as a result of immigration from and emigration to their neighbouring peoples. Since the Dûnans only recently came to the region, the cultures that already existed there are quite distinct from their own, aesthetically, linguistically and socially. The number of different tribes and peoples is staggering, but in general, the *Ikdûni* are composed of mainly five tribes:

* The Doserung
	+ The Doserung are a coastal tribe of merelli-human-akuan amalgams with a long history all around the Northern Cape. They are a culture of hunters and fishers, living it large in and around the surface reefs that crowd the shore. Here, they swim in the waters in the summer and hunt on land in the winter, building shelters into the corals and migrating with the caproshrimp herds. The Doserung are perhaps infamously known for upholding a culture of complete honesty, to the point where they often come across as rude and vulgar to other cultures. Dûnanised Doserung are quick to drop this trait, but visitors from the homeland frequently incite fights in the taverns over perceived insults. The tribe is led by Bonursan Chirrut, a middle-aged man who due to his merelli heritage doesn't look a day over twenty.
		- Given the Doserung's placement and history, they also have close ties to the local Akuans at the bottom of the Northern Cape and to the Tyrant of the Rivers, Graalusxarulz. The nature of this relationship has changed many times, and both good and bad blood runs between both sides.
		- The Doserung religion revolves around Glohru-grazu, the patron of the sea. He is worshipped as a god of fertility, plenty, life and loss - the sea both gives and takes, and to keep it happy, one must offer plenty to the ancestors and to the nature one has taken from.
* The Swadi
	+ The Swadi are a nomadic people from the Prairie of Sol. Famed as a people of extraordinary hunters, the Swadi roam the plains with the bison and the rain. They are a culture of warriors, frequently warring over grazing grounds with their neighbours - many times have they crossed spears with the Nubveians. The Swadi are most famed for their culture of hunting leons, however, which is a rite undertaken by young men intent on becoming *gwoni*, the legendary foot-archers of the Swadi and the personal house guard of the Pride-King.
* The Mink
* The Nubveians
* The Bastians

## Architecture, Housing and Town Structure

Dûnan architecture is largely adapted for the mountains by the sea, with mild winters and rainy days. Buildings are therefore often supported with heavy poles to ward off weather and wind, and typically small to preserve heat. The inner city typically makes use of longhouses to fit an increased number of people and livestock, as well as pilgrims and immigrants. The House of the Weary, the headquarters of the archdruids before the creation of the Town Hall, was one such longhouse.

Farmsteads outside of the city proper are typically much more fragmented and consists of small communities working the same fields and animals together, living in separate buildings with their families. These farmsteads are called *tún* after the gaardskarl word *tunat*, meaning "the land".

The mountain homes adopt a much more streamline architecture to ward off the winter storms and summer rains with greater efficiency. The houses are triangular and thin, almost looking like a roof placed directly on the ground. These are often two-floored, the second floor being a loft above the living room reserved for storage or resting. Their architecture is heavily inspired by herjegalling buildings, which had an almost identical shape and construction method. These are also often proofed with oils or fats to keep out the rain, which the herjegallings traditionally were less used to.

### Town Structure

The structure of Ha-Dûna centres around a administrative and religious core, wherein the Town Hall, the circle of the gods, multiple temples and all the existing holy sites are placed. This core is placed atop a cliff, to which north and east is a drop leading to the lower city. The circle of the gods is a circle of megalith statues carved and painted to resemble the Eight, the gods of the druidic pantheon. This is situated next to the Hall of the Weary, which until recently was the administrative headquarters of Ha-Dûna. Also situated within the core are the majority of granaries, storage houses, weapons caches and holy relics. Surrounding this core is a rammed earth wall with gates to the west and south. Outside the walls, the rest of the city unfolds, containing smithies, mills, bakeries, glassworks, forges, weavers, leatherworks, potteries and many more industries. Beyond this outer (or lower) city, the buildings grow sparce as the mountain city is transformed into vast, yet simple farmlands worked in hills both steep and flat, and grazing grounds that stretch for miles.

