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#*puts your ancient in the wilderness* oops
creeket · 2 months
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Friend or foe, I wonder?
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terpia · 3 years
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Early Modern Drama Rec List (Non-Shakespeare)
So I just spend a year reading a lot of early modern drama and I thought I might as well put my degree to a good use and make a list of some of my favourite lesser known (i.e. not written by Shakespeare) early modern plays. All of these plays are in the public domain, so it should be very easy to find them online.
Comedies:
The Roaring Girl by Thomas Middleton and Thomas Dekker - a fictional story featuring a dramatized portrayal of a real person, Mary Firth, also known as Moll Cutpurse. Moll was a notorious pickpocket, wore a doublet and breeches, smoked a pipe, cursed, and was generally infamous for her 'mannish' behaviour. And she's a character in this play!
It is open to interpretation how positive the play's depiction of Moll really is, but she does play a very important role in getting the main pair of lovers together and ends the play happily continuing to live her life the way she wants, which is in itself pretty incredible. Overall, just a really fun read.
Galatea (or Gallathea) by John Lyly - a 16th century play that is both gay and trans??? Sign me up! In a village where the fairest virgin needs to be sacrificed to Neptune every 5 years (or he'll drown everyone), two fathers decide to disguise their beautiful daughters as boys and hide them in a nearby forest. While wandering around the forest the two girls meet and, falling for each other's disguises, fall in love. In the end (spoilers for the ending, but this is not exactly a play you read for the plot, lol), Diana stops Neptune, the two girls find out each other's true identities and decide they're still in love, and Venus turns one of them (we never find out which one) into a boy so that they can get married.
As must be clear from this summary, this comedy plays around with gender a lot. To add to the gender cocktail, remember that the two girls would have been originally played by boys. Although the ending was seen as heteronormative by early queer critics, the emergence of trans criticism within queer theory has led to a lot of interesting readings of the play. Well worth a read.
(also, if you have a device on which you can play DVDs and some money to spare, consider buying a DVD of the Edward's Boys production of the play. Edward's Boys is a group that replicates the format of early modern boys' companies, with all roles in their productions being played by boys. I will admit, when I bought a DVD of their 2014 production of Galatea, I expected to watch a glorified high school performance, but it turned out to be so good. All the boy actors were amazing, way better at performing Shakespeare than a lot of Hollywood actors. This just straight-up felt like a professional theatre production, I highly recommend it.)
The Knight of the Burning Pestle by Francis Beaumont - I don't even know how to describe this play other than 'fantastic and fun'. A meta-theatrical city comedy, which starts with a pair of audience members (who were actually two dressed-up boy actors from the boys' company performing the play) jumping onto a stage and demanding to see a different play than the the one being set up. Things get only wilder from there.
A genuinely really funny play. I don't know of anyone who has read it and hasn't immediately loved it.
The Sea Voyage by John Fletcher and Philip Massinger - one of the least well known plays out of this list, which is unfortunate because this play is really fun. Short and sweet, it's a story of a bunch of (surprisingly honorable) pirates, who get shipwrecked on an island inhabited by a tribe of Amazon-like women. Predictably, hijinks ensue. An interesting look into early modern gender relations (apparently the main reason why living without men would be difficult for women is because of how horny they would get? I think Fletcher and Massinger need to take a lesson or two from Lyly).
The Alchemist by Ben Jonson - want to see three assholes con a bunch of idiots in increasingly ridiculous ways? Then this is the play for you.
Jonson's city comedies, which satirize the people of early modern London, tend to be much meaner in tone than Shakespeare's comedies and the other comedies on this list, but in many ways, that's what makes them fun. Viciously clever and at times really funny, there's an edge to the writing that makes it very entertaining. I had a lot of fun reading this (Jonson's Epicoene is also great, if you want a comedy that's even meaner and also has some very questionable gay stuff in it).
Tragedies:
Doctor Faustus by Christopher Marlowe - probably the most famous non-Shakespeare early modern play, and for a good reason. It has everything; pacts with the devil, a melodramatic anti-hero protagonist, homoeroticism (I mean of course, it's Marlowe), and a suitably gory and tragic ending. What more can you ask for?
The Tragedy of Mariam by Elizabeth Cary - this play is more interesting than fun, but I think it's still well worth a read. It's the first original play written in English by a woman. The play takes place in ancient Palestine. It looks at the way Mariam, a Jewish queen, reacts to the news of the death of her husband, the tyrannous Herod (yes, the baby-killing guy from the Bible). Most people seem to be relieved. Except oops, Herod is not actually dead.
A fascinating look at gender ideology in the early modern period, with the play centering around the conflict of a woman who tries to live up to the ideals of a perfect wife and woman, while stuck in a marriage to a tyrant. This play would also be a great read for anyone interested in how gender and sexuality intersected with race in early modern England, because this play uses a lot of racialized language to describe women.
