History of the Breed

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While the true origin of the Thalassier horse has been lost over the years, it is widely known that the breed has existed long before the registry was founded. Through widespread breeding the Thalassier became the prominent breed across the kingdoms of Velen, prized by common folk and warriors alike for their strength, loyalty, and unrivaled bravery. It wasn't until year 1342 of the First Age that the gilded king, Hreidar II, ordered standards be placed upon the breed to ensure purity - thus the registry was born.

It has been nearly three hundred years since the Thalassier breed was founded and since then it has become synonymous with the many cultures within Velen. The Thalassier has proven themselves to be an unrivaled warhorse, a stalwart companion, and a hard worker - even so far as to be claimed as the very backbone of civilization itself.





       Velen wasn't always as civilized as it is now. Much of the land was virtually untouched and inhospitable, our ancestors struggled just to survive let alone establish long standing roots. Winters were ruthless, claiming lives through the bite of cold or in the destruction of valuable crops. Spring was scarcely a friend either - as much of the land was patrolled, and still is, by slavering beasts and men who thrive on the misfortunes of others.  

       Such was life until the Druids, people of the forests, sought a means to end the vicious cycle and to utilize the earth itself to save their people. One particular elder worked tirelessly, his pursuits often yielding poor results though his determination never wavered. Others were more practical, but he knew the answer to their plights was the harnessing of the land itself. On a particularly warm summer morning, he hobbled down to the stream to fetch water as he was to do every morning - he saw in the shallow pools a deep red clay to which form was easily shaped by his hands. Forsaking his water skins, he scooped up as much of this clay as he could and set it upon a nearby flat stone.

       His fingers brushed over the silken earth in wonder, a tingling sensation coursing through his hands and up the length of his arm. The elder Druid picked up the clay and began to smooth and shape it. He did this for hours until upon the flat stone stood a clay creature to which he had never before seen with runes carved into the body - runes that almost seemed to move the longer the elder stared at it. However, that was all it was. A clay creature, no life, no purpose, and easily washed away by the very waters that helped create it. Despite the magicks he felt radiate off the statue he had created, the elder believed nothing more would come of it and gathered up his water skins to return home.

       The next morning, he wandered back down to the stream to fill his skins and upon the flat stone... the statue had shifted, if only slightly, and seemed even a little larger in size. Curiously, the elder inspected it - finding no answers save that someone else had happened upon it and had simply moved it in their own inspections. Yet, he gathered grasses at the streams edge and placed it before the clay horse and continued on home after he had filled his water skins.

       Each morning he did this and each morning he would find the grasses vanished and the figurine nearly double in size. Not only that, but in place of red clay... there was a smooth fur coat and a long flowing mane burst forth from the figurine's shapely neck. The elder continued his offerings until one morning - stood at the edge of the stream where his clay figurine had been, was a horse of such magnificence that the Druid took pause... for it was from the earth he had derived the very thing that would allow his people to live with the land rather than against it...

The scroll ends here, I am afraid. Much of the Thalassier's past, and that of Velen's beginnings, have been lost to us... eaten away by the passage of time. Of course, some would say that the start no longer matters but it is the future in which we must set our sights. Perhaps that is true... and that, dear child, will be up to you...








SEHRA
Goddess of Fertility, Rebirth, Hearth, and Nature

The most prominent goddess in all of Velen, Sehra oversees all living things and is responsible for fertility and the seasons (rebirth) as well as all of nature itself. Pay proper homage to her, and Sehra will bestow her bounty upon the faithful, granting extended fertility (more slots) and even twins or rarer still... triplets.

Every spring, the five kingdoms of Velen celebrate the goddess Sehra in holding a grand two week long festival in her honor. During these celebrations, Sehra may choose to bestow blessings upon certain individuals. If you send in a breeding note during the festival - you have increased odds of receiving more than one geno for that pairing (twins).



EIDOLON
God of Death and the Netherrealm

Information coming soon.



KYRUS
God of Wisdom, Knowledge, Politics, the Ocean/Sea

Information coming soon.



AHNIR
God of Warfare, Tactics, the Hunt/Hunting

Information coming soon.



VESI
Goddess of Art, Crafting, Mercantile, and Exploration

Information coming soon.



ESPHION
Twin God and Goddess of Mirth, Dreams, Magic, and Mischief

Information coming soon.








