Aquatic Domhulin (Dom-hoo-lin)
The Aquatic Sovereignty of Domhulin is an underwater realm, mostly composed of Squiddles, that has been on the rise over the last century. This was one of the first underwater realms to have a druidic training program, and its druidic schools are some of the best under the sea. These squiddles seek to live in harmony with the shallow water, moving their settlements over the seasons to prevent the resources from being overused. They do this under the watchful eye of a large druidic-priestly bureaucracy, who live in massive temple-cities in coastal caverns, necropoli where the dead are put to rest. This is often called the "kingdom of the grave-reefs" by distant reefs for a reason; the kingdom has a strange relationship with death, especially for an aquatic state. The dead are preserved as long as possible, kept piled in great vaults and given sacrifices; a ghost sits beside the throne, offering wisdom to the monarch; every day, the commonfolk ward off the dark fathomlessness of death with their rituals. To Domhulin, druidism represents a kind of war on the vastness of the ocean, an attempt to order the great open spaces and fill them with understandable things; and they would make everyone a druid.
As well as grave-keepers and druids, the Domhulinans are also merchants and diplomats with an eye for useful relationships. They keep the waters free of aquatic bandits, and escort merchant ships to protect them from piracy. They work closely with the surface Kingdom of Ashavat to foster good relations with surface-goers. They are known as the friendly cephapeople by their surface neighbors, the funny squid with hats that wave at your passing ship and rescue any who fall overboard.
Structure
The System
The Leadership
Culture
These waters have a long anxiety around death and the afterlife. It is well known here that, unlike other species, cephapeople don't go to any known plane of the afterlife; it is believed that, for their special spiritual devotion and the love that the Gods have for them, the Darkness preys on them first. In the Darkness, only the light of one's soul can guide them; without virtue to provide that light, one can only pray for someone they knew in life to search the darkness for them. Since little is known about what happens after that, all possible precautions are taken to ensure that the afterlife is a pleasant journey: ancestors are given sacrifices and buried with useful tools; many are buried and mummified in coastal caves rather than have their bodies consumed by sealife in the open. Some powerful elites even have their remains sent to the surface (once upon a time in buoyant wooden boxes; nowadays, they pay merchants to have them buried in stone vaults), or have druids entice birds to hurl their bodies at the sun or moon. To insult one's dead ancestors is a grave offense; to dishonor one's family or shoal is to imperil one's immortal soul (for who else will search for you in the dark?).
Similarly, memory and knowledge of the past are greatly valued here. In many aquatic states, the short lifespan of cephapeople discourages a focus on the past, but here the opposite attitude is held: our contributions are so small, the future is one we will never have, so we should turn towards our past. Old poetry, old language, and old rituals are all esteemed and kept alive by oral history. There is a constant need to record everything, so that the great history of the waters can grow.
The surface world is very fashionable, especially right now. The surface occupies a mythic fairy-tale space for the cephapeople of Domhulin, a place where spirits and half-squid-half-hominid-creatures dance together in strange forests. Great monsters, worse than Leviathans, live up there. It is close to God, it is close to dreams, but it is also close to nightmares. The fact that many people now get to go to the surface has de-mystified parts of it, but the exotic and magical sheen is still there. Dressing in surface attire is a favorite fashion here, especially items that don't make sense for squid (like hats!).
History
Early History
Middle History
Welpra and Reform
Challenging Molosefa
Modern History
Demography and Population
Over 4 million aquatic creatures live in Domhuln. Most are Squiddles or Cuttlefolk, those some Octopeople live in the cavern-towns along the coast.
Territories
The shallow-water plateau occupied by the Sovereignty is 240 miles wide and 700 miles long. It is mostly open shallow water, with kelp forests and microbe-rich detritus floors that are perfect for Crabcow herding. The Western coastline is craggy and full of maze-like caverns, many of which have become sedentary cities and towns.
Military
Domhulin's military is, like their state, centralized but scattered. Warriors are trained in monasteries along the coast, and offered a regular wage and greater social standing for a lifetime of service. Individual officers are elevated by the priesthood (sometimes due to political reasons rather than military competence), and assigned to command groups of warriors to either guard outposts or carry out expeditions. Thankfully, these officers usually either have at least basic combat training, or druidic magic. A great deal of authority and autonomy is given to the officer in question, and there is much anxiety about any one officer gaining too much power. Warrior primarily use spears, javelins, and short swords, and focus on speed and capability.
Joining the Domhulin standing army regiments are the Molosefa: warriors pledged to a specific person who fight to protect trade caravans or surface-goer ships in order to bring money to their liege. The Molosefa are experts at small-group tactics and combat, and often wield curved blades and short-range projectiles.