The Duchess of Malfi by John Webster - a classic revenge tragedy. A recently widowed Duchess wants to marry her steward, but her asshole brothers throw a fit. Intrigue and death ensue. At one point a fake wax hand and some fake wax corpses appear on stage.
This play basically reads like a good thriller. Fucked up in a way that only an early modern revenge tragedy can be, this is a fun and thrilling read.
The Changeling by Thomas Middleton and William Rowley - speaking of fucked up. If you're planning to read it, be mindful that this play contains sexual assault. It's a story of a young noblewoman called Beatrice, who wants to get rid of her fiancé after falling in love with a visiting nobleman. To do it, she enlists the help of her villainous servant De Flores. Things end up going extremely badly.
This play can get very uncomfortable at times, but just like The Duchess, it's as gripping as any good modern thriller. Very engaging. The ending is as engrossing as it is stomach-churning, although probably not for the reasons it was originally meant to (reading criticism about The Changeling, it is genuinely shocking and disheartening to see how long it took for critics to start addressing the clear issues of consent in the play). The story also includes a bizarre virginity test that uses a potion which makes you drowsy or which makes you sneeze and laugh depending on whether you had sex or not, so hey, at least that's fun?
Antonio's Revenge by John Marston - ok, so this is definitely the least... good of the plays I've recommended so far, but listen. Do you like trainwrecks? Do you like violence so over-the-top that people to this day wonder whether it's actually supposed to be a parody of the revenge tragedy genre? Are you looking for a reading experience that will make you go 'what the fuck' throughout? If so, this is the play for you!
Very much in the so bad it's good category. Ridiculously gory. The only thing that makes it better is knowing that it was originally played by children (on a related note, I haven't seen this production, but I know that this play has also been played by Edward's Boys). If you like horrible, gory horror movies, you'll probably enjoy this play.
That's it for now! Hopefully at least a few of these plays catch your interest.
Btw, LibriVox, which is an organisation that makes public domain recordings of public domain texts, has most of these plays available as free audiobooks, if you're interested!
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honourablejester · 4 years
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Ideas for Dragons (D&D)
Or rather, thoughts on characters-who-are-dragons-in-(sort of)-disguise. Assuming that all ancient dragons have the ‘change shape’ option, metallic or otherwise, because it’s more fun that way. Sprinkle secret dragons everywhere! Why not? Also, bit lenient on the alignment here.
White
Keywords:  feral, primal, vengeful, with long memories
Thoughts:  Whites in disguise will be independent forces in the world. The wilderness dragons. They’ll have personal goals and points of pride. They’ll be your lone ranger seeking vengeance against a hated enemy. Your fearsome druid seeking to drive out invaders from their pristine wildernesses. Or, perhaps, your barbarians, warrior kings and queens, carving out their own territories. Quite likely to only nominally be ‘in disguise’, unless they’re really trying not to draw attention to their weakness/enemy. The pirate/whaler queen based in an iceberg shanty town, the proud spear-fisher challenging strangers to beat her, the capable outlander in a western. Heh.
Gold
Keywords:  aloof, grim, reserved, dedicated foes of evil
Thoughts:  Weirdly, I’m kind of liking gold dragons for rogues? Spies and spymasters. ‘Rarely does a gold dragon in disguise reveal its true form’. What I’m getting here is that golds in disguise are professional about it. They go undercover to hunt out evil. I know golds are usually seen as paladin material, and they definitely work as weary knights, but I’m liking the lawful rogue here. Add in aloof, grim, and you’ve a lovely set up for the stoic spymaster sending people to live and die in tyrannical empires and evil cults, or the grim spy going in themselves. Golds are the dragons you meet when you’re chained in a dungeon, or the one you’re taken to meet when you escape.
Green
Keywords:  cunning, manipulative, ambitious, intelligent
Thoughts: I’m guessing it’s the association with envy that makes green always the cunning ambitious colour, but hey, we’ll work with it. Greens in disguise are your wizards, your courtiers, your merchant princes, your ‘legitimate businessmen’. Your Petyr Baelishes. Anyone in a position to pull strings and topple dominos and thrive on chaos. La Voisin. The courtesan, the poisoner, the palace physician. Also, greens feel like they’d have multiple disguises on the go at once. What people think are four separate NPCs are actually one, and she’s gently wheeling five or six factions into her grasp, for good or for ill. Honestly, greens are great.
