Deucalians

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The Deucalians

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The Deucalians—or Dþrúkáliþjóð (meaning "Deucali Folk" in Deucalic)—are a predominantly, but not exclusively, ethnic and linguistic Human culture of warrior raiders, originally native to Deucalia. An independent and nomadic people, the Deucalians had once formed settlements, scattered across several worlds. Known Deucalian settlements and strongholds have been Deucalia, Hoth, Helska III, Urdur, Nal Hutta, Ando Prime, with smaller nomadic tribes settling elsewhere still, particularly throughout Hutt Space. As a tribal society, the Deucalians were originally structured as a loose confederacy, shifting into a more stable and hierarchical society led by five chieftains known as the Klærnar (or "[Five] Claws"). Each of the Klærnar acts as the head of the five most powerful Deucalian clans, called the Göfugir (or "Noble Ones"), who unitedly govern the smaller and weaker clans in Deucalian society. Five centuries prior, however, the system fell into disuse and rulership of the Deucalian people was presided over by a warlord, known as an Úlfrgrim. Although initially successful, the contention over rightful succession quickly led the Deucalians into a brutal, three-hundred-year civil war that had depleted the Deucalian people into a husk of their former selves.
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History

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The Deucalian Age
It is unknown when the first Humans that would come to call themselves the Deucalians initially arrived on Deucalia, although the faint, but lingering, linguistic similarities strongly suggested it the people spoke a proto-Basic language, implying the the original Deucalians migrated to their future homeworld from Coruscant. Deucalia was a world of jagged peaks and rough soil. Hounded by massive wolves, dragons that terrorized the deeps, and the harsh landscape, only the strongest and shrewdest thrived on the hostile world. From these circumstances, the Deucalians developed into a warrior culture that centered around trade, hunting and marauding. It was during this period that recorded Deucalian folklore and history began to emerge and be preserved. One of the foremost figures of Deucalian history was Freya Baldr.

Named for being the first to kill a Varlwulf in single and armed combat, Freya Baldr was a young, but famous hunter on Deucalia. Modern historians speculate Freya Baldr may have been multiple accounts of famous huntresses that emerged in Deucalian history around the same period, or in successive periods, but it is clear that at least one such warrior of her name did exist, and in turn, at least some of her exploits. Freya Baldr's most famous account was her heeding of the wisdom of the Seers and heralding her people in the mass evacuation known as the Deucalian Exodus. After rediscovering the original colony ships that brought her people there, Freya Baldr oversaw the reconstruction of the colony fleet, spearheading future events that saved the Deucalian people from extinction as their planet descended into a rogue world, broken from their system's gravitational pull. The timeline extending from the era of prerecorded history to the Deucalian Exodus are universally, and retroactively, referred to as "the Deucalian Age", due to Deucalia being the seat of influence and civilization for Deucalian culture and society.

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The Hothian Age
During the Deucalian Exodus, the Deucalians encountered several worlds, albeit most of them being either more lifeless than Deucalia or of such a nature that a refugee people could not expect to ably adapt to in time. It was actually at the end of their long journey that the Deucalians arrived on the arctic planet of Hoth, between twelve and fifteen thousand years ago, beginning the Hothian Age. Although Hoth was welcomed at the time, the early Hothian Age was marked by turmoil. Although less hostile than Deucalia, the Deucalians had not learned of the intense and frigid seasonal shifts custom to Hoth. This resulted in the earliest settlement and first great city on Hoth, Äldrøríkið, being destroyed by the elements, swallowed up for thousands of years and eventually lost until its eventual rediscovery toward the end of the Hundred-Year-Darkness.

In time, numerous other settlements would emerge across Hoth's expanse, but following the fall of Haakon's Realm, the largest and only official city on Hoth's surface was that of Kaltísborg, founded by Clan Baldr with the help of several other chieftains. Although Kaltísborg too would struggle before the Deucalians learned Hoth's nature and climate shifts, the more intense challenge faced was from the native semi-sentient species of Hoth, the Skels. Reviled and later treated as a nuisance, the Skels were originally a significant threat to the fledgling Deucalians, who ended up engaged in numerous battles with the borderline-savage peoples.

Additional trials also befell the early Deucalians, with one being particularly influential to Deucalians as a society for thousands of years to come; the Hothian Civil War. As the Deucalian Clans began settling into stability, contention began to arise between clans. Many Deucalians sought a return to the old ways now that the immediate threats were considered more or less under control. Aela Baldr, the successor-descendant of Freya Baldr, was in particular against the Deucalians returning to being a fractured people that pillaged one another, and sought to direct her people outwards, to now-neighboring worlds. Isolationist and xenophobic concerns surged in the years following and Deucalian society underwent a schism known as the Hothian Civil War. While the details of the war itself are scarce, it is known that the war was waged planet-wide and culminated in the establishment of the Klærnar and, subsequently, the Göfugir.

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The Ruins of Äldrøríkið
Äldrøríkið was the site of the final battle of the Hothian Civil War and also was the site where Aela Baldr elected her foremost generals that aided her as her equals, naming them all the Klærnar (or "[the Five] Claws"), and their clans the Göfugir (or "Noble Ones"), from which all future Klærnar would be chosen.

From that point onward, Deucalians ceased to be a loose tribal confederacy and unified into an authoritarian federation. With the Klærnar established, Aela Baldr took the lead in quickly cementing faith and loyalty to the new governing system by quickly ordering the retrofitting and arming of the colony fleet. With the Göfugir working together in oversight of the other clans, Aela Baldr and the other Klærnar began building the first incarnation of the Deucalian raiding fleet. Led by Odin Alemanii, the chieftain of Clan Alemanii, and therefore the Annaðklær (or "Second Claw"), the Deucalians launched a several-month-long campaign, pillaging the hyperspace lanes and distant worlds that bore little defenses.

At the time the fleet returned, Odin Alemanii presented the Deucalian people with an assortment of wealth and resources claimed in the great raid. Where goods were once a rarity, now there was aplenty. At least for a time. As with all things, necessary goods would eventually run dry until the Deucalians could eventually establish their own routes for trade and harvesting of nearby resources on their own. However, the raid had accomplished what Aela Baldr had designed it to do; establish faith in the Klærnar. So long as they proved they could provide for their own, another uprising would be only for a challenge of succession, not revolution. Beginning from the time following their first major raid, Deucalian history was considered to have entered its third era, the Klærnar Age.

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The Klærnar Age
During what would be called the Klærnar Age, Deucalian society entered into a period of relative stability, growth and expansion. Old cities became forgotten, new customs replaced the old, and Hoth became revered as the homeworld over the memories of Deucalia. Large trade routes were established in the galactic hyperspace routes, and raiding, while still commonplace and a cultural practice, became less of a necessity for survival. It was also during this time that Deucalian ceremonies and ritualistic practices, such as the Trials of the Forebears, began to take shape and be implemented. Differing practices between clans became shared, as did too their mythologies merge into a single and more-or-less cohesive telling of folklore.

Because of this, the Klærnar Age is often remembered by Deucalians as their golden age, with technological developments being a particular advancement, especially in the designing of starships. Likely the most famous, and infamous, creation of the Deucalians were their boarding pods, various models of small, drill-like platforms that boared into ships, allowing Deucalian raiders to infest, and ideally seize, a ship they're seeking to plunder, rather than destroy it. Understandably, it was also during the Klærnar Age that Deucalians also became known in the Outer Rim territories, specifically in the Galactic South and South-East, as well as the territories controlled by the Hutts.

Although many clans, such as Clan Baldr and Clan Friscii, were known to have contributed to the galaxy in their own ways, largely through commerce and engineering services, the Deucalians became a detested presence to many neighboring systems that were frequently pillaged, if not extorted to provide the Deucalians with tribute to avoid a raid altogether. The Klærnar Age was by far the longest uninterrupted era of Deucalian civilizations, and is considered to be the most prosperous, stable and 'peaceful', with most Deucalian aggression being directed outward.

