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A Pamphlet on Ashlanders
by Luagar Anulam
To the honorable Grand Council of Vvardenfell District and Duke Vedam Dren of Ebonheart,
Enclosed in this package is the pamphlet on the
Ashlander peoples which I was employed to put together at your request. I
believe it should serve well your purpose of learning the seemingly barbaric
ways of these peoples and make your negotiations with them run much smoother. I
trust that your replying messenger will deliver the payment you promised in
return for this favor.
Ashlanders: Anachronism of Morrowind
Prologue:
The past months and years I have dwelled with the groups of the nomadic Dunmer known as Ashlanders, learning their ways, their customs, their beliefs and their views. Though hesitant at first, they soon welcomed me into their yurts (the tent-like dwellings used by them) and allowed me to learn from them. Hopefully what has been learned will be of benifit to those others outside their tribes that wish to learn more or interact with them.
Introduction:
As is commonly known to all Dunmer, during the First Age of Tamriel, the Prophet
Veloth led the group of Altmer from the Summerset Isles who would become the
Chimer under the guidance of the Daedra Lords Azura, Boethiah, and Mephala. This
group settled in the land which we now know as Morrowind. Over time, the group
became divided and scattered and the high culture of the Velothi vanished,
resulting in the formation of various tribes. In these early divided times, the
tribes came to be under the harassment of the Nordic people, to cope with this
issue, many of the divided tribes consolidated.
With this consolidation these new tribes where able to drive back the Nordic
invaders. Eventually, these consolidated tribes gave up on their nomadic ways as
well as their tradition of ancestor worship. These tribes began settling down in
cities and creating more defined territories as well as taking up the worship of
the Tribunal. These tribes over time evolved into the theocratic Great House
culture which we see dominating Morrowind today.
But not all the tribes had consolidated and settled down, many tribes refused to
give up their nomadic ways and their traditions of ancestor worship. These
tribes would come to be known as the Ashlanders, an anachronistic survival of
the ancestor-worshipping tribal culture.
Section 1, Ashlander Culture and Customs:
The Ashlander’s culture is one that is heavily influenced by is tribal nature.
The Ashlanders prefer the impoverished physical culture and continually existing
economy of the Ashland nomadic herder-hunter. They make their living through the
herding of guar and shalk and the hunting of wild guar and other natural
wildlife. They find pleasure in simpler things, and accept that they will not
become rich by the standards of the Great Houses. Almost all of their belongings
are derived from the environment. Their weapons, armors, and even clothes are
all organic and of simple design. A pure pleasure is found in hunting, in taking
thier time, sneaking up on their prey and surprising it with a swift, silent
arrow. This reflects much on what is taught to them by the daedra which they
follow (as they view the daedra as their ancestors) with Boethiah teaching them
to be quiet and patient and cunning. Though they are able to find all they
desire in hunting and herding, the Ashlanders will often involve themselves in
trading with travellers and the Great Houses, usually in simple items such as
guar hides and shalk resins but sometimes times even trading such things as
ebony.
In their relations with other tribes, by tradition Ashlanders claim the right to
raid other Ashlander tribes, and non-Ashlander settlements, for booty and
slaves. This raiding is generally done to prove strength, as well as to gain
goods and respect. Even though they claim this right, the Ashlanders will not
usually attack such folk as traveling traders, caravans and goods shipments
unless they feel that the persons involved had wronged them in some way. When
feuds between tribes arise, they may be settled by the champions of the tribes,
however wars sometimes do occur. They have strong militaristic and authoritarian
traditions founded in their ancestor worship and when war erupts almost all
members of the tribe, not just the champions and warriors, participate in the
fighting. Usual weapons for Ashlanders are made of chitin, these being basic
bows, spears, swords, daggers and the like. The Ashlanders are also excellent
fighters while in their own territory, even outmatching the Empires legions.
Wars are typically avoided for the most part, mainly due to the fact that the
Ashlanders are very few and the lives of their people are too dear to waste,
however they are extremely brave once in battle. This notion is fortified by the
second stanze of one of the Ashlander verses entitled "The
Five Far Stars":"Yet never shall you have your rule over
me./Never shall I tremble or flinch from your power./Never shall I yield my home
and hearth./And from my tears shall spring forth/The flowers of grassland
springs."