Copper
Keywords: cautious, tricksy, miserly, hospitable
Thoughts:  Couple of directions coppers can go, depending on whether this is a whim or if they have an enemy. They’ll either be the once-off, amusing-to-aggravating encounter, enough to tweak some noses and teach some lessons, in which case they’ll be much louder and more cheerful about things, OR they’ll be in much deeper cover and likely covering a long game with humour and a more subtle disguise. Bards and rogues. They can play spies as well as greens and golds. But I like the hospitality as a defining feature. A copper undercover as the most dangerous gang lord you ever saw will still have impeccable manners. (Coppers are basically fey)
Blue
Keywords:  dramatic, patient, methodical, vain
Thoughts:  Aristocrats to the core. Blues strike me as basically vampires? Lestat de Lioncourt. Patient, fond of the high life, dramatic as a thunderstorm when riled. When you look at a blue, you know there’s something off, something predatory, but not exactly what. Blues will be regal, noble, well-connected. Smart about alliances. Like whites, they’ll have a list of people who’ve ticked them off, and they’ll take their time returning the favour, but unlike whites blues will be indirect about it. Ambush predators, and dramatic ones. They’ll set up something truly notable. Patient and dramatic. The worst sort of enemies. But excellent friends if pointed at mutual foes.
Silver
Keywords: friendly, benign, fond of history, prone to attachment
Thoughts:  Innkeepers. Back alley healers (the ‘helping the poor for free’ kind, not the ‘shady as hell’ kind, though you never know). The uncle or auntie in the village that everyone knows and no one is entirely sure of the age of. The lovely, nice, friendly old lady who would never hurt a fly but wicked people who come to the village tend to walk away rather thoughtful after sitting down to tea. Or, you know, don’t walk away at all. The librarians, teachers, bakers, healers. The most normal-seeming, right in the thick of it, but often slightly forgetful when it comes to how long their ‘disguises’ are supposed to be able to stay alive. Ah. Oops?
Black
Keywords: paranoid, brutal, survivalist, ‘do unto others before they do unto you’
Thoughts:  Guerrilla warlords. We’re back out in the wilderness. Run and hide and strike where your enemies are weakest. Disguise yourself to find out where they’re weakest, who is your enemy now and who will be your enemy later. Rebels and outlaws. I like the link to crumbled civilisations. If you want a more ambiguous black, you can have them championing a dead kingdom against a foreign invader (for given values of ‘foreign’ depending on how many centuries on this is). Blacks are your outlanders, unwilling to accept any dominion but their own, hardened and vicious when maintaining their independence, paranoid about where the strike will come. Blacks are hard-edged, the allies you really need to work to keep good, the enemies you need to hit hard and hit now.
Bronze
Keywords: daring, warlike, nautical, rebels in search of a cause
Thoughts:  Well. Rebels, to start with. Again. Consulting heroes. Les Amis from Les Miserables. Odysseus. Though bronzes can be patient and like to be fully sure who’s done what and when and why before they start swinging, they really don’t hesitate from that point. So, like whites, often they’ll only nominally be ‘disguised’. They’ll be bold and daring and in-your-face, unless they’re actively on a mission that needs secrecy. I feel like they tend to use whatever form is most useful for the moment, and don’t tend as much towards long-term covers. They’re good students of history, though, and effective at what they do. If a bronze is well-established, they’ll be a respected leader.
Red
Keywords:  proud, territorial, explosive, obsessive
Thoughts:  Reds are very … wizardy. Classic tower wizards, I mean. Isolated, explosive, unhappy about conversing with inferiors. Etc. But they’re also curious. They don’t want to be left behind, or become obsolete. So they’ll disguise themselves as something well-respected, important, unlikely to be challenged. Nobles, yes, but also academics, emissaries, foreign dignitaries. Historians. Treaty-makers. Archmages. Reds want to be the linch-pins, the fulcrums around which the world turns. They can be very valuable if you manoeuvre them into the right places, but don’t put them anywhere you wouldn’t be comfortable putting sweaty nitroglycerine. They will go boom eventually.
Brass
Keywords: curious, gregarious, conversationalist, craving stimulation
Thoughts: Merchants. Straight away. Peddlers, merchants, coffee house proprietors. Innkeepers, too. Anywhere that’s gossip central. Anywhere that sees objects and curiosities from around the world. Certain stripes of academics as well. Brasses won’t be spies like greens or golds, even coppers or blacks, they won’t be collecting things for a cause, but they might sell information afterwards for their own amusement. Collecting whatever’s shiny, passing it on to whoever’s interested. Might play cheerful games of one-upmanship with other information brokers. Assets to everyone, but beholden to no one. Reactive if tricked or feel like they’ve been used badly, though. Brasses make good neutral, independent, ambiguous contractors.
Just … throw in lots of dragons. Dragons are always a fun surprise! Ancient, wily serpents steering the world or local events in varying directions. Have a world where anyone you meet could be a dragon! Dignified nobles, fearsome rebels, motherly innkeepers, travelling merchants, tired functionaries, annoying children, proud survivalists, touchy emissaries, old soldiers, cunning brothel keepers, the gossipy old biddy on the corner …
What is life without the idea that just about any of them could suddenly sprout wings and breath weapons and a lot of teeth very suddenly in your face? Heh.
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centeris2 · 4 years
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Jorvik Divined Bingo pt. 4
Featuring Mountain, Fire, Waterfall, Crown, Chest, Direction, Breeze, and Swan.
