Humans who dwell underground and have adapted to life beneath by drawing into themselves the shebvic energy of menab’e.
Taxonomic Order: Metahumans
Alignment: Shebvic
Energy: Menab’e
Lifespan: 120 years
Diet: Subterranean fare - water, fungi, and subterranean plants and animals
Habitat: Underground
During one of the many, many apocalyptic wars on Shem, many humans chose to flee underground. In their subterranean wanderings, they found their way to a region called the Hollow, a massive cavern midway through the layers of the world. Unbelievably, it was a realm of waterfalls, rivers, lakes, and strange underground plants. Foraging for their survival, they soon found they could eat many of these plants and some of the animals present. At first, they wore masks to protect them from the dust in the air and carried lights to see, but after many generations, they evolved so they could handle it. The ambient energies in the area also transformed them, giving them their skin, eyes, and other powers.
Dòngxué are human-like beings with skin like smooth, flexible stone, in all the colors of stone possible. Their eyes are deep brown orbs with no iris or pupils. They are hairless.
Dòngxué reproduce as humans do, with each other or with other human species. Outside their own species, the offspring follow the mother biologically. Outside of humans and metahumans, reproduction is only possible with supernatural intervention.
Dòngxué are stronger than they appear. They are also able to endure for longer than average doing hard labor. They are resistant to extreme cold or heat.
Every dòngxué who reaches maturity has the ability to smell menab'e and metal ore. Dòngxué have the ability to know their location in caves and tunnels through heightened awareness. They can see in the lowest light, and they have excellent hearing.
The skin of a dòngxué is as tough as the stone it resembles, but it remains flexible.
Dòngxué can breathe in stone dust. They have special sections in their lungs to hold it, and as they rest, they breathe it out in a fine mist. If they choose, while awake, they can breathe it out and cause organic matter to petrify.
Dòngxué will stiffen and die without menab’e in their systems.
There are two main nations of dòngxué:
Hǎorén, the metal nation, survivors and miners who mine and wield menab’e
Lǎobǎnrén, the diamond nation, powerful wielders of drenante
They often wear very little clothing and engage in many body piercings.
The original dòngxué escaped war and strife by fleeing underground to the Hollow, and there they formed ad hoc societies that developed over generations into two major nations of subterranean humans. These first explorers of the wilderness of the Hollow lived in desperate groups just trying to survive, but after they settled, they developed into tribes. Slowly but surely they built a complex society of circular stone temples with great spires in the middle, cities built along rivers and lakes, and beautiful tunnel-complexes.
Having fled the disastrous merchant-states and tyrannies of the upper world, their tribes developed a system they felt was more fair below. Every member of the community had a vote after they turned twelve, and all issues that affected the whole community were subject to a vote. There were multiple councils which guided the community, including those based on craft or work, those based on gender (of which there were twelve), those based on age (children's council, young adults, adults, and elders), and those based on certain political interests. These councils were called the lǐshì huì. The councils elected their own officers, but these officers have no more power than any other member - just more responsibilities.
The only kind of work not allowed to have a council was the military. The military answered to the councils. Everyone had to serve at least two years after they came of age at sixteen and before they turned thirty. Those who chose to remain in the military had to be tested by the councils to ensure their loyalty, political acumen, and skills. They were split into several different branches: soldiers, tunnelers, sailors, spies, pathfinders, hunters, assassins, war-mystics, and demolitionists. They elected among them their own leadership, but these had to also be approved by the councils.
Children were raised by their extended families, taught in community schools, and encouraged to pursue their own paths. Once a child came of age at 16, they were welcomed to adulthood with a special piercing ceremony and a week-long party.
This society lasted for a long time, but some of their nation split off and formed their own society, and over time, the nation known as the Lǎobǎnrén developed. This society lured many of the original dòngxué over to them and eventually returned with an army that dominated and enslaved the original nation, known as the Hǎorén. Some Hǎorén escaped and retained much of their old culture, but most have been absorbed into Lǎobǎnrén culture as a slave nation. As slaves, they either mimic the culture of their masters or they live in desperation and try to preserve what they once knew.
What remains of Hǎorén culture is precious to them.