## Culture

### Clothing

Dûnan clothing is heavily inspired by gaardkarl and herjegalling attires, these being colourful, checked and primarily made of wool. Druids all share in wearing white robes of linen, as well as bark or leather shoes. That functions as a uniform for them.

    Non-druidic men will typically wear long linen (or wool in the winter) tunics that hang well over their waistline, almost down to their knees, using whatever they have in terms of belts to secure the tunic to their waist. Those of higher societal rank will typically have their tunics embroided with beautiful patterns. Men wear trousers, these also typically being linen or fur, or, if one's status is high enough, leather. Many also wear woolen kilts. Shoewear is restricted to boots made of hide or bark. The higher classes may wear leather shoes.

Non-druidic women will typically wear wool or linen robes, or sometimes linen skirts over a tunic, sown with practicality in mind. While the robes are typically monocoloured, the skirts can, like the kilts for men, take on a plethora of colours, usually in a tartan pattern. Women of higher societal rank might wear cumbersome gowns to show that they don't work the fields. If one's status is at the very top, these gowns are typically also embroided with patterns Footwear, like men's, is boots made of hide or bark. The higher classes may wear leather shoes.

Common for all, even some druids, is a long woolen cloak or plaid with tartan designs that one typically wears all year, the colours often tied to one's family or clan. The higher classes' families might also wear large furs in place of cloaks, or together with the cloaks. In the winter, the usual clothing is typically reinforced with animal pelts, and fur hats, mittens and woolen socks are worn across all social castes.

### Arts, Crafts and Trade

Dûnans are big fans of sculpting stone, and have made eight monolithic statues in honour of the gods. This stonecarving extends to making smaller figurines, stone tablets and the like. Additionally, Dûnans are able glasiers, being the first in the west to produce glass as a commodity. This is mainly used to fashion disks and simple mirrors used in the worship of Fìrinn. In terms of trade, the Dûnans offer glass, copper, druidic scriptures and woolen blankets to their neighbours.

In 27AA, Reiya blessed Ha-Dûna's fields with eternal fertility, meaning they would no longer need to trade as much for food. This, compounded with the aftermath of the Dûnan Conquests, has led to stagnation in the trade relations Ha-Dûna shares with their neighbours. Since the Reconquest in 29AA, the Dûnans have attempted to reestablish old trade routes, selling food, crafts and raw materials on the river and land caravans.

### Toolmaking

While Dûnans are aware of bronze working as a concept, they have no nearby source of tin to mix with their copper, which in itself is already quite scarce. Tools are thus made of bone, stone or flint, with an increasing number being fashioned from copper. Bronze is rare and valuable to the Dûnans, and currently only acquireable through trade. It is thus not used for tools, but given to elite members of society, particularly *théins* as weaponry, trinkets and armour which denote status.

### Language

The Dûnan tongue differs from their northern neighbours' in that it's a Ketrefa-Clennic superstratum with most of its structure and grammar deriving from Ketrefan and Clennic, while the lexicon is heavily influenced by Brasfortsian and Herjellic, all further coloured by lexical variations brought in by the local highland cultures around Ha-Dûna proper. Additionally, pilgrimages from the Arrakan Prairie and the rest of the highlands contribute to their vocabulary.

As for the written word, Dûnan scribes (mainly druids) wrote Ketrefan up until the recapture of Ha-Dûna in 29AA. After that, the Circle of the Long Stride created *Dûnisk*, an entirely Dûnan phonemic script with blocky characters ideal for writing in wood, bark, glass and stone.

