Drahamir

Drahamir (literally "Fertile Valley" in Avenish), is a forest dense valley located in the Trostad Mountains of Southern Askyr, near the border of Lauprinia. Since Kriemhilde’s Conquest, Drahamir has been ruled by Clan Lukyan.

Early History
Sometime prior to Year 4800, the shield dwarf kingdom of Karelduhr was founded. Karelduhr was a very atypical dwarf kingdom, built above ground within the Umbradal Woods to support it. For years, Karelduhr flourished until falling under attack by giants and trolls. This led to the construction of Khugh-Vagh, an underground city, in the heart of Mount Moriga. Karelduhr fell a century after its construction. Some ruins from the kingdom still stand in the modern-day, most notably the stone bridges that span the Umbradal River; and the ruins of Karelduhr Hall, which has since become Vedrana Castle.

Luthregn’s Expedition
Around 500 years ago, a legendary Avenim warrior named Luthregn led the Avenim peoples who had split from Brennibreog on an expedition south, in hopes of finding a home away from the dragon wars. They eventually came upon the valley which, at the time, was only inhabited by exiled dwarves of Khugh-Vagh. The Avenim settled the area, building what in the future would be known as Oakengrad, and called it "Drahamir", which means "fertile valley" in their tongue. Relations between the Dwarves and the Avenim were relatively peaceful, and under Luthregn, who held freedom of choice supreme, the foundations of Drahamir’s political and legal system were established.

Kriemhilde’s Conquest
About 75 years ago, much like the rest of the Askyr Territories, Kriemhilde eventually sought to lay claim to Drahamir; specifically to gain access to Khugh-Vagh; a “gold mine” of fine armor, weaponry, and ore. Having found peace in their isolated valley, and seeking to remain independent, the valley folk initially opposed the dragoness. However, after learning how she had the rest of Askyr at her back, and much deliberation in the time before her arrival, it was ultimately decided that Drahamir would bend to Kriemhilde’s rule. Though they lost political control of their territory, they did not lose the right to continue practicing their culture and religion. This status quo was accepted by most, but not by all.

The White Plague
31 years ago, during Spring, the White Plague struck Drahamir. It first struck the village of Korsh before spreading throughout the rest of the valley. It lasted for two years and claimed the lives of many.

The Beast of Drahamir
2 years ago, a werewolf began to terrorize the region. There had been 167 attacks in total, resulting in 60 adults and 106 children being killed in a span of two years; victims were often killed by having their throats torn out, and 98 of the victims were partly eaten. The Beast was reportedly killed several times before the attacks finally stopped.

Geography
Drahamir is located between Mount Moriga to the north and Mount Pyne to the south; both of which are part of a larger mountain range known as the Spine of the World. The Umbradal Woods, an evergreen forest, covers the entire valley, and is composed of rough terrain, sheer cliffs, and outcroppings; it is trespassed by the Old Road that runs from East to West. Few areas are easily traversable, though, and it is almost always dangerous to travel off-road between settlements. At the center of the valley, south of the slopes of Mount Moriga, stands a large lake known as Lake Thurnovo, which is fed by melting snow from the mountain. It also serves as a primary source of food for the surrounding settlements in the area.

Overall, Drahamir is one of the most isolated regions in Askyr.

Climate
While still having long and bitter winters, Drahamir is known for having mildly warmer temperatures throughout the rest of the year, separating it greatly from the rest of Askyr.

Flora
Much of the lower hilled forests throughout Drahamir are made up of hardwood trees, such as beech, cherry, hazelnut, and oak. At higher elevations, the predominant trees are evergreens, such as pine, and spruce.

Fauna
The forests of Drahamir are teeming with wildlife. Land animals such as deer, rabbits, rats, wolves, and black bears are common in the woods, while the sky is populated with ravens, hawks, and songbirds, as well as nocturnal bats and owls. Beacuse of this, Drahamir serves as an excellent hunting ground, and as such, encounters with hunters and poachers are common.

Society and Culture
Drahamir is a relatively temperate region in southern Askyr, historically populated by a simple militaristic culture that has only begun to "civilize" in the last few centuries. The Drahamian desire for freedom has engendered a cultural mistrust of law enforcement, and 'laissez-faire' attitudes in general. While the worst offenses are quickly put down by the authorities, many others are ignored and citizens are often left to make their own justice. Petty theft is common, as the Strazha --local guardsmen-- will only go out of their way to deal with serious disruptions. Commerce is given little official scrutiny as long as taxes are paid; businesses such as brothels and gambling halls are not only tolerated, but expected.

Social Structure
Drahamian society is descended directly from Avenim tribal culture and its respect for skill and ability, while also holding strong to the ideals of freedom. It is most generally broken up into two "classes" -- the crafters and commoners. Crafters and crafthouses (similar to guilds), make up the smaller portion, though they have total power over certain industries in Drahamir.

Beneath the crafthouses, the population is subdivided into common classes called "High Freemen" and "Low Freemen." High freemen are comprised of freeholders (land owners), soldiers and other employed individuals. Low freemen are made up of criminals, prostitutes and vagrants. Nevertheless, all freemen are allowed to live and go where they wish, and make a living as they will. There are no serfs in Drahamir; all are paid in coin or barter for their work.

Legal System
Drahamian law is relatively unregulated compared to that of other regions, and is expected on an individual level to be supplemented by one's martial prowess. In fact, most petty crimes like theft are overlooked by the local Strazha, whose main concern is protecting their posts. Consequently, the common Drahamian should not expect much help fending off criminal activity unless murder or major property damage has occurred.