Hǎorén wear little clothing, preferring loincloths and little else. They engage in body-piercing, especially the ears, nose, lips, arms, legs, sides, backs, and even necks. Most piercings are ornamental, but a handful have special meaning: a neck-piercing along the left side is received when one comes of age, a piercing of the lower back is given as a reward for excellence and bravery in combat, a piercing of the septum is done when one has their first child, a piercing of the upper part of the right ear is done as a wedding gift. Different metals and jewels are used. None of these represent status, but rather, personal style. Some choose to ornament themselves only with one kind of jewel or metal, or with specific designs, or with special combinations of color and size, and so on. Often they have personal meaning.
Music is very popular among the Hǎorén, and they prefer to play in the tunnels to incorporate echoes into their songs. Every year, communities near to each other gather for special performances to mark the turning of the year and remembrance of their times above. (They mark time based on the surface-calendars using a counting system.) They also engage in numerous sports, mostly revolving around endurance, strength, and precision.
The Lǎobǎnrén were more war-like at first, but quickly, they discovered the infernal energy of drenante, which converted the menab’e within them into something that gave them power more quickly. They began to enslave and exploit weaker or less resourceful dòngxué and mortals of other species, including the living metal beings from the Low Mines and more. They began using others to work their mines, gather their food, fight in their armies, all while they reaped the benefits. Their nation, though small, gained enormous esoteric power and wealth, which they used to entice others to serve them.
Lǎobǎnrén have few customs they have not appropriated from those they exploit. They live in lavish buildings with gilded splendor, engage only in sports and games that bring them prestige among their peers (this changes with the fashions of the times), and eat vast feasts on a regular basis. Their food is always the rarest and most expensive; it is always about what they must spend on it, not the actual taste or nutritional value.
Lǎobǎnrén rule an empire called Wuordon. They are the elite ruling nation, but other species and beings live there as subjects, including the living iron peoples. Wuordon spans between the Hollow and the Low Mines. It is a massive feudal empire with a powerful landlord class, massive armies, and violent patriarchal customs.
As beings of menab’e, dòngxué are able to sense it, mine it, and wield it. They are capable of wielding any other energy, but the most common are drenante (which converts the menab’e within them and lets them drain it from others), bailaohu jinghua, kazaddarean, kakraohy, gebvel, and mijjit.
The Hǎorén worship Wěidà De Shōucáng Jiā, the Great Collector, a Divine being said to have led them to the menab’e mines in the Hollow. Their religion is usually a secret they keep and has no structure. In their own communities, religion is woven into the fabric of their culture. They honor Wěidà De Shōucáng Jiā in prayer and gratitude, but they do not have organized faith. Among the Lǎobǎnrén, Wěidà De Shōucáng Jiā is still worshiped, but they gate-keep the religion and distort the faith to be a prosperity gospel reinforced by a powerful polytheistic faith that involves greater and lesser Divines, of whom Wěidà De Shōucáng Jiā is the utmost, a judge of who deserves resource and power.
Gender was a complex system of twelve genders that is less a spectrum and more a puzzle of different correlations for the Hǎorén. Among the Lǎobǎnrén, it is a patriarchal binary.
The Lǎobǎnrén have a feudal economy. The Hǎorén are matriarchal.
The Hǎorén have warriors among them who defend against the Lǎobǎnrén or other dangers. These warriors get an extra ration of menab’e that allows them to improve their fighting abilities. They wield metal spears, stone axes, and crystal daggers, but their primary weapon is their own bodies. They are called shēntǐ dǎjí.
Among the Lǎobǎnrén, there is a massive military of conscripts, slaves, and recruits. Elite warriors are bù qǔ who wear heavy metal armor, usually acquired from living iron deposits, and empowered by heavy quantities of menab’e. Common soldiers get a small ration of menab’e that is more than commoners. They are called shìbīng, and they wield rifles and spears. Among the armies are elite archers called hou yi who have as much menab’e rations as the bù qǔ, but who put that into archery skills. They wield powerful bows that can put an arrow through solid stone.
All dòngxué language is based on Chinese.
The Lǎobǎnrén control mines and quarries and trade stone, metals, and menab’e itself with the outside world.