Among clan and kin, Ashlander courtesy is very proper and polite, though they
quite easily take offense from outsiders. Outsiders are expected to be
courteous, and leave if requested, though travellers are often welcomed so long
as they share news of the outside world to pay for the tribes hospitality. If
offended, the Ashlanders may attack. As a sign of courtesy, outsiders may
provide gifts to the Ashlanders, sometimes the Ashlanders will even do outsiders
the favor of naming a gift that they would desire. Among Ashlanders, a gift is a
token of courtesy among strangers, and affection among friends. When strangers
first enter the camp, a thoughtful gift is a sign that you are cautious,
considerate, and aware of the other's wants and needs. Such is particularly
useful for traders and travelers. Among friends, gifts are a private thing,
presented subtly with great risks, for the gift is judged in how well it is
tailored to the receiver. They are not offended by gifts of money and take them
as tokens of deference and respect. Apart from the subtle gifts which are given
within Ashlander cultures, some tribes also have traditions of passing on
heirlooms, usually passed on by Askhans and Gulakhans. Such tokens are marks of
power and distinction.
Ashlanders may challenge a stranger who enters a yurt without invitation,
however forgiveness may be granted if the stranger leaves when asked. It is
particularly inconsiderate to enter the yurt of an Ashkhan or Wise Woman without
permission and it is seen as inconsiderate to enter a yurt unclean. Ashlander
challenges are very solemn and serious things and not made lightly, however,
challenges are sometimes made for sport. In this case it is acceptable to
decline though when challenged for honor, it is shameful to decline. Honor
challenges come from offense given in speech or action, or may represent
customary formal challenges of status or ritual.
If the outsider shows the proper courtesy and gains the trust of the tribe, it
may be possible for them to be adopted into the tribe as a Clanfriend. To be
adopted into the tribe, the outsider must undergo a harrowing. In a harrowing,
the outsider is judged by the spirits and ancestors of the Ashlanders to see if
they are worthy, if they pass the test, then they are accepted into the tribe.
Once accepted as a Clanfriend of an Ashlander tribe, the accepted member may
rest in any bed of that tribe. This position may be lost however if the accepted
member harms or steals from another tribe member.
Ashlanders which are born into the tribe may also be cast out or choose to leave
the tribe. Ashlanders which willingly leave the tribe are known by the House
Dunmer as the Velothi. They are those of Ashlander stock who have abandoned
nomadic life and settled among the native Dunmer. The Velothi are despised by
their Ashlander cousins as weak and soft, while the House Dunmer look down upon
the Velothi as an insignificant underclass. This use of the term 'Velothi'
however should not be confused with the Ashlanders usage which refers to all
Dunmer as the Velothi. Those that are cast out may form their own rogue camp, or
sometimes become mabrigash, renegade witch-warrior women who practice dark
magics. The mabrigash steal the vital essence of men in order to give themselves
power and live in all women camps, save for the few men who are unlucky enough
to be captured by them.
Section 2, Ashlander Society:
The Ashlander society is comprised of nomadic camps which have portable huts of
hides stretched on chitin frames which can be quickly dismantled and packed atop
a guar when moving to new hunting grounds and grazing grounds for their guar and
shalk. The ashkhan of the tribe has a much larger yurt, though the khan's hut is
simply a larger, more elaborate version of a family hut. Some particular
qualities exclusive to these Ashlander camps include reed windchimes, seemingly
organic lanterns of varoius colors as well as decorative bug bowls.
Leaders in Ashlander society are known as ‘khans’, the chief khan being the
Ashkhan. The Ashkhan is the greatest champion of the Ashlanders and serves as
the chief and war leader of the tribe, as well as being the Warrior-Protector of
the tribe's Ancestor cult. The position of Ashkhan is disignated by a primitive
crown designed out of organic substance such as what appears to be chitin, dyed
feathers and the like. It is also fairly common for higher ranking members such
as khans to wear enchanted clothing or armor or use enchanted weapons, however
it is quite uncommon for non-khans to use enchantments. Some Ashkhans choose to
have adivsors apart from their Gulakhans and Wise Women such as wizards, though
this seldom occurs in recent times.
Below the Ashkhan of the tribe is the Farseer. The Farseer is the wise woman or
shaman of the tribe who gives counsel to the Ashkhan through arcane wisdom and
prophecy; the wise woman or shaman is also known as the Oracle-Seer of the
tribe’s Ancestor cult. During times when there is no Ashkhan and no Gulakhan
there to become Ashkhan, a strong Farseer may take the position of Ashkhan for
themself and take on the leadership of the tribe. They also serve as the memory
of the tribe, most notably on such subjects as stories and prophecy, and serve
to pass on the tribes legacies to its successors. Some wise woman have been
known to have witch-warriors in their service.
Below the Farseers in Ashlander society are the Gulakhans. The Gulakhans serve
as the chief warriors and champions of the tribe, protecting the honor of the
tribe in peace and war. Apart from this they also give counsel to the Ashkhan in
tribal affairs, and represent the tribe to guests and intruders. During
troubling times when there is no Ashkhan and no Gulakhan to rise to the rank,
lower members of the tribe such as Brothers, Initiates, etc may rise to the rank
of Gulakhan while the Wise Woman leads the tribe. Below the Gulakhan is the
Champion of the tribe, who has much of the same role as the Gulakhan. The ranks
after the Champion follow as Guide, Clanholder, Initiate, Brother, Hearthfriend,
and Clanfriend. Sometimes outlanders can be adopted into the tribe as a
Clanfriend, but the trust of the tribe must first be won.
