Dunland Society
Contents
The Dunlending Character
The Dunlendings are one of the lesser-known human nations of Tolkien’s Middle-Earth. A remnant of an ancient people akin to the Third House of the Edain, they withstood the forced rule of the Númenoreans and later the attacks of the Rohirrim, who drove them from the empty plains of Calenardhon to the barren uplands that became their only home. They are one of the few peoples in Middle-Earth who have maintained their own cultural identity, rather than being ‘Númenorized’ as were so many others. The character of the Dunlending people may seem primitive and even barbaric to some. They do not respond well to authority, and have their own sense of honor. They believe in being practical about their allegiances, and it is understood that there is no such thing as a lifetime oath (it would be considered almost bondage). They are superstitious about breaking promises however, and consider it somewhat dangerous. They do not give their word lightly nor do they break their word lightly, but they also do not consider it treacherous as long as it is done openly.
Because there is no real authority or organization, the actual interactions and politics of Dunland are complex and varying, and a great effort is made simply to maintain trust and relationships with neighbors and allies.
The Major Clans of Dunland
Dunland's people are split into innumerable small and large clans. The current major clans are:
- Stag - The North, Merchants
- Bear - The Eastern Mountains, Warriors
- Wulf - The South, Diplomats
Details of the current leadership and alliances for each clan can be found in +dunhelp clans.
Stag
The Stag are a merchant clan. While having strong ties and loyalties to clan and Dunland as a whole, Stag prefer to negotiate, plan, scheme and use money and connections to get what they want rather than fighting and taking it. Still, when faced in a fight they are fierce warriors and dangerous foes, for they are known to use the same tactics on the battlefield. The Stag live in the north of Dunland, in Laeg county which is traversed by the Old South Road and bordered to the east by northern Caerdh. Their proximity to the road and their skill at trade have made them successful in the city as well as in their home. The Stag clan was the smallest of the great clans, having within living memory used scheming and politics to rise from being a minor clan to dominate the county of Laeg. However, this was before the fall of the great clans and the Church of Kiern. Being the smallest of the great clans, perhaps Stag has had the shortest distance to fall, but the clan has split into two groups. The first group, the majority, consists of those who followed Corran Greggor. Corran claimed the Ceannship after the previous Ceann, Traek, was outlawed for the killing of priests within Kierkgard. Those still loyal to Traek have left the Stag clan, waiting for Traek to return and claim himself leader or a leader to arise among them to lead them into a new clan.
The Wulf and Bear have mixed feelings about the clan. Hatred and disdain for their manipulation and constant scheming, yet at other times respect and awe when the Stag have come to aid the other clans in battle or have given rise to one of the great warriors of Dunland. The Stag have produced many heroes, like Asher, Donovan, Tet'nak, Racilion and even Traek.
Bear
The Bear hold the oldest bloodline of all the clans: even before the rest of the Dunlendings were driven back to the small land they now inhabit, the Bear lived in present-day Dunland. Their tie to their ancestral land is therefore especially strong. The Bear maintain the old ways of Dunland, while still holding the need to take back the lands that the Forgoil stole long ago. In battle they are known as berserkers and have great bloodlust for the enemy. Outside of battle they are known to be kind and sincere to their own people, true to Dunland. Members of the Bear clan reside mainly in Caerdh county in eastern Dunland, their homes made in the foothills of the Misty Mountains. Their lands are clad in forest, and produce the best timber in all of Dunland. The Bear's tie to the land means they are among Dunland's best hunters, and many prefer the countryside to the city.
The Bear are the most hot-headed and volatile of the Dunlending clans, and over the years this has resulted in many leadership changes, blood feuds with other clans - and not a few civil wars. Over the past four years, the Bear have had no fewer than six successive Ceanni: Angus, Diarmait, Searlas, Kedrik, Racollum and then Kedrik once again. And Bear Ceanni often die sudden and violent deaths: Angus went mad and was killed by the Wulf Ceann Praxis in retaliation for a series of murders of priests, Diarmait was assassinated by one of his own Laochi, Searlas died of his wounds after a fight with Kedrik (the same fight that left Kedrik forever lame), Racollum was killed by the leader of the Path Brotherhood Terren in a religious dispute.