Some common roles and occupations among the dòngxué are as follows:
Bù qǔ: warriors who wear heavy metal armor empowered by menab’e
Dǔ tú: gamblers who bet menab’e
Fāxiàn Zhě: the gatherers of menab’e who form the bulk of all dòngxué labor
Guì: nobles of Wuordon
Hou yi: elite archers empowered by menab’e
Huángdì: the emperor of Wuordon
Hùlǐ rényuán: paramedics who use menab’e to temporarily tend wounds
Kǒuji: musicians who use vocal mimicry
Lǎoshī: teachers employed by the nobility
Lǐshì huì: councils among the Hǎorén
Mèi mó: witches of the Hǎorén
Pàojī: turtle-keepers who put menab’e in the turtle shells
Píjiàng: tanners who use menab’e in place of toxic chemicals to tan hides
Sàipǎo zhě: athletes given a better ration of menab’e by the Wuordonese lords
Sēnglǚ: wandering monks of Wěidà De Shōucáng Jiā who are outside the organized faith
Sha kuàng: makers of games out of menab’e
Shāngrén: traders of menab’e
Shēntǐ dǎjí: martial artists who wield menab’e to make their bodies into weapons
Shìbīng: common soldiers empowered by menab’e
Shīrén: keepers of ancestral roles who validate the lords of the Lǎobǎnrén
Xiǎochǒu: fools in the courts of the Lǎobǎnrén
Xíjí zhě: tunnel raiders and pirates who steal menab’e from the trains
Wú: priests in Wuordon
Yuándīng: gatherers of seeds who tend the subterranean gardens
Zhēntàn: detectives who are guided by senses enhanced by menab’e
Zhíyuán: administrators, clerks, functionaries of the Wuordonese government who are notoriously corrupt
The dòngxué experience discrimination outside of Wuordon, with stereotypes akin to the old “yellow peril” racism Chinese people experienced in the 1800s in the U.S., but it is termed “grey peril”.
Lán Jiǎo, Blue Foot, hero of the Hǎorén who led them away from the Wuordonese conquest, deceased
Tā De Xīn Shì Zuànshí, Her Heart Is Diamond, Dòngxué Manifest, Aeonian
Wángguàn, first emperor of Wuordon, legendary conqueror, deceased
Hǎorén: 20 million
Lǎobǎnrén: 100 million
Other: 10 million
PRO 8
ATH 8
STR 10 Toughness 12
AWA 8 Underground senses 9
WIL 8
PRS 8
STH 8
Rhinocerian people who are protected from the aligned energies.
Taxonomic Order: TheFolk
Alignment: Shebvic
Energy: Shebv Heya
Lifespan: 200 years
Diet: Mortal fare, but hardened
Habitat: Arid mountains
Spirits in the arid mountains of western Dabusen evolved to resist the myriad energies that flowed through their homelands.
The average geliqurofi stands about 7’ tall. They have the heads of rhinoceroses, but they are far more expressive. They have large snouts with three keratin horns. They have broad frames with stocky arms and legs. Their hands have bone spurs on the knuckles. Their skin ranges from ruddy brown to dark grey, and they have pitch black eyes.
Geliqurofi reproduce sexually with one another. With other species, it is only possible with supernatural intervention. Many assume that all geliqurofi are compatible with rhinoceros folk, but the appearance is a result of convergent evolution; there is no relation between them.
Geliqurofi have supernatural size, strength, and endurance. They can curl up into a ball and appear to be craggy rocks.
The horns of a geliqurofi are infused with shebv heya. Every impact makes them stronger. They can shatter solid rock, rend metal, and break muscle and bone with ease. If they strike each other, the impact will cause both geliqurofi to temporarily have an aura of invincibility (about 15 seconds).
Non-geliqurofi in the presence of a geliqurofi can be overwhelmed by them, neutralizing them and their powers.
Geliqurofi are immune to one each of celestial, infernal, poioumenonic, and aetherial energies. Each geliqurofi has a different set of immunities.
If they do not empower their horns regularly through impact, the horns will rot and they will die. If they somehow lose their horns, they will sicken and die.