DYRHEIM
People of the Frozen North.

A warrior based culture, the Dyrheim value strength as the highest and most desirable trait or virtue. Living in the North where summer and spring only last a few months out of the year - they are predominantly a hunter-gatherer culture if they aren't plundering others for their supplies. Needless to say that as a whole, the neighboring kingdoms are not particularly fond of the Dyrheim, even if they are (politically speaking) allies.

Dyrheim attire is simple and function, typically consisting of furs and leather with the more wealthy adorning themselves with dyed wools and linens they've acquired through trade or raids. Finery is usually various golds and iron and almost always depicts their patron god, Ahnir or dragons, bears, and wolves - as they are considered the strongest of beasts in the natural world and many Dyrheim revere them.

These people can be a little rough around the edges but they are a proud people with deep seated traditions and a zest for life that the more delicate of races find to be a bit... unsavory. They love their mead and festivities, with loud festivals occurring regularly to celebrate anywhere from successful raids, to births, to even just a whim. The Dyrheim live life only by their rules and are not prone to conforming to anyone else's societal norms.

TYPICAL REGIONAL FEATURES
  • Complexion: Fair - Light Tan
  • Hair Color: Blonde, Light Browns, Reds
  • Eyecolor: Blue, Green, Hazel
  • Height: 5'8"-6'3" average


MIDDLANDER
People of the Valley.

Many Middlander nobility considered themselves to the superior of the six kingdoms largely due to the fact that the seat of power in Velen (where all the High Kings have lived) resides in the Middlands, the King's Seat - though it is separated from the main land by the Southern Sea. This often makes them out to be a rather conceited people in the eyes of the other kingdoms. However, they are largely farmers and ranchers with some of the most established Thalassier studs. Most Middlanders (the wealthy clearly excluded) live simple lives of hard work and living off the fertile land. In fact, Middlanders are not known for being particularly pioneering and most often remain in the kingdom for their entire lives.

Religion plays a major part in their culture and most have come to revere Sehra, the goddess of Nature, Fertility, and Growth. However, in recent years the Middlands have become one of the only places where all the main gods and goddesses of the pantheon are worshiped, at least in part, with temples or shrines in many of the larger villages or cities. Their clothes are simple wool or dyed linen, often embroidered - this embroidery being more elaborate the wealthier the person is. Jewelry is solely reserved for those with status and it is exceedingly rare to see a non-nobility with any finery.

TYPICAL REGIONAL FEATURES
  • Complexion: Light Tan - Medium Tan
  • Hair Color: Any
  • Eyecolor: Any
  • Height: 5'6"-6'1" average


ASILIRINIAN
People of the Golden Forests.

Often referred to as 'Children of the Forest', Asilirinians are all but synonymous with the woods - to the point that much of their civilization is quite literally in the canopies. Masters of woodwork, these people have managed to build entire villages and cities in and around the massive golden-leafed trees found throughout their kingdom. They find these trees to be sacred and as part of their culture they have found ways to incorporate them not just in the foundation of their buildings and homes but also as a means of defense; in fact, an Asilirinian archer is very rarely bested by even the greatest among the other kingdoms.

Myths have arisen that Asilirinians are actually wood elves, for their elaborate building styles, innate grace (likely from living from branch to branch!), and typically appearing to be delicate bone structure. These are just stories, however, as Asilirinians are actually descendants of an ancient Dyrheim clan who sought to settle the southern wilds for themselves and through time and intermingling have become the Asilirinian race. Some measure of this can be found in their physical appearance but is perhaps more noticeable in their stylized jewelry and druidic/shamanistic leanings.

An Asilirinian favors light flowing fabrics and leather above all else and day to day garb is usually simplistic, often being shades of green, browns, golds, and oranges. They are rarely covered from head to toe and do not shy away from showing a bit of skin - this skin often painted with dyes derived from the various plant life to be found there. During celebratory gatherings, however, these people are among the most elegantly adorned - their gowns so highly sought after that nobility of other kingdoms covet them - perhaps fueling the myths that surround them.

TYPICAL REGIONAL FEATURES
  • Complexion: Light Tan - Medium Tan
  • Hair Color: Any
  • Eyecolor: Any
  • Height: 5'5"-6'0" average


VAZEHANI
People of the Marsh.

