Community

There are five settlements on the two islands, four of which exist on Darrath and one on Tarria. The smallest settlement has only about 30 people; the biggest is a village of about 500 people. The settlement on Tarria has about 120 people. All in all, taking a few nomadic families and hermits into consideration, there live roughly 1,000 people (probably more) permanently on Darrath’tarria. There are an unspecified number of fey and elemental folk who travel between their home planes and the island, some of whom have family residing there.

All kinds of humanoid species live on the islands - those hardy enough to live a fairly simple life in cold conditions, and a lot of them are of mixed heritages.

There are actually quite a few people living a more solitary lifestyle on the islands. Recluses and small families that try to be self-sufficient without the community resources and don't have much interest in interacting with the settlements.

Participating in the community is not seen as a requirement, as long as they still adhere to the fundamental rules of this society.

Since money doesn't exist on Darrath'tarria, properties are not bought but requested. People wanting to build a home can suggest where they want to build and will have to request permission in a town hall meeting of the respective settlement, and the participating townspeople have to agree. If they seek to live more isolated, the request has to be made with the council. Lastly, a Primordial Guardian has to approve of the area or offer alternative spots where a home can be built.

Politics

Their political system could vaguely be described as some form of social anarchy, although not quite. Gold and coin won't buy you anything on Darrath'tarria, goods are traded and the necessities of life are provided as a community effort. Citizens do have ownership over their own goods and homes, but in addition to that, there are places everywhere that belong to the community. The society is built on the principle of a cooperative community. Some of these community resources are:

  • Little sheds that have no permanent residents can be found here and there all over the islands. They provide a safe place to sleep and eat for travelers
  • Each settlement has a community building that provides a big kitchen, several sleeping quarters that can be used by anyone, and also a library where knowledge is gathered and freely shared. It also serves as the town hall
  • Community greenhouses, gardens, and fields to supplement the food that citizens don't grow themselves

Some people share their property with birds for eggs and herd animals for wool and occasionally milk, but animals are not to be kept for meat production. Hunting is viewed as the only honorable way to attain meat or hides.

The islands' systems and rules are preserved and enacted by a council of x people who call themselves "Guardians". They do not consider themselves as leaders but as protectors, with each member of the council guarding a specific part of life on the island. Each category of guardian is supported by a group (or circle) of people. While on duty, Guardians are referred to with gender-neutral pronouns, which is supposed to underline their impartiality towards every individual and the fact that they serve the collective people of the islands.

Guardians

Soul Guardians

There are six Soul Guardians, each having permanent residency in one of the settlements. The biggest settlement has two. They serve as mediators for the people and are there to listen and offer guidance. Their role is to be impartial and selfless. They also support people in birth and death. Depending on the wishes of the individual, they might bless a person before death or giving birth and bless the newborn child after. They might also stay during birth or death for support. It’s very common for a Soul Guardian to be the one to walk families through the burial rites after someone has passed away.

There are more dedicated healers than just the Soul Guardians on the islands, and they are surrounded by a circle of clerics to support them. However, Soul Guardians are still trained in healing magic and can also take care of the sick and wounded.

1. (GM choice)
2. (GM choice)
3. (GM choice)

Earth Guardians

Two Earth Guardians are the primary protectors of the land, highly trained and powerful individuals. They ward off dangerous creatures that come too close to the settlements and help train aspiring warriors and other folk just wanting the means to keep people safe. The Earth Guardians are surrounded by a circle of Earth Acolytes.

The Earth Guardians also keep outsiders from entering the twin islands by making it inaccessible when needed. Naturally, the surrounding waters of Darrath'tarria are shrouded in icy fog so thick that no one can see through it and so cold that it would create a frozen layer on unprotected skin. If that isn't enough to ward off unwelcome strangers, the Earth Guardians can turn the fog into a deadly blizzard. A large ritual site exists at Darrath's southern tip for dire measures. Here the Earth Guardians and Earth Acolytes may gather to take control of the sea, with a Guardian at the helm and the Acolytes channeling their own magic through them to amplify their power.

This ritual has only been needed once, centuries ago during the Divergence, but it still gets practiced once a year so everyone would know what to do if it ever becomes necessary again.

1. Jhamar of Tarria
2. (GM choice)

Primordial Guardians

It is said that during the Founding, a primordial titan’s remains were scattered about northern Tal’Dorei and parts of it allegedly rest underneath Darrath’tarria. A Primordial Guardian is the one most in tune with this innate magic of the island and has learned to channel it. A Primordial Guardian is also a caretaker of the flora and fauna and other non-humanoid native beings. They are surrounded by a circle of druids that supports them.

The circle of the druids is the oldest one among the guardian circles and while their circle is smaller than that of the Earth Acolytes, their circle certainly contains the oldest members, given their druidic nature. There are no truly indigenous people on Darrath'tarria, but the circle of druids is the longest lasting community present on the islands. A lot of the rules and systems where initially set in place by druids.

Primordial Guardians and the druids also have an eye on the agricultural sector of the islands and make sure that it stays in balance with the nature. Tarria has one Primordial Guardian, Darrath has two, however their areas of operations do overlap and they’re not restricted to staying in allotted areas.

1. Tovahra of Darrath
2. (GM choice)
3. (GM choice)

Culture

Religion

Religion is a private matter on Darrath'tarria. There are no churches and no public places of worship. Religious people do sometimes build little shrines on their own properties, though, not just for gods of the pantheon; some also for elemental eidolons.

Many people regard the gods - and especially the Wildmother - as distant neighbors you should make good with but not as beings that need to be worshipped.

Burial Rites

Old traditional burial rites that are mainly followed by Druids and Earth Acolytes. They seek to give the body back to every element of nature.

Fire & Wind

Cut out the heart carefully and burn it. Scatter the ashes in the wind. While usually - depending on the state of the body - mending is used on it to make it appear as peaceful and whole as possible, the resulting wound of the heart removal is left open.

Flora & Fauna

Grow plants and/or flowers from the space where the heart used to be with something like the druidcraft cantrip. Then bring the body to the Garden of Rest and lay it down between the roots of a tree. Wrap it with vines to keep it in place and let it be consumed by small wildlife. Start growing a sapling.

Earth & Water

Gather the bones after roughly a year, and plant the sapling in the cavity of the skull and bury it in the earth where you see fit. Keep whatever you need of the bones for the purpose of mementos and give the rest of the bones to a body of water.

Harvest Festival

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Turum'daan

Thurum'daan means "thunder dance" in Primordial. It's a show fight accompanied by drums and other varying musical instruments. Not a true trial of strength, the purpose is actually to strengthen community, trust and cooperation through combat theater. The ambition of each match is to create a performance in sync with music. Before each match, it is decided whether the instruments will guide the fight or if the fight will guide the instruments. If the drums dictate the rhythm, that means the fighters will have to improvise a fight that matches the melody; otherwise, it's the orchestra that needs to improvise to accompany a fight in a fitting way. There's a dedicated arena for the Thurum'daan, located between the two lakes. Everyone can use it for practice, with performances meant for an audience happening every week on Da'leysen.