Religion
The religion of Domhulin is a unique regional sect, sometimes compared or equated to Areto. It believes that light is sacred, and reveres the power of the sky; the surface is a more magical place, a kind of middle-ground between the spirit world and the material world where miracles can happen, and many stories involve going to the surface to receive magical blessings. The dark represents fear, death, endings, and the unknown - not necessarily evil, but many things that are bad if not tempered with light.
Light is broken into two categories that are distinct: Sunlight (power, authority, heat) and Moonlight (comfort, cooperation, coolness). The soul is made of both lights and must be kept in balance, or it will burn out. A soul that is truly balanced can pursue virtue: generosity, compassion, bravery. A virtuous soul is eternally bright, is safe from the worst of the darkness, and can provide light to others. A harmonious and virtuous society that both respects nature (moonlight) and orders it (sunlight) will inspire virtuous souls - the primary job of the priesthood is to create that stable, virtuous, and prosperous society.
The comparisons to Areto are easy: both are heavily communal, divide the world into darkness and light, and praise the sun and the sky as one supreme goddess (which could be called Halcyon) with an emphasis on druidism. The squiddles do not necessarily worship Lily of Red or the Aretan prophets, though, nor do they recognize any dogma from the surface. The Aretan church has worked to change that and has offered resources if the Sovereignty would recognize church supremacy and doma, but so far the surface-aquatic gap has been too great for the Sovereignty to accept if they wanted to (which they don't).
Religious ritual and participation marks one's inclusion in society, and there is no gap between secular and religious life. The state is the priesthood is the community; "pure belief" isn't necessary, but self-identifying with the community and performing state ritual is.
Foreign Relations
Domhulin is a rising aquatic power, with centralized core territory and a wealthy vassal state - the Kingdom of the Molosefa - to the South. The Molosefa have a strong reef core of their own, with a large sphere of influence that is a mixture of vassals and directly controlled lands. Domhulin now shares control of this sphere of influence, and the Molosefa have become part of the state's military institution. While there is tension, it is generally rather friendly as vassal-overlord relationships go.
Domhulin has one other close friend and ally: the surface Kingdom of Ashavat. Ashavat helped Domhulin get where it is today, and the two have a historically close bond. While Domhulin generally works well with all surface powers as long as they pay well, Ashavat is more than a friendly business partner - they are considered dependable and worthy of support.
These two powerful friends are extremely important, since Domhulin is otherwise surrounded by enemies (or at least rivals). The Hungry Abyss and the Coldwater Current to the North are both known for their dangerous Warlock cults and warlords, as well as for the dangerous Leviathans who frequent those waters. The Longjaws to the Northeast are a more organized and dangerous version of this: a shark theocracy ruled by warlocks and a leviathan, who are considered to be dangerous and unknowable alien life by the Sovereignty (who believes that the sharks are hive-minded vessels for dangerous spirits, rather than people). To the South, the Triple Alliance of Swulara, three powerful reefs currently led by an awakened pair of sea animals loyal to Lily of Red: a paladin jellyfish (The Immortal Flower of God) and a Giant Lobster (the Crimson Titan). While the Triple Alliance is much more reasonable than the Longjaws or Coldwater raiders, they are still a dangerous force that has a claim to Molosefan waters. The reef-states surrounding Arvea are also eager to take over the inter-continental trade routes, if Domhulin ever falters.
Agriculture & Industry
The traveling shoals that make up the majority of Domhulinan society focus mostly on Crabcow ranching, Giant Lobster ranching, fish hunting, and manufacturing. The plateau outposts mine, kelp-farm, or pearl-farm. And the cavern-cities along the coast mine, manufacture, fish-farm, and shellfish-farm.
Trade & Transport
Manufacturing and farming tend to be organized communally; while commerce with coins does exist, especially in the sedentary outposts and cities, food and necessary goods are distributed to all members of the faith by shoal leaders.
Trade is still a major part of Domhulinan society. Merchants to the surface are prestigious and hold great social sway, as are mercenaries who defend surface-ships on contract. Merchants also sell goods (particularly healing potions) to other aquatic societies.
"Carry the Light Forward"
Founding Date
1895
Type
Geopolitical, Country
Alternative Names
Domhuln, the Gravereefs
Demonym
Domhulinan
Government System
Theocracy
Major Exports
Shellfish, pearls, ink, stone, poison, Healing Potions
Major Imports
Suntail Grass lights, metals
Location
Neighboring Nations
Related Species
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