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Drahei

The Drahei are underworders most commonly associated with Amath, Istakal and other ancient empires. They are thought to have been related to ancient people of the Age of Three Crowns or the Three Kingdoms Interregnum. The Meruvidian Drahei are said to have survived the Age of Burning Sorrow and the Ashwinter Interregnum by cultivating a series of nature preserves throughout the mountainous regions of Geron. By the time of the Highwinter, all the Meruvidians had been wiped out with the exception of those living in the enclaves of ancient Amath. To survive the Highwinter, Drahei descended into the temperate Amath-Manzi Jungle. Over time a symbiosis developed between these enclaves and the trees that had been cultivated and transported for generations, leading to an arcane symbiosis central not only to the practices of Witches of Amath, but also to their kin the Recallers of Skiath and the Cultivators of Xil. This phenomenon is known as the Weird.   The original Witches of Amath are said to still live within the Amath-Manzi Jungle. They are believed to be the first people of Geron to have intentionally crossed into the Weird as part of a ritual performed with the Wishdancer Trees long before the Wishdancers are reputed to have existed, possibly having conceived or brought into this world one or more deific entities such as Igwaja during the Highwinter Interregnum.  

The Weird

The Drahei have carefully preserved an innate connection to the Weird, a trait later cultivated by the slavemongers of Akkan-Shai. This natural affinity allows Drahei to psychically navigate the Shroud, tapping into its creative and mind-bending powers with far less effort than many other races. This ability is intrinsically connected to ancestral Weirdwoods which in modern times are considered to be a kind of shrine to the god-tree Igwaja, thought to bind the void between worlds and connect both past and present places of spiritual importance across many geographical locations.  

High Slaves

While the specific origins of the Weird are lost to history, the some Drahei such as the Vanar clans enjoyed an elevated position in the slave-hierarchies of the Dream Lords. These Drahei were often spared harsh menial labors and employed as artists, pets and court entertainers, leading to extensive cultivation of the Weird in the 18th and 19th cycles.  

Shroud Haunted

After the Deluge, many Drahei fled to the mythical refuges of the Highwinter, but their ancestral homes could not protect them from the mind-altering influence of the Shroud. Many ancient Drahei live as ferals, their minds corrupted by the influence of the Dream