Dalriada

Dalriada is a chaotic, barbaric kingdom, separated by the Mists from the Empire, nestled deep in the mountains. In theory, the High King rules from his court at Dun Magar, but all the rival clans fighting amongst themselves means that true power tends to reside within the Lorekeepers. Removed from their clans, the members of this group stay out of politics, preserving both the people and their culture. Often sweeping out of their mountain villages in raids through the Mists, their Lorekeepers are renowned for being the first mystics to figure out the trick of travelling through the Mists. Though the nonaggression pact they have with the Empire keeps them from raiding 'too' much, their only real allies are a small nation of dwarves living beneath their mountains, with whom they trade livestock and grain for worked items. Some of the outlying clans have also sent their warriors to the Empire, to train and learn in their Legions. Others hire out as mercenary bands, and Dalriadan warriors can be seen throughout the known world.

People
Dalriada is a beautiful, if harsh land. With the threat of monsters, harsh winters, and clan warfare, the people of Dalriada have become a hardy and independent folk. Divided into numerous clans, the chiefs of each clan style themselves as a king, though they can rarely claim divine right to rule. Often the harsh ruler is replaced at swordpoint, as the Empire learned in their occupation of the Dalriadan kingdoms. To spite their hardship, the Dalriadan are a proud people, of both their culture and their lands. They are an honorable and straightforward folk, though they have a quick temper and take insults easily. They also have quite a few superstitions, putting much stock in auguries and omens. Wealth they do not value, and they often pride themselves more on what they can give away, rather than what they keep for themselves

Description
In physical form, both sexes tend to be very tall and well built. Often they will be very muscular, though they are rarely bulky or obese in stature with the hardship of their environment. Most tend to have fair skin, and their eyes are typically blue, gray, or green. Hair is normally red, sandy brown, or blonde, and many warriors bleach their hair, packing it with lime and setting it into spikes before a battle. Members of their warrior societies tattoo themselves with symbols of their clans and victories, and often paint additional symbols of protection on themselves before heading into battle. Despite the rumors of running naked into battle, Dalriadan warriors have learned the value of wearing armor. Due to the cost, most do not wear anything heavier than light armor, but the richest kings and warriors attempt to get mithril from their dwarven allies. Traditional weapons are the javelin, spear, axe, and sword. Often small shields or bucklers are used as well, and two weapon fighters are common among them. Outside of battle they tend to wear clothes suited to the climate. Trews, heavy woolen trousers, shirts of wool (or more rarely, linen), heavy sheepskin jerkins and cloaks being common for men. Often women will dress similarly, though in formal clan settings, they will wear heavy skirts and mantles. Both men and women favor jewelry, torcs and heavy bracelets being the most common. Especially common in warrior bands are fur cloaks, by tradition made from an animal you hunted yourself, the more dangerous the animal, the greater the prestige of the cloak you wear.

Culture
Dalriadan society revolves around the clan. Twenty different clans split up the mountains and hills that make up the kingdom, and in theory the High King rules over all of them. Unless united by an outside threat however, the clans will pursue vendettas and feuds against each other, or engage in raids to test the skills of young warriors. What truly holds the nation together are the Lorekeepers. Made up of various bards, druids, and sorcerers, the Lorekeepers stand outside the structure of the clans. The bards keep the history and lore, their oral records stretching back to even the epic battles of the MistWar. Druids anoint the kings and the High King, judge crimes, and conduct many of the ceremonies and blessings essential to Dalriadan life. Sorcerers are considered blessed by the Mists, using their mystical powers to aid the nation as a whole. The Lorekeepers are considered inviolate by the clans, any clan that dared attack them would be destroyed utterly by the other clans. Almost any Dalriadan would sooner lose a hand than raise it to a Lorekeeper, and warriors will seek vengeance against any outsider that does. Clan territory tends to be rather fluid (leading to many border skirmishes), and traditionally the clan is centered at the capital, or the Dun, with several smaller cities radiating outward from it. The construction and fortification of the capital depends on the wealth of the clan, with the wealthiest clans having dwarven-made walls and palaces.

