Drimvin
"Mountain Peoples"
Overview
Name of Heritage Group:
Drimvin
The Drimvin are a rugged, mountain-dwelling offshoot of the ancestral Vini people, forced south into the Drimvin Mountains after the Great Backfire devastated their northern homeland. Their culture, shaped by hardship, Mist Creature incursions, and a generational oath to “rejoin the battle,” is defined by resilience, suspicion, and a deep reverence for their pantheon of Drim d’Frar, Urkm d’Frar, and Druin d’Frar. The Drimvin preserve an unbroken Vinecian linguistic lineage and cultural memory through oral history and runic inscriptions.
Species:
Vinian
Race:
Drimvin
Culture:
Drimvinian
Indigenous Regions:
Druin Frar, Drimvin Mountains
Attribute Shifts:
Total IP Cost:
4
Physical Traits
Frame
Average Frame Value (Male):
7
Frame Min./Max. Values (Male):
6-8
Average Frame Value (Female):
6
Frame Min./Max. Values (Female):
5-7
Frame Variation (both sexes):
Low (cost x2)
Height
Average Height Value (Male):
4
Height Min./Max. Values (Male):
3-5
Average Height Value (Female):
4
Height Min./Max. Values (Female):
3-5
Height Variation (both sexes):
Low (+- 1 level)
Physique
Average Physique Value (Male):
6
Physique Min./Max. Values (Male):
5-7
Average Physique Value (Female):
6
Physique Min./Max. Values (Female):
5-7
Physique Variation (both sexes):
Low
Resilience
Resilience:
Unusually hardy and resistant to fatigue.
This is a defining racial characteristic of the Drimvin, owing to generations of labor, training, and survival in harsh mountainous environments.
Age
Average Lifespan:
70 years
Age Breakdown Table:
| Age Category | Age Range |
|---|---|
| Child | 6-9 yrs |
| Adolescent | 10-19 yrs |
| Young | 20-30 yrs |
| Adult | 31-59 yrs |
| Old | 60-75 yrs |
| Elderly | 76-90 yrs |
| Venerable | 91+ yrs |
adjust table based on average lifespan
Interactive Points
IP Gained per interval:
7
(Avg. Lifespan/70 = Interval in yrs.):
1 Year
Gender Ratio
% Male:
60
% Female:
40
(Matriarchal lineage system ensures social stability despite skew)
Appearance
Appearance:
The Drimvin resemble shorter, stocky mountain folk akin to dwarves in stature, but without any extraordinary longevity. They are broad-framed, weather-worn, and carry the distinctive scars, beads, and bone decorations of their clan. Their armor and tools incorporate runic carvings of Omnka Dram and Drim d’Frar motifs.
Inherent Physical Aspects
Inherent Physical Aspects:
Resistance (Fatigue) Rank 4
Psychological Traits
Inherent Aspects:
Fear (Deep Water) Rank 4
Their tribal memory carries trauma from displacement and drowning hazards during the Great Backfire migrations
Fixation (Join the Battle) Rank 3
Every Drimvin is raised to someday fight the Mist Creatures; this fixation becomes a cultural imperative at adulthood.
Mental & Spiritual Traits
Inherent MS Aspects:
Natural Enemy (Mist Creatures) Rank 7
Hatred is absolute and ancestral.
Recommended MS Aspects:
Sense of Direction (Below Ground) Rank 3
Sense of Direction (Above & Below) Rank 5
Drimvin spatial intuition is legendary, reflecting their mountain-cave homeland.
Development Considerations
Inherent Expertises:
Favored Weapon (Stone Axe) Rank 7
Wearing Armor (Leather) Rank 7
Recommended Expertises:
Magical Talent (Runesmithing / Omnka Dram)
Magical Talent (Necromancy / Omnka Vun)
Both are culturally significant - one honorable, the other controversial but historically present.