The end of the Klærnar Age was considered to be marked by complacency, stagnation and rediscovery, which culminated in the proto-Sith Empire's theft of several Deucalian ships over Hoth, as well as a non-sanctioned raid by a contingent of restless Deucalian raiders on Mandalore. As many Deucalians began becoming dissatisfied with the state of their society, one prominent figure, named Goliath Alemanii, eventually rose to significant prominence, particularly following Deucalia's rediscovery. As faith in the Klærnar fell, loyalty and unofficial authority began being directed toward him, who himself was a prominent figure in both Clan Alemanii as well as Clan Thorite. This fairly short, but eventful, period of time would become known as the fourth era; the Goliathian Age.

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The Goliathan Age
The actual start of the Goliathan Age is debated, but the largest consensus is that the preceding Klærnar Age effectively ended on the Night of Burning Stars, which refers to the event where several Deucalian ships were stolen by the Sith, and faith in the Klærnar themselves were greatly shaken, so much so that over them, the majority of the Deucalian people began looking toward a singular figure to lead them; Goliath Alemanii. Although a Hyllebær (or Elder) of Clan Alemanii, both Goliath and his daughter, Zolya, identified more with Clan Thorite, with both attaining influential positions therein.

When the Klærnar capitulated to the Jedi's request to abandon Hoth with promised aid to resettle the newly-discovered Deucalia, only for their promise to be undone by their own weakness and subsequent destruction, Goliath Alemanii led the effort in establishing lifelines to the dying Deucalian refugees. Through the aid of several other clans, such as Clan Wardruna, Clan Barrenfist and Clan Valengard, Goliath Alemanii orchestrated the survival of Drekarhiem, the only colony that held out long enough to receive supplies. From that point onward, Goliath Alemanii went on to assume near-total authority among his people, effectively becoming a warlord. All the same, in the aftermath of his actions, many believed that Goliath Alemanii was a savior of the Deucalian people, and posthumously declared him Úlfrgrim (meaning "Wolf-Lord") and Aðalúlfr (or "[the] First Wolf").

After Aðalúlfr's passing, his daughter, Zolya Alemanii, rose in his place, becoming Tjónúlfr (or "[the] Havocking Wolf"). In many ways a younger version of her father, Tjónúlfr went on to continue Aðalúlfr's dream, reestablishing the Deucalian people on their first and true homeworld, all the while building their forces to reclaim what was lost in the wake of the Jedi's defeat. Most notably perhaps, it was Tjónúlfr who made official the dissolution of the Klærnar system, with all authority belonging only to the Úlfrgrim. With ambitions soaring and passions reignited, it had seemed to a great many that a new golden age would dawn upon the Deucalian people, akin to the second coming of the Klærnar Age at its height. However, this dream of a revitalized Deucalian people would be cut unexpectedly, and bitterly, short by Tjónúlfr's death, after having been overcome by time and old age.

Although Tjónúlfr's reign was stable and strong, questions began to arise as to who would be her rightful successor. Two contenders were at the center of the issue; Sigurd Thorite, who was both protégé and surrogate son to Tjónúlfr, was backed by Clans Thorite and Baldr, whereas Gyda Alemanii, who was the niece and granddaughter of Zolya Alemanii and Goliath Alemanii respectively, was backed by Clans Alemanii and Friscii. Sigurd Thorite's claim was by rite of spirit, in that he knew well the will and intentions of Tjónúlfr, and also of Aðalúlfr before her, something his opponent lacked due to both previous Úlfrgrims associating very heavily with Clan Thorite over their own clan, Clan Alemanii. Gyda Alemanii contrasted this with her own claim by rite of blood. It was Clan Alemanii that was chosen by the Drast Dynasty only a few decades prior. It was Clan Alemanii that had forged the Deucalian people down the new path. And it would be through her, niece of Tjónúlfr and granddaughter of Aðalúlfr, that their people would achieve their dream.

Eventually, after years of political strife, both Sigurd Thorite and Gyda Alemanii individually declared themselves Úlfrgrim, with Sigurd becoming Járnúlfr (or "[the] Iron Wolf") and Gyda becoming Óargúlfr (or "[the] Fearless Wolf"). As Deucalian society continued to became more and more polarized, risen tensions eventually broke out into open hostility. Ordinarily, it is a single, defining event that has marked the end of one era, and the beginning of another, but here is the only case of an interruption. The death of Tjónúlfr is widely seen as the end of the nearly-two-century-long Goliathan Age, the shortest era in Deucalian history. However, it would be many years before the outbreak of what would be called the War of the Wolves, or the Second Deucalian Civil War. That conflict is where the steep decline of Deucalian society truly began in full, and was known as the Úlfrgrim Age.

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The Úlfrgrim Age
Known as the Age of Wolves, the Age of Decline and the Age of Decay, the Úlfrgrim Age was the darkest chapter of Deucalian history. For three hundred years, Deucalians slaughtered one another in their bid for control over their civilization. This war, known as Stríðafúlfa (or "[the] War of the Wolves") and the Second Deucalian Civil War, saw the near-total collapse of Deucalian society. Countless campaigns and various series of battles raged across almost any worlds with a Deucalian presence on it. The first decline was swift for those that saw the signs; with Deucalian society warring with itself, many Deucalians fled in mass to the Old Empire of the Sith, due to newly-established, if somewhat cool, relations with the new galactic superpower, and continued to live within its borders, far removed from the conflict.

As the years dragged on and the fighting continued, many Deucalian settlements dried up, no longer able to survive without the aid of a stable Deucalian hegemony. With some falling disillusioned with their own people, or simply believing life was better apart, many Deucalian clans turned themselves into freelance mercenaries, or began scattering across the galaxy and distancing themselves from Deucalian society, returning to their nomadic roots. Many of those Deucalian clans that chose to remain with their own kind ultimately saw their end when warring Deucalian warlords began destroying Deucalian settlements that refused to ally with them, or were allied to an opposing clan. Eventually, the only official Deucalian settlement in the galaxy that remained toward the turn of the third century of war was on Ando Prime. Although fighting continued, largely over territories on the planet and various strategic points in formerly Deucalian-dominant regions of space, Deucalians stood on the bring of cultural and social collapse, with the recession of their people to Ando Prime being called the advent of the Andobian Age.

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The Andobian Age
All Deucalians that still call the culture their own live now in the Andobian Age, although some call it the Final Age and the Age of Dusk, believing it to be the twilight of the Deucalian culture as they all know it. Although the War of the Wolves continues, it has descended into a lull, although most believe it is only a matter of time before both sides destroy one another utterly. True to the namesake, Ando Prime stands as the final official settlement of Deucalian civilization.

Currently, the Deucalians are still divided into two warring factions; Mjöllna Thorite has taken the mantle of Vildúlfr (or "[the] Wild Wolf"), and is the successor-descendant of the "line" of Sigurd Thorite, who became Járnúlfr. A fanatic and consumed by hate, Vildúlfr is widely considered to be passionate, heartfelt and determined, but unstable and dangerously unpredictable. Arnskar Alemanii controls the opposite faction, and has claimed the name-title of Hildúlfr (or "[the] War Wolf"). Hildúlfr's claim is being the successor-descendant, both literally and metaphorically, of the line of Gyda Alemanii, who became Óargúlfr.

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Society and Culture

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A Deucalian Scientist
Because it are the Deucalian raiders that attract the most attention and are often the visualization of a typical Deucalian, it escapes the notice of many that Deucalian culture was very diverse, with many members of the culture heavily favoring professions in the sciences and engineering, especially hypernautics and robotics. Although all Deucalians were expected to be warriors in their own right, they were especially innovative shipbuilders and designers. During the outbreak of the War of the Wolves, Deucalian engineers and cyberneticists were among the first the leave for the Old Empire and Imperial Republica. This departure of Deucalians that played vital roles in the sustaining of Deucalian society on the technical level is thought by many to have been a heavily-contributing factor in the rapid decline of the Deucalian civilization.