There are 12 qeliqurofi nations around the world:
Boseogyeon: a nation of traders in Uruo. [korean]
Chuluunever: a nation of builders in the deserts of Ladrya. [mongolian]
Küçükboynuz: a nation known for their small horns and with a reputation for being criminals. [turkish]
Muraṭṭukompu: a nation in subcontinental Dabusen known for being miners, lumberjacks, and farmers. [tamil]
Pātalōsīṅa: nation in Majon known for their schools and slender horns. [nepali]
P’voragryegh: nation in Artere known for their intricate laws. [armenian]
Qewmshakh: the original geliqurofi nation in Jenil.
Qurunhamra': the warrior nation that dwell in Mahad.
Rogyashch: powerful nation in the far southern reaches of Dabusen, near the poles, who live as nomadic warriors. [russian]
Shíhàojiǎo: a nation of builders near the wall in Unbul. [chinese]
Tandukberat: a nation in northeastern Dabusen known for their heavy horns. [indonesian]
Zangzadan: a nation of hunters in western Dabusen. [tajik]
In the arid mountains, the geliqurofi live in small cities carved into the terraced heights. They fashion great aqueducts, tunnel systems, and massive walls and catwalks that create stone fortresses out of their cities.
The original geliqurofi are the nation known as the Qewmshakh in Jenil. They answer to a ruler called the shahanshah. This king, usually a male though not always, has his authority from a mixture of (a claim of) divine backing, military prowess, and ancestral privilege. Six families have claim to the title, and it passes between them every few centuries as the political and class struggles shift. Each family has their own military which takes over the main force of the nation when they are in charge. The six families have a sigil that is unique to them, and they use this on their shields, banners, uniforms, etc. They give merchants and shop owners the right to use their sigil in exchange for paying taxes to them. The six sigils are animals from all over, many from distant lands: the onager, Dabusense ostrich, grey cod, Dabusenese elephant, red rat snake, and red goshawk
The family of the Grey Cod (the Gurftn) controls five major cities and the waterways of the country. The cod is a metaphor for the rivers, but also taken very literally, as they keep a variety of fish imported to their constructed forests as well as the indigenous grey cod. The family also controls the navy and has the most influence over the merchant-fleets. Art among the Gurftn is focused on the rivers; blue is considered a sacred color. They build amazing waterfalls and carve sculptures designed to evolve as the water reshapes them. Those who are loyal to the Gurftn live along the rivers and waterways, and therefore they have the most interaction with other cultures. Most Gurftn folk are multilingual and a little more cosmopolitan. They celebrate the Gurftn family every year on the ninth day of the ninth month. They also have what they call the River Festival every year during the summer.
The family of the Dabusense Elephant (called the Penj) controls seven major cities and a region of the country called the Narrows, a series of massive canyons that connect the west to the east. The elephant is a metaphor for their famously having their nose in everything. They have some influence over finance, trade, military, the church, the slave trade, and more. They are known to keep menageries in great palace grounds filled with elephants and great watering grounds. Art among the Penj is abstract and complex, usually red and brown dominated. They create intricate architecture that interlaces the Narrows and have mazes of lines and wires that crisscross the canyons. Most Penj folk are educated and skilled at many crafts. They have five special holidays, each a historical event they celebrate or previous Penj king.
The family of the Red Rat Snake (called the Dadn) controls four major cities and the tunnel systems. The snake is a symbol of their control of vast spy networks. They are the information brokers, and their political connections mean they are powerful even if they are not in charge. They also control the rudimentary forms of media in the country. They keep serpents of all kinds as pets. Among the Dadn folk, furriers and weavers are considered artists, and tapestries (usually bright violet in hue) are popular. Head scarves are worn hanging down their backs, and every Dadn keeps a journal full of information they observe during the day. The secret police of the Dadn family, the najawahaa banfash'h is the main power in the Dadn cities. The Dadn folk celebrate four main holidays, each one seasonal.
The family of the Great Onager (called the Nash) controls eight major cities and the Dashat Qurmz (Red Plains), the low-lying mountain sides at the edge of the country. This region is the most dangerous, and they use it to train their soldiers to survive anything. They keep livestock and pack animals, which they use in their military. They also control most of the agriculture. The Nash favor tan and gold art works, usually murals and paintings, and have a love of red clothing which matches the ues of the plains. Most Nash folk have a secondary craft besides military skill, usually something like smithing or masonry. They celebrate a different major holiday in each major city.
