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Fasach

"This is the land of my kin-- a place for beasts and plants of the wild. It is no place for the likes of you."   -Cernunnos, The Horned God
They say the wilderness is never quite so wild anywhere else in the world than it is in Fasach. It is said that one can wander into that mysterious frontier and be swallowed up by it. To ask anyone, this is simply a mystical, uncivilized land of strange and uncivilized people.   This is the land of the gods of the Tuatha De and Fomoire. In many ways, this land is a battleground for forces beyond the clans that live here-- beyond even the enigmatic creatures that watch from the Otherworld, even as they try in vain to capitalize on it.

Structure

Fasachan society is primarily centered around their clan. This loose collection of families lives together in a fortress often far from others. They are ruled by a chief, sometimes the eldest of the clan, and sometimes the closest relative of the previous one.   This chief represents the clan in the Moot, an annual meeting in the spring equinox between all clan chiefs in the town of Chrastlin. They speak on the affairs that affect all clans, but these clans maintain a tight hold on their independence. These chiefs are accompanied by many in their clan leading to an almost festive atmosphere in these gatherings, despite disagreements between clans.   Outside of the Moot, these clans maintain relationships with each other, for better and for worse. Some clans are close allies while others while others maintain bitter rivalries. It is common for warriors of these clans to attack one another in the wild, but rarely does one clan attack another's fortress. Fighting in the Moot is strictly forbidden, however.

Culture

Fasachan culture is much closer to nature than many others. Their priests-- called druids-- have a position of respect among the clans. Some of these, particularly those in service to Cernunnos, The Dagda, or occasionally Brigid have abilities similar to the wardens of nature in other lands, but many others have abilities similar to the priests of other gods.   Druids have their own hierarchy outside of the clans, known as the Circle. This collection of priests is led by the archdruid, the most powerful and experienced among them. The archdruid is always sworn to The Dagda, regardless of their previous affiliation.   In addition to the druids there is one other figure of important to the Fasachans: the bard. Bards are keepers of the songs and stories of their clan and Fasach as a whole. Many persue their art to honor not only their clan, but also the gods Lugh and Oghma.   As keepers of history, bards are not only respected by their clans, but others as well. Unless they throw themselves into battle with the rest of their clan (which many do), their enemies generally don't kill them. The songs of many bards are magical in nature, but not always. Even these bards usually train as warriors to bring honor to their clans.   Battle is very important to the clans of Fasach. It reflects the constant cyclical battles between their gods, the Tuatha De, and their monstrous enemies, the Fomoire. As such, most of the clan serve as warriors to some extent, taking up their swords against their clan's enemies.   One of the most distinctive features of Fasachan warriors is the application of woad, a blue body paint, applied before battle. This paint symbolizes a warrior's willingness to die in battle. Occasionally, this dye is blessed by the druids with the paradoxical ability to protect its wearer from harm.   For the most part, the Fasachans lack traditions of wizardry. A few travelers have learned magic from Bjornlanders, elves, or occasionally from even further afield. However, there are not enough Fasachan mages to create a lasting tradition for the study of arcane magic.   This is not to say that arcane magic is completely unheard of. The land's proximity to the Otherworld has led to some being born with magical potential, and has led others to form pacts with fey creatures. Due to the unstable nature of this magic and the fey, this has led this sort of magic to be considered dangerous and its practitioners to be considered suspect at best. This attitude has also contributed to the rarity of Fasachan mages.

History

Not long after the creation of Covenant by the gods, the Tuatha De found a wild land they could call their own. When they came in on a storm cloud from the sea to claim it, they found they were not alone there. Their ancient enemies-- the dark gods known as the Fomoire were already there, waiting in the dark corners of the land.   As they always have, the Tuatha De fought against them. Some on both sides died such as Nuada and Lugh from the Tuatha De or Bres and Balor from the Fomoire. In the end, they are reborn as they always are, so that they might continue to fight as they always do, across the endless wilds.   As other races started coming to Fasach, such as the elves, the war of the gods grew quieter. For the most part, their battles became a proxy war especially between the mysterious fey beings of the Otherworld. In particular, the Seelie Court has sided with the Tuatha De while the Unseelie Court has sided with the Fomoire.   When humans finally came to Fasach, legend says it was the Tuatha De that brought them from somewhere else. Legend has it they came from the sea, much as the Tuatha De, themselves. As such, most of them worship them. There are some, however, that owe their allegiance to the Fomoire, instead. Some conflict between clans have come from the mere accusation of this dark worship.   The history of Fasach since has been defined by small conflicts except one. When the The Wild Hunt rode above all of the continent of Skogsmark, everyone knew trouble was coming. This most terrible of omens preceeded an invasion from a beastly people known as orcs.   These people were driven from their home on another world from unknown forces, and sought to claim a new home through any means necessary. To this end, they fought against the clans of Fasach and Bjornland. These warrior cultures were formidable, but lacked the unity of the orcish horde, so they made great strides against them.   In Fasach, the druids attempted to get the clans to work together, but their chiefs stubbornly refused to ally against the greater threat. Each one believed themselves to be the most qualified to fight the threat with their own clan at the head. Throughout all of this disagreement, they kept losing more and more ground.   It was a bard that had managed to finally inspire them to unite, a half-elven woman named Cinniah Mac Lainne. One by one, she charmed the clan chiefs into meeting at Chrastlin, through favors, heartfelt appeals, feminine wiles, or even-- it is said-- through magic. They rallied under her banner and worked together to break the invading horde.   After the horde broke into squabbling tribes, Cinniah returned to her role as a simple storyteller. Even revered as she was, she refused to exert her will over her homeland any more than she needed to. Since the invasion's end, the clans have met in the same place in Chrastlin, trying to guide their people in the Moot.