In addition, Deucalians were extremely gifted as cultivators and farmers, able to grow necessary crops in almost any frigid environment and were experienced in domesticating a large variety of animals, both predators and prey. Due to their connection to surviving in harsh environments, Deucalians were naturally attracted to worlds where one had to expend themselves to survive. Culturally, this was accepted as the teaching of lesson that if one wanted to life, one must fight for it.

Another frequently overlooked aspect of Deucalian culture is their love and fascination of exploration and trade, coming into contact with new civilizations. Although plenty of such encounters ultimately led to Deucalians raiding said culture, particularly if said culture was in a system along nearby hyperspace routes, this passion was actually an aspect of the old-rooted nomadic tendencies of Deucalians, to seek out the unknown and mysterious. During the Klærnar Age, Deucalians extensively engaged in the charting of starmaps and star systems, even mapping some regions of Wild Space and some outlining sectors of the Unknown Regions.

Socially, Deucalians were originally a confederacy, with clans loosely associating with one another through necessity or in the interest of battle. Following the end of the Hothian Age, Deucalian society became more autocratic, with power resting with the Klærnar, and by extension, the Göfugir. Deucalian society, disillusioned with ineffectual leadership, erroneous decision making and misplaced trust, ultimately chose to embrace a full dictatorial leader to lead them. Although many Deucalians at the time were hopeful and enthusiastic about the change, the eventual infighting over control of the Deucalian people was led to Deucalian society being fractured in the control of successive warlords, largely centered around two warring factions.

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Deucalian Explorers
More intimately, Deucalians govern themselves by a moral code, which is embodies through their rugged sense of honor. Although shrewdness and cleverness is admired, cowardice is detested. For instance, a Deucalian that killed another in secret, such as in their sleep, through poison or ensnared them in a trap, has taken a life without earning it. Such Deucalians are called Heiðurdauð (or "Honor-Dead"), the living that will be unworthy of Úlfarhöll when Sáldœm, the Doom-Bringer, watches for the dead. Honor thusly plays paramount roll in Deucalian politics, warfare, duels and rites. As Deucalian society began to collapse, the honor that was once placed on the old ways decayed with it, with few warriors still clinging to honorable paths.

Although not a religious people, few could deny the fact that many Deucalians were, at least to some degree, spiritual. From their customs, to their practices, to even their vernacular, Deucalians may invoke particular names or places spontaneously, either for luck (such as "Sáldœm sér mig"), as a curse (such as "Svartur tekur þig"), or even as a battle cry (such as "Sigur eða Úlfarhöll!"). While the purposes of the expressions can vary greatly, they all ultimately share a common source; the Deucalian belief in the Andar (or "Spirits").

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Structure and Hierarchy

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The Wolvesbrand
Deucalian society is a hierarchical one, but no matter the era or system, it has always remained simple. At the bottom of the Deucalian social structure are the Thralls, or the slave caste. Ordinarily, Thalls are given the training to become craftsmen, but some Thralls that show a particular disposition or talent can be trained for battle. If a Thrall expends themselves in such a way that reveals their worth as being extraordinary, it is possible for them to shed their position and attain the full legitimacy of a Deucalians citizen. As warriors, all Deucalians that are their own man or woman begin at the military hierarchy; a Reaver.

A Deucalian Reaver (also called Plyndrer) is a fully trained Deucalian raider. Most Deucalians spend their entire lives training, and being trained, to prepare themselves to take on this role, and it is this rank of the Deucalians that is the most iconic. Deucalian Reavers serve as the rank and file troops in battles, vanguards in raids and when necessary, the first and last lines of defense of against enemy incursions.

Because Deucalians followed a "baptism by fire" philosophy regarding the development and maturity of their warriors, in how they claimed honor and prestige and attaining glory, most Deucalian Reavers that sought to distinguish themselves led short lives. Deucalian Reavers that showed an exceptional cleverness of mind, prowess in battle and the ability to lead and command respect, were often elevated to the next rank in the Deucalian hierarchy; Battle Masters.

Deucalian Battle Masters (also called Banebrytes) were the battle-hardened raiders that had proven their worth on the battlefield. Sharp-minded and and experienced veterans in combat, Battle Masters stand above their lessers as battlefield commanders, tacticians and brutal warriors. Battle Masters are a match for almost any enemy they come across, even capable of engaging Sith Lords in open combat. As such, to a Battle Master, killing was a science. As leaders, Battle Masters focused on developing clean, brute-force tactics that exploited their natural raid-style methods of engagement, so as to achieve to maximal efficiency.

Although not always the case, some Battle Masters were also Jarls (or "Chieftains") of their respective clans, and likewise held the authority to challenge other Jarls, either to bring another clan into servitude by force, or to attain leadership of a clan on their own, should the Battle Master not be a Jarl already. A perceptive observer would be quick to note that Battle Masters were not "spit and polish" officers, such as one might find in Imperial Republica or the Old Empire, but they did strongly believe in being well-armed and equipped, and would never be found without their lockbow and elduröxi near and ready to be used at any moment. They were intentionally callous and brutal, but also methodical and disciplined, effectively using any means at their disposal to achieve their goals, often without heed to how reprehensible. Deucalian Battle Masters that achieve outstanding fame (or infamy), glorification and acclaim may be given even greater authority and become Warlords.

Deucalian Warlords (also called Allmenn) were the leaders in the Deucalian's military hierarchy. Serving as generals, admirals and other functions that required extensive oversight and expertise, Warlords were the epitome of the Deucalian warrior doctrine made manifest. Strategists on and off the battlefield, Warlords in the past eras once commanded fleets powerful enough to seize and plunder entire star systems. Now, Warlords command the remnants of Deucalian society, often by ensuring their way of life continues and their values and culture persevere.

Almost all Warlords were Jarls in their own right, and tended to lead the more powerful clans within Deucalian society. Indeed, the most influential Jarls were typically Warlords, often serving too as advisors to one another, and are the only ones that can order the mark of the Bersark to be branded on another, forcing the subjected individual to into a state of condemnation, where in order to regain their honor, they must fight at the front of battle until death. As such, while the social and military positions may overlap, a Jarl may be answerable to a powerful Warlord, but a Deucalian Warlord will never be answerable to a Jarl. All Warlords owe fealty to a single ruling entity; the Úlfrgrim.

The Úlfrgrim (or "Wolf Lord/Lord of Wolves") stands at the top of the Deucalian hierarchy, both socially and militarily, and effectively rules as the undisputed overlord of the Deucalian people. Unlike most titles, the Úlfrgrim is not called "Úlfrgrim", but takes on a prefix which defines them and remains unique unto them. In addition, the title adopted by the Úlfrgrim is permanently used as a surrogate for their natural names; for instance, one Úlfrgrim, who was born as Osmond Baldr, was simply called Blóðúlfr (not the.Blóðúlfr) when he claimed the position of Úlfrgrim after the death of Reiðiúlfr.

The Úlfrgrim is more than a Warlord and more than a king; as a warrior people, the Úlfrgrim could only be granted upon one that has proven their abilities already, which restricted who could be chosen for the position. It was for this reason that Hildúlfr, one of the current two competing Úlfrgrims, attempted to kill his rival as well as the Warlords that had sworn allegiance to him, so as to end any potential ascension of a future Úlfrgrims from that line. In addition to being a warrior and military leader, the Úlfrgrim also had to be a leader for their people, able to make decisions for their people's survival and well-being, such as establishing treaties, alliances and other forms of diplomacy and negotiations. As there has been no single-reigning or undisputed Úlfrgrim since Tjónúlfr, there has technically been no legitimate.Úlfrgrim in over three-hundred years.

