The Dellin Tribelands

The Dellin Tribelands

The Dellin Tribelands, sometimes erroneously referred to as simply “The Dell” doesn’t actually qualify as a nation. It is home to a variety of nomadic tribes with no central leadership. This civilization continues on because its vast area and geographical boundaries make conquest by their neighbors difficult. Also, those same tribes are full of skilled warriors ready to fight at a moment's notice which would make conquest challenging at best. An outside threat would also likely cause the tribes to unify which is generally the most dangerous thing of all.

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History

When people first arrived on Novitas no one really understood how they had gotten there, what had happened, or what this new land was like. The lands of the North were considerably harsher and colder than the rest of the continent. People there didn’t know this though. Deposited haphazardly as they were the people hunkered down to survive. Not all of them did, only the most hale could handle the climate and rugged terrain. A man by the name of Kharnn rose to prominence with terrible speed. He was said to be a man of immense size and greater presence. As he traveled through this harsh environment he took in families with strong warriors who would help him with further conquest. Kharnn had formed the first tribe within the land. Kharnn continued to recruit people into his tribe for quite some time, sometimes by simply arriving and declaring his sovereignty, other times through battle. It is rumored that Kharnn’s sword had taken so many lives that the blade itself was colored a vibrant red. As Kharnn’s tribe grew so did his own personal household. Before his death Kharnn married twelve times and with each wife he had a child. Under Kharnn’s rule the people of this land were unified as one. They came to call it Dellindanar. In these days Evenandra was still just forming to the east, Nalbendel was just becoming settled to the south and Gersh wasn’t even an idea yet, it was just a place where the Goblins were hiding away to escape persecution. Alas, by the time Kharnn had unified all of Delindanar under his banner, age was starting to catch up with him. Sword in hand Kharnn climbed the highest of the Daggertop Mountains seeking to discover what challenges awaited him there. There he found a black mountain, unadorned by snow. He climbed it alone, confident he would die in battle there. It is said that the battle was so fierce his compatriots he had left behind could see the flashing blades and hear the cracks of thunder as it was fought even though they were two peaks over when it happened. Kharnn never returned, nor has anyone else who has ever climbed the black mountain. Upon his death Kharnn’s 12 sons and daughters fought for the right to rule. Legend holds that each son and each daughter fought for days, none willing to submit or relinquish their claim. During a lull in the fighting a compromise was reached, they would split the tribe into 12 smaller ones. Dellindanar was no more.

The Twelve Tribes

Each of the twelve tribes went their separate ways. Nomadic in nature already none of them had their own territory nor did they want it. Periodically they would run into one another, they would fight but they did what they could to keep casualties to a minimum. Every life had value in such a harsh climate, tribe members were not easily replaced. Olsa, third daughter of Kharnn created a code of honor among the tribes to determine how best to resolve disputes. This code did not prevent the fighting, if anything it encouraged it, but instead it ensured that there were clear terms for the winners of the fights so that conflict didn’t have to devastate either side. In time the bloodline of Kharnn was lost, the tribes split and merged periodically. By the turn of the millennium there were far more than 12 tribes and none who could legitimately trace their heritage to Kharnn though some still tried. The War of the Avatars By the 12th century the tribes had grown quite fractured. Numerous as they were, there were limited resources to be obtained and no room for growth. Evenandra had firmly established its territory, Nalbendel was defended by powerful magics, and the lands of the newly formed Gersh were being impacted by permanent winter from a wrathful Elemental. The Dellin people were boxed in on all sides. A new champion arose to unite the tribes once more. He was named Rannigar, and unbeknownst to the tribespeople he was an Avatar of Grak. It is unlikely that they would have cared if they had known, the people cared that Rannigar was a proven warrior and he had a plan. Uniting the tribes with ferocity and expedience he turned their might towards new lands. Knowing that Evenandra was too well defended Rannigar sent only a token force east just large enough for them to take it seriously. Its purpose was to keep Evenandra out of the coming war. This also served to keep the most reckless fighters occupied. Meanwhile Rannigar himself took the bulk of the forces south to Nalbendel to lay siege to that city from its eastern side. Rannigar knew that Gersh would attack Nalbendel on the western side thanks to communication with the Dark Three. Once Nalbendel was defeated the Dellins would be able to finally leave the mountains and claim central Novitas for themselves. What they did not count on was the arrival of the Sept’s avatars and the destruction of Nalbendel. Rannigar’s forces were hurt severely and they comprised most of the people of the Tribelands at that time. Though the people were ready to die in battle they would not do so for what was clearly now a lost cause. Rannigar himself died in the explosion and those that remained turned back home once more. Reuniting with those who had been sent towards Evenandra the tribes once more dispersed and went their separate ways. The tribes returned to their nomadic ways, periodically merging and dividing again. Today there are too many tribes to accurately document. In 1592NL a warleader who named himself Blackmountain after the mountain where Kharnn was last seen led an invasion of the Freelands. An avatar of Grak who was a minotaur that named himself Grak also invaded the Freelands in 1600NL. As a land with great culture but no laws, there are many inside of the Tribelands who increasingly see no meaningful difference between the Freelands and the Dell. Freelanders are just dishonorable and uncultured, waiting to be conquered by the superior Dellan warriors. That these two invasions failed only provides more excitement, its proof they will make worthy opponents.