Mountain - Which race is the most difficult for you?
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The New Hillcrest race was by far the worst first-try experience ever. I did it on Midnightwarrior, a starter, with the best mood and good tack and everything and it was a nightmare, I remember nearly rage quitting multiple times due to the punishing times and the multiple swimming parts starting me over. Not to mention a single mistake and you have to restart, there is no room for error. I can do it just fine now, but I failed that so many times and I probably would have just left it for another day if it wasn’t part of a quest line. 
Fire - Show us something you made inspired by the deck.
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I mean what else are all of these for xD
Waterfall - What kinds of places do you go to relax? 
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In all seriousness, there isn’t a particular place where I feel “relaxed” on Jorvik. I enjoy places that don’t have other players, or quests/areas that hide all over players, or generally quiet servers. If I want to be social I’ll seek it out, but often times SSO is my relax/quiet place. I suppose I could have gotten a screenshot of me muting chat xD. Sometimes me relaxing is putting on music or a podcast and training or digging, just something mindless.
Crown - What was your proudest accomplishment on Jorvik?
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I found all 100 spiders in under 24 hours. Fear me.
Chest - Create a treasure you think is in Jorvik’s museums. 
Okay I’m not arty so sorry no art. But I’m sure there are tons of odd pre historic relics, tools and whatnot that have odd runes etched into them. And, going with my headcanons, probably a lot of unexplained stuff that rightfully shouldn’t be found on Jorvik, tools and styles that come from all over the world but are dated to be prehistoric Jorvik. Things like bits of pottery with ancient Greek, and tombs that have Celtic imagery but have Egyptian style art, and masks that resemble ancient Mesoamerican gods. These no doubt make the Ancient Alien Theorists go crazy and support their ideas of a global economy/network system, with all these cultures apparently meeting and mingling on Jorvik because they did. They’re probably wrong... or maybe they’re right...
Direction - Create a brand new Jorvegian rune and its meaning.
Again not arty so no art for this. This is also kind of difficult because I don’t actually know what all the runes are, so I don’t know what is missing and what already has a card assigned to it. For my headcanons though, an important rune would be something like “Hands”. In its most simple version, it’s one line angled down and another angled up, reaching for each other and both bent slightly part way, in more detailed it’s a hand reaching to help another one up. In my headcanons being welcoming and helpful is the cornerstone of Jorvik culture, as for hundreds of years people arrived on Jorvik thanks to Aideen’s direct actions to save them and bring them there. People from all over the world who had no hope, who were going to die, lost in the wilderness or the ocean or exposed to the elements, suddenly brought to Jorvik where they were cared for and joined the population there. Aideen’s only real rule for her island being that you were saved by my kindness, so you should save others with yours. Assimilation and mixing of culture and language was important, kindness was to be repaid and paid forward, so the symbol of helping others would be incredibly important to the old culture of Jorvik. I’m sure there is another rune that already matches up ‘welcoming’, ‘kindness’, and ‘mercy’ though. Oops.
Breeze - What kind of rumors have you heard about Jorvik?
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Where is the nail salon James? I didn’t want one, I didn’t ask for one, you’re the one who kept saying it was happening. You kept mentioning it for years, saying and promising and swearing there would be a nail salon. Where is it James??? Where is it???
Swan - How do you envision Jorvegian dressage?
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Mechanically? No clue. Maybe a sort of rhythm game? Have to press the correct keys in the correct order/timing in order to perform the move? Or an updated version of how it was done in previous games with the arrows and point system?? In Game context it’d be the same as dressage anywhere else, wouldn’t it? Be weird to have Anne competing on an international level if she was raised on Jorvegian Dressage and it was somehow different from the rest of the world.
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moodybidoof · 5 years
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The benefit of being stuck in the suburbs is I finally got around to answering this questionnaire. It’s really long and unedited and I don’t expect anyone to read it lol, but it was fun to do. 
If nothing else you should look at the question “What stories does the clan have with moral lessons?” bc I literally just copied my favorite childhood fairy tale and it’s raw af. 
Where in Thedas does the clan reside?
Until relatively recently they stayed close to the Frostback Mountains, mostly towards the south near the Arbor Wilds. During a lean winter in 8:82 Blessed, while settled in the Frostback Basin, they were attacked by a group of Avvar warriors who aimed to appease their gods with a live sacrifice. Several of the elves were killed, including the clan’s Second, and the Keeper was seriously wounded, so Marethari took charge and had them flee into the eastern lowlands.
They moved around the Korcari Wild and Brecilian Forest up until the start of the Fifth Blight, when they took a ship to the Free Marches and, as we all know, got stuck outside Kirkwall for years. After Marethari’s death and the chantry explosion, some of the clan members joined up with Merrill and the Kirkwall city elves to get to safety, and they continue to use the name Sabrae for their hodgepodge clan.