The family of the Red Goshawk (called the Sheshakh) controls three major cities and the Zaman'haa Skaharah'aa, the rock lands on the northern edge of the country, where the raptor aeries are kept. They also control the major artillery of the military forces and a great number of mines. They are known for being more removed and independent. The Sheshakh have the most distinct culture, with their own foods, more rudimentary clothing, fewer slaves and more workers, a focus on green and blue leatherwork, and holidays based on the agricultural calendar. They are the most religious among the families.
And the family of the Black Ostrich (called the Peraq) controls six major cities and the highest peaks of the country. They are the most vain, wearing black feather capes and plumed helmets. They keep many birds, including black ostriches, and are known to control a great deal of wealth, trade, and luxury goods--and the airforce. They are feared for their deserved reputation for cruelty. The Peraq love music, fine clothing, fine goods. They tend to see education as a low priority except when it comes to trade or war, and they prefer a certain amount of decadence. They have 16 major holidays, each one the birthday of an historical Peraq patriarch.
The economy of the geliqurofi nation is based on ancient slavery (non-chattel enslavement), but there is also basic feudal and mercantile relationships as well. The mixture of economies is due to the different families' influences. Because they are a patriarchal society, gender is limited to the two most common in any official capacity, though among the Peraq and the Sheshakh, some variance is allowed privately. Most families are extended, multiple generations in one home, and the ruling families are massive extended clans.
All geliqurofi come together once a year for the Great Games, a series of combat games where they fight only with their horns. This festival is the biggest day of the year.
The other nations of the geliqurofi are very similar to the original in terms of culture and customs, with some slight variations brought on by the dominant culture where they live.
Boseogyeon: trade is the heart of the Boseogyeon nation, but they are much assimilated into Uruoese culture and honor the Silhyeon system, working within it to facilitate trade fairly, but remaining “neutral” - they do not endorse or oppose the opposition the Uruoese are engaged in against their enemies. They do not participate in the country’s military or education system, but keep to themselves.
Chuluunever: a nation of builders in the deserts of Ladrya who were major architects of the country’s few cities. They also built the irrigation systems there. They were once enslaved by other nations there, but they now live as a major part of the ruling class nations.
Küçükboynuz: a nation known for their small horns and with a reputation for being criminals. They have long dwelled on the fringes of society in Omaev and throughout several continents. Though not nomadic culturally, they are often forced to move from town to town.
Muraṭṭukompu: a nation in subcontinental Dabusen known for being miners, lumberjacks, and farmers. They prefer to keep to their own culture, but they are often exploited by others and forced to assimilate somewhat.
Pātalōsīṅa: nation in Majon known for their schools and slender horns. Their schools are favored by the “middle class” for those they want to become craftsmen or artisans, but they teach a wide variety of skills. They are respected and teach anyone, but they keep their own cultural traditions as best they can.
P’voragryegh: nation in Artere known for their intricate cultural rules. Among their rules are guides on how to interweave their culture with the local culture.
Qurunhamra': the warrior nation that dwells in Mahad, working mercenarily in the various wars there.
Rogyashch: powerful nation in the far southern reaches of Dabusen, near the poles, who live as nomadic warriors. They are known for being territorial and for favoring discipline and strength as part of their culture.
Shíhàojiǎo: a nation of builders near the wall in Unbul. They are proud of their part in building the walled cities there, and they are an honored part of the history and culture of Unbul, one of the many respected nations there.
Tandukberat: a nation in northeastern Dabusen known for their heavy horns and practices of lifting fallen trees for sport. They love contests of strength.
Zangzadan: a nation of hunters in western Dabusen who have been much exoticized by the locals for their different customs, but they try to ignore this and keep trading and surviving.
