Feraline

Banished from The Well, these Elves have turned towards the Primal. They seek to become one with the Primal Forces in the hopes that their souls will be reborn in some form upon their death. Primalshapers among the elves reshaped their kin, bringing them closer inline with the wilds, taking on animalistic traits. Believing that becoming closer to nature will tie them to the Primal Forces. Their descendants have inherited those traits, adding to them over time becoming closer and closer to their animal lineage. Along with this, they reject complex crafted technology favoring what can be extracted from the natural world not crafted.

Lineages

Feraline lineages spring from small groups of Houseless Elves banished from The Well who carve out a territory in seclusion and have Newsoul children. Each Feraline society is unique but they share similar traits of a group of Emerged elders leading the society as they drift further and further away from their mortal concerns as they try to explore the mysteries of the Primal Forces. Their Newsoul children become the population base of their burgeoning societies. And as the society develops they become less developed and live closer and closer to nature, eventually becoming reactive to natural processes rather then proactively shaping them.

  • Aiwenya - On Thousand Seas and the Canyons of Broken Plains, the Aiwenya have taken on bird aspects, replacing manipulating their arms into wings and increasing the coordination of their taloned feet.
  • Wragna - On Baeon, the Dragna have taken on wolf aspects, both in cultivating wolves and taking on wolf aspects.
  • Vode - On Duranti the Feraline don't have a specific animal lineage but will take on individual aspects of animals slowly becoming chimerical as they garner more and more aspects.

Politics

Most Feraline form tribal or pack structures, with Houseless Elves as elders who grow more distant and detached as they age. As they fade, the Newsoul Elves struggle to take authority, striving against their dedication to their elders. These tribes tend to be insular and distrusting of outside societies, echoing their elder's suspicion of anything not elven.

Religion

Unlike other Houseless Elves, they do not latch onto Divinities to secure their souls, but a belief that the soul can continue within the Primal Forces with sufficient focus and disciple. They retreat into the wilderness trying to integrate themselves into the natural rhythms of life. Once they have created a baseline of survival they withdraw into contemplation and meditation.

Their Newsoul descendants are raised with this philosophy, but lack the experience and insight of their Emerged parents to manipulate the Primal Forces. And because the Emerged don't have a tradition of teaching their Antecedent their secrets, it rarely occurs to them to pass their knowledge to their Newsoul children. The children reflexively have a nihilism about the fate of their souls, believing that they are just one more step in the cycle of death and rebirth of the natural world and the soul will be reborn as a part of the natural world.

Upon the deaths of their Emerged elders, Feriline settlements often don't last more than another generation or two before breaking up due to interpersonal conflicts over the power vacuum left behind by the elders. Before then they will begin shedding members who leave seeking new lives and philosophies in non-elven communities, lacking a sense of purpose or hope for a future.

In rare cases, an elder can capture a Mote of Power and be raised to a Spirit or Saint after death. In these cases the Feriline society will transition into a New Penitents society, worshiping their elevated elder.

Settlements

Feraline Elven settlements range from dozens of elves to few hundreds in size. As with most Houseless Elf communities they tend to be extended family groups of two to five bloodlines that intermarry. The Emerged ancestors ostensibly direct the settlement, however as they begin to fade more and more from mortal concerns, charismatic Newsoul descendants may take on more and more leadership roles.

Invarlonna Perch

Hanging on a tree who's canopy stretches for miles, the Perch is the Aiwenya settlement on Invalonna Isle. The settlement is just one among other Houseless Elf settlements clustering around the Invarlonna Fecundheart that feeds the massive Invarlonna Tree. The Aiwenya are dedicated to the protection of that Fecundheart and its perceived connection to Darkwood.

Grarholt

The Vode tribe makes their home in the canopy of the Alduin Skein, building their homes in the branches and hunting in the lands that surround them. They have little contact with outsiders for limited trade and guard their territory violently causing conflict with their neighbors. However as their elders age more and more of the Newsoul Elves set out to carve out their own territory away from their diminishing elders.

Selva Aerie

Clinging to the river canyons of the Broken Plains, the colorful Selva Aeire is a colony of Aiwenya. The settlement is a trade hub, controlling the passages that cross the Kohvgol River, bridging the sheer canyon it cuts through the plain.

Yanso Rock

A rocky outcropping that hides a Primal Font a tribe of Wragna guard jealously. They are viewed with suspicion by their neighbors as they seem to be succumbing to the Curse of the Wilds as their Emerged ancestors are more beast than elf anymore.

Naming Conventions

While the Emerged elves cling to their old names and will name their immediate Newsoul descendants using the convention of their erstwhile House, as the generations propagate they move away from a those traditions. The nuances and decorations of Valatian are lost in favor of words and grammar relating to immediate needs as opposed the ephemeral. As such the names shorten to proper nouns, often derived from verbs or aspects of the natural world that the parents want to instill in their child. These simplified names tend to be short, one or two syllable (unless a compound word), and are either single concept or the merging of two concepts.

Brownfur, Cloudreader, Dellhunt, Duskfell, Quietblade, Sunchaser, Starlight, Stalker, Tanner, Thornsharp, Wolffriend
Within the wild is the keys of life and death.

Feraline Player Characters

Feraline player characters are typically Newsoul elves as the Emerged elders are too concerned with their own mortality and securing an afterlife than risking themselves for mortal rewards. All Feraline Elves are raised to be self sufficient in their local environment. As such they can hunt, gather, navigate, and exist without difficulty in their chosen territory. Leaving that territory they are still skilled in self-sufficient survival, but they are not experts in those foreign lands. They will have animalistic features, ranging from the purely cosmetic to the functional depending on the culture. They tend to be naive in the ways of the wider world, having been raised in a tightly knit society of close relations. However the stifling nature of their close knit societies leads many to strike out on their own seeking other elves and other societies. They will often find work as trackers, bounty hunters, irregular soldiers, and bodyguards for those traveling the wilderness.

Most become Scoutss or Warriorss specialized in skirmishing or ranged combat. While a few who are able to convince their Emerged elders to teach them — or are able to develop the connection due to their own investigations into the Primal Forces — will discern their secrets and become Primalshapers.


Comments

Please Login in order to comment!