The majority of Ashlanders serve the tribe as scouts, herders or hunters, with
each tribe also having a healer. As the Ashlanders are nomadic, the herds must
be looked after and food must be hunted, but the herders and hunters are also
charged with guarding the treasures of the land that nourish the Ashlanders and
make them strong. The herders are responsible watching over the tribe's herds of
guar and shalk as well as butchering them for their meat to feed the tribe. The
herders will also tan the guar hides, render the shalk resins, and season the
shalk shells. The craftsmen of the tribe will take these things and make the
things the tribe needs as well as what they will sell to traders and other
tribes; they will use the shalk resin to bind their chitin into weapons and
armor.The herders and hunters will also serve as warriors beside the Ashkhans
and Champions when war arises between tribes.
Section 3, Ashlander Religion:
The Ashlander people have no set religion, but rather practice shamanistic and
primitive ancestor worship. This ancestor worship not only reveres forefathers,
but the daedra as well, primarily Azura, Boethiah, and Mephala. In this ancestor
worship there are various Ancestor cults, each Ashlander being born into the
Ancestor cult of their clan. These cults are fairly simplistic in structure. The
cults are led by their ashkhan war chiefs and are guided by an Oracle-Seer, a
wise woman with the gift of prophecy who is protected by a group of holy
warrior-heroes, the chief being the Warrior-Protector of the cult (generally
synonymous with the Ashkhan of the tribe). The wise women are seen as the
guardians of secret knowledge, spirit guides and seers into the world unseen who
act as counselors to the tribe and its leaders. The dream visions and prophecies
of the wise women are a respected tradition in Ashlander culture, the wise women
and shamans take careful note of dreams and visions, passing on the tribe's
legacies of vision and prophecy to their successors.
In their ancestor worship, the Ashlanders honor their dead. Extensive burial
caverns are constructed by the Ashlanders in which to place the dead. These
burial caverns are then guarded and looked over by the ancestor spirits of the
Ashlanders. The Ashlanders claim that because of the dead they use to guard
their caverns that they have been accused of necromancy, though they deny this
on the grounds that it is their ancestors guarding their caverns and that there
is a sacred honor in the ancestors faithfully protecting their living kin. As
the Ashlanders worship their ancestors, they believe that there is no greater
evil than necromancy, which they view as profaning the bones or spirits of their
fathers.
The Ashlanders do not dwell on things which they have lost, but rather look
foward with hope on what the future will bring from these losses. This idea is
made apparent in the last line of the Ashlander verse "Words
of the Wind" which state "I will not pray for that which I've
lost/When my heart springs forth/From your soil, like a seed,/And blossoms anew
beneath tomorrow's sun."
Also of note in Ashlander worship is the Nerevarine Cult. This is/was a rather
small cult with only a few wise women with the gift of prophecy and a few holy
warrior-heroes who guarded and protected the seers, however due to the motives
of this particular cult it has been outlawed by both the Temple and the Empire.
These laws and persecution of the cult are one of the reasons for the
clandestine nature of the cult, a nature which makes it difficult to tell just
how widespread the cult actually is. Even with these laws the cult persists
among Ashlanders. This cult believes that the ancient Dunmer hero Nerevar will
come once again and unite the Dunmer, restoring Morrowind to the Dunmer and the
former greatness of the Velothi people along with the pure traditional life and
faith of the nomads. Of reference to this are the monographs "Nerevar
Moon-and-Star" (as well as various other documents which I have sent
along as well). Only the future will tell if the Nerevarine will hold true to
this prophecy of the Ashlanders.
Of further interesting note concerning Nerevar, the Wise Women tell tales of one
Alandro Sul, a shield-companion of Nerevar. Apparently this Alandro Sul came to
live with the Ashlanders after the death of Nerevar, eventually coming to leave
behind a set of Wraithmail. This artifact has apparently been lost, but it is
said that whoever wears the Wriathmail, or perhaps even uses just one Ringlet,
will be endowed with the spirit of Alandro Sul and thus be possessed by him.
Section 4, Non-Ashlander Relations:
Ashlanders tend to dislike all foreigners as well as their fellow Dunmer which
have given up the Ashlander ways. The Ashlanders wish for the foreigners to
leave Morrowind, or at the very least to leave them in peace. Even though they
harbor a harsh dislike for the Empire, no Ashlander is fool enough to make war
against them, though if such a war might be won, many Ashlanders would most
likely cheerfully give their lives to the cause.
