Felver (Race)
One of the first races in Elysia.
Felvers are a savage race. Tall and muscled, standard Felvers stand higher than any other race and are far more strong and agile. Their culture is touched by magic yet they choose to shirk from it's power due to how the use of magic has impacted their people. Felvers are native to Elysia. They are nomadic now, but it was not always so. A thousand years ago the Felvers congregated in the capital of Orok. Now due to the Sundering, their capital holds only rubble and a few disjointed tribes warring over the ruins. Felvers pass their knowledge down from generation to generation by mouth. They remember the old ways when the world was young. They remember how the world shook in fear as molten fire rained from the sky, how entire landmasses fell into the sea and a million lights collided with an infinite darkness that sprouted from space. There is a reason that Felvers distrust magic, that they walk the land as nomads. Throughout all these dark centuries the race of Felvers has endured.
Basic Information
Anatomy
Felvers are anatomically humanoid. However they have evolved from humans to have the capacity to wield magic. Magic is ingrained within them, which accelerates the evolutionary process slightly. Depending on their environment they may have evolved minor traits beyond the human form to compensate for disadvantages.
For example, nomadic Felvers of the Golden Wastes (Sand Felvers) have evolved tough skin to weather sandstorms and have smaller height allowing for more efficient distribution of water and nutrients to their body. They also develop a second set of eyelids to protect themselves against the biting sands.
Forest Felvers, Felvers residing in forests near the middle of Elysia and in Talock and Orock, are the origin point of all Felvers. They are the standard Human, save for the non-human capacity to wield magic.
Snow Felvers, Felvers residing near the peak of Trestle, have developed a stark white fur that covers their bodies. This fur allows Felvers comfort from the cold and gives them camouflage in the snow.
Dark Felvers that have spent many generations in the Dread Peaks begin to develop a bark-like skin and hooked hands, useful for climbing trees and blending in. They have also evolved catlike yellow eyes that have incredible depth perception and focusing abilities, allowing them to spot camouflaged targets through the thick trees.
Sea Felvers have evolved amphibian qualities. They gain gills and have webbed hands and feet as well as a transparent eyelid that allows them to see underwater.
Cave Felvers have evolved large ears that compensate for their reduced vision. They have also evolved strong slender fingers with hooked claws to bite through rock and climb on cave walls.
Growth Rate & Stages
Felver develop at different times depending on their location. Forest and Snow Felvers will reach adulthood at around 17-18 years. Due to the harsh conditions of the desert, Sand Felvers live shorter lives and many do not make it past childhood. Sand Felvers have evolved to reach adulthood faster at around 7-12 years and their lifespan is triple the length of a normal Felver if they can live outside the desert. Dark Felvers (Felvers of the Dread Peaks) reach adulthood at around 13-16 due to the harsh conditions of the Peaks they have evolved to reach adulthood and reproduce quickly. At the opposite end of the spectrum, Sea and Cave Felvers take far longer to mature. Sea Felvers see adulthood at 24 years and Cave Felvers even longer at 30. These Felvers live to be in their 300s and 400s respectively.
Ecology and Habitats
Felvers have developed the ability to fast track their evolutionary process to become accustomed to different terrains quickly. This is how they spread and populated the entire world. As such Snow Felvers have optimal conditions in tundra and other biomes where snow and low temperatures are plentiful. Forest Felvers and Dark Felvers prefer lush green forests of varying density as they are best able to hunt and habit there. Sea Felvers prefer marshland, places close that have a mix of land and sea that are plentiful with vegetation and fish. Cave Felvers prefer massive winding caves filled with bats and monsters to hunt and will build them themselves should they be unable to find them. Sand Felvers are the exception. While best suited to the desert environment, they will prefer a far more forested and cool area.
Dietary Needs and Habits
A Felver's diet varies depending on the type. But all prefer an omnivorous diet of fruit, vegetables and meats. Many Felvers will not eat bread or grain products as it is foreign wholly to them and the complexity of the food will make it hard to digest for their stomachs.
Additional Information
Social Structure
Following the commonplace tribal structure, Felver children are born into a band. That band consisting of the children's living blood relations. The band has no identity save for their social standing within the Tribe. Tribes consist of bands that collaborate to gather, travel and otherwise help each other in common cause. Certain bands will be tasked to different activities to help the tribe. There are five activities that bands will specialize in: Fighting, Gathering, Building, Scouting and Magecraft. Bands have been known to switch activities however this overall will not occur as each band will have incredibly useful skills passed down from generations that are specific to their activity.