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Assets

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Deucalian Remnant on Ando Prime
Centuries of infighting and the far-reaching effects of erroneous decisions by the former leaders of the Deucalians have spiraled a series of events that led to the overwhelming majority of Deucalian assets to have shrived to a husk of what they once were. Most Deucalians no longer even belong to their culture, with the majority of those surviving the War of the Wolves migrating to Imperial Republica and the Old Empire, becoming mercenaries, nomads, or have otherwise left their people behind. As such, only a remnant still cling to the old ways, and even those are predicted to fall dramatically in the coming years.

A farcry from the former scattered outposts they once could claim, Deucalians currently only have one major settlement left, being situated on Ando Prime. Once a source of pride during the Goliathan Age, the Deucalian Clans posses only squadrons of Rýtingur-class Starfighters*, and Dæmdur-class Starbombers* for incursions and planetary defense (often against each other), with the larger Meistari-class frigates and Sigurvegari-class corvettes having been destroyed, wreckage in the Skreyttur Abyss, a massive ship graveyard that was the site of several intense naval battles in the centuries prior.

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Roster

TBA

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Intent

Revival of the Deucalian Clans, and eventually to establish them as a PC faction; continuation, and hopefully to a success, from the last TL.

Code:
[abox3="75%"][cbox3=98%][fancybox][center][img]https://i.imgur.com/KC2j9ygh.jpg[/img][/center][/fancybox]
[center][gfont=Revalia][color=white][glow=lightblue][exsize=45]The Deucalians[/exsize][/glow][/color][/gfont][/center]

[float_left][cbox2=150px][COLOR=white][gfont=Rationale][SIZE=4]Contents[/SIZE][/COLOR][SIZE=3][LIST][*][jumpto=anchor_1]History[/jumpto]
[*][jumpto=anchor_2]Society and Culture[/jumpto]
[*][jumpto=anchor_3]Structure and Hierarchy[/jumpto]
[*][jumpto=anchor_4]Assets[/jumpto]
[*][jumpto=anchor_5]Roster[/jumpto]
[*][jumpto=anchor_6]Intent[/jumpto][/LIST][/SIZE][/gfont][/cbox2][/float_left][justify][COLOR=darkgray][gfont=Rationale][exsize=12.5]The [B]Deucalians[/B]—or [b][i]Dþrúkáliþjóð[/i][/b] (meaning "Deucali Folk" in Deucalic)—are a predominantly, but not exclusively, ethnic and linguistic Human culture of warrior raiders, originally native to Deucalia. An independent and nomadic people, the Deucalians had once formed settlements, scattered across several worlds. Known Deucalian settlements and strongholds have been Deucalia, Hoth, Helska III, Urdur, Nal Hutta, Ando Prime, with smaller nomadic tribes settling elsewhere still, particularly throughout Hutt Space. As a tribal society, the Deucalians were originally structured as a loose confederacy, shifting into a more stable and hierarchical society led by five chieftains known as the Klærnar (or [i]"[Five] Claws"[/i]). Each of the Klærnar acts as the head of the five most powerful Deucalian clans, called the Göfugir (or [i]"Noble Ones"[/i]), who unitedly govern the smaller and weaker clans in Deucalian society. Five centuries prior, however, the system fell into disuse and rulership of the Deucalian people was presided over by a warlord, known as an Úlfrgrim. Although initially successful, the contention over rightful succession quickly led the Deucalians into a brutal, three-hundred-year civil war that had depleted the Deucalian people into a husk of their former selves.[/exsize][/COLOR][/justify]
[bcolor=#191919][COLOR=transparent]_[/COLOR][/bcolor]
[center][exsize=25][gfont=Revalia][COLOR=#CCCCCC][aname=anchor_1]History[/aname][/COLOR][/gfont][/exsize][/center]

[float_left][abox3=300px][img]https://i.imgur.com/jvoKvDGh.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Deucalian Age[/exsize][/gfont][/b][/i][/center][/float_left][justify][exsize=12.5][COLOR=#DAD7CD]It is unknown when the first Humans that would come to call themselves the Deucalians initially arrived on Deucalia, although the faint, but lingering, linguistic similarities strongly suggested it the people spoke a proto-Basic language, implying the the original Deucalians migrated to their future homeworld from Coruscant. Deucalia was a world of jagged peaks and rough soil. Hounded by massive wolves, dragons that terrorized the deeps, and the harsh landscape, only the strongest and shrewdest thrived on the hostile world. From these circumstances, the Deucalians developed into a warrior culture that centered around trade, hunting and marauding. It was during this period that recorded Deucalian folklore and history began to emerge and be preserved. One of the foremost figures of Deucalian history was Freya Baldr.

Named for being the first to kill a Varlwulf in single and armed combat, Freya Baldr was a young, but famous hunter on Deucalia. Modern historians speculate Freya Baldr may have been multiple accounts of famous huntresses that emerged in Deucalian history around the same period, or in successive periods, but it is clear that at least one such warrior of her name did exist, and in turn, at least some of her exploits. Freya Baldr's most famous account was her heeding of the wisdom of the Seers and heralding her people in the mass evacuation known as the Deucalian Exodus. After rediscovering the original colony ships that brought her people there, Freya Baldr oversaw the reconstruction of the colony fleet, spearheading future events that saved the Deucalian people from extinction as their planet descended into a rogue world, broken from their system's gravitational pull. The timeline extending from the era of prerecorded history to the Deucalian Exodus are universally, and retroactively, referred to as "the Deucalian Age", due to Deucalia being the seat of influence and civilization for Deucalian culture and society.

[float_right][abox3=300px][img]https://i.imgur.com/8kSpJym.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Hothian Age[/exsize][/gfont][/b][/i][/center][/float_right]During the Deucalian Exodus, the Deucalians encountered several worlds, albeit most of them being either more lifeless than Deucalia or of such a nature that a refugee people could not expect to ably adapt to in time. It was actually at the end of their long journey that the Deucalians arrived on the arctic planet of Hoth, between twelve and fifteen thousand years ago, beginning the Hothian Age. Although Hoth was welcomed at the time, the early Hothian Age was marked by turmoil. Although less hostile than Deucalia, the Deucalians had not learned of the intense and frigid seasonal shifts custom to Hoth. This resulted in the earliest settlement and first great city on Hoth, Äldrøríkið, being destroyed by the elements, swallowed up for thousands of years and eventually lost until its eventual rediscovery toward the end of the Hundred-Year-Darkness.

In time, numerous other settlements would emerge across Hoth's expanse, but following the fall of Haakon's Realm, the largest and only official city on Hoth's surface was that of Kaltísborg, founded by Clan Baldr with the help of several other chieftains. Although Kaltísborg too would struggle before the Deucalians learned Hoth's nature and climate shifts, the more intense challenge faced was from the native semi-sentient species of Hoth, the Skels. Reviled and later treated as a nuisance, the Skels were originally a significant threat to the fledgling Deucalians, who ended up engaged in numerous battles with the borderline-savage peoples.

Additional trials also befell the early Deucalians, with one being particularly influential to Deucalians as a society for thousands of years to come; the Hothian Civil War. As the Deucalian Clans began settling into stability, contention began to arise between clans. Many Deucalians sought a return to the old ways now that the immediate threats were considered more or less under control. Aela Baldr, the successor-descendant of Freya Baldr, was in particular against the Deucalians returning to being a fractured people that pillaged one another, and sought to direct her people outwards, to now-neighboring worlds. Isolationist and xenophobic concerns surged in the years following and Deucalian society underwent a schism known as the Hothian Civil War. While the details of the war itself are scarce, it is known that the war was waged planet-wide and culminated in the establishment of the Klærnar and, subsequently, the Göfugir.