They stayed near Kirkwall and were offered a permanent home outside the city by Viscount Tethras in 9:44 Dragon - a gift for aiding in the reconstruction of the city.  
What are the dangers of living where they live?
The Veil is thin around Sundermount, though that’s not so much of a problem as long as the clan is careful. Templars and apostates were obviously an issue soon after the chantry explosion, and not long after that there were red templars to deal with. Forces from Starkhaven also tried their hand at conquering the city, and all this chaos attracted looters, bandits, and the like.
Needless to say, things were a mess for a while.
Nowadays they still have to worry about the creatures that share Sundermount with them, but things have calmed down considerably. The biggest issue is finding game to hunt. The clan had already been in the area for several years and they're competing with the indigenous predators of the Vimmark Mountains. Also, the whole thin Veil issue was only exacerbated by all the death and magic that dominated Kirkwall for the last almost decade.
What are the benefits of living where they live?
In the years after Corypheus’ defeat, Varric’s boone to the elves went a long way to normalize their presence and give them the recognition they deserve, and of course they also have a friend in Guard-Captain Aveline. All things considered, the clan has very much made itself part of the city in a way that few elves of any origin have before
Since Kirkwall has once again become a trading hub, Clan Sabrae has access to goods from all across Thedas. Also, they’re settled right near a trove of ancient elven artifacts.
In what ways has their location shaped their culture and way of life?
Like I said before, they’re a part of the surrounding community to an extent that’s really unique to Dalish elves for sure, and even city elves; probably the only thing that’s comparable is Wycome’s city counsel, after the Inquisition got involved there. Many of the clan members are former city elves, so they still keep up close relations with those that chose to remain in the Alienage, and the clan is more attuned to the problems of their city cousins. It won’t be a surprise if within a generation, the Dalish children of Clan Sabrae grow up hearing a mix of traditional and modern elven stories.
Going back a bit, living in the Frostbacks for so long created a culture very much focused on preparing for the worst. They farmed and hunted when it was warm, then pickled and tanned anything they didn’t immediately need for the winter. If push came to shove, they would trade with trusted Avvar clans. Resources were scarce so they were very practical about how they used everything, and while they encouraged resourcefulness, they avoided anything that seemed like an unnecessary risk. There was a certain way of doing things, so that was the way it was done.
Halla can’t survive in the cold climates of the Frostbacks, so the clan hearded and bred harts instead - greater frostback elks, specifically - to use as draft animals. They didn’t start keeping halla again until they settled further east.  
The wheels on their aravels could be switched out to sled runners.
Living near the Avvar and then in the Brecilian Forest meant that the clan had up close experience with spirits and hedge magic. Prior to the incident with Tamlen and Mahariel most of the clan members had a healthy suspicion of such things (for example, traditionally putting up wards in the doorways of their aravels and around camp to guard against spirits) but it wasn’t something that was taboo either. In fact, it wasn’t uncommon for the mages to create and work with docile sylvans to aid and protect the clan.
They knew many stories about ancient elven magic and old myths about Thedas’ wilder places, but after Marethari became Keeper she began telling those stories with a darker edge to them. After the Avvar attack, a trek through the Fallow Mire, and run in with feral sylvan and other demons, her view of wilder magic was tinged with fear - and then there was the incident with Tamlen and Mahariel. Marethari’s time as Keeper shifted the clan’s culture, but Merrill is trying help them shed their fear of mysterious magic.
Have they always been here, or did they come from elsewhere?
Oops I already wrote their whole story in the first question. So yeah, they’re from the Frostbacks originally, then southern Ferelden, before settling where they are now.
If so, where were they from before, when did they leave, and why?
Long story short, Avvar attacked the clan, the Keeper was injured and the second killed so Marethari had to make split-second decision as the clan’s First and lead them into the lowlands to the east. They traveled towards through the Korcari Wilds, where Marethari tracked down Flemeth and made a deal with her to secure the clan safe passage. They moved around the Wilds and the Brecilian Forest for almost 50 years until fear of the Blight and mounting suspicion from local Templars forced them north.
Are they nomadic? Semi-nomadic? Or do they have a permanent settlement? How has this affected them?
They used to be semi-nomadic, staying in roughly the same area but moving around enough to make sure they wouldn’t overuse the resources in one place or outstay their welcome with any nearby human settlements. Especially when they were in southern Ferelden, they were dogged by rumors of walking trees and “demon elves” (which weren’t entirely untrue), which attracted attention from the Chantry, so they had to make sure the Templars never caught up with them. This was just all the more reason for them to be as practical and cautious as possible, especially around the Chantry.
Their hunters had seen anything and everything you could think of; lurkers, giant spiders, demon trees, templars, the walking dead - you name it and they’ve probably had to fight it while they traveled through some of the weirder parts of Thedas. As a result, most of the clan members are trained to fight in some capacity, just in case.