Fighters
Fighters help protect the camp and attack it's enemies. They are incredibly skilled in guerilla warfare. Many bands have special fighting knowledge passed through generations.Scouts
Scouts work in shifts, day and night to relay information of surroundings to the village. Tribes will always have Scouts patrolling their borders. Tribes may inflate their number of active scouts when threatened by another tribe to show strength. Alongside Gatherers, they are able to call for a move of the camp without the rights of a chieftain. Scouts are surprisingly more battle hardened and survivable than Fighters due to their presence on the front lines. While there is plenty of room for rivalry between the two bands, there can also be comradery in working together. It is up to the chieftain to balance this.Gatherers
Gatherers perform the hunting and foraging for the group. They also decide when the tribe must move due to food shortages. Gatherers are usually skilled with a bow and their hands. The oldest gatherers will be the butchers and cooks of the tribe. They work closely with the Builders and due to this most coups are the work of Gatherers.Magicians
Magician bands are rare in most Felver tribes. While magical affinity is possessed by Magician bands, they may not always birth a magician and so the tribe will sit without a head Shaman.The reception of mages in the tribe varies greatly depending on the tribe and as a result how they are treated. Should one be allowed, a chief Shaman will be elected to sit beside the chieftain. They deal with scrying the area, speaking with the tribe's ancestors and blessing other members of the tribe. The chief Shaman acts as a conduit between the tribe's ancestors and them. The ancestors and the Shaman advise the chieftain on what course of action they should take.Leadership
Tribes will have different methods when electing a chief but the most common ones are either a vote held by the elders of each band or a trial by combat for the more warlike tribes. The elected chief will be able to direct the overall course of the tribe and have large sway over daily affairs. They may take any action they wish like stifling rations and executing others. However the chief will only have a say on where the camp is to be moved, not when. This is the say of the Gatherers and Scouts. Should a chieftain mistreat their tribe, tribes will often rise up and execute, torture or exile their chief and elect a new one. This is a common occurrence. Once tribes become too large to support one another efficiently, they may split into smaller tribes with different chieftains, assign new roles to themselves and go their separate ways.Clans
Tribes will form clans if a tribe becomes too big and doesn't want to split or many tribes come together in a pact of cooperation. The latter usually crumbles quickly due to societal differences. Clans are conglomerations of chiefs that sit in a council in equality and elect a Clan leader. That Clan leader will usually become the mouthpiece for the council. However the leader may make real decisions to direct the different chiefs and influence every member of the clan, gaining the people's adoration. These clans are usually successful and grow to take massive swathes of territory. Under the clan hierarchy, tribes will operate in the same way they always did, with the only change being the alliance and its terms of agreement. Depending on the success of the alliances, tribes will begin to specialize into a singular role from which to help the tribe. Members will become fluid, going from tribe to tribe depending on their specialization and the council of chiefs will turn into a council of gatherers, fighters, scouts, mages and builders. Overall these Clans will now function as a massive tribe would, with a council of elders to oversee matters.Perception and Sensory Capabilities
A Felver's eye color and morphology depends on the part of the wold they grew up in but on the whole their sensory ability is equivalent to the standard human that has spent generations living a tribal lifestyle.
Like all races, Felvers have a connection to the Ley Lines that run through Elysia. And like all races, very few can unlock the ability to tap into these magical energies. Those that do are usually dubbed the clan's shaman and tasked with a myriad of roles.
Civilization and Culture
Naming Traditions
The Felver does not have family names. All belong to the 'family' of the tribe or clan. The suffix 'of the X Clan/Tribe' is used in place of a last name. While some tribes break this rule, that is generally the exception.
Suffixes such as 'a' and 'el' denote female names.
Examples: Cela, Zamra, Celma, Sizakel, Sindisa, Bhekmila, Ingamel, Phumela, Mara, Nomalel, Bheka, Bhekel, Thabila, Windalra, Enzela, Nompulel, Menma, Notombel, Inyona, Gabisel, Amela, Amelel, Thandikel, LindelanaSuffixes such as 'o', 'ak' and 'le' are used to denote male names.
Examples: Malmo, Montho, Igamo, Ayandle, Gato, Bekho, Siphiko, Valo, Helio, Hilphizo, Gatho, Bhekbanto, Manak, Mandak, Nobak, Bhekak, Sibonak, Fowabak, Qinisamle, Impamle, Cholle, Hilo, Ganale, Zambak, Anlak, SibinleThe prefix Bhek denotes a unisex name, but the suffix at the end will show which gender the name represents.