[float_left][abox3=300px][img]https://i.imgur.com/tyuLTlH.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Ruins of Äldrøríkið[/exsize][/gfont][/b][/i][/center][/float_left]Äldrøríkið was the site of the final battle of the Hothian Civil War and also was the site where Aela Baldr elected her foremost generals that aided her as her equals, naming them all the Klærnar (or [i]"[the Five] Claws"[/i]), and their clans the Göfugir (or [i]"Noble Ones"[/i]), from which all future Klærnar would be chosen.

From that point onward, Deucalians ceased to be a loose tribal confederacy and unified into an authoritarian federation. With the Klærnar established, Aela Baldr took the lead in quickly cementing faith and loyalty to the new governing system by quickly ordering the retrofitting and arming of the colony fleet. With the Göfugir working together in oversight of the other clans, Aela Baldr and the other Klærnar began building the first incarnation of the Deucalian raiding fleet. Led by Odin Alemanii, the chieftain of Clan Alemanii, and therefore the Annaðklær (or [i]"Second Claw"[/i]), the Deucalians launched a several-month-long campaign, pillaging the hyperspace lanes and distant worlds that bore little defenses.

At the time the fleet returned, Odin Alemanii presented the Deucalian people with an assortment of wealth and resources claimed in the great raid. Where goods were once a rarity, now there was aplenty. At least for a time. As with all things, necessary goods would eventually run dry until the Deucalians could eventually establish their own routes for trade and harvesting of nearby resources on their own. However, the raid had accomplished what Aela Baldr had designed it to do; establish faith in the Klærnar. So long as they proved they could provide for their own, another uprising would be only for a challenge of succession, not revolution. Beginning from the time following their first major raid, Deucalian history was considered to have entered its third era, the Klærnar Age.

[float_right][abox3=300px][img]https://i.imgur.com/NoixcZX.png[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Klærnar Age[/exsize][/gfont][/b][/i][/center][/float_right]During what would be called the Klærnar Age, Deucalian society entered into a period of relative stability, growth and expansion. Old cities became forgotten, new customs replaced the old, and Hoth became revered as the homeworld over the memories of Deucalia. Large trade routes were established in the galactic hyperspace routes, and raiding, while still commonplace and a cultural practice, became less of a necessity for survival. It was also during this time that Deucalian ceremonies and ritualistic practices, such as the Trials of the Forebears, began to take shape and be implemented. Differing practices between clans became shared, as did too their mythologies merge into a single and more-or-less cohesive telling of folklore.

Because of this, the Klærnar Age is often remembered by Deucalians as their golden age, with technological developments being a particular advancement, especially in the designing of starships. Likely the most famous, and infamous, creation of the Deucalians were their boarding pods, various models of small, drill-like platforms that boared into ships, allowing Deucalian raiders to infest, and ideally seize, a ship they're seeking to plunder, rather than destroy it. Understandably, it was also during the Klærnar Age that Deucalians also became known in the Outer Rim territories, specifically in the Galactic South and South-East, as well as the territories controlled by the Hutts.

Although many clans, such as Clan Baldr and Clan Friscii, were known to have contributed to the galaxy in their own ways, largely through commerce and engineering services, the Deucalians became a detested presence to many neighboring systems that were frequently pillaged, if not extorted to provide the Deucalians with tribute to avoid a raid altogether. The Klærnar Age was by far the longest uninterrupted era of Deucalian civilizations, and is considered to be the most prosperous, stable and 'peaceful', with most Deucalian aggression being directed outward.

The end of the Klærnar Age was considered to be marked by complacency, stagnation and rediscovery, which culminated in the proto-Sith Empire's theft of several Deucalian ships over Hoth, as well as a non-sanctioned raid by a contingent of restless Deucalian raiders on Mandalore. As many Deucalians began becoming dissatisfied with the state of their society, one prominent figure, named Goliath Alemanii, eventually rose to significant prominence, particularly following Deucalia's rediscovery. As faith in the Klærnar fell, loyalty and unofficial authority began being directed toward him, who himself was a prominent figure in both Clan Alemanii as well as Clan Thorite. This fairly short, but eventful, period of time would become known as the fourth era; the Goliathian Age.

[float_left][abox3=300px][img]https://i.imgur.com/0FueY0P.png[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Goliathan Age[/exsize][/gfont][/b][/i][/center][/float_left]The actual start of the Goliathan Age is debated, but the largest consensus is that the preceding Klærnar Age effectively ended on the Night of Burning Stars, which refers to the event where several Deucalian ships were stolen by the Sith, and faith in the Klærnar themselves were greatly shaken, so much so that over them, the majority of the Deucalian people began looking toward a singular figure to lead them; Goliath Alemanii. Although a Hyllebær (or Elder) of Clan Alemanii, both Goliath and his daughter, Zolya, identified more with Clan Thorite, with both attaining influential positions therein.

When the Klærnar capitulated to the Jedi's request to abandon Hoth with promised aid to resettle the newly-discovered Deucalia, only for their promise to be undone by their own weakness and subsequent destruction, Goliath Alemanii led the effort in establishing lifelines to the dying Deucalian refugees. Through the aid of several other clans, such as Clan Wardruna, Clan Barrenfist and Clan Valengard, Goliath Alemanii orchestrated the survival of Drekarhiem, the only colony that held out long enough to receive supplies. From that point onward, Goliath Alemanii went on to assume near-total authority among his people, effectively becoming a warlord. All the same, in the aftermath of his actions, many believed that Goliath Alemanii was a savior of the Deucalian people, and posthumously declared him Úlfrgrim (meaning [i]"Wolf-Lord"[/i]) and Aðalúlfr (or [i]"[the] First Wolf"[/i]).

After Aðalúlfr's passing, his daughter, Zolya Alemanii, rose in his place, becoming Tjónúlfr (or [i]"[the] Havocking Wolf"[/i]). In many ways a younger version of her father, Tjónúlfr went on to continue Aðalúlfr's dream, reestablishing the Deucalian people on their first and true homeworld, all the while building their forces to reclaim what was lost in the wake of the Jedi's defeat. Most notably perhaps, it was Tjónúlfr who made official the dissolution of the Klærnar system, with all authority belonging only to the Úlfrgrim. With ambitions soaring and passions reignited, it had seemed to a great many that a new golden age would dawn upon the Deucalian people, akin to the second coming of the Klærnar Age at its height. However, this dream of a revitalized Deucalian people would be cut unexpectedly, and bitterly, short by Tjónúlfr's death, after having been overcome by time and old age.

Although Tjónúlfr's reign was stable and strong, questions began to arise as to who would be her rightful successor. Two contenders were at the center of the issue; Sigurd Thorite, who was both protégé and surrogate son to Tjónúlfr, was backed by Clans Thorite and Baldr, whereas Gyda Alemanii, who was the niece and granddaughter of Zolya Alemanii and Goliath Alemanii respectively, was backed by Clans Alemanii and Friscii. Sigurd Thorite's claim was by rite of spirit, in that he knew well the will and intentions of Tjónúlfr, and also of Aðalúlfr before her, something his opponent lacked due to both previous Úlfrgrims associating very heavily with Clan Thorite over their own clan, Clan Alemanii. Gyda Alemanii contrasted this with her own claim by rite of blood. It was Clan Alemanii that was chosen by the Drast Dynasty only a few decades prior. It was Clan Alemanii that had forged the Deucalian people down the new path. And it would be through her, niece of Tjónúlfr and granddaughter of Aðalúlfr, that their people would achieve their dream.

Eventually, after years of political strife, both Sigurd Thorite and Gyda Alemanii individually declared themselves Úlfrgrim, with Sigurd becoming Járnúlfr (or "[the] Iron Wolf") and Gyda becoming Óargúlfr (or "[the] Fearless Wolf"). As Deucalian society continued to became more and more polarized, risen tensions eventually broke out into open hostility. Ordinarily, it is a single, defining event that has marked the end of one era, and the beginning of another, but here is the only case of an interruption. The death of Tjónúlfr is widely seen as the end of the nearly-two-century-long Goliathan Age, the shortest era in Deucalian history. However, it would be many years before the outbreak of what would be called the War of the Wolves, or the Second Deucalian Civil War. That conflict is where the steep decline of Deucalian society truly began in full, and was known as the Úlfrgrim Age.