#### Vocabulary

The Dûnan tongue uses a set of words, particularly titles, to denote rank, relationship and respect to an individual. Below are listed the most common ones with short explanations:

* *Sanndatr/sannsonn*: Literally true daughter or true son. These are people of exceptional moral and virtuous character selected by the gods themselves to lead the Dûnans. These are found as children by the druids and groomed to become leaders by studying under the living leader and the druids themselves.
* *Laird*: Dûnan word for clan head. These are the matriarchs or patriarchs of the clans, and one can become a *laird* so long as one can claim to be the head of a clan and be landed. There are thus both lesser and greater *lairds*, and the title carries little weight outside of one's own family unless one's clan is famous.
* *Théin*: A *théin* is a military leader and administrator, similar to a village chief. This is a title bestowed by the central Dûnan government upon worthy individuals, often as a reward for service in battle or to the government, or for exemplary deeds of piety, combat or artistry. Becoming a *théin* usually comes with land grants and access to the resthouse system, which is why the title is coveted. It is not inheritable, however, and descendants of a *théin* must prove themselves worthy to maintain their parent's title. Of course, outside of Ha-Dûna proper, this is not controlled very rigidly, potentially allowing one clan to rule a village for generations.
* *Mórthéin*: A senior administrator comparable to a duke or an earl. There are currently only two individuals in Ha-Dûna who possess this title. These are Charlix of Clan Blanche and Clement of Clan du Pierre. With this title, the two of them are effectively consuls directly below the *sanndatr/sannsonn*, each able to check the other and both responsible for overseeing city-state and military affairs in their absence. The title is quite new, so very few limits have been put on it; additionally, without Boudicca as sanndatr after the incident with the duel, the *mórthéins* are quite free to rule as they wish.
* *Kaer*: A respectful title given to druids meaning "dear".

### Armour, Weaponry and Military

Dûnan weapons have in common that they are multipurpose tools at heart. The most common weapons to follow this trend are axes, adzes, hoes, hammers and sickles. Spears and bows are also used both for hunting and battle. Like with tools, these weapons are fashioned mainly from bone or stone, with copper being increasingly implemented with time. Those who have them use small shields with a copper buckle in the middle.

To the extent that Dûnans wear armour, it is restricted to padded leather, fur or layered cloth. The average Dûnan guard, however, usually wears the same as they would in the wheat acres - a linen undershirt, a tantan-patterned woolen cloak, hide pantaloons, bark or skin boots, and a limp skin hat or woolen bonnet. Some often forgo armour altogether and fight in the nude to intimidate the enemy. Recently, copper helmets have become more common among those who can afford it. High-ranking commanders will sometimes wear bronze equipment which denotes their status as officers.

With the upheavals of the Dûnan conquests, the leaders of Ha-Dûna began to see the importance of tactics and systems of order, and thus began separating their armed forces into levies (*túnskiolding*), soldiers (*hildargeach*) and commanders (*théin*). Levies make up the bulk of the Dûnan forces, and bring to the battle what weapons, armour and skills they have acquired as civilians. Soldiers are professional warriors and clan huscarls who are granted access to the resthouses so they may practice their arts full-time. Commanders are soldiers who have proven themselves fit for command through their prowess in battle.

#### Military Tactics

* *Oksi aug Órni* (Ox and Eagle): Invented by Boudicca in 29AA. The most veteran soldiers will hold the two flanks of a line, where the weakest warriors make up the centre. If the centre caves, the two “horns” of the ox will charge the centre from the flanks, surrounding the enemy; the “eagle” archers will provide arrow cover before impact and then reinforce the centre line from the back, replacing the tired soldiers there if possible.

### Technology

In addition to the passive knowledge acquired through the passage of time, Ha-Dûna has also been blessed with the following technological knowledge:

* Gibbou blessed them with the knowledge to grow and harvest pipeweed for smoking, as well as how to make their own pipes.
* Fìrinn blessed them with the knowledge to make and use animal plows, as well as how to make simple glass.
* Artifex taught the Dûnans to build temples to the gods.
* The Circle of the Long Stride adopted windmills from Scawick.
* The Brewer's Guild created a Dûnan style of wine called *múnfíon*, a strong wine spiced with caraway seeds and coriander. Used mainly for medicinal purposes, but can be drunk.