They’re still getting used to having a permanent home now. Even the original Sabrae clan members among them have been around Kirkwall for ages at this point, but being in limbo is very different from settling in for the long haul. Though they are an independent settlement, they’re fairly involved in what’s going on in Kirkwall proper and obviously have strong connections with its people.
If they are nomadic/semi-nomadic, what are their migration habits like?
While they lived in the Frostbacks the clan moved as the weather changed, going further north in the winter and back south in the summer. They followed wild harts to ensure they always had game to hunt and pastures for their own animals. While they were settled in for a season they would set up tents covered in furs and skins to provide space to rest outside their aravels.
They ended up moving more often when they starting living further east because the land was far more unpredictable and they had to make sure they didn’t attract attention from any nearby human settlements. As a result they mostly lived out of their aravels and clearly had two types - ones to transport stuff, and ones that were homes.
In what ways does the clan sustain themselves? What do they have for resources, and how do they acquire/use/maintain them?
The nearby caves are full of nugs, mushrooms, and various ore, and even the giant spiders and deepstalkers can be used for the webs, venom, and scales.
The mountains themselves are home to august rams, hares, coyotes, and black bears, which provide the clan with meat, furs, leather, and (in the case of the rams) horns which can be carved into most anything. There’s also plenty of herbs and flowers native to the area, including a clearing of ironbark trees not far from the camp, which is of course an incredible resource.
In a pinch the clan could also always send a hunting party to the Planasene Forest or simply peruse the Kirkwall market stalls.
The problem is that almost everything in and under the mountains is dangerous, so scouts and hunters try to prepare themselves for anything from wild animals to darkspawn. Though, ideally, they won’t have to fight at all - instead preferring to use traps, poison, and stealth to their advantage. Clan Sabrae also has an abundance of mages from the fallen Circle, and having a magic on your side always makes things a little easier.
Imagine a spirit looking down at their site. What would they see?
Banners hung from stones at the city-side entrance to the camp, both a welcome and a warning to those arriving for Kirkwall. It’s a familiar shade of red, emblazoned with the white face of a halla.
Large aravels wrapped around the edges of an alcove in the mountain, forming makeshift walls. Some are flat-topped and covered in warm furs and skins; others look more like the landships humans expect to see, their red-orange sails wrapped tight for now. The camp itself has grown since the elves first arrived in Kirkwall, expanding further into the VImmark Mountains to accommodate the elves who’ve arrived from cities, Circles, and other Dalish clans. You can see from their mismatched clothing and the number of bare faces among the crowd that these elves all come from very different backgrounds, but the atmosphere of the camp is undeniably warm.
A shop is set up, where an old elf is chastising his young apprentices for the way they’re handling their ironbark tools. A red-headed elf sits among the halla, who’ve been penned just outside the camp; she looks at them like they’re her own children. A hunting party armed with wooden bows and ironbark blades returns from their adventures further into the mountains; they leave their catch - a deer - with another elf, before settling down by the campfire to listen to the stories a harhen is telling. The world was turned upside down, and these hunters know they must protect their clan from much worse than wild animals, but for a moment, in this place, they are safe.
What is their typical style of dress?
Furs and leather to keep them warm and protected, but otherwise it’s a hodgepodge. There are elves from all over that have joined the clan, and while a Circle mage might not want to keep wearing her robes, it’s easy enough to use to reuse the fabric and turn it into something new. They wear more shem-style clothing than you’d expected from a Dalish clan, but it’s all layered underneath typical elven armor, embroidered with elven style patterns, and tailored to better suit their tastes. Also, they wear closed toed shoes! They live on a mountain, they can’t just walk around barefoot.  
What are their interactions/relations with outsiders/other Dalish like?
Like everything with this clan, it’s a mixed bag. They’ve welcomed elves from all over and even helped human mages, plus Keeper Merrill is obviously pretty on top of what’s happening with people in Kirkwall, so the clan itself is pretty open to outsiders but that doesn’t mean everyone is comfortable trusting shem yet, or that the shemlen are thrilled to have a Dalish clan right outside the city. If nothing else, the arrangement’s been good for trade.
As for other Dalish, there’s some tension there. Word has spread about Marethari’s death and Merrill’s eluvian, and while some people are thrilled to Clan Sabrae to share what they’ve learned at the next Arlathven, others seem to think that there might be some truth to the rumors of demons in their midst. There are also clans that disapprove of how many city elves they’ve taken in, but that’s something the clans have always disagreed about.
If strangers were to approach them, how do they react?
With a welcoming smile and dozens of elven arrows trained on the stranger from afar. Like their Keeper, the clan is warm and friendly, but they’re not naive. In addition to the usual dangers that the Dalish face, they’ve also had to deal with people looking for apostates among their ranks or elven servants who’ve been “stolen” from their homes, and obviously Clan Sabrae isn’t going to give up anyone who comes to them for protection.
What are their interactions/relations with each other like?