Wulf
The Wulf are the descendants of the mixed-blood border-lord Wulf and his followers. Wulf's fateful dealings with the Rohirrim in the past lend fire to the clan's hatred of the Forgoil to this day. Formidable warriors, the Wulf fight with both blade and tongue. Among the Dunlendings the Wulf are known as cunning politicians who negotiate to maintain their position in Dunland. The Wulf reside in Redvyrne County in southern Dunland. Their land is mainly plains rather than mountains, providing suitable pastureland for sheep and horses. In the past, Wulf were the main horse-rearing clan, although this position is now challenged by the Crebain, and the clan has also produced many renowned shepherds and weavers. For over a dozen years the clan has been ruled by a single man - Praxis, and under his leadership the Wulf have enjoyed a stability unmatched elsewhere in turbulent Dunland. During his Ceannship Praxis has rebuilt Redvyrne Keep and achieved several major victories against the Forgoil. Praxis' sudden unexplained absences have caused the other clans to wonder, but the majority of Wulf remain loyal to their leader at present.
Minor Clans
Crebain
- Far South, Defenders Against the Forgoil
The Crebain are mostly from the old Bear Clan. These men and women sought to escape the mercenary Racollum's criminal rule and after him, Kedrik Veers who many viewed as more of a drunk than a leader. Others hail from the Wulf Clan's southern region where the long absence of their leader, Praxis, was viewed as a signal of his death or an end to his rule. It was after some time under Racollum's rule over Bear that the new Founder and Ceann, Raub Ceallach, claimed to have had a sending from Kiern. Using this "dream," he made his escape from Bear through the Cult of the Path, disguising himself as a member of that sect. He and his people left Caerdh and migrated down towards Redvyrne where Wulf members, dissatisfied with their missing Ceann, joined him. Their journey continued, protected by Stag's watch, to Tharbad. As a friendly clan and an enemy to Bear, he was able to absorb the exiles that Traek had thrown to Tharbad. From there the Crebain traveled down into Kierkgard Dun and finally came to rest on the Borders, the first defensive line against the Forgoil to the south.
Crebain share some of the Bear Clan's traits in that they are a swarthy bunch, making their living from being fierce fighters, politicians and horse thieves. They have recently renewed their alliance and status as a subclan under the Wulf Clan.
Hawk
- The Far Northeast, Defenders Against the Orcs
The Hawk are a minor clan affiliated to Bear, and have long held Dunland's northeastern border against the Orcs. Proud and isolated, the Hawk are renowned as fierce fighters and have often acted as mercenaries in Dunland's clan wars. The Hawk are considered a subclan of Bear. Their main stronghold is Mathain Keep in northern Caerdh.
Boar
- The Humans of Isengard
The Boar were a minor clan who lived traditionally in the far south of Dunland, in the vale between the rivers Adorn and the Isen, north of the Ered Nimrais mountains, near to The Gap. Today they live within the walls of Isengard under Saruman's protection, and along the River Isen's banks as well. Saruman's influence shows in many of them - they are refined and literate and may be seen wearing Gondorian fashion, though they claim that their belief in Keirn is untarnished. They are usually better armed and armored than most folk of Dunland, and most are skilled horsemen. They have ties to the Wulf Clan, and of all the great clans they favour Wulf the most. Note: This clan is currently fallen, and is considered as Isendrim rather than Dunlending, but the information above is included here as members of the Boar, now scattered and broken, may sometimes be seen in Dunland working for their new master.
Holds
3025 was a year of great change in Dunland. During a religious schism, and the devastating fire that followed, many of the common people lost their faith in the clans, choosing instead to gather in family groups and establish small holds. Most of these holds still give their allegiance to one or other of the Great Clans. There have been one or two exceptions (usually short-lived).