Examples: Bhekalo, Bheko, Bhekbanto, Bheka, Bhekel, BhektombelNames with the suffix 'ock' denote a place.
Examples: Talock, Orock, Ladock, Edrock, FarockOther Names
It is sometimes customary for Felvers who have done great deeds to be named after their acts. Such as Galak the Giantkiller or Ardenak the Uniter.Major Organizations
Blood Moon Clan
Beauty Ideals
While unique to every tribe, men and women prefer those that are capable at their job, regardless of gender. Deft hands of a gatherer, the bone necklace of a Scout denoting how many kills they have, the immovable shape of a Fighter, the strong arms of a Builder and the powerful spells of a good Magician.
Felvers preferring men will look for men that are prepared to defend them during childbirth. Felvers preferring women look for traits unmarked and full bodied women that will provide good genes for their child.
Courtship Ideals
Felvers court by placing one another in competition. While the other side is not required to win, they look for the lengths to which the other will go to for their partnership. Scouts may challenge each other to a running race, builders may challenge each other to build the most perfect tent adorned with rare items.
Relationship Ideals
Felvers will usually mate for life simply because there are too few mates specific to their band in their tribe. In contrast, sharing mates can be common amongst clans. Sometimes this leads to a monopoly on either gender where one mate will mate with others of the opposite gender, leaving the others to die out.
Average Technological Level
Felvers were the first to reach the iron age. They formed massive societies and traded goods with one another but were, on the whole, always nomadic. They were reduced to the stone age when the Sundering occurred. Thereafter they have never come back. While some Felver clans will be able to forge weapons, many stick with stone or wood. Alliances are rare outside clan alliances yet mercenary work for other races is common. Felvers would rather be paid in food, shelter and trinkets as opposed to gold however.
Major Language Groups and Dialects
Felvish, Ancient Tongue and Broken Common
Common Etiquette Rules
While unique to every tribe and clan, Felvers observe only a few rules of etiquette. On the whole Felvers observe the same etiquette as the average Proxian or Trestillian with a few additions and changes.
Turning away food is considered a high-level, punishable offense and extremely impolite.
Being messy with food is considered an affront to the cook and is a punishable offense.
Talking while eating is considered impolite and an affront to the cook, but not punishable.
Shouting is not considered impolite. In fact if the message is important it is encouraged.
It is common etiquette for those sick to be build a sick tent. They must stay in this tent until they are no longer sick. It is polite to give them space but also food and water.
It is considered polite to speak freely amongst the tribe no matter the issue.
Common Dress Code
Dess code is very dependent on tribes and clans. Many will have specific color markings denoting their heritage. Generally Felvers wear scraps of clothing. Kilts of leather and leather jerkins are common as well as pelts. Chiefs may wear pelts of difficult to kill animals, rare flora and occasionally gemstones. Clothing that takes a long time to be made, regardless of looks, is considered wealthy clothing.
Common Taboos
Looking a Felver in the eye is considered a challenge. Looking slightly to either side of their eye is polite.
History
Year 20 300 564 918: Humans Evolve from apes. They form disparate, secluded tribes and are hunted by Giants. They spread across the landscape of Elysia.
Year 20 300 590 000: Felvers Evolve from humans. Felvers are born with magic running through their veins. They set themselves apart from humans and begin to drive them to extinction. Humans are pushed out of Sycios to Aethyos. Some take ships, later arriving at Valentos. Land bridges break away and the two species are separated as continents divide.