Demography and Population

As with the majority of Covenant, the clans of Fasach are human. They do, however have some members with non-human heritage. Because of the nearby populations of elves and orcs, most of these are half-elf and half-orc. Half-elves are by far the most common of the two.   In the Fasachan lands, non-humans almost equal humans in population. Most of these are isolated communities of light elves, as well as orc tribes. There are some few dwarves that live in small underground communities in thr eastern highlands, but they are very few compared to those that live in Bjornland.

Territories

The land and seasons might not be as harsh as their more northerly neighbors, but those wilds seem wider and deeper. The lighter population creates these vast unexplored areas, leaving room for all manner of wonders and terrors not yet seen by mortal eyes.   In the northwest, on the Bjornland border, there is much the same woodland that exists in that land. Eventually, the trees get more sparse until they give way to vast meadows broken by the occasional woodland. On the eastern side of the land, there are tall, rocky hills overlooking vast, treeless expanses. The most unique natural feature is the regular stone columns on the southeastern coast.   The mundane creatures of Fasach are quite varied, suitable for the varied terrain. Bears, deer, elk, foxes, rabbits, and weasels are quite common. Fasachans have a particular respect for wolves, seeing their reliance on pack hunting to survive in the wild as a perfect symbol of cooperation.   There are just as many magical creatures that call this place home. Werewolves, werebears, owlbears, perytons, and ankhegs all prowl Fasach's wilds. There are also some of the savage dragons known as linnorm that live there, even though there are far more in Bjornland. Rain and gray linnorms are the most likely varieties to live in Fasach.   The barriers between the Material Plane and the Otherworld are weaker in Fasach than they are anywhere else in Covenant. This makes fey especially common, particularly pixies, hags, redcaps and korreds. There are several fey creatures found nowhere else, such as the tricky puca or the terrifying dullahan.

Military

The Fasachans have a very martial culture but lack the large-scale unity for a true military. The clans each have their own warriors, and these make up a large portion of the clan's population. Even the people who grow food or weave clothing have no problem taking up arms for their clan. Fasachan warriors tend to prefer broadswords, battle axes, and spears.   Fasachans rarely use magic to fight. The druids can use their magic in battle, but primarily do so to support the clan's warriors. Often, this aid comes in the form of healing, especially from the priests of Brigid. Bards, too, often prefer to fight by force of arms, using their talents and magic to support their fellow warriors.

Foreign Relations

Unlike their neighbor Bjornland, Fasach rarely has any interaction with the outside world. Most of their conflicts are internal. One clan will fight another only to make up for some time before fighting again. The sources of these conflicts are often utterly baffling to outsiders.   Historically, most of Fasach's outside interaction came from Bjornland. The clans of both cultures would often fight back and forth, pleasing the gods of both lands. Eventually, the Bjornlanders desired more treasure than the Fasachans possessed and moved searched for wealthier foes. They still occasionally trade and raid one another, but these forays are relatively rare.   The Fasachans also spend much of their time fighting orcs, one of the few enemies that can get the clans to cooperate. In addition, dark elves often come up from the Underdark. Usually, they search for loot elsewhere, but they do still raid the Fasachans in search of slaves.

Agriculture & Industry

Much of Fasach's agriculture is very small-scale. They grow small amounts of grain the clan can use for ale or bread. Clans also often have herdsmen, most often raising sheep. These animals are very useful to the Fasachans, providing them with meat, milk, and wool. Other animals raised include cattle and goats.   Fasachan clans depend on self-sufficiency. As such, they need craftsmen to make anything they could need, including weapons and armor. Their smiths are not very remarkable, but their weapons and armor are functional. Their tanners and woodworkers are especially talented. Fasachan bows are well sought after in some places.

Trade & Transport

Fasachan culture doesn't place much importance on trade. The clans depend on themselves, rarely even trading among one another, let alone with peoples of other cultures. The most prominent trades between clans are of members. They are traded from one clan to another in marriage, especially during the Moot.   Day to day, any trade that does occur happens through barter. Often, furs or finished goods like weapons are what is bartered. When they aren't trading among their clans, the Fasachans are trading with elves, dwarves, or Bjornlanders. They are often bartering for things like ore or-- especially-- magic items. This manner of trade is exceedingly rare, however.

Infrastructure

The Fasachans rarely build large settlements, contributing to the wild, rustic feel of the land. A clan lives far from others in their own settlement. In a central role in these villages are the fortresses. These are timber structures that consist of a huge lodge and a wooden wall surrounding as much of the village as possible.   Since Fasachan villages are so far from one another, travel between them is difficult. No roads cut through the wild lands of Fasach. Any who want to go from one clan's villages to another must find their own way. On the other hand, the druids have their own network of paths known only to them. This allows them to travel with a swiftness that seems unnatural to the clansmen.
Type
Geopolitical, Country
Capital
Demonym
Fasachan
Government System
Democracy, Representative
Power Structure
Confederation
Economic System
Barter system
Location
Controlled Territories
Neighboring Nations
Notable Members

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