### Cultural Works

* The *Dlíbók*, a codex of laws and guidelines outlining proper Dûnan behaviour and punishments for violating such behaviours. This includes various sanctions against criminals, inheritance laws, moral imperatives and key ideals in Dûnan society.
* Dûnan opera: Musical theatre with costumes and throat singing.

### Dûnan Hegemonism

Dûnan hegemonism is a moral school of thought adopted and preached by the first *sanndatr*, Boudicca. It stresses that Ha-Dûna should cease its ambition of military conquest of the lands in the Dûnan cultural sphere and instead focus on extending their soft power through cultural development and alliance building, bringing all of the Dûnlands (Dûnan term for the Western Highlands) under the rule of Ha-Dûna through exemplary behaviour and cultural influence. This does not mean they will demilitarise, but they will cease their warmongering.

## Religion

Ha-Dûna is a major pilgrim destination for druids in the Boreal Highlands, particularly members of the Circle of the Long Stride. This is due to the presence of the *Dûna*, the sacred site beside the town, and later due to a concentration of holy sites and artifacts.

### Pantheon

The Dûnans worship primarily the druidic gods, and they are as follows:

* Reiya, goddess of the sun, love and fertility.
* Gibbou, goddess of the moon and defense.
* The World Tree/Jennesis, god/dess of trees and the woods.
* Fìrinn, god of truths and reflections.
* Boris, god of stone, hills and mountains.
* Seeros, god of the stars and guidance.
* Claroon, god of the seas and fish.
* Macsal, god of poetry and song.
* Lyd, god of golden fields.

Additionally, some gods remain from their Ketrefan roots (exception being Sigeran, who is the only wholly Dûnan god). These are:

* Caden, god of strength and teeth.
* Naya, goddess of sorrow and regret.
* Taeg Eit, goddess of marriage and agreements.
* Sigeran, god of victory and the undying warriors.
* Artafax, god of moths and architecture.
* Vandra, god of fire.
* Selesta, goddess of chivarly and honourable combat.

### Temples

The temples of Ha-Dûna function as monastaries that own their own lands and workforce, these being the monks and nuns. Monks and nuns are both recruited from volunteers and prisoners respectively as a chance to serve the gods ceaselessly while being provided for by the temple, or as an alternative to a worse fate. These are just as much economic units as they are houses of prayer, and many temples engage in surplus farming, timber production, mining, fishing and craftmanship, often as ways through which to show their dedication to the gods.

### Burial and the Afterlife

Ideally, all Dûnans have a family grave somewhere; nowadays, it is normally located on the family farmsteads, but some still go on burial pilgrimages to their clan homes where their kin has been buried for generations. The Dûnan concept of the afterlife has been inherited from the Gaardskarls, who despite their rash and brutish nature, wanted nothing more in death than to remain with their ancestors and farm the land. According to the myth, the spirits of the dead were thus each granted more acres than they could ever plow in a season, and a longhouse large enough to fit their whole clan. While the truth may be far from this, this is what most Dûnans see as the afterlife.

For the spirit to be released from the shell of mortality, it is believed, the body must be burned after death. The ashes are then collected and placed in urns, which then are buried at the intended site.

### Holy Sites

* Basin of the Weary.
	+ Reinvigoration I - Whoever dips their cup into this bowl and drinks deeply from it’s liquid, will find themselves invigorated. It revitalizes the weak and weary, giving back lost strength and a boost of energy. This effect does not last forever, only providing a temporary boost of life and those who drink too deeply will crash hard and sleep for a long time.