As beings of shebv heya, geliqurofi are the originators of the arts of the lasars, the mages who neutralize and adjust the flow of esoteric energies in order to maintain the status quo and protect themselves or others. They cannot wield the four aligned energies - aetherial, celestial, infernal, or poioumenonic - and they refuse to use objects imbued with it (as a cultural rule), but they can wield all nommic, paradoxical, shebvic, and ambrosial energies, with the shebvic energies being most commonly wielded, as well as mijjit, vonzot, and ambrosi. They can but rarely wield flux, paradox, or the Law. No one uses recursion.
Each of the six families has their own variation of the geliqurofi religion. While ancestor worship is common among the lower classes, the ruling classes insist on a more formalized faith. Every geliqurofi honors the Kahadah Sarekh (Red God), the impassive father-god who protects them from outside influences. He is considered their common ancestor and the maker of the six families. The shamans among the common folk worship him and the ancestors only, but the priesthood have renounced ancestor worship.
While geliqurofi recognize differences between one another in terms of gender, their language is gender neutral and most don’t really care about it socially. It’s simply part of how an individual lives. Marriages among the upper classes and six families are usually arranged and political; marriages among the lower classes are usually very formal and focused.
Their economy is a mix of feudal and early capitalism, with some slavery.
The six families have massive standing armies that only unite when the king of all kings demands it in times of crisis.
The main language of the geliqurofi is based on Persian.
They do extensive trade with other countries.
Geliqurofi are generally seen as a “stupid” nation, though they are anything but. This racist view of them is perpetuated by their isolationist tendencies and refusal to accept the aligned energies.
Shakhawel, Mother of the Horned Ones, Geliqurofi Manifest
Boseogyeon: 1 million
Chuluunever: 1 million
Küçükboynuz: 100,000
Muraṭṭukompu: 1 million
Pātalōsīṅa: 100,000
P’voragryegh: 20,000
Qewmshakh: 70 million
Qurunhamra': 1 million
Rogyashch: 100,000
Shíhàojiǎo: 1 million
Tandukberat: 1 million
Zangzadan: 100,000
PRO 10
ATH 8
STR 12
AWA 8
WIL 9
PRS 8
STH 7
Spirit folk who embody ancient laws.
Taxonomic Order: TheFolk
Alignment: Shebvic
Energy: Shavev Mashkalran
Lifespan: 1,000 years
Diet: Offerings
Habitat: Cold, temperate places
Vættir formed when the first mortal laws were formed.
Vættir appear to be broad-shouldered anthropomorphic figures who stand about 4’ tall. They are similar to gnomes and dvergars, but they are broader and have animalistic features in their faces. Most have goat-, cat-, fish-, deer-, lizard-, or dolphin-like features in their faces.
Vættir reproduce sexually with one another. They can reproduce with other spirit folk of similar size and form (dvergars, gnomes, some fairies, etc.), and the offspring follows the species of the birthing parent. They cannot reproduce with spirit folk who are not size- and shape-compatible with them, even artificially, nor outside spirit folk species, without supernatural intervention.
Empowered by ancient laws (though not Divine ones), vættir are bound to rules that give them powers and have great consequences if broken.
Individually, they have the ability to vanish twice daily, calm or panic animals twice weekly, shatter or mend objects twice monthly, exert extra strength (+9 for 30 seconds) twice yearly, and bind a mortal to the laws of the vættir twice in their lifetimes.
The rules that dictate the powers of a vættir:
A vættir cannot be washed in warm liquid. This will cause their magic to be weakened or taken away for up to seven weeks.
A vættir may not use or suffer the likeness of a dragon on any structure, vehicle, or statue within their community, lest their strength be lost until the likeness is removed.
A vættir must remain in their domains (earth, mountain, forest, sea, lake, or house) and shall not move to a new location without performing the proper rituals of protection, lest they lose all of their powers, which derive from the laws of the domain.
A vættir must exchange gifts with visitors and neighbors at certain times of the year, lest they lose their connection to their domains, causing terrible things to happen as the protections fade.
A vættir dwells in a domain - an earthen area such as a mound or hill, a great mountain, a forest, the sea, a lake, or a home belonging to another kind of mortal - and may place protections upon it, usually for prosperity and health. There is a limit to their protections, of course, but they are generally able to provide adequate protection to be worth the offerings they require.
