Re: Dundealos Tribe (was: Defence and leaders)

From: Mike Gibb <m.gibb_at_...>
Date: Tue, 23 Jul 2002 14:53:28 +0100


Remember of course that when the Dundealos tribe is destroyed many refugees go to join (their kin?) in the Pol Joni. I can't remember whether the kinship connection is spelled out in canon material, but IMG certainly this is the case, with many of the Dundealos having distant Pol Joni "relatives" in Barbarian Town etc.

As such, yes they might have trouble with nomads (who have managed to get past the Barbarian Town Pol Joni in the first place). But I think young Ulric Dundealos might just have picked up one or two tricks to use when fighting nomads from the time he spent fostered to Uncle Ghostshirt in Babarian Town....

On a vaguely related topic - my impression of the Pol Joni and the other "bastard" tribes has always been that they are relatively "settled" nomads - tending to keep to the Sartar Prax border (good foraging on them foothills) as any other nomads are duty bound to slaughter them at site (despite Derik "proving" their right to be there in the past). And they are technically part of the Kingdom of Sartar anyway aren't they?

And where does their religion fit now - are they animists of the Eiriatha Tradition, with "Little Brother" for the males (i.e. misapplied Orlanth Worship)? Or are they theists who (misapplied-ly?) worship Eiriatha as one of Ernalda's aspects/analogues?

 Subject: Defence and leaders
>
> I am planning a storyline based in the Dundealos Tribe in 1616 (pre
> massacre).
>
> Having located the tribe in a lovely vale east of the Stormwalk
> Mountains I have a
> few questions that have provoked too much thought in my feeble mind. So
> can anyone help me.
>
> 1. I have seen mention of Dundealos Vale somewhere, is the vale named
> after the tribe or t'other way round (personally I prefer the later)?
>
> 2. Being on the verge of Prax the tribe has always had problems with the
> nomads. dependent on the level of threat and amount of time available,
> defensive response would be as follows:
>
> Retire all non-combatants and herds to the stead. Steads are
> moderately protected (I have thought a ring of thorny
> bushes - especially as some clans have Aldryami connections in their
past).
>
> If more time and greater threat retire to clan chiefs tula. A
> stronger defensive option with ditches and the like.
>
> In extremist, and given time, retire to the Tribal Centre -
> Jaldonkill Fort. A huge earthwork on top of a steel
> hill.
>
> This implies a fairly hefty central control to me - so am not sure how
> those independent minded Orlanthi would react. But if it keeps them
> alive!!!!
>
> 3. Tribal Centre: Each tribe seems to have a central place for the King
> to live - or a least hold court. In this campaign I envisage it being
> Jaldonkill Fort. However that is on the tula of one of the clans - who
> would probably want to use it for their meeting place. How to reconcile
> this difference? What does a tribal capital (for want of a better term)
> have in it? Tribal King's Hall, his weaponthanes barracks, specialist
> industry, larger temples to Orlanth/Ernalda, specialist temples and
> shrines, market place????? Do clan chiefs have a similar "capital"?
>
> But then again shouldn't some of these things be elsewhere - if a clan
> has a strong link with Issaries - shouldn't they hold the tribal market
> for example.
>
> OK enough stream of consciousness stuff - any help would be appreciated.
> And any other tips on the area and tribe would be good too. Thanks.
>
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