* The Statuette of Prolificacy.
	+ Baby Maker IV - Whoever touches the belly of this Statuette, be it male or female, will become incredibly fertile for the next couple of days and will usually produce multiple offspring with their lover. Twins, triplets, even quadruplets are not out of the question, or one really healthy baby. Pregnancy will be an ease if it is Statuette induced. It must be a conscious choice, and has no effect on those that are too young. In the winter of 29AA, after Ha-Dûna was retaken, this statuette was confiscated by Solus on the promise that the Dûnans would have to improve themselves to get it back.
* The Town Hall.
	+ Untarnished Stonework II: The stone of the building will remain pristine as they day it was carved with but the lightest of maintenance, weathering weathering and staining with miraculous ease.
	+ Organise the realm II: the town hall features a table at the center of its main meeting chambers with a large 3d map of the surrounding area (with a radius twice that of the city’s walls) that keeps itself update with any changes made to the city or land around it. Useful for city planning, local military actions and for giving a general understating of the land the hall’s owner command.
* The Bard College of Ha-Dûna
	+ Dûnan Supremacy II: (The presence of this beautiful building and it's alien design is enough to serve as a constant reminder of both Dûnan musical prowess and their heritage as favored by the gods. It instills a deep-rooted pride in those that call themselves Dûnan, to the point that they consider themselves better.) - 2 MP (2/5 Pride)

### Artifacts

* The Ceilte Iontráil, a great mirror that creates physical portals to the dream which will only permit entry with a sacrifice of an important memory. Granted by Naomh Cagairean, a seeker of Fìrinn.
	+ Dreaming Ingress III: Each mirror allows a mortal to pass through and physically into the Dream, wherein they are placed upon a predetermined physical pathway through that realm. They may leave through any other mirror, though they must physically walk a distance to their destination (though it is very considerably shorter than the physical plane, and is not bound by limitations such as oceans or mountains).
	+ The Thymesian Price II: The gateways only open for the sacrifice of an important memory, offered through solemn prayer to the Two-as-One and collected by Faileasiar.
* The Nacrean Dragoman - Taking the form of an apricot-sized pearl, the Nacrean Dragoman is a divinely created artifice-device that, when held, allows the user to speak and understand Vonu with complete fluency. In addition to the obvious benefits provided by being able to speak one of the most spoken languages in the world, the Dragoman provides the added benefit of what comes alongside complete comprehension and control of Vonu; mastery of Telluric Sorcery. The Holy Vonu spoken by the holder of the Dragoman acts with the power and efficacy of the most skillful natural speaker, translating words into waves and shouts into storms. Finally, the precious oceanic artifact provides the user with an unnatural command over sealife. Though this cannot translate into complex commands, it does allow for some surprisingly unique opportunities.
	+ Benthic Preeminence V - While the Nacrean Dragoman is held against one’s person, either in one’s hand or through some other form of clear physical contact, the user has complete mastery of Vonu-born Telluric Sorcery. This translates to decades of potential effort placed in the Telluric arts involving water, storms, and rock. Though the user is not limited by potential skill, they are still reliant on their own experience and cunning to determine just how much they can accomplish with the powers afforded by the artifact.
	+ Oceanic Polyglot I - Perhaps the most subtle but intense benefit of the Nacrean Dragoman is the use of Vonu not as a powerful source of magical might, but as a language. Vonu is spoken by all Vrool and Akua, either in the language’s natural, unaltered state or as mutually intelligible dialects. In addition, numerous coastal communities can be found connected through at least some mastery of the non-sorcerous varieties of the language. With complete fluency in Vonu, the wielder would find considerable potential opportunities from the language barriers broken alone.
	+ Piscine Command I - Though an unintended consequence of divinely translated Vonu, the Nacrean Dragoman carries the capacity for its wielder to speak with and command lesser sea life. This does not, however, provide said creatures with greater intelligence. As such, those animals commanded by it may only be given the most simple of orders, and can only be given such commands if able to hear the speaker directly. Finally, the command is faint and more intelligent animals will be far more likely to act in ways that will save their own skin rather than simply obey.
* The Standard of Vigour
	+ Bountiful Stamina IV - So long as this banner is held upright by a sapient living creature, those who march in the same army on the same battlefield as its carrier will be less prone to fatigue and exhaustion. Paid for with 2DP and two free titles from the Endurance portfolio. Cadien's Judgement I - If Cadien does not approve of the bearer's cause, the banner will become hot to the touch, burning whoever carries it even if they are wearing protective clothing. Paid for with 1MP.
* The Standard of Focus
	+ Enhanced Concentration IV - So long as this banner is held upright by a sapient living creature, ranged combatants who march in the same army on the same battlefield as its carrier will always remain calm and collected even in the face of the most dire threats. Their minds will remain clear while their hands and breathing shall remain steady, allowing them to take more accurate shots. They can also see through fog, mist, and other non-solid visual obstructions, and will not be blinded if they are aiming in the direction of the sun. Paid for with 2DP and two free titles from the Archery portfolio. Cadien's Judgement I - If Cadien does not approve of the bearer's cause, the banner will become hot to the touch, burning whoever carries it even if they are wearing protective clothing. Paid for with 1MP.
* The Standard of Strength
	+ Bolstered Strength IV - So long as this banner is held upright by a sapient living creature, those who march in the same army on the same battlefield as its carrier will have their strength increased. Not to a superhuman extent, but they'll be able to overpower most ordinary mortals. Paid for with 2DP and two free titles from the Strength portfolio. Cadien's Judgement I - If Cadien does not approve of the bearer's cause, the banner will become hot to the touch, burning whoever carries it even if they are wearing protective clothing.