Iolair Keep
- The Eagle
The men and women of Iolair Keep were followers of the Bear Fian Malcolm Mahorn. Malcolm claimed the long-abandoned roadside keep outside Kierkgard as his own, and gradually restored it (with the aid of a small toll levied on all travellers passing through). Malcolm and his men were nominally Bear, but in Malcolm's absence the folk of Iolair declared independence from Caerdh. This ultimately led to their downfall, as the Keep was first annexed by Wulf and then partly burned by Stag. The buildings of Iolair are currently in Wulf's hands, its folk scattered (some remain in occupied Iolair, others are in Kierkgard, others have fled elsewhere).
Laeg Border Keep
Rumor has it that the followers of Traek, ex-Ceann of Stag, have taken up residence in the abandoned keep on Laeg's northern border. Their allegiance and alliances remain unknown at present. Religion Traditionally the Dunlendings have a simple faith. They believe in great powers that affect everything they do. Their concern over troubling or angering those powers often causes them to be very superstitious. In recent times a more rigid and centralized faith formed, with a priesthood and an organized church. However, in 3025 (a year of great upheaval for Dunland), a movement away from such restrictions arose, a cult that became known as the Path Brotherhood. In the resulting conflict between Priesthood and Path Brotherhood, the power of the church was broken and its members scattered. An older sect, the Caomhnoir, has reemerged and is rising to prominence in the Priesthood's place.
Kiernites
The followers of the priesthood are now known as Kiernites. Their worship is characterized by an emphasis on ritual, and a belief in the spiritual authority of the priesthood, Kiern's Chosen. Traditionally the priesthood has chosen the Dove to symbolize Kiern, although the other symbols such as the Cleansing Flame of the Caidithi (judicators) and the Raven of the Caomhoir are also used. Prayer to Kiern is often accompanied by the drawing of blood from the supplicant using a dagger, and is usually performed in a sacred place. A marriage ceremony consist of binding the hands of bride and groom to symbolize unity, whilst a funeral, sometimes burial but more commonly cremation, is referred to as 'sending our dead warrior on to Kiern's side'.
Traditionally the Church consisted of five orders: Deirthair (warrior), Ovate (speaker), Derwydd (loremaster), Eiridinn (healer) and Caidith (judicator). The structure of the Church was hierarchical: novices, acolytes, priests, heads of the orders and finally the supreme authority on all matters spiritual, the high priestess or Ard-Ceile, the Bride of Kiern.
When the Ard-Ceile Kaile was discovered to have been living a double life of outlawry and thievery, the Church was rocked to the very core. The Priesthood became generally distrusted, and eventually an uprising against them was led by the Path Brotherhood. Kiern's Temple was destroyed, many priests died and the remainder were scattered throughout Dunland. Leaderless now, the priests still find some support among the country folk. It is doubtful, however, that they will ever regain the prominence and power that they had before.
Path Brotherhood
The Path Brotherhood is a recent movement, its leader the Wulf hunter Terren Bryntadd. The Brotherhood scorns the rituals of the Priesthood, preferring to worship their Hill Father in the open air, and has no hierarchy, instead placing an emphasis on the responsibility of the individual for his or her spiritual rightness.
Caomhnoir
Legends tell of the Caomhnoir, the Guardians and Watchers of Dunland, who some say knew Kiern Himself when he walked the promised lands. They are warriors, healers, and some say the true heart of the Dunlendings for their membership crosses all Clan and Family boundaries, uniting all through their faith. Their history is long and begins with Scion, called the Lightbringer, Kiern's closest friend and disciple. He was the first to record the holy teachings and stories, passing them down to the first Prophet, Luen, who in turn spread the wisdom of Kiern among others of the priesthood and creating the foundation of Dunland's religion. Any old Caidith can confirm this knowledge, and indeed, many stories about the Prophet's travels are recounted around warm fires on cold winter eves.
Reverence for the Caomhnoir declined, and it was Kaile the Defiler who eventually proclaimed them heretics. His envy of their influence and power led him to the hunt, and he and his followers killed the Guardians they found, forcing the rest into hiding or exile. They became a small, secret sect within the priesthood, spreading the word as they could and always holding to the tenets of their own faith with tenacious will. On Kaile's death, the Church and its iron fist fell to the subtler strength of the Caomhnoir who had never given up their true belief. They have since reappeared from their hidden places, returning to Dunland in priestly robes and with the Marks of Kiern tattooed upon them. Their symbol, often worn on cords about their necks or dangling from a belt, is a white dove with wings outstretched.
