Duchai
The Duchai live at the edge of the great woods, and aside from the Hadeeb, they are the most recent vessels of the Edge Empire. They were engulfed by the Edge Empire peacefully, when the current High Prince agreed, 30 years ago or so, to pay fielty and accept the governance of the Edge Empire.
The Duchai are of average height and build, though they display a wide variety among them, from the very large to the very small. They lean heavily towards very pale tones in skin, eyes, and hair color.
The Duchai have always been very superstitious, though this tendency became slightly less pronounced with Selvan’s submission to imperial rule.
They believe in a single God with dual aspects, light (“The Allgiver”) and darkness (“the Black Mind”), and that those beget many lesser spirits governing the world, spirits of waters, forests, fields, households, illnesses, luck, ancestors, hunt, hunger, and more, and each with its own duality. The Duchai, while far less superstitious in this modern age, still worship these spirits and gods. The worship varies between spirit and place and is often as dual as the spirits are believed to be. Some traditions honor life and community, while others venerate the dark in rituals that many believe no longer take place in Selvan.
“And so they called them gods, and took their sons and daughters and profaned the earth with their blood, sacrificing them to the spirits.” -Marisdon Zemek, religious historian
The Duchai believe that each of those spirits can be, at times, good or bad, terrifying or benevolent, and bestow blessings or curses, but regardless, and above all, none must ever be antagonized, for their retribution is always horrible. With such beliefs, it is obvious why, to this day, Duchai households are covered with markings, symbols, and totems claimed to provide them with protection against these various feared deities and spirits.
The Duchai value art as a whole, but mainly what they consider high art, such as performances of high music and dance. Many dancers and musicians among them are famous throughout the known world. They also revere complex literature, which is in very high regard in certain noble circles, even if completely obscure to the common folk of the world. The Duchai are well known for their artful architecture, which displays colorful ancient pagan symbols and wide arches, spires, and domes.
The Duchai are often suspicious of strangers (which is exacerbated regarding foreigners) and keep to close-knit groups, consisting of family and very close friends.
They may show limited trust towards strangers until they have formed such a personal relationship.
This in turn means that personal relations and individuals are valued in higher regard than rules. Thus, they are often interpreted as guidelines, with obvious particular exceptions for one’s close circle.
For this reason, law and regulations are held with slight disregard, having limited authority for the Duchai, who, while they appreciate the benefits of law and order, its authority is inherently undermined by the inner circle mentality of the culture.
Duchai Names
Traditional Duchai have a first name a family name, which is often attached with a place of origin for the purpose of more specific identification. For Example, Amton Askymet of Gardinka, or Dulinda Zebrek of Lyshore.
Male Names: Amton, Bolsidar, Casimer, Dragan, Dussan, Kodamer, Kohadan, Xander, Yadan, Yander, Zilvan.
Female Names: Adana, Dulinda, Jelena, Keryna, Lada, Olina, Taria, Valenia, Vira, Zerina.
Family Names: Askymet, Bylyk, Dvorek, Gutner, Kalanek, Kudaner, Spayner, Vyniner, Yavanovek, Walov, Zebrek.
Duchai Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
As a Duchai, you have these special traits.
Ability Score Increase Recommendation. Constitution, Intelligence, or Charisma.
Comrade-in-Arms. For a round, you can gain Advantage on all attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated, or provide such Advantage to an ally for one round if you are within 5 feet of the creature and you are not incapacitated.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Resilience. You gain a 1d4 bonus to your Constitution and Death Saving Throws.
Independent Soul. You have Advantage on Intelligence and Charisma Saving Throws, and Resistance to psychic damage.