## Notable Persons and Orders

### Heroes

* Boudicca, *théin* of Ha-Dûna, wielder of the Sword of Boudicca and the Horn of Valour.
	+ -2DP (discounted to 0 via Endurance portfolio) to give Boudicca the title “Endurance II.” Her physical resilience is greatly increased, making her much harder to wound.
		- Sword of Boudicca
			* -1DP (discounted to 0 via Weaponry portfolio) to give the Sword of Boudicca the title “Unbreaking I.” The sword is nearly indestructible. At least by mortal means.
			* -1DP (discounted to 0 via Weaponry portfolio) to give the Sword of Boudicca the title “Sharpness I.” This sword may cut through any mundane metal. Copper will part like paper, bronze and iron like exceptionally thick cardboard, and steel might as well be wood.
			* -1DP to give the Sword of Boudicca the title “Regal General I.” This blade gives the wielder a more regal apperance. They cut a dashing figure on the battlefield, and will remain mostly unstained by blood or grime
		- The Horn of Valour
			* -2DP to give the Horn of Valour the title “Rallying Call II.” When blown, this horn banishes fear from the minds of those on the hornblower's side, filling them with courage and inspiration, but they must be able to hear it.
			* -1MP to give the Horn of Valour the title “Cadien's Judgement I.” If Cadien is against the hornblower's cause, then it will not make a sound when blown. If Cadien holds a particular dislike toward the individual blowing the horn, then a stream of fire will be shot down the hornblower's throat.

### Orders

* Dûnan Bards
	+ Totally Not Plagiarism II: (Members of the Bard's college are masters of musical subterfuge, and can produce other people's works as though they were their own without anybody noticing! They get a bonus to praise and popularity, too.) - 2 DP (2/5 Cunning)
	+ Bardic Planning II: (No matter where bards are, they somehow always manage to find the best spots to perform to garner the most praise and biggest crowds. Legends say this takes years of strategic foresight.) - 2 DP (4/5 Cunning)
	+ Persuasive Poetry I: (Maybe it's the looks; maybe it's the voice; maybe it's the diploma from the Bard's College of Ha-Dûna - either way, something about these bards seems almost intentionally alluring, as though their every word has intent disguised as honeyed flattery.) - 1 DP (5/5 Cunning)