After Recorded History
Year 0: In the first record of Felver History. Ardenak signs a peace agreement between the Leaf and Bluetongue tribe. Year 2: Felvers form a united front against the Giants, driving them into the Dread Peaks. Elysia as we know it today forms. Year 700: Felver tribes begin infighting and return to nomadic ways of life. Year 830: The first Blood Moon Rituals are completed in the Valley of Maloros. Blood Knights sweep through the Valley, only to be destroyed by the fire of Maloros himself. Year 1000: Construction of the great Felver city of Talock begins, hoping to unite the tribes. Year 1230: Ithom summons a Blood Knight in the middle of Talock, which is only to be slain by Amaria, magician, and descendant of Ardenak. Blood Moon Clan is exiled. Unable to resolve differences, other clans begin to depart or war. Year 1400: Construction of Talock permanently halts. While massive, and housing many Felver tribes it will never be completed due to bickering tribes. Year 1550: Following the failed attempt at uniting the parties, the Felver inter-tribal war begins. Talock separated in two with another seat of power: Orok. Clans that remain pick sides. Year 1600: Battle between Heaven and Hell spills onto the planet of Elysia, causing widespread destruction. Much of Talock is destroyed and sunk to the ocean floor. Year 1610: Unable to fight amongst themselves, Felvers hide. Many believe the untold destruction caused by magicians is to blame for the apocalypse and begin to actively cull magicians, historians and scholars. An age of darkness ensues. Cave and Sea Felvers evolve. Year 1675: The Sundering is in full effect, Ley Lines split open and volcanic eruptions rock the planet. Heroes are formed from sentient beings breeding close to ley lines when surges of power occur. While mages have been recorded in history, none as powerful as the heroes had been thought possible. Some survive in Felver societies but many are sacrificed to appease the land. Year 1700: While the Sundering rages on, effects have died down somewhat and much of Elysia settles save for certain battlegrounds. Year 1750: First recorded Elves sighted underground. Born from Cave Felvers. Year 1800: Cave Felvers persecute Elf children, leading to a revolt from the Elves who take to the surface, wiping out Cave Felvers to the brink of extinction. Cave Felvers still survive in scattered caves. Year 1850: Skirmishing with elves and Felvers begins as Felvers are distrustful of the inquisitive nature of the elves, thinking it will usher another Talock incident. Year 2050: Demons strike at Heaven but they are tricked into single combat and imprisoned beneath Elysia. More seismic events rock the planet, but the angels hold it together and strengthen it. Exposed ley lines are resealed, and angels go to a Felver tribe with the task of containing the High Evils. Heroes continue to be born from the bloodlines already present as well as random surges of power in ley lines. Year 2250: Construction of Quo’rihn, magical city of the Elves begins. Marks victory over Felvers and over Angels and Demons. Nearby Felvers wage war but are easily crushed. Year 2290: By minting their own currency and fostering comradery in their isolated society, Sea Felvers of Meros form a governing body of traders and set themselves apart from Felvers. Year 2410: Settlers from Meros land on the shores of Sycios and begin to mate with the Forest Felvers, allowing the races to mingle once more. Year 2550: Meros and Felver tribes mingle, calling themselves Trestillians, after the Felver name given to the cape of land around them: Trestle. Numerous skirmishes occur between Felvers and Trestillians. Year 2738: Proxians encounter their first Felver. The Dark Felver Clans of the Dread Peaks. Felvers push the Proxians back. However Legions landing outside the Dread Peaks gain a foothold as they encounter the Forest Felver. Warring ensues. However Felver strength in the region decreases and Felver influence was wiped from the Summerest region from 2795 onward. Year 2746: Trestillians of Icerose and Hammerwind go to war over Quo’rihn as it is too close to their kingdoms and they are distrustful of the power of Elves. Valentians side with Elves and Mereese side with Trestillians. Quo’rihn holds but when the Mereese fleet sails in, cutting off its supply route it signs a treaty that Trestillians may occupy the city. Only a certain number of Elves may live within the city. Felver Clans were used by both sides as guerilla mercenaries. This becomes the first of many wars where Clans are used that way. Year 2780: A great purge of Felver Clans begins. Proxians establish encampments amidst Felver attacks and seek to conquer all the tribes of Trestle. From the Iron Hold, they land and supply 3 of their 4 legions. They embark southward in a campaign of destruction and exploration, founding many towns in the process and consuming Felver tribes into their own or killing them.Historical Figures
Ardenak
The first Felver recorded to enter into a truce between warring tribes. He dreamt of a society of Felvers that was united against the Giants. This came to fruition two years later when more tribes flocked to his cause and drove the Giants into the Dread Peaks.Amaria
A descendant of Ardenak. She was a powerful magician that stopped the city of Talock from falling to ruin by taking on the Blood Knight summoned by Ithom of the Blood Moon.Ithom
A powerful spellcaster of the Blood Moon Clan. In his ambition to take control of the city of Talock, he summoned a Blood Knight that slew him and brought destruction to Talock. The Blood Knight was narrowly stopped by Amaria.Interspecies Relations and Assumptions
Felvers distrust all races. They harbour special hatred for Giants, Elves and Proxians due to their actions in the past.
Genetic Ancestor(s)
Origin/Ancestry
Related Ethnicities
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