A mysterious people, the Vazehani were virtually unknown and undocumented until shortly after the Thalassier registry was created in 1342. Inherently suspicious of outsiders, the Vazehani prefer to keep to themselves and were successful in doing so until Velen developed a more sophisticated political structure which forced them into a more public light. Most of Vazehan are still village and tribal based structures but Vazehani boast perhaps the greatest of architectural designs, in comparison to the other five kingdoms, with their grand stone-based step pyramids and vine-riddled and carved stone verandas.

Most Vazehani are incredibly spiritual and are typically practitioners of voodoo, hoodoo, and other tribal earth-based magics. It is not uncommon to see strange altars alongside their overgrown jungle and marshland roads, many of these altars consisting of painted skulls and other macabre decorations. As such, the more sophisticated kingdoms find the Vazehani to not only be disturbing but also a crude culture as a whole.

Standard garb is that of leather or cloth loin cloths, painted in elaborate tribal designs or with handcrafted beads and shells. Many Vazehani are heavily tattooed and each one depicts either their accomplishments or their faith. In fact, their history is mainly oral or quite literally carried with them on their skin and clothing. Jewelry consists of carved bone and ivory - with most of it worn in the form of piercings or talismans and pendants.

TYPICAL REGIONAL FEATURES
  • Complexion: Medium Tan - Dark
  • Hair Color: Browns, Blacks
  • Eyecolor: Green, Hazel, Brown
  • Height: 5'4"-5'11" average


ROTHENDIAN
People of the Mountains.

Sometimes considered a much more subdued variant of the Dyrheim; Rothendians were once merely Middlander and Dyrheim settlers and with time have melded into their own unique culture with a blend of traditions carried over by the other two kingdoms. Rothend relies heavily on trade but the southern Rothendian people do farm the land and fish on a small scale, so the kingdom is not particularly known for either trade skill. They are, however, superb hunters and trappers, often thought to be superior to all others - their main export being skins, leather, and other animal-based products.

Rothendian culture is heavily influenced by Dyrheim mysticism and druidry, much of their traditions are deeply rooted in all things pertaining to the earth and the mountains they inhabit. Their architecture is often simple and is carved, quite literally, into the land itself. Towns and cities are easily overlooked due to the fact that many of them are built into cliff faces, the mountains themselves, or in deep ravines and chasms. If a Rothendian does build a standard home, it is often stone and mortar with grass thatch roofs.

These people wear a mix of dyed fabrics and leather with only the northern most Rothendians relying on heavy furs for much of the year. Finery is minimal if not completely non-existent as most of them considered such decorations to be largely impractical. Instead, they favor intricate stonework and sculptures as a means to beautify their surroundings.

TYPICAL REGIONAL FEATURES
  • Complexion: Fair - Medium
  • Hair Color: Any
  • Eyecolor: Any
  • Height: 5'7"-6'2" average


IATAVARI
People of the Sands

The Iatavari are an extremely hardy people, surviving in a desolate and unforgiving desert - they know how to endure hardships almost akin to that of the Dyrheim. The dunes do not allow for much in the way of farming and so their civilizations are largely centered around the small amounts of water that can be found there where they trap wildlife as well as fish. They make the most out of the little that can be found in the desert and have perfected mud brick and sandstone based architecture to a stunning degree - making their cities not only unique but truly awe inspiring.

Due to the nature of the lands they inhabit, the Iatavari depend on trade for much of their food and other goods. As such they have become renown merchants and send their caravans as far as Dyrheim in order to peddle their fine silks, linens, jewels, and papyrus - as well as other handcrafted art pieces and statuary. Their clothing is often bright and elaborately detailed with vivid, intricate, patterning. Even the poorest of the Iatavari are generally dressed in beautiful silks and linens but the nobility are easily singled out by the sheer amount of jeweled accessories they adorn themselves with. The Chad (their king) often being so heavily decorated as to nearly prohibit movement altogether. Other kingdoms jokingly say that an Iatavari wears their wealth rather than entrusting it to a bank.

TYPICAL REGIONAL FEATURES
  • Complexion: Dark/Tanned
  • Hair Color: Black, Dark Browns, Blonde (Rare)
  • Eyecolor: Browns
  • Height: 4'11"-5'9" average







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