* The Stone Boar Paladins
	+ Fearsome Charge II: (The Stone Boar paladins' charge alone can shake the morale of those who already question their reasons to be on the front lines, letting them break formations easier. Affects mostly levies and has reduced effect on professional armies.) - Free with Terror.
* The Mothers, an order of mothine nuns tasked by Gibbou and Artifex to serve as protectors of the helpless in times of crisis. Their powers allow them to fly, spin powerful silk and spread sleep-inducing dust.
	+ Drowsy Dust I (free with peace): the wings of a Mother produce a faint dust that induces calm in low doses and sleep in high ones
	+ Silk Spinners II (1 construction dp, 1 free armor): Mothers can produce a fair amount of silk thread which makes for a useful building material, adhesive or fabric. The silk, when spun under the light of the moon, can be woven into moonlit silver, a strong and hardy metal comparable to bronze, though it is poor at holding an edge. This metal makes for excellent Armor and will glow softly when exposed to moon light. The highest quality moonlit silver is forged beneath two full moons on an anvil of metal that fell from the lantern moon eons ago.
	+ Moth-body II 2 (insect empowered) mp): the Mother gains the antenna, and wings of a moth gaining flight and enhanced nocturnal senses as a result. They also develop a neck ruff, patches of moth fur and a fluffy tail styled after a moth's abdomen which provide primarily aesthetic benefits and a touch of insulation against the cool night air.

### Unconsecrated

* Hilda the Leoness
* The Dûnan Constabulary (unconsecrated)
	+ A police force (and secret police) under Boudicca and only Boudicca’s command, capable of censuring and arresting anyone who attempts to sabotage the stability of Ha-Dûna. However, after Boudicca's failure to convince the *théins* that the Dûnan-Ceveliak war could be resolved through a duel, this order turned away from Boudicca and has instead become a policing force in the city.
* The Five Tribe Auxiliaries
	+ A diverse band of auxiliaries made up of elite warriors from the five tribes of non-Dûnans that live in Ha-Dûna's vicinity as their allies: The Mink, the Swadi, the Nubveians, the Doserung and the Bastians.
		- The Mink Death-Singers specialise in charming magic and (small) curses;
		- The Swadi Leon-Warriors are mighty archers and masters of the foot bow;
		- The Nubveian Buffalo Riders ride buffalo into battle;
		- The Doserung Longhorns are old veterans of the hunt, lethally silent and deadly with their coral spears;
		- The Bastian Troll-Men are the royal guards of the King of Bast, known for their stony flesh bred forth over generations of amalgamation.

## The Dûnan Conquests

Due to Ha-Dûna's divinely blessed population growth, the archdruids reached the conclusion that Ha-Dûna would need to expand aggressively in order to seize enough farmland to avoid mass starvation and stagnation of population growth. This culminated in the murder of three men supposedly at the hands of a neighbouring tribe known as the Gleann in year 25AA, leading to the First Dûnan Conquest that would last for the following two years.

### The First Dûnan Conquest (25AA-27AA)

The archdruid Kaer Teagan, daughter of the by-then dead Kaer Mihr, incited a mass mobilisation as a result of the murders of the three men. Originally little more than a band of roving barbarians led by one of the dead men's wife, Kaer Gene, the following two years would see the Dûnan force growing into a pillaging horde the likes of which had not been seen in the north-western highlands before. The Dûnans expanded aggressively northeastwards, killing thousands and raiding their villages for loot and particularly foodstuffs and livestock to bring back home. Seizing the land for their own, they encouraged those left over from unfulfiilling inheritance laws to migrate into these conquered villages, taking them for Dûnan control.

#### The Battle of Grimholt and the Birth of Sigeran (Late 26AA)

The First Dûnan Conquest was stalled finally at the Battle of Grimholt, a fortified village holding the easternmountains of Tordentind. The first assault was an outright disaster, half the Dûnan forces dying under arrow fire without them even making a single dent in the enemy fortifications. Forced to retreat, the Dûnans fled into the woods to lick their wounds. For a time, all seemed lost, as reinforcements from the capital wouldn't reach them for a week. However, in their darkest hour, Thaa, the God of Death, came to them in disguise and promised them invincibility in battle until the fortress was taken. Their spirit renewed and vigour restored, the Dûnans attacked a second time. As the god had promised, not a single casuality was suffered during the assault, no matter the wounds the warriors suffered. The battle was over when the warleader Vegard severed chieftain Barth of Grimholt and held it up for all to see.