Culture

The Dellin people can be unofficially divided into two groups. There are the “lowlanders” who live amid the valleys of the Dellin tribelands and the “highlanders” who live amid the Daggertop Mountain range. Lowlanders are mostly hunters and gatherers. They have their occasional battles and wars (particularly when defending against Gershan slave raids), but they primarily focus inwardly on tribal matters. These are the Dellins outsiders are most likely to trade with. They are also the ones most likely to travel elsewhere in search of goods their tribes can’t forage enough of. Highlanders live in a near constant state of conflict with their neighbors and each other. Those in the east periodically decide to attempt to prove themselves against the Evenandran defenses which never goes well and sometimes provokes retaliation. The survivors are among the most fearless of warriors to be found in the Dell. Outsider’s consider the Dellins “barbaric” but the Dellins like to think of themselves as honorable. There are many social rules and taboos that are accepted as common wisdom among the Tribelands that outsiders simply don’t understand. One example is the idea that “belief begets truth”. If a snow goblin were to adopt a human for example, to the average Dellin they would consider that human a snow goblin, even though they may still look like a human. When oaths are sworn, a new reality comes about that no amount of “fact” may overturn. Oaths upon swords are common. They typically end with “... and if my oath breaks, so too may my sword break in battle.” The concept of hospitality is also ingrained in Dellin society. The land’s harshness often means that the kindness of a stranger is all that may keep an outsider from death. The rules that govern Dellin hospitality are as old as the Tribelandsl themselves. If a Dellin is one’s host, they are under that host’s care and protection. One can reasonably expect that the Dellin host will give a guest food, water, shelter, and protection. It is understood that the guest will not take advantage of a host’s hospitality. There are stories told of Dellin with enemies in hot pursuit who seek a host to protect them. However, a Dellin is within their rights to withdraw their hospitality in these cases. Gifts and gift-giving is also core to being a Dellin. To refuse a gift from a Dellin is an insult, and may lead to conflict. A good guest will give a gift of some sort, though the value varies on the guest or host. The one exception to this is a gift either from elves, or of elven make. In the history of the Dellin, great wars were fought for the possession of these items of quality, so much that Dellin today will often refuse a gift from an elf, even if there are consequences. Also close to the core of being Dellin is the concept of dominance. Not every fight needs to end in death, and death is thought of as wasteful. Though the Dellin are often thought of as bloodthirsty, they are much more likely to subdue an opponent or take the defeated in battle as slaves rather than kill them. Killing an enemy is often seen as the mark of an unskilled fighter. Personal duels of honor are common, with the vast majority ending in wounds and shame rather than death. When two Dellin tribes declare war, it is likely that only a handful of warriors actually die. Rank within a given tribe is typically determined by martial ability. For most tribes, the Chieftain is the best warrior. The idea of a child inheriting their parent’s position is alien, unless the child learned to be the best from that parent. There are certain lowlander tribes that rely upon a council of elders to lead, with one elder chosen as Chieftain. One nearly universal characteristic of a true-blooded Dellin is that they would never carry a shield into battle. The average Dellin sees shields as cowardly, calling those who carry them “Wallhiders,” or worse. In battles between Dellins, shield users are targeted first by the opposing force, and their users are often slain for their cowardice. As such, Dellin are rare who carry a shield. Most use two weapons or great weapons.