If they fail to live by their rules, the protections will weaken, and bad things will begin to happen within a week: livestock will sicken, crops will wilt, children will go missing, fields will fallow, adults will grow ill, objects may vanish. If they follow the rules meticulously, the opposite tends to be true: livestock remain healthy, crops and fields yield good harvest, children remain safe, objects are found easily, and adults remain hale.
Vættir must exchange gifts eight times per year:
The first day of the year
On the two equinoxes
On the two solstices
On Samhain
On the first day of harvest
On their birthday
The vættir are offered porridge with butter, apples and pears (preferably sliced into eight pieces), mulled wine, cider, warm bread, a fresh slaughtered pig, and so on are examples of offerings, but any offering of food or drink made politely will be accepted, so long as it is not poisonous to the vættir. Respect and politeness in offerings is of the utmost in importance. In exchange for these offerings, the vættir provides a song that promises protections, except on their birthdays, when they would instead perform chores around the house or do minor services for those making the offerings.
Violating their own laws will weaken, sicken, and eventually kill a vættir. The only way one may survive violating their own laws is to find another power to replace it, usually some binding energy or other form of law - viridian aether (natural law), imperium (autocratic law), lhair (justice), fate (rigid narrative), or The Law (Divine law) being the usual energies to do so (this last being extremely rare). There are no cultures or groups of vættir who use these other energies for power, but rare individuals.
The nations of the vættir are as follows:
Landvættir, who dwell in earthen mounds and fields and have lizard-like faces
Fjallvættir, who dwell in the mountains and have goat-like faces
Sjóvættir, who dwell in the seas and have dolphin-like faces
Skogvættir, who dwell in forests and have deer-like faces
Vatnavættir, who dwell in lakes, rivers, and ponds and have fish-like faces
Húsvættir, who dwell in the homes of other mortals and have cat-like faces
Vættir are bound to their own rules, which they are taught from a young age. They do not have to follow the rules until they understand them or until they reach the age of seven, whichever comes first. They dwell in small hollows under the ground or in shallow caves under the water, often under trees or houses or large rocks.
Each vættir family is headed by the parents, who share duties around the home and the domain. All vættir are expected to learn domestic skills, fighting, hunting, gardening, and more, for they never know which tasks the rules may require of them.
A vættir child is considered an adult by the age of 21, at which time they are tested by their family on the rules. If they do not pass the test, they are punished with a birch stick to the head and given a week to correct. They do this every week until they pass or run away. If they run away, they violate their own rules and die within a year and a day unless they find some supernatural means to survive.
As an adult, a vættir is expected to find their own domain and start a new family elsewhere, though in places where there are not many other vættir, they may remain with their original family for a long time. Their adulthood is spent taking on tasks and seeking someone to build a new family with. If they must find a new domain and not take one over, they must also make friends with the local mortals and share with them the laws, which the vættir learns from the domain itself after staying there for a fortnight.
Vættir make friends by making offerings, usually of food, and doing small tasks around the land, water, or house.
The main differences between national cultures is what kinds of spots they live in, the offerings they prefer, and their relationship with local mortals:
Landvættir: they dwell in burrows and hollows under mounds; they tend goats and prefer offerings that can be shared with their herds (apples are a favorite); they mostly work with farmers and ranchers and try to be good protectors of the livestock and crops. If things go sour, they are quick to be driven off. They have a mischievous streak that sometimes gets them in trouble.
Fjallvættir: they dwell in mountain caves near small towns or passes; they protect bridges and roads and keep them clean; they engage with travelers and locals alike; they prefer offerings of warm foods. If things go sour, they get blamed for avalanches and missing travelers, but this tends to enhance the locals’ desire to keep good relations. They tend to be very serious folk.
Sjóvættir: they dwell in caves next to or under the sea; they protect sailors and fishers; they engage with locals from nearby fishing communities; they prefer offerings of fresh fruit and vegetables. If things go sour, they get blamed for shipwrecks, poor fishing seasons, and bad storms. They tend to be equally loved and feared. They tend to be jovial and like a good, bawdy song.
Skogvættir: they dwell in great hollows within trees; they protect travelers and rangers and others in the forest, as well as the forest itself; they engage with the locals and travelers and also the animals of the wood; they prefer offerings of freshly butchered domestic animals such as pigs, for they will not hunt in their own wood. They tend to be respected greatly by the locals. They tend to be quick-witted and love riddles.