[float_right][abox3=300px][img]https://i.imgur.com/XWUmPWf.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Úlfrgrim Age[/exsize][/gfont][/b][/i][/center][/float_right]Known as the Age of Wolves, the Age of Decline and the Age of Decay, the Úlfrgrim Age was the darkest chapter of Deucalian history. For three hundred years, Deucalians slaughtered one another in their bid for control over their civilization. This war, known as Stríðafúlfa (or [i]"[the] War of the Wolves"[/i]) and the Second Deucalian Civil War, saw the near-total collapse of Deucalian society. Countless campaigns and various series of battles raged across almost any worlds with a Deucalian presence on it. The first decline was swift for those that saw the signs; with Deucalian society warring with itself, many Deucalians fled in mass to the Old Empire of the Sith, due to newly-established, if somewhat cool, relations with the new galactic superpower, and continued to live within its borders, far removed from the conflict.

As the years dragged on and the fighting continued, many Deucalian settlements dried up, no longer able to survive without the aid of a stable Deucalian hegemony. With some falling disillusioned with their own people, or simply believing life was better apart, many Deucalian clans turned themselves into freelance mercenaries, or began scattering across the galaxy and distancing themselves from Deucalian society, returning to their nomadic roots. Many of those Deucalian clans that chose to remain with their own kind ultimately saw their end when warring Deucalian warlords began destroying Deucalian settlements that refused to ally with them, or were allied to an opposing clan. Eventually, the only official Deucalian settlement in the galaxy that remained toward the turn of the third century of war was on Ando Prime. Although fighting continued, largely over territories on the planet and various strategic points in formerly Deucalian-dominant regions of space, Deucalians stood on the bring of cultural and social collapse, with the recession of their people to Ando Prime being called the advent of the Andobian Age.

[float_left][abox3=300px][img]https://i.imgur.com/ZW8IDSa.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Andobian Age[/exsize][/gfont][/b][/i][/center][/float_left]All Deucalians that still call the culture their own live now in the Andobian Age, although some call it the Final Age and the Age of Dusk, believing it to be the twilight of the Deucalian culture as they all know it. Although the War of the Wolves continues, it has descended into a lull, although most believe it is only a matter of time before both sides destroy one another utterly. True to the namesake, Ando Prime stands as the final official settlement of Deucalian civilization.

Currently, the Deucalians are still divided into two warring factions; Mjöllna Thorite has taken the mantle of Vildúlfr (or [i]"[the] Wild Wolf"[/i]), and is the successor-descendant of the "line" of Sigurd Thorite, who became Járnúlfr. A fanatic and consumed by hate, Vildúlfr is widely considered to be passionate, heartfelt and determined, but unstable and dangerously unpredictable. Arnskar Alemanii controls the opposite faction, and has claimed the name-title of Hildúlfr (or [i]"[the] War Wolf"[/i]). Hildúlfr's claim is being the successor-descendant, both literally and metaphorically, of the line of Gyda Alemanii, who became Óargúlfr.

[bcolor=#191919][COLOR=transparent]_[/COLOR][/bcolor]
[center][exsize=25][gfont=Revalia][COLOR=#CCCCCC][aname=anchor_2]Society and Culture[/aname][/COLOR][/gfont][/exsize][/center]

[float_left][abox3=300px][img]https://i.imgur.com/AOesfET.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]A Deucalian Scientist[/exsize][/gfont][/b][/i][/center][/float_left]Because it are the Deucalian raiders that attract the most attention and are often the visualization of a typical Deucalian, it escapes the notice of many that Deucalian culture was very diverse, with many members of the culture heavily favoring professions in the sciences and engineering, especially hypernautics and robotics. Although all Deucalians were expected to be warriors in their own right, they were especially innovative shipbuilders and designers. During the outbreak of the War of the Wolves, Deucalian engineers and cyberneticists were among the first the leave for the Old Empire and Imperial Republica. This departure of Deucalians that played vital roles in the sustaining of Deucalian society on the technical level is thought by many to have been a heavily-contributing factor in the rapid decline of the Deucalian civilization.

In addition, Deucalians were extremely gifted as cultivators and farmers, able to grow necessary crops in almost any frigid environment and were experienced in domesticating a large variety of animals, both predators and prey. Due to their connection to surviving in harsh environments, Deucalians were naturally attracted to worlds where one had to expend themselves to survive. Culturally, this was accepted as the teaching of lesson that if one wanted to life, one must fight for it.

Another frequently overlooked aspect of Deucalian culture is their love and fascination of exploration and trade, coming into contact with new civilizations. Although plenty of such encounters ultimately led to Deucalians raiding said culture, particularly if said culture was in a system along nearby hyperspace routes, this passion was actually an aspect of the old-rooted nomadic tendencies of Deucalians, to seek out the unknown and mysterious. During the Klærnar Age, Deucalians extensively engaged in the charting of starmaps and star systems, even mapping some regions of Wild Space and some outlining sectors of the Unknown Regions.

Socially, Deucalians were originally a confederacy, with clans loosely associating with one another through necessity or in the interest of battle. Following the end of the Hothian Age, Deucalian society became more autocratic, with power resting with the Klærnar, and by extension, the Göfugir. Deucalian society, disillusioned with ineffectual leadership, erroneous decision making and misplaced trust, ultimately chose to embrace a full dictatorial leader to lead them. Although many Deucalians at the time were hopeful and enthusiastic about the change, the eventual infighting over control of the Deucalian people was led to Deucalian society being fractured in the control of successive warlords, largely centered around two warring factions.

[float_right][abox3=300px][img]https://i.imgur.com/Eh7FxOj.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]Deucalian Explorers[/exsize][/gfont][/b][/i][/center][/float_right]More intimately, Deucalians govern themselves by a moral code, which is embodies through their rugged sense of honor. Although shrewdness and cleverness is admired, cowardice is detested. For instance, a Deucalian that killed another in secret, such as in their sleep, through poison or ensnared them in a trap, has taken a life without earning it. Such Deucalians are called Heiðurdauð (or [i]"Honor-Dead"[/i]), the living that will be unworthy of Úlfarhöll when Sáldœm, the Doom-Bringer, watches for the dead. Honor thusly plays paramount roll in Deucalian politics, warfare, duels and rites. As Deucalian society began to collapse, the honor that was once placed on the old ways decayed with it, with few warriors still clinging to honorable paths.

Although not a religious people, few could deny the fact that many Deucalians were, at least to some degree, spiritual. From their customs, to their practices, to even their vernacular, Deucalians may invoke particular names or places spontaneously, either for luck (such as [abbr="Sáldœm see me"]"Sáldœm sér mig"[/abbr]), as a curse (such as [abbr="Svartur take you"]"Svartur tekur þig"[/abbr]), or even as a battle cry (such as [abbr="Victory or Úlfarhöll!"]"Sigur eða Úlfarhöll!"[/abbr]). While the purposes of the expressions can vary greatly, they all ultimately share a common source; the Deucalian belief in the Andar (or "Spirits").

[bcolor=#191919][COLOR=transparent]_[/COLOR][/bcolor]
[center][exsize=25][gfont=Revalia][COLOR=#CCCCCC][aname=anchor_3]Structure and Hierarchy[/aname][/COLOR][/gfont][/exsize][/center]

[float_left][abox3=300px][img]https://i.imgur.com/DjLfAsPl.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]The Wolvesbrand[/exsize][/gfont][/b][/i][/center][/float_left]Deucalian society is a hierarchical one, but no matter the era or system, it has always remained simple. At the bottom of the Deucalian social structure are the Thralls, or the slave caste. Ordinarily, Thalls are given the training to become craftsmen, but some Thralls that show a particular disposition or talent can be trained for battle. If a Thrall expends themselves in such a way that reveals their worth as being extraordinary, it is possible for them to shed their position and attain the full legitimacy of a Deucalians citizen. As warriors, all Deucalians that are their own man or woman begin at the military hierarchy; a Reaver.