Cultural Features
Environmental Adaptation
Principle Environment:
Mountains, Hills, Underground environments, Temperate Highlands
Adaptability:
Can adapt to Swamps, Marshes, Jungle, Artic, Hot Lowlands
(They can survive almost anywhere except deep water)
Heritage Orientation
Orientation:
Balanced (Suspicious)
Orientation Description:
The Drimvin cautiously accept alliances but maintain vigilance. Every interaction with outsiders is filtered through trauma and the looming threat of Mist Creatures.
Orientation Aspects:
Reaction (Suspicion)
Conviction (Reunify with the Vinesh)
Conviction (Destroy or Drive Off the Mist Creatures)
These define their racial motivations and inform both diplomacy and conflict behavior.
Customs & Lifestyle
- Rigid training regimen from adolescence through adulthood.
- At age 60, all Drimvin must "Join the Battle" - a sacred war rite in Druin Urkm.
- Stonework, bonecraft, and runecraft are the core artisan disciplines.
- Extensive oral history and rock sculpture tradition near the Druin Urkm Forest depicting ancestors, Mist Creatures, and their gods.
Status & Family
- Matriarchal lineage, inheritance through eldest daughter.
- Elders honored in all matters; lineage mothers hold decision-making authority.
- Clan cohesion is maintained through celebrations and rites related to Omnka Dram and major battles.
Symbols & Art
- Statue carvings of Urkm d'Frar and Drim d'Frar.
- Decorative runes (Dram) on high-quality weapons.
- Healing herb festival honoring Drim d'Frar.
- Battle joining ceremonies marking a member's transition into elder status.
- Rock sculptures of Mist Creatures serve as warnings and memorials.
Clothing & Decoration
- Leather armor reinforced with bone
- Bone and bead jewelry
- Simple stonework ornaments
- Runes on clan-significant gear
Religion & Magic
- Urkm d'Frar - Goddess of Forests, Passion, Vile Revelry
- Druin d'Frar - God of Mist and Black Magic
- Drim d'Frar - God of Mountains, Healing, and the Invalid
- Omnka d'Frar - God of Magic and Hunters
Magical Traditions
- Omnka Dram - Runesmithing (respected, stable magic)
- Omnka Vun - Necromancy (permitted for battle purposes only; reanimation used to "rejoin the fight")
Spiritual beliefs revolve around duty, reverence, and the eternal war against the Mist.
Language
Language Family:
Vinecian
Dialect:
Drimvinian
| Word | Meaning |
|---|---|
| Dri | mountain |
| Drim | mountains |
| vin | people |
| -esh | below |
| fo | fire |
| d' | of |
| wosh | water |
| ahh | cool, relaxing |
| ahhm | watching, watchers |
| dre | big |
| eesh | little |
| oph | no |
| klung | door |
| duh | me |
| ophda | away |
| da | straight or near |
| ophdrim | valley |
| oofh | up |
| efh | down |
| oofhe | over |
| kuk | rock |
| ophkuk | dirt |
| eeshdrim | "little mountains" or hills |
| ophwosh | dry |
| -m | plural form |
| urk | tree |
| urkm | forest |
| den | wood |
| Oonoveden | Best wood, specific type of tree that grows in Oonoveden Urkm |
| oonove | best, royalty |
| driv | home |
| druin | mist |
| frar | god |
| omnka | magic |
| dra, dram | rune, runes |
| Omnka Dram | Magic of Runes (Rune Magic) |
| oonoven | Chosen, blessed |
| gro | leather |
| grom | coat, armor |
| vun | death |
| bit | snake |
| Omnka Vun | Death Magic (Necromancy) |
| Omnka Urkm | Nature Magic |
| wersh | ocean |
| klak | spider |
| drewosh | Big water, lake |
| aahm d'woshomn | Watchers of the Water Light |
| omn | light |
| woshomn | writhing, shining, sparkling |
| ophklung | "no door", cave |
| ophkukeshduh | "no rock below me", hole, cliff |
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