Family Life
With the exception of the king and High King families, there are no real 'nobles' among the Dalriadan clans. When a child comes of age, after fourteen summers, their craft is decided. A child can choose to enter their father's trade, if a craftsman or farmer, or if they find another master willing to apprentice them. They can also either ask to enter a warrior band, or take the bardic exams. Warrior bands typically make a prospective member perform their Lone Hunt, tracking an animal singly and slaying it, wearing its fur as their first cloak before being accepted. Occasionally the Lorekeepers will select an acolyte to study under them, which is rarely refused by the prospective adult. The druids also select certain women with the divine rage or touch to be Swordmaidens. Often barbarians (with their rage) or ranger/barbarians (with the divine touch of nature), these young women are foribidden from marriage, though they often take lovers. Any children they have are given away to a childless family. Women that are not shieldmaidens are forbidden from joining a warrior band, and often these women that dearly wish to be warriors leave to be mercenaries in other kingdoms. Family life is very important to them. Most families live in extended groups under a single roof, the Eldest member of either gender the Patriarch or Matriarch of the family. Men and women's roles are traditionally divided, the men responsible for providing, while the women maintain the household. With the exception of wealthy clans that can afford to pay the warrior bands, everyone in the family aids in farming, animal husbandry, and hunting in such a harsh climate. However, all members of the clan are trained in at least the rudiments of fighting, making even the smallest village dangerous.

Economy
Formally Dalriada has very little trade with other kingdoms, unless you include raiding. The exceptions to this are the dwarven kingdom under the mountains, and the various cloud gnome and wolfkin halfling townships up at the tallest mountain peaks. The dwarves and Dalriadans were often at war in their ancient past, until Boru, the High King that was slain by the Imperial Legions, made a pact with both the dwarves and the other clans before his death. The dwarves also kept his son and bloodline safe, until his heir could emerge from the mountains, leading his people against the Empire. Since then, the two kingdoms have become quite close, and often dwarven merchants will hire Dalriadans as guards. Among the outlying clans, they will often hire warriors out to neighboring countries as mercenaries. Within the kingdom, most villages and Duns are self-sufficient. Farmers grow root and grain crops, but have to work hard on the thin mountain soil. Sheep and cattle trading is much of their income, supplemented by raids on other clans and countries.

Race relations
Dwarves and Dalriadans get along surprisingly well, with the ties between the mountain kingdom of dwarves and the fierce Dalriadan people. Primal and frost elves are respected, as are the wolfkin halflings. Gnomes are mistrusted, their whimsical and pranking nature anathema to the ways of Dalriadan life. Half-elves and half-orcs are treated as half-breeds, rarely respected in childhood. However, many of the Lorekeepers seem to stem from those two races, affording them a measure of respect and fear.

Class Preference
Fighters, rangers, and barbarians form their own separate warrior bands within the individual clans. Normally they form warrior bands of the same class, taking totem animals that exemplify the traits of the class: fighters (Wolf), barbarians (Bear), and rangers (Raven). Swordmaidens are respected as a paladin might be, though true paladins are rare among the fiery Dalriadan people. Druids, bards, and sorcerers form the Lorekeepers, and are accorded much respect in Dalriadan society. Clerics are less prominent than druids are, though in larger clans, they still have a large role to play. Wizards and monks are almost non-existent, though a few scouts (rogues) might occur.

Traditions
Dalriadan society is surprisingly complex, with various levels of etiquette, though the rituals often vary between the clans. However, there are a few things that are universally regarded, and here are some examples: Blood Vengeance When a truly heinous crime has been committed (murder of women and children in battle, destruction of an entire village, the death of a Lorekeeper), a warrior is chosen by the local grove of Lorekeepers. Funeral rites are enacted over the chosen one, bards singing songs of their deeds. At the end of it, the chosen warrior paints one half of their face white, the other black, symbolizing their status between life and death. From that moment on, the warrior is considered a member of the avenging dead to all Dalriadans (known as a Braciaca or revenant as well). Once vengeance has been done, the warrior returns to the grove, and is considered reborn in a joyful ceremony. Hospitality: Hospitality to guests is considered a sacred thing. Quite a body of lore exists about the obligations of guest to host, and host to guest, though it boils down to a few simple rules. A host has the obligation to look after the safety of his guests, and within the walls of the host's house, no harm should befall a guest, even if the guest is a dire enemy of the host. Likewise, the guest is expected to honor the host, and follow the rules of the household. Geasa: When a child is born, it is traditional that he or she is presented to the local Druid grove soon after. Here the druids consult the stars, and determine the child's geasa. Every child has at least one, but some can have three or four. The actual taboos can range from the odd (Do not break bread with a red-haired man) to the almost suicidal (Do not back down from a fight). As they can be used against the person, most keep theirs secret, especially as many of the old stories speak of heroes who have been tricked into breaking their geasa. There are no game rules for breaking one, but a Dalriadan that does so will feel accursed until they can be atoned by a cleric or druid.