A [b]Deucalian Reaver[/b] (also called [b]Plyndrer[/b]) is a fully trained Deucalian raider. Most Deucalians spend their entire lives training, and being trained, to prepare themselves to take on this role, and it is this rank of the Deucalians that is the most iconic. Deucalian Reavers serve as the rank and file troops in battles, vanguards in raids and when necessary, the first and last lines of defense of against enemy incursions.

Because Deucalians followed a "baptism by fire" philosophy regarding the development and maturity of their warriors, in how they claimed honor and prestige and attaining glory, most Deucalian Reavers that sought to distinguish themselves led short lives. Deucalian Reavers that showed an exceptional cleverness of mind, prowess in battle and the ability to lead and command respect, were often elevated to the next rank in the Deucalian hierarchy; Battle Masters.

Deucalian [b]Battle Masters[/b] (also called [b]Banebrytes[/b]) were the battle-hardened raiders that had proven their worth on the battlefield. Sharp-minded and and experienced veterans in combat, Battle Masters stand above their lessers as battlefield commanders, tacticians and brutal warriors. Battle Masters are a match for almost any enemy they come across, even capable of engaging Sith Lords in open combat. As such, to a Battle Master, killing was a science. As leaders, Battle Masters focused on developing clean, brute-force tactics that exploited their natural raid-style methods of engagement, so as to achieve to maximal efficiency.

Although not always the case, some Battle Masters were also [b]Jarls[/b] (or [i]"Chieftains"[/i]) of their respective clans, and likewise held the authority to challenge other Jarls, either to bring another clan into servitude by force, or to attain leadership of a clan on their own, should the Battle Master not be a Jarl already. A perceptive observer would be quick to note that Battle Masters were not "spit and polish" officers, such as one might find in Imperial Republica or the Old Empire, but they did strongly believe in being well-armed and equipped, and would never be found without their lockbow and elduröxi near and ready to be used at any moment. They were intentionally callous and brutal, but also methodical and disciplined, effectively using any means at their disposal to achieve their goals, often without heed to how reprehensible. Deucalian Battle Masters that achieve outstanding fame (or infamy), glorification and acclaim may be given even greater authority and become Warlords.

Deucalian [b]Warlords[/b] (also called [b]Allmenn[/b]) were the leaders in the Deucalian's military hierarchy. Serving as generals, admirals and other functions that required extensive oversight and expertise, Warlords were the epitome of the Deucalian warrior doctrine made manifest. Strategists on and off the battlefield, Warlords in the past eras once commanded fleets powerful enough to seize and plunder entire star systems. Now, Warlords command the remnants of Deucalian society, often by ensuring their way of life continues and their values and culture persevere.

Almost all Warlords were Jarls in their own right, and tended to lead the more powerful clans within Deucalian society. Indeed, the most influential Jarls were typically Warlords, often serving too as advisors to one another, and are the only ones that can order the mark of the Bersark to be branded on another, forcing the subjected individual to into a state of condemnation, where in order to regain their honor, they must fight at the front of battle until death. As such, while the social and military positions may overlap, a Jarl may be answerable to a powerful Warlord, but a Deucalian Warlord will never be answerable to a Jarl. All Warlords owe fealty to a single ruling entity; the Úlfrgrim.

The [b]Úlfrgrim[/b] (or [b]"Wolf Lord/Lord of Wolves"[/b]) stands at the top of the Deucalian hierarchy, both socially and militarily, and effectively rules as the undisputed overlord of the Deucalian people. Unlike most titles, the Úlfrgrim is not called "Úlfrgrim", but takes on a prefix which defines them and remains unique unto them. In addition, the title adopted by the Úlfrgrim is permanently used as a surrogate for their natural names; for instance, one Úlfrgrim, who was born as Osmond Baldr, was simply called Blóðúlfr (not [i]the[/i][color=transparent].[/color]Blóðúlfr) when he claimed the position of Úlfrgrim after the death of Reiðiúlfr.

The Úlfrgrim is more than a Warlord and more than a king; as a warrior people, the Úlfrgrim could only be granted upon one that has proven their abilities already, which restricted who could be chosen for the position. It was for this reason that Hildúlfr, one of the current two competing Úlfrgrims, attempted to kill his rival as well as the Warlords that had sworn allegiance to him, so as to end any potential ascension of a future Úlfrgrims from that line. In addition to being a warrior and military leader, the Úlfrgrim also had to be a leader for their people, able to make decisions for their people's survival and well-being, such as establishing treaties, alliances and other forms of diplomacy and negotiations. As there has been no single-reigning or undisputed Úlfrgrim since Tjónúlfr, there has technically been no [i]legitimate[/i][color=transparent].[/color]Úlfrgrim in over three-hundred years.

[bcolor=#191919][COLOR=transparent]_[/COLOR][/bcolor]
[center][exsize=25][gfont=Revalia][COLOR=#CCCCCC][aname=anchor_4]Assets[/aname][/COLOR][/gfont][/exsize][/center]

[float_right][abox3=300px][img]https://i.imgur.com/EDQA3Nv.jpg[/img][/abox3][center][i][b][gfont=Iceland][exsize=20]Deucalian Remnant on Ando Prime[/exsize][/gfont][/b][/i][/center][/float_right]Centuries of infighting and the far-reaching effects of erroneous decisions by the former leaders of the Deucalians have spiraled a series of events that led to the overwhelming majority of Deucalian assets to have shrived to a husk of what they once were. Most Deucalians no longer even belong to their culture, with the majority of those surviving the War of the Wolves migrating to Imperial Republica and the Old Empire, becoming mercenaries, nomads, or have otherwise left their people behind. As such, only a remnant still cling to the old ways, and even those are predicted to fall dramatically in the coming years.

A farcry from the former scattered outposts they once could claim, Deucalians currently only have one major settlement left, being situated on Ando Prime. Once a source of pride during the Goliathan Age, the Deucalian Clans posses only squadrons of Rýtingur-class Starfighters[abbr=To be written; will be a generic corvette reskin]*[/abbr], and Dæmdur-class Starbombers[abbr=To be written; will be a generic corvette reskin]*[/abbr] for incursions and planetary defense (often against each other), with the larger Meistari-class frigates and Sigurvegari-class corvettes having been destroyed, wreckage in the Skreyttur Abyss, a massive ship graveyard that was the site of several intense naval battles in the centuries prior.

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[center][exsize=25][gfont=Revalia][COLOR=#CCCCCC][aname=anchor_5]Roster[/aname][/COLOR][/gfont][/exsize][/center]

TBA

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[center][exsize=25][gfont=Revalia][COLOR=#CCCCCC][aname=anchor_6]Intent[/aname][/COLOR][/gfont][/exsize][/center]

Revival of the Deucalian Clans, and eventually to establish them as a PC faction; continuation, and hopefully to a success, from the last TL.
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Malon

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Hey @Korvo!

First of all, I want to say that I'm really impressed by your dedication to this group. You've definitely gone through some lengths to write-up some extensive lore on them. Unfortunately, due to the in-character state they were in last timeline, this write-up does not reflect the current lore we have on them. This is why it is vital to wait until a timeline drops, and then read all of the available lore, before making big articles like this!

Now, I don't want to discourage you. In fact, I welcome expansions on established lore—but only realistic expansions. So, before anyone goes and makes a bunch of characters, why don't you read the established lore article on the Deucalians and get with me on expanding them. I'll let you know up front that they will need to do some RPs and plots to build back up again, but if you're willing to put in that work, I'm willing to help you out on the lore end.