Like any family, there’s ups and downs. 8P
It was rough at first. After Marethari’s death the clan was leaderless, and those that chose to stay near Kirkwall did so mainly just because they had no idea where else to go. Even more fled after the Chantry explosion, and not all who stayed to help the city were willing to work with Merrill until it became clear that no one else could be the leader she’d become. It was hard to hold on to their fear of her when they saw her risk her life to protect them and the city elves; saw in her the familiar young woman many of them had grown up with, more willful and loving than ever - not some abomination.
There’s still some tension around the mages, and of course arguments arise around day-to-day cultural differences but at the end of the day they’ve all got each other’s backs.
If a clan member wanted to leave the clan, how do they react?
There’d be a kerfuffle as they said their goodbyes and the clan would send them off with some supplies for the journey ahead, but no one’s gonna stop them. At this point they have a lot of elves coming and going, but even clan members who’ve been around forever are always free to leave if they wish.
What roles does the clan have, and what do they consist of?
Ofc there’s the Keeper, with her First and Second.
Master Illen is the master craftsman, and he trains many apprentices in creating armor, weapons, aravels, furniture, and even overpriced trinkets to sell to shemlen. After living so close to Kirkwall for so long they’ve started sending dedicated merchants into the city, many of whom are former city elves. With more mages in the clan they’ve also started enchanting amulets and such, though they mostly keep those for their hunters.
Maren is the head groom and Halla Keeper, and there are others who tend to the horses and mules they now keep as well.
A Hearthkeeper tends to things at home along with many of the other haren, keeping watch over the young children while their parents go about their daily duties.
There’s a healer whose versed in both healing magic and herbal remedies.
In recent years two Master Huntsmen have taken up training everyone in the clan to defend themselves, in addition to running more intensive drills with the hunters and scouts. There are always guards posted around the camp at all times - day and night - and those who venture from the camp always travel in tight-knit groups. The clan’s Second has also become involved in training the hunters who are mages, taking special care to make sure they can defend themselves against templars (both human and red).
How many people are part of the clan on average?
About 40 and growing. They’ve been stationary for a long time, which made it easy for other elves to find a join them. While many members fled after the Chantry explosion, new elves joined them seeking protection, especially mages who were fleeing the Gallows. Now that their home has been officially recognized by the Viscount they’ve attracted that much more attention.
What is the history behind the formation and building of the clan?
Sabrae was an elven lord during the time of the Dales, and a friend of the Emerald Knights Mahariel and Talas. During the Second Exalted March, Sabrae and Talas fled into the Arbor Wilds, leaving Mahariel and the other Emerald Knights behind to fight in Chantry invasion. As the Andrastian forces moved even further south, the newly formed clan continued into the Frostback Mountains.
The clan is obviously named after Sabrae, and Talas’ ancestors remained with the clan right up until recently; the line ended with Marethari. (Mahariel went on to found a different clan, where Mahariel’s name and mother are from. The ancient history between the clan founders is part of the reason why Mom’s elders didn’t want her to be with the Keeper of Clan Sabrae.)
What stories does the clan have with moral lessons?
The Halla and Her Three Kids, a fairy tale in which a halla mother goes out to forage, and warns her children not to leave the aravel while she’s away. She sings them a song and tells them to only open the door when they hear it. A servant of the Dread Wolf hears this and uses his wicked magic to change his voice and trick the kids into letting him in - only the youngest child is clever enough to be suspicious, and he hides while his two brothers are gobbled up.
When the mother halla returns she’s of course devastated, but her grief and rage are a powerful motivator. She calls upon Mythal as both a mother and as one seeking justice, Falon'Din to guide her lost children, and thanks Sylaise for keeping at least one child safe - and then she and her youngest begin to work on a trap.
The mother cooks a rich meal, and sets a special seat over a hidden pit, which is filled with embers and slow-burning firewood. She then invites the wolf to come to her home and mourn with her, as if she doesn’t know he is to blame. As he eats the chair grows heavier and heavier, until it collapses and he falls into the fire below. As he burns and pleads for his life, the mother tells him that she does as the gods have taught her: “a death for a death and a burn for a burn”. She and the child then finish off their enemy with a stoning, and all the halla in the clan celebrate with a real feast.
(This is an actual story I grew up with.)
What legends does the clan have about their people/history?
Clan Sabrae tells the story of a skilled hunter named Harralan, whose clan once lived in the Brecilian Forest. Harralan was arrogant and full of anger; he resented the life his people lived and dreamed of returning to the days when his people ruled cities and nations of their own. Though his wish was understandable, he thought of little else and allowed his heart to be clouded by his bitterness; so full of hate was he, that he attracted the attention of a rage demon.
The demon transformed him into Mythallen - a child of vengeance. Though he espoused concern for the future of the People, and for the injustices they have suffered, in truth he understood nothing of sympathy, compassion, forgiveness, or true leadership. Instead, he enslaved, yoking others to his revenge, transforming them into little more than weapons, extensions of his will.