There are no laws regulating personal behavior such as bearing arms, drinking, gambling and prostitution. This is not to say that Drahamir is lawless; quite the opposite. Villages often appoint a reeve to govern and hear disputes. Reeves adjudicate cases from a village's assembly hall, and in the countryside, strazha appointed by the reeves patrol and keep track of upcoming cases for the reeves to hear.

Given the reeves busy schedules, trials can take some time to occur. A suspect may surrender an item of great value to the local reeve and be released "on his bond" until the time of the trial rather than waiting in a dungeon. This property will be returned if the suspect returns to be judged. Otherwise, the property is retained by the reeve and the suspect has the charge of fleeing justice added to their criminal record.

As long-term imprisonment is frowned upon in general in Drahamir, punishment is often quick and violent. Common methods include public humiliation, whipping, disfigurement, fines and even executions.

There's no firm rule that dictates who rules the household. Drahamians can be willful and their families tend to be managed by whoever can. Usually, the oldest child inherits the majority of the property regardless of gender, but there are some cases where a younger brother or sister is named the heir simply because he or she seems more capable.

Government
Unlike most regions, power does not reside with a "nobility"; rather, it arises from the support of the freeholders. The Herald is not an unchallenged ruler, and often needs to ask for, and work to win, the support of "lesser" men. In addition, the freeholders have gathered annually for many centuries to hold the Almoot, a council which functions as the official legislative body of Drahamir, and holds the power to override the Herald on any matter of law. For the most part, however, each generation of freeholders has cast their lot with the same Herald as their fathers did, and it's rare for their decisions to be overturned.

Government Ranks

 * Herald - Head of State
 * Freeholders - Head of Legislation
 * Seneschal - Steward; Second-in-Command
 * Reeve - Local Leader; Magistrate
 * Thane - Head of City/Settlement Guard
 * Strazha - City/Settlement Guard

Religion
It is nearly impossible to speak of the Avenim people without speaking of their beliefs. Faith was the vibrant cornerstone of their existence, filling their harsh lives with sacred implications; and most Drahamians believe as the Avenim once did: The gods live in all things. Wind from an unexpected direction, birds flying in unusual patterns, a sudden silence amidst the high peaks in the spring—these are nothing but chance to an outlander, but are messages from the gods to a Drahamian.

The Assemblage is a complex pantheon, which includes both nature spirits and legendary mortals who have ascended to the Afterlands. This is further complicated by the fact that the pantheon varies somewhat from clan to clan, as each had its own sacred tales and heroes; however, all Avenim agreed on the three greatest gods. These are Andaar the Mountain-Father, Colden Wintersbreath, and Thora of the Skies. Frode the Clever, Sealg the Hawk, and the Great Bear Bjeorn are also revered in most communities.

Main Gods

 * Andaar the Mountain-Father - Oldest and strongest, the foundation upon which all is built, Andaar is the god of mountains and caves, and considered to be the true lord of the Trostad Mountains. Through the Mountain-Father’s benevolence, the Avenim were provided with everything they might’ve needed, though it was unwise to tempt his wrath by demanding more than one’s rightful due. It is Andaar who sends game to needy hunters and leads goatherds to lush fields. The majority of Drahamiams believe that Andaar has always been; that he is as aged as the foundations of his mountains.
 * Coldir Wintersbreath - Coldir is Andaar’s firstborn son, the Lord of Winter, and master of the two bitter colds; frost and steel. Avenim warriors trained in the martial arts in order to be found worthy by Coldir and Coldir, in turn, was said to grant such warriors who earned his favor with a natural intuition or a second wind during battle. Some warriors who proved their vigilance, wisdom, or valor were granted special weapons to perform his will. His test of honor was to do battle with blunted weapons.
 * Thora of the Skies - After the mountains beneath, only the skies above were as sacred to the Avenim. Thora is the goddess of all above Andaar’s domain, of birds and even the wind itself. She is also the goddess of the dead. Birds are the agents of Thora, bringers of omens, and foretellers of woe.

Lesser Gods

 * Frode the Clever - Frode is the trickster of the Assemblage, a slight man who must rely on his quick tongue instead of strength. The most popular tale of the cunning deity is the story where he bested an evil seductress who lured him into facing her and an army of dragons unarmed. By pretending to be a coward and fleeing into a mountain pass. When they thought they had cornered him, he let out a loud laugh, the sound of which caused an avalanche that crushed the pursuing swarm.
 * Bjeorn the Great Bear - Wisest of the mountain spirits and so large that Andaar once mistook him for one of his smaller peaks. The great bear sleeps at the foot of the Mountain-Father’s throne and is the guardian of wisdom. Legends say that the Avenim were able to challenge him to gain knowledge, and the bones of those who have failed are strewn about his den. As such, Drahamians hold all bears sacred, and while they sometimes hunt and skin them, they do so with great solemnity.
 * Naella of the Fireside - Naella is the goddess of fertility, motherhood, and the household. Although not worshipped by everyone in Drahamir, general beliefs hold that her many worshippers "Live and preserve in Peace, respect their elders, and take responsibility in the role of your family".
 * Sealg the Hawk - Sealg is the messenger of Andaar, given to the Mountain-Father by Thora of the Skies. This hawk became the animal spirit of omens and ruler of the omen birds, sent to the Avenim to communicate Andaar's will. Thora declared that Sealg's "wings were the sky, and the sun and moon its eyes”. Drahamians will not kill a hawk, but rather give thanks for the assistance and formally consult it before leaving home on a journey or hunt. Sealg knows the will of Andaar and will tell them if the mountain will provide for their hunt or if the skies will aid in their travel.