Lifestyles

The Dellin people resemble their environment: tough, dangerous and unpredictable. They are nomadic, rarely erecting permanent structures so that they can move every few months to follow game and plants. Their dress varies, fur, linen and wool are the most common materials used. Metalsmithing is known to them but most armor is leather or chain preferring mobility over protection. Tunics, furs, kyrtles, winingas and simple rectangle cloaks are common though there are many variations. Art Art in the Tribelands is practical and portable. Decorations are more weight that needs to be transported. Instead time is spent making tools used daily and weapons appear as decorative as possible. Dellins often celebrate victory through song and many of the most famous battles are retold in this format for centuries or longer. Much of the history of the Tribelands is passed on from generation to generation through these ballads. Books among the tribes are rare and rarer still is Dellin literature.

Slavery

Slavery is a common practice in the Dell. They are the spoils of war, captives taken after battle to do the labor the tribe does not wish to do. Each tribe has their own perspective on the practice but slaves are typically well treated and can expect to be taken as a consequence of losing a battle. Cruel slave owners have a way of being killed in their sleep so it is highly uncommon to see slaves mistreated. Those who do mistreat their slaves are seen as wasteful, a grave insult in a culture so desperate for resources. Slaves can earn respect from their skill and those who rise up in defense of the tribe can sometimes become full members of their new tribe leaving behind the status of slave. Trading of people as slaves is considered a disgusting practice in the Dell. Slaves must be earned in battle or not at all. This is not limited to buying it also includes the idea of selling a slave to be repulsive.

Inhabitants

Most Dellins are human. Those that aren’t are typically slaves taken in battle, most commonly snow goblins but also some elves as well. It is possible for these slaves to later prove themselves and this has led to a very small number of second (or later) generation Dellins from their ranks. It is unheard of for there to be any Earthkin among the Dellin tribes. Drakes are often hunted there, so while there are Drakes from the region, there are no Drakes who belong to any tribes. Goblinoids and Reptilians are incredibly common hiding in the mountains and the tribes often have to compete with them for resources. Sidebar: Influence for the Dell The Dellin Tribelands draw their influence from the Norse, Roman interpretations of Barbarians, the Gaul, and other ancient “uncivilized” cultures. <end sidebar>

Religion

Even before the War of the Avatars, Grak had a great deal of influence in the Dellin Tribelands. Their way of life fits in incredibly well with Grak’s philosophy. Since the war this has only grown. While not every tribe venerates Grak, every Dellin is aware of Grak’s teachings. A common phrase is that “Conflict is strength and strength is power”. Dellin shamans, commonly referred to as Warcallers, have been known to dedicate themselves to Grak to better advise their tribe. In the highlands in particular worship of Grak is incredibly common and done openly. Living sacrifice and fights to the death are more common there as a result. Among the lowlanders the worship of Grak still occurs but with less frequency and openness. There are some tribes who venerate the Sept but they are the exception here. Most see the Sept as weak and distant. Much like how they think of Monarchs in other nations. Animism is also practiced in some parts of the Tribelands in limited amounts. This can be the only religion a tribe practices or it can exist alongside worship of Grak or the Sept. Draconus is not known to be worshiped by Dellins but he is generally respected. Stories of his ancient might, power and independence all demonstrate qualities the Tribelanders place high value on. There are also stories of early Dellins who obtained great power through eating Dragon hearts and consuming Dragon’s blood, and many relish the chance to do the same. The idea of fighting, killing and consuming Draconus the greatest dragon of them all as a stepping stone to fighting Grak is a legend many Dellins talk of animatedly. By extension some have tried to hunt drakes for the same purpose.

Economy

Dellins barter for everything, coin has almost no value to them. It is sometimes used by those tribes that live close to the border but only because it allows them to trade with outsiders. Items that are not functional or useful have no value to Dellins, coins are just useless weights that they do not need. Resources are incredibly scarce in the Tribelands and as such each tribe gathers what they can when they can. Trade between tribes is common as each tries to get the supplies they need to survive.

