Post by Eloell on Sept 19, 2022 12:41:06 GMT -5
DRESMOND HISTORY
Once upon a time, Dresmond was rooted in their lands like the other kingdoms. Their establishments were crude in concept, but advanced in material, with elaborate buildings made of wood, earth, stone, and even metal. The kingdom of Dresmond had always been quiet and reclusive, the citizens preferring to keep to themselves rather than engage with the unknowns of the cultures and magic of the other kingdoms. They prized their freedom, and they prized the keeper of their Medallion, The One.Things changed during a particularly ugly war that took place 500 years ago involving Coheed, Lorendale, and Arynn Frey. Many of the kingdom's establishments were destroyed. It was this war that saw to the kingdom of Dresmond as a whole choosing to uproot their lives, shifting from a settled people to a nomadic one. Thousands of wagons were built, and when the dust of the destruction of their homes and cities settled, Dresmond rolled on. Their prioritization of freedom has made this mobile lifestyle permanent among the people of the kingdom.
The four main cities of Dresmond became four Mother Caravans, each possessing 100-200 wagons. They are: Adoi, Dijila, Kushti--formerly the capital--and Rashai. Others from smaller towns created caravans of their own, but all associate with a mother caravan for the sake of stability.
Dresmond has been this way for the last few centuries. They live, they move, and they destroy those who would attempt to take their lands. They have been in numerous wars and battles along their borders, engaging with Coheed and Lorendale, though never traveling into the other kingdoms because seizing another's lands and killing for sport is not their way. As for Arynn Frey, the two kingdoms remained neutral for centuries, until about 200 years ago when they created an alliance, an agreement prompted by The One. It was a simple thing, but effective: they would no longer quarrel with one another, and while travel between kingdoms wasn't necessarily encouraged, trade was. Their arrangement is still honored to this day.
In Hiems 819, Coheed, with the help of gifteds from Lorendale, managed to sweep through Dresmond, essentially "conquering" the kingdom. They were only successful because the Dijila were not close to the border at the time of the assault, and the Adoi were tricked by the gifts before them. Beyond the border, the caravans of Dresmond chose to stand down and allow it to happen. They outsmarted their enemies. The Chieftain at the time, Fahrengar, a man with a short plan, pulled almost the entirety of his army out only days after coming through, thus effectively removing all traces of authority within the kingdom. The one place he left guards was at the Cave of Names, but they were easily disposed of at the summer conclave.
It seemed Coheed's dark business in Dresmondi lands was not finished. In Autumna 820, in the months following the reclamation of the Cave of Names, Coheed attacked again. This time, under the leadership of Chieftain Bellamy, and with greater numbers and a different purpose: to kill and destroy. Dresmond managed to fight back and defend its lands, but at a great price. Over half of the population was killed, the mother caravans merged for safety, and, shaken by what transpired, Dresmond didn't seem to regain its feet again. It would never have the chance to.
In Autumna 821, while licking its wounds and attempting to regather, though chaotic at its core and therefore fundamentally unstable, the kingdom of Dresmond fell victim to a different kind of enemy. The enemy came from within. The enemy became one another, each caravan, each individual distrusting of those around them, each hungry to hold the power of the medallion. Instead of The One holding the great object of magic and administering its power, the tool of the people passed from one set of violent hands to the next until it became lost. Without their medallion, the children of Dresmond were unable to receive their dyrs. Furthermore, the earth of the kingdom itself seemed to shudder at the loss, and a great crater a mile wide, stretching the length of Dresmond's east and west borders, and with a depth unknown to any opened up its mouth.
Dresmond's history of victimhood did not end there. In Hiems 822, confused and helpless, many Dresmondi found themselves traveling to Arynn Frey for aid--for anything. Many more, however, found themselves under attack by yet another enemy: the Eldouirs. The redheaded family of gifteds that had explosively left Lorendale to start a kingdom of their own. And that is exactly what they sought to do. Using magical force and fear they overcame those still residing in Dresmond and established a 'kingdom', if it could even be called that. The family, only an iota less chaotic than Dresmond, offered a form of organized government, though their rule is flighty, their justice nonexistent, and their concern for the people fleeting. Those who were fortunate enough to travel to Arynn Frey before the arrival of the Eldouirs missed the imprisonment under the new world order. There are also some who managed to escape Dresmond, and they can be found traveling through Coheed, Lorendale, and Arynn Frey lands, attempting to maintain a form of their old lifestyle.