There are many notable Guardians, including former High Priests and Ard-Righs as well as their Varshyls. Current important ones include Siward Greumach, The Baptist, whom some call The Touched. Their leader is Cormac Nair, the Bard of Bear, called by many First Bard. One of the more infamous is Raub Ceallach, also known as Raub the Black. His formation of the Crebain has been frowned upon by other Dunlendings for his seeming switch of allegiance away from Caomhnoir and Dunland to that of his own clan.
Social Structure
The social structure of Dunland is based on clan. Each clan is ruled by a chief or Ceann, with the aid of his nobles, the Fianna. The Fianna serve their Ceann in a number of ways, from making laws to managing trade to leading men to war. A Fian’s primary duty is to represent his Ceann in all matters of Clan, and treat his subjects justly. Although there are some 'noble' families who have been Fianna for many generations, the position of Fian may also be gifted to a commoner who has served his or her Ceann well and is considered deserving of the honor. Therefore Dunland does not have a class system as such. The common folk of a Clan are subject to Ceann and Fian alike. The majority of Dunlendings fall into this category - farmers, herders, foresters, miners, craftsmen ... Most often, they are poor in money, yet strong in spirit.
In the past, Dunland has sometimes had an Ard-Righ (high king} or Ard-Ceile (high priestess) who was of higher authority than the Ceanni. However, in the present climate neither position is held, nor do folk wish them to be - for past leaders have fallen from favor.
Professions
While Dunland is a warrior culture, most warriors also have 'day jobs' from which they earn their livelihood. There are many jobs available for players - the limit is your imagination! However, new players may find the following list of suggestions helpful.
Animal Handler, Baker, Bard, Brewer, Carpenter, Cobbler, Farmer, Forester, Healer, Herbalist, Herder, Hunter, Merchant, Miner, Smith, Stonemason, Tailor, Tanner, Tavernkeeper, Tracker, Trader, Trapper, Weaver.
As an aside, please note that illiteracy is the norm in Dunland. Reading and writing are rare skills indeed. Bards are therefore especially important, as they disseminate oral history and traditions.
Most trades in Dunland follow an apprenticeship system, with boys or girls being apprenticed in their early teens. The length of the apprenticeship varies, but at least five years is common.
Warriors
There is little military structure in the primitive Dunlending society. Every able-bodied man or woman can fight; however those who pledge their honor to a Ceann or Fian and also commit themselves to fighting service receive the title of warrior. To be a sworn warrior is a proud occupation, though it denotes no rank or authority within the army itself. Dunland's trained warriors who have sworn fealty to their clan leader may carry a battle-axe or sword. Players who wish to take up a warrior position should arrange this ICly with the appropriate head of clan.
Kierkgard, the Holy City
The Holy City of Kiern is among the oldest establishments in Dunland, founded shortly after Kiern's People arrived here in numbers back in the Second Age. In order to ensure that those who spoke for Kiern did so with one voice, a place was built where these men and women could gather together in numbers, safety, and comfort. Here, anyone who sought guidance could come without fear. Over the years, the city grew in size, and so eventually a wall was built to protect it. Even now, with the old priesthood destroyed, the city holds a special place at Dunland's heart. It has always been the policy that there shall be no fighting of Dunlending against Dunlending in Kierkgard. No Dunlending shall spill the blood of another Dunlending whilst in the Holy City, on pain of death. This rule goes past simple religious belief, and has a very practical purpose. The clans of Dunland rest in an uneasy peace, but at times all-out war may rage between them. Kierkgard, traditionally holy ground and sacred, is used by the clans as a meeting place, neutral ground where they may go in order to discuss peace without fear of treachery.
In Kierkgard's long history there have often been disasters of one sort or another - fire, siege, riots ... The recent fires which incinerated most of the city are only one example, and the place has been rebuilt on many occasions.