Thanks!
 

Korvo

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Hey @Korvo!

First of all, I want to say that I'm really impressed by your dedication to this group. You've definitely gone through some lengths to write-up some extensive lore on them. Unfortunately, due to the in-character state they were in last timeline, this write-up does not reflect the current lore we have on them. This is why it is vital to wait until a timeline drops, and then read all of the available lore, before making big articles like this!

Now, I don't want to discourage you. In fact, I welcome expansions on established lore—but only realistic expansions. So, before anyone goes and makes a bunch of characters, why don't you read the established lore article on the Deucalians and get with me on expanding them. I'll let you know up front that they will need to do some RPs and plots to build back up again, but if you're willing to put in that work, I'm willing to help you out on the lore end.

Thanks!
Thanks!

I actually did read the lore submitted for them, and I chucked this out almost from scratch a in about three or so hours, start to finish. Most of the Lore write-up appeared to be a more condensed form of their page in the last timeline, with an extra paragraph stating they were in a destitute state. Since 500 years was a long time, this write up was just meant (particularly from the Goliathan Age onward) to kinda fill that half-a-millennium void, and get into how the actions from the last timeline spelled out their fall in actual detail.

The only two site-canon mentions I could find was the ragtag raid on Mandalore (at the time, we actually weren't allowed to have it be large scale or official, since our levels were all 1s and the faction was all NPC, so we had the plot detail that it was a small rogue group of Deucalians teaming up with some Hutt folks and a random Jedi) and the Sith theft of three frigates from their fleet, which seemed like rather minor events on their own to cause the downfall of a civilization that had lasted tens of thousands of years. So I used those incidents as catalysts to events that more intricately led to their deconstruction.

The site's write up was super vague, so I just adapted it within the scope of what was there. If there are contradictions in there, that's totally my mistake. I'd also welcome any help!
 

Malon

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The main problem is that the Deucalians weren't very large to begin with. I'll grant that they've been around for a very long time, but, due to how fleet mechanics worked last timeline, they didn't have a very large force to work with and the losses of those three capital ships actually were a pretty big blow to them. And as a result of them being (in-character) such a small group, the defeat on Mandalore was definitely bigger than you might have been led to believe. Not to mention, they were always portrayed as being a wandering group barely hanging onto existence, in every RP I saw them in.

But it wasn't just that which I took into consideration. It's the overall activity of the faction. Those two events were really the only noteworthy things they did last timeline, despite the volume of lore on them. Two major defeats, a wandering group of marauders, and not much activity otherwise equates to a loss of a lot in just five hundred years. Remember, the length a civilization or group of people existed does not always inform how quickly they can be snuffed out, especially if their track record is failure, which, in-character, was mostly the case. I can't ignore the IC state of the faction at the end of last timeline, regardless of what has been written about how long they've been around, so on and so forth.

Again, I am more than welcome to the idea of seeing you expand on the lore—you're by far the best person for that job, given your dedication, but it needs to be more realistic. They are not anywhere near the state they were at their prime. In fact, they're the exact opposite. That's why the lore is written (purposely) to be vague. The point being to see this group really put in some in-character effort to building itself up. I didn't see a lot of that last timeline and I'd like to see it this timeline if you and any other players want to build them back up.
 

Korvo

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The main problem is that the Deucalians weren't very large to begin with. I'll grant that they've been around for a very long time, but, due to how fleet mechanics worked last timeline, they didn't have a very large force to work with and the losses of those three capital ships actually were a pretty big blow to them. And as a result of them being (in-character) such a small group, the defeat on Mandalore was definitely bigger than you might have been led to believe.

I absolutely agree, they weren't a huge group. I think in the old write-up, there were around 300,000 warriors in their ranks (including non-combatant clans and children, I assumed their numbers were in the low mil; it was never really defined), so they weren't large or widespread. I also totally agree that losing three frigates was a hefty blow. I just had a hard time imagining that losing them 500 years ago realistically had such a drastic effect on its own, without other additional factors weighing in with it, so I added to it. The group that hit Mandalore was also very small and wasn't a reflection of the NPC organization (again, when BN submitted the plot, it was told to us that the NPC organization couldn't be behind it, so it was just us, a ragtag group).

Not to mention, they were always portrayed as being a wandering group barely hanging onto existence, in every RP I saw them in.
Now that is new to me, we never wrote that into their culture at any point.

But it wasn't just that which I took into consideration. It's the overall activity of the faction. Those two events were really the only noteworthy things they did last timeline, despite the volume of lore on them. Two major defeats, a wandering group of marauders, and not much activity otherwise equates to a loss of a lot in just five hundred years. Remember, the length a civilization or group of people existed does not always inform how quickly they can be snuffed out, especially if their track record is failure, which, in-character, was mostly the case. I can't ignore the IC state of the faction at the end of last timeline, regardless of what has been written about how long they've been around, so on and so forth.
I assumed this would be a factor for a PC faction, not an NPC one (most NPC factions likewise weren't involved in much, iirc). I also didn't think the level on content written on them would be of a negative impact. I fully agree, the loss of the frigates were an impact on the NPC org, and I'm not contending that it happened or the state Deucalians are currently in. I just added more to it to make it seem more realistic, since 500 years is a really, really long time.

Again, I am more than welcome to the idea of seeing you expand on the lore—you're by far the best person for that job, given your dedication, but it needs to be more realistic. They are not anywhere near the state they were at their prime. In fact, they're the exact opposite. That's why the lore is written (purposely) to be vague. The point being to see this group really put in some in-character effort to building itself up. I didn't see a lot of that last timeline and I'd like to see it this timeline if you and any other players want to build them back up.

Perhaps there has been a misunderstanding? They are in the exact state the Lore article has implied; on the brink of collapse, last permanent settlement being on Ando Prime, and they don't have any ships except fighters and bombers
 

Xorism

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The main problem is that the Deucalians weren't very large to begin with. I'll grant that they've been around for a very long time, but, due to how fleet mechanics worked last timeline, they didn't have a very large force to work with and the losses of those three capital ships actually were a pretty big blow to them. And as a result of them being (in-character) such a small group, the defeat on Mandalore was definitely bigger than you might have been led to believe. Not to mention, they were always portrayed as being a wandering group barely hanging onto existence, in every RP I saw them in.

But it wasn't just that which I took into consideration. It's the overall activity of the faction. Those two events were really the only noteworthy things they did last timeline, despite the volume of lore on them. Two major defeats, a wandering group of marauders, and not much activity otherwise equates to a loss of a lot in just five hundred years. Remember, the length a civilization or group of people existed does not always inform how quickly they can be snuffed out, especially if their track record is failure, which, in-character, was mostly the case. I can't ignore the IC state of the faction at the end of last timeline, regardless of what has been written about how long they've been around, so on and so forth.

Again, I am more than welcome to the idea of seeing you expand on the lore—you're by far the best person for that job, given your dedication, but it needs to be more realistic. They are not anywhere near the state they were at their prime. In fact, they're the exact opposite. That's why the lore is written (purposely) to be vague. The point being to see this group really put in some in-character effort to building itself up. I didn't see a lot of that last timeline and I'd like to see it this timeline if you and any other players want to build them back up.

Hi Malon,

Can you specify the areas you want changed, i.e. are you looking for a more depressing back story or more mechanically changing things?
 

Malon

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@Korvo

My apologizes, it does look like there was a bit of a misunderstanding (on my part, not yours). Reading back through this a second time, I see what you mean in terms of their state. They look to be pretty much compliant, save where they were fleshed out a bit (which you obviously had to do, since, again, I was deliberately vague). I think the confusion came because I'm trying to match up the different "ages" you have here with the lore timeline I have in my head, which is more in line with mainstream Star Wars, and I was having difficulty keeping it all straight.

No big deal! Sorry for the trouble! Approved!
 
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