Vatnavættir: they dwell in caves near or under lakes, rivers, and ponds; they protect travelers on rivers or those who live near lakes and ponds; they are often blamed for local drownings. They are feared and disliked. They prefer offerings of fresh fruits and cold meats. They tend to be a little romantic and love their stories.
Húsvættir: they dwell under homes, usually in farming communities or small towns; they protect those who dwell in the homes; they do tasks around the house and protect from fires and illness; they usually have very good relations with those in the house and are considered part of the family. They prefer offerings of buttered porridge and warm bread. They are very serious about the rules of the house.
What is always made clear between vættir and those they dwell with or near is that they are not slaves. If ever there is not an equal exchange of gifts and services, they will exact payment or make clear the consequences. Furthermore, consequences are made clear beforehand, and if no agreement can be reached, the vættir will either relocate (after casting appropriate spells) or force the mortals to leave, depending on who has ownership. The laws follow the vættir.
Vættir are beings of shavev mashkalran. They are empowered by ancient laws and know how to wield it. They are also wielders of shebv heya, nommic powers, various forms of poioumenon, aetherial powers appropriate to where they live, hegnh, and ambrosia or spirit energies.
Vættir believe in Lögmaðr, the lawmaker, a Divine who wrote the ancient laws by which they abide and is responsible for the consequences and powers they have. Every family has a book of ancient laws and dogma that they read from every month at a ritual of faith. Among them are religious figures and an adherence to ancient beliefs, and they are especially focused on teaching the young their faith.
Their genders are usually similar to those respected by the cultures they are attached to, but among themselves, they recognize upwards of eight genders, each one with special rules about courtship and dowries.
Vættir exist within many economies, but mostly feudal ones.
Among the vættir they have warriors with the name lag-mathaer who wield hammers empowered by the law. They uphold local laws and fight for the local mortal authorities as well as their own communities.
Their language is based on Old Norse.
Common occupations include the following:
Dómari: a judge.
Drengr: lag-mathaers who wield heavier weaponry and armor.
Eirgera: a smith of the vættir.
Forrað: functionaries in a local government.
Harfrhirthr: goat-herders.
Harfrstakahverfr: goat-herder warriors who can take a black goat’s form.
Hleypa: a mechanic of the vættir.
Konungr: one whom is made king via ancient laws.
Laegaedom: a vættir who invokes the laws to restore bodies, a healer.
Lag-mathaer: warriors who uphold their powerful laws.
Leikrvita: vættir who study the Puzzle of Laws, an ancient magical puzzle.
Lǫggøra: a writer of mortal or local laws, usually elected.
Lǫgsǫgumaðr: a prophet of their god, one who brings new laws.
Luthrkarl: a brass musician.
Munkr: a vættir who lives alone and studies the ancient dogma of their god.
Nysa: a lag-mathaer who investigates violations of the ancient laws.
Prestr: religious leaders.
Sendimathr: a lag-mathaer tasked with carrying messages to other vættir communities.
Starfathr: a vættir who works in a factory in a city.
Vakaseggr: a lag-mathaer who upholds the laws against the will of the authorities, a vigilante who is more attuned to the law than the ruling class.
Yseggr: lag-mathaers who empower siege weaponry with ancient laws.
They do not always have a good relationship with the mortals who dwell near them, but when they do, they thrive. They are often blamed for bad things happening even when it is outside their control. If mortals are unaware of the rules, they may feel coerced or think the vættir is entirely to blame. This leads to persecution and being driven away.
Those who know the rules often follow them and respect them beyond the normal bounds. For example, many will remove images of dragons from their ships or wagons when passing vættir territory as a show of respect.
Førramma, Vættir Manifest, Aeonian, She Who Read the Laws
Landvættir: 200,000
Fjallvættir: 200,000
Sjóvættir: 300,000
Skogvættir: 200,000
Vatnavættir: 150,000
Húsvættir: 500,000
Other: 100,000
PRO 8
ATH 9
STR 7
AWA 8
WIL 9
PRS 8
STH 9
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