Merchant opportunities

Merchants can bring a great deal to the Tribelands that will be in demand but the Dellins don’t often have a lot of goods that they can trade with those Merchants. Those who do business there often trade for the rugged and durable Dellin clothing which can be popular elsewhere during cold winters. It is not an ideal location to trade though because more than a few of the tribes will simply take what they want rather than barter if the Merchant’s caravans are perceived to be weak. To regularly trade with a particular tribe also requires knowing them well enough to know where they will be based on the time of year.

Government

There is no formal government unifying the Dell. Each tribe governs itself by the terms it decides for itself. In the Highlands this is often a might-makes-right hierarchy maintained by individual challenges. Leaders are known as Chieftains and they often are served by Warcaller advisors who have demonstrated the most magical competency. Lowlanders often use the same methods but sometimes allow elders to select the tribe’s Chieftain. Approximately 10% of any given tribe will work as crafters creating the tools necessary for the tribe to survive and fight. Warriors who manage to live past the age of 40 are considered elders and generally are no longer required to hunt or fight.

The Dell

Roughly every 4-6 years, when food is plentiful enough to forsake some of the time that could be spent gathering it, the tribes have a special gathering known as the Dell. For the entire summer the tribes join together in what is dubbed the Vale of the Dell. There the tribes celebrate, trade, and craft alliances. War and battle are forbidden at a Dell though duels are allowed which are typically non-lethal. Duelists are just as likely to curse one another out afterwards as invite each other out for drinks. The Dell of 1592 ended when a faction of Dellins were ejected from it for battling there. They organized a war party that ultimately invaded the Freelands. It wasn’t until 1598 that the next Dell happened which thankfully was less eventful.

Authority

There is no one figure with the authority to speak on behalf of the Dellin Tribelands.

Laws

Each tribe has its own structure of laws which they adhere to strictly, but beyond that there are no laws among the people of the Dell, only customs that they respect tremendously.

Military

The Tribelands do not have a standing army or any kind of military hierarchy. Each tribe maintains its own capable warrior class who fight as needed. In some tribes every member is expected to fight but that is not always the case. Who doesn’t fight varies as well. Sometimes it is based on gender, age, health, or capability. Outside forces threatening Dellins are the one sure way to unify them but the tribes will always drift apart afterwards, feeding such large units isn’t practical. Most conflict in the Tribelands are between tribes fighting for territory rich in provisions. Rather than fighting to the death, risking the enslavement or death of warriors it is a common practice for battles to have limited scope. When enough from one side have fallen the battle ends and healing magic is used to restore those who fell, the two tribes accept the outcome typically resulting in one leaving to find what they need elsewhere. Another popular way to resolve conflict is the “Champion’s Duel”. Each side sends their best warrior to fight, which is traditionally to the death, but there is no further violence beyond the duel. The winning side gets their claim for a time. Further duels are allowed but rarely called, after all their best warrior in theory was already defeated. Especially good combatants are sometimes claimed as slaves by the victors rather than being put to death.

Status Opportunities

Tribe leaders are unlikely to be in the Freelands themselves but they might visit or they might send official envoys. Their reasons for visiting might be to acquire aid for their people, or on occasion they might be exiled to the Freelands for some reason. Having been defeated by Freelanders enough times, noteworthy Dellins might come to see why they are failing to defeat the Freelanders and to learn new techniques to bring back to their tribes.

Views

Civen

To someone from the Dell, Civen is a land of weakness and servitude. Their needs are met, they want nothing and take nothing. How can anyone live like that? Deluded by greed for worthless coins these are people who barely can be considered alive. Some tribes even tell stories of Civenites to their children to frighten them at night.

Evenandra

To the Dellin tribes all High Elves are arrogant and effete, none more so than those of Evenandra. The tribes fear and respect the Evenandran defenses but none-the-less play games where they attempt to run as deep as they can towards the border and still escape with their lives. Some tribes even attempt to collect ears of the High Elves to prove their prowess against such a magically practiced foe.

Fionn A’ilean

Few Dellins ever meet a Wood Elf, they only have the stories they hear of them. According to those stories the Wood Elves are all Druids that live lives very similar to how the Dellins do. However with their interactions with Evenandra these stories are then colored with tales of how the elves of the Great Forest are also great practitioners of magic.