In their dislike for foreigners, Ashlanders harbor particular biases against
certain races. They believe the Altmer soft and foolish, having abandoned
their ancestors and put their faith in buildings and sorcery. They view the
Argonians as useless and the Khajiit as ignorant, superstitious and
untrustworthy, both races being ones that their ancestors kept as slaves. The
Ashlanders most dislike is reserved for the Nords and the Imperials, the Nords
for stealing the lands of the Ashlanders in times past and the Imperials for
forcing the Ashlanders to be their subjects. The Ashlanders do little in
retaliation against the Imperials, deciding follow the ways taught to them by
Boethiah, to be quiet, patient and cunning.
Of course the Ashlanders also dislike their fellow settled Dunmer as well as
any Ashlander that gives up their ways to settle down. The Ashlanders believe
themselves to be the only ones that have remained true to the sacred rites and
customs of their forefathers. The House Dunmer have presumably become soft and
abandoned traditional ancestor worship and the pure teachings of Veloth for
the 'false' gods of the Tribunal as well as embraced the comforts of
civilization that corrupted their High Elven ancestors; Ashlanders which have
settled are also viewed in this way. The Ashlanders accuse almost all Dunmer
Great Houses of stealing their lands and scorn the Great House Dunmer for
giving into the Empire. They also withhold personal biases against them as
well. They view the Telvanni as being ruled by old, evil wizards who are
Daedra worshippers and necromancers. They view House Hlaalu as a pack of lying
thieves. They say that Hlaalu sends their traders to try to trick them out of
their treasure, and if the Hlaalu cannot trick them, that they send soldiers
to drive them away from their lands. They have less resentment for the
Redoran, as they believe some Redoran to be honorable, though they also
believe some of the less honorable wish to steal their lands.
Section 5, Ashlander Tribes:
There are seemingly four major tribes of the Ashlanders, though there may very
well be many smaller tribes scattered throughout the lands. These four tribes
are the Ahemmusa, Erabenimsun, Urshilaku, and the Zainab.
The Ahemmusa tribe of Ashlanders resides in the Northern Grazelands region of
Vvardenfell. In times past, the Ahemmusa had greater lands, but during the
times of the blight much of this land was taken from them. The blight killed
many of their herds and their game, leaving them with very little. The
Ahemmusa are quite weak in arms and are a mild and peace loving people, taking
shelter in the daedric ruin of Ald Daedroth when needed. Also as of recently
they are without a proper Ashkhan, and rather their wise woman, Sinnammu
Mirpal, is performing those duties.
The Erabenimsun tribe of Ashlanders resides in the Molag Mar region of
Vvardenfell. In contrast to the Ahemmusa, the Erabenimsun are quite
war-loving. They are seen as greedy and cruel by their fellow Ashlanders and
are believed to not have respect for many Ashlander customs. Their wise woman
is known as Manirai and their Ashkhan Han-Ammu.
The Urshilaku tribe of Ashlanders reside in the Ashlands and the West Gash
regions of Vvardenfell, in what other tribes would view as good land. The
chief of the Urshilaku is considered one of the braver and more respected war
leaders among the Ashlanders, and is also the Warrior-Protector of the
Nerevarine cult. The Urshilaku camp moves with their herds, but usually lies
close to the Sea of Ghosts. Their wise woman is known as Nibani Maesa and
their Ashkhan Sul-Matuul.
The Zainab tribe of Ashlanders reside in the lower Grazelands region of
Vvardenfell, also in what other tribes would view as good land. By other
Ashlanders they are viewed as proud, arrogant, and greedy as well as being
likable rogues, strong and self-assured. Recently they have began trading
ebony with the Great House Hlaalu. Their wise woman is known as Sonummu
Zabamat and their Ashkhan Kaushad.
Conclusion:
The Ashlanders are a people which believe themselves to be preserving the
ancient Dunmer traditions of Ancestor worship and the nomadic lifestyle of
their forefathers. They are quite disdainful of outsiders, though their trust
can be won, even to the point of acceptance into their tribes. They are an
easily offended group that will challenge if threatened or offended and are
also very exeptional warriors expecially while on their own ground. It is
advised that gifts are presented when visiting as a stranger and that the
proper order of conduct is followed when speaking with the tribesmen, speaking
first with the Gulakhans or Champion in order to recieve permission to speak
with the Ashkhan or Wise Woman.
I hope that you find this to your satisfaction and that your future dealings
may run smoothly. I have taken the liberty of sending along also a few related
documents that you may find useful.
Signed and Sealed, Luagar Anulam, Savant
Attatched Documents:
--The
Five Far Stars
--Words
of the Wind
--Nerevar
Moon-and-Star
--The
Real Nerevar
--Saint
Nerevar
--Notes
from Huleeya
--Nerevarine
Cult Notes
--A
Short History of Morrowind
--Vivec
and Mephala
--Before
the Ages of Men
--Ashland
Hymns
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