After the battle, the blessing passed away, and a further fourth of the force that had attacked Grimholt that morning, died of their wounds. This included warleader Vegard, and all of them were burned at the altar of Sigeran, the name the Dûnans gave to Thaa for his role in the battle. The losses the Dûnans had suffered made it impossible to continue the campaign, and during spring of the following year, a blessing from Reiya brought boundless fertility to the Dûnan lands, effectively ending the need to expand in 27AA - at least for a time.

### The Separations (28AA-29AA)

Following the victories of the First Dûnan Conquests, the city-state fell into a hubristic stupor, pride swelling over their newfound status as the defacto regional power. In the year 28AA, during the Dûnan festival to the gods known as *Helgensblot,* the archdruids decided to add an activity in honour of Sigeran, this being a tournament. However, when they went to ask Sigeran for his blessing, the victory god demanded they instead of celebrating took to continuous conquest. This split the archdruids, and the moderate party who suggested Sigeran's demand crossed the line, was forced out of the city after fighting with the other druids. Inches from death, he was carried out of the city on the back of Seeros' kirin. The remaining archdruids cast away their allegiance to the druidic gods and swore loyalty to Sigeran - roughly half of Ha-Dûna's population, still drunk on power, joined in. The remaining half retreated out of the city with the aid of Gibbou, and Ha-Dûna fell into Sigeran hands.

During the Separations, the Dûnans (now synonymous with the pro-druid faction) turned to their neighbours for aid, reaching out to many of the very same villages they had raided not even two years prior. Tense alliances were formed, most notably with the Constellars of Kirin's Rest and the Scawicks.

The Sigerans, on the other hand, suffered terrible divine punishment for their actions.

### The Reconquest (29AA)

After almost two years of exile, the Dûnans recaptured Ha-Dûna with the aid of Solus and Reiyar. This sparked a massive restructure of Dûnan society and philosophy, and now, the city is trying to win itself power through diplomacy and cultural influence.

### The Dûnan-Celeviak War (30AA-)

The dream of growing as a diplomatic superpower would not last, however.

## Creation Quote

> *A year passed, and the settlement had grown from a population of thirty-three to eighty-one. During the four month, all forty membres of the Circle of the Long Stride had arrived to behold the Dûna, the moot stone, guided to it by a blinking star that had shone brighter than all for the duration of a moon cycle. All the druids who had arrived agreed: The Dûna was a holy place, and it would serve as their meeting stone for all eternity. The growing settlement created work for those of neighbouring villages who had nothing to inherit, and bonds of allegiance formed between Ha-Dûna and its neighbours, as well as sparks of rivalry. Language barriers were hard to breach, but trade and favours spoke a thousand words. The druids of the Circle of the Long Stride decided the first year that the Dûna and Ha-Dûna by extension should serve as the centre of their circle, and should strive to be a core hub of druidism in the highlands. Whenever they would go out to other villages to spread the word of the gods and tend to the inhabitants’ qualms, they would also make sure to spread the message that Ha-Dûna was a haven for druids and those devoted to the gods, and would accept all who would be willing to work in the name of divinity. After that, the meeting adjourned, and the druids once more travelled out into the highlands to perform their tasks, eager to see their capital grow into a jewel the gods could be proud of.*
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> A bastion to the glory of Fìrinn, Claroon, Gibbou, Reyia, Macsal, Seeros, Boris and the World Tree.
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1. ↑ https://www.roleplayerguild.com/posts/5211133
2. ↑ https://www.roleplayerguild.com/posts/5137830
3. ↑ https://www.roleplayerguild.com/posts/5121080
4. ↑ https://www.roleplayerguild.com/posts/5137830
5. ↑ From the post Blood for Blood: https://www.roleplayerguild.com/posts/5131066
6. ↑ https://www.roleplayerguild.com/posts/5135909
7. ↑ https://www.roleplayerguild.com/posts/5136317
8. ↑ https://www.roleplayerguild.com/posts/5139405
9. ↑ https://www.roleplayerguild.com/posts/5105651