Gersh

The highlanders on the western side of the Tribelands occupy territory Gersh considers theirs. Conflict is inevitable and rarely decisive. The mountains make either side truly winning very difficult. Dellins respect the battle prowess of the Snow Goblins but despise their decadent ways. Each culture has made numerous slaves of the other in the past.

Terra

Most Dellins will never meet an earthkin let alone a Terran. Operating mostly on rumor, Dellins generally assume all Terrans are blacksmiths, and few can understand the idea of living underground for an entire lifetime. The idea of subservience to keep society functioning leaves Dellin’s with little to no respect for Terrans in the end, even if they make great alcohols.

The Freelands

The boundary between the Freelands and Tribelands are completely undefended. Neither side has an organized force to watch it. To the Dellins, Freelanders are like Dellins but with no culture. They make excellent slaves to be taken in raiding parties. It is not unheard of for Dellin Tribes to simply enter the Freelands thinking of it as an extension of the Dell. That the Freelands have repelled two invasions from the Tribelands in the last decade has only made this trend increase, surprisingly. Dellins come seeking worthy opponents and are rarely disappointed.

Vlean

If the average Dellin thinks of Civenites as soft, Vlean is even softer still. Yes they fought a war for their independence, but it was against Civenites! And having won that war they dedicated their entire society to wearing ridiculous clothing and worshiping the Sept in all things. It is everything Grak warns about regarding becoming too dependent upon gods.

Vargainen

These are tough warriors who have fought hard to survive, they are worth respect even if they do believe the Sept has anything to offer.

Notable Locations

Black Mountain

Many followers of Grak believe that atop this mountain Grak himself sits watching and waiting for a worthy challenger to approach. Warriors who have reached the pinnacle of their ability periodically scale it looking to fight Grak, never to be seen again. In 1600NL a minotaur who called themselves only “Grak” empowered to be an Avatar by the true Grak descended the mountain and organized a great hoard of Goblinoids, enslaving more than a few Dellin tribes along the way before invading the Freelands.

Bloodrock

In some versions of the legend of Kharnn he did not die ascending the Black Mountain but instead died in battle in front of his tribe, though who the foes was changes from tale to tale. This version of his legend holds that Kharnn was buried at the Bloodrock north of the Daggertop Mountain range.

The Mad Wastes

Nearly 1000 years ago, though the exact date is lost due to the oral traditions of the Dell, a huge sinkhole opened beneath a tribe traveling the lowlands, swallowing many. More sinkholes soon followed making the already hard to find wildlife even more challenging to hunt. In time it became a nearly uninhabitable region filled with sinkholes and natural labyrinths. Several tribes have just barely managed to survive here and they are in a constant state of war over scarce resources as a result. Some tribes or warcallers also use the area to send warriors on vision quests as needed when they face dilemmas they cannot resolve themselves. The plant life in the area is limited and lends itself particularly well to the growth of psychotropic substances.

Vale of the Dell

This is a gathering site that changes from occurrence to occurrence. It is chosen when chieftains decide it is time for a Dell and the site is occupied for a whole summer. Outsiders are never told the location of the Dell though some do manage to find it for themselves. This earns them a small amount of respect if they can follow the rules there.

Room for Growth

The Dellin’s have few permanent features leaving much of the land open for development at all times by players and game masters. It is relatively easy to add a new landmark anywhere inside of the Tribelands as desired. New tribes can be developed each with their own customs.

Frostcap Tundra

This vast expanse of wasteland rivals the harsh climate of Gersh. It is said to be home to the largest Yetis in Novitas.

Tribesfall

Sometime during the late 4th century two of the remaining tribes who had descended from Kharnn sought to establish their dominance over one another. Each felt that with the other one out of the way the path would once more be clear for their tribe to reunite all of the others. The conflict was bloody and long, neither side willing to call it quits. Long after both sides ran out of magical reserves the fighting continued. In the end there were no winners. Both tribes had lost so many that neither could continue, and two more tribes lost their last remaining connections to Kharnn. Today the battlefield still sits devoid of life. Ghosts arose from each of the two tribes and they are still locked in battle though they can’t harm each other meaningfully. Those foolhardy enough to travel there are sucked into the conflict and have a difficult time resisting the influence of so many ghosts at once.

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