The clan was able to destroy Mythallen, but too few of them remained to continue on as one. The remaining elves joined other clans, while their dead were remembered in legend.
How do clan members spend their leisure time? What do they do for fun?
They’ve picked up some games from humans - Wicked Grace being a particularly popular one. They also have their own gambling game that involves a four sided top, and some clan members have started combining both games.  
The harens don’t like it, but rock climbing is becoming the entertainment of choice for the younger members of the clan.
Also, reading! Many of the mages brought books with them from the Circle, plus Clan Sabrae now has unprecedented access to books that human and dwarven traders brought with them to Kirkwall.
What kind of laws/rules does the clan have?
Aside from the obvious, “be a respectable member of society” stuff, hunters and craftsmen are taught to respect the balance of the land and to use every part of the animals they hunt.
Everyone has a job to do, and every job is important. Whether you watch the children, whittle trinkets, or are the Keeper, every role is equally important to the survival of the clan.
Members of the clan are obligated to give mythvhen - a word that literally translates to righteousness, or righteous heart. This means to help others simply for the sake of helping, without receiving or expecting any recognition in return.
There are all sorts of rules associated with specific holidays and religious practices.
If a clan member breaks these rules, what punishments are there?
Depends on the severity obviously. A scolding from the Keeper (and probably every hahren, just for good measure), extra community work, exile at the worst. Unless something really terrible happens, the focus is less on punishment and more on understanding why the rule was broken, and explaining to the clan member why it’s important.
What is the clan’s culture surrounding birth?
During the first three months of pregnancy, couples and the healer won’t tell anyone else about the birth, to protect the baby from the evil eye. Even after the pregnancy is revealed, parents won’t even discuss naming the baby and nothing is prepared aside from what the child will need right after it’s born (so no toys and things like that).
Wards on the family’s aravel should be inspected, to make sure that spirits are being kept out.
A mother usually prays more often to Mythal, and a father to Elgar’nan. They pray to Sylaise to make their home safe and welcoming, and Andruil to keep the Dread Wolf at bay.
The birth itself is a joyous occasion, and the whole clan gets involved. A week after the child is born, the clan celebrates with a feast and welcomes them into the family. This is when the child is named, and the Keeper will say the first prayer for them using their new name, asking each god to watch over them.
What is the clan’s culture surrounding death?
When a clan members dies, the burial process begins immediately.
The dead is covered until they are with the Keeper, at which point they are uncovered and washed with water from a mountain stream. They are then dressed in simple burial clothing - white cloth, nothing more - and a sash is wrapped around their waist and tied in a way that represents the god of their vallaslin. (If they were too young to have been tattooed yet, the sash represents Falon'Din.)
From death until burial the dead is never alone, and those with them regularly recite prayers to Falon’Din, asking for safe passage into the beyond.
No more than a day after the death, the body is brought to the graveyard at the top of Sundermount and laid to rest alongside their ancestors. A tree is planted to mark their grave, and the Keeper asks Mythal to watch over her people even in death - the prayer directed towards the statue of Mythal that stands in the graveyard.
The deceased’s family mourn for a week, rarely leaving their aravel and putting vanity aside to allow themselves all possible space to grieve and process. Clan members will take care to bring them food and drink, keep them company, and take over their daily duties. After the week is up they return to work, but of course the clan is mindful of the pain they are still feeling.
What are the most monumental parts of life for clan members?
Receiving their vallaslin is an obvious one, as it means they are now an adult in the clan’s eyes. Young elves spend the day in contemplation, meditating on which vallaslin is most suited to them. Once they’re ready, they will wash and purify themselves, then don a traditional shawl that has likely been passed through their family. At sundown the Keeper will begin applying the vallaslin, during which time the young elf must make sure not to make a sound.
In what ways does the clan honor and revere the Elven Pantheon?
In every way? Lol
By which I mean, there are prayers for literally everything. Before a hunt, after a hunt, when skinning an animal, when purifying a home, when setting magical wards, when eating a meal, when making an herbal remedy. A prayer for an elven birth, a different prayer for a halla birth. A prayer to keep a secret, and a prayer to reveal hidden knowledge. And so on.
Some are longer than others, some are more formal, some are made up on the spot, but the gods are woven into everything. The clan doesn’t pray with the intention of being heard, but they want to acknowledge their heritage and give thanks that they can carry on these traditions.
What practices does the clan have in regards to vallaslin? How is an elf determined to be ready? How is the design chosen?
Oops I already talked about this a little bit. To add on from question 27, elves receive their valasllin soon after their 17th birthday. The Keeper and the hahrens discuss among themselves whether or not a child is ready, based on how mature they are; in other words, how ready they seem to take on the burden of being an adult in the clan.
What is the clan’s vallaslin like?
Just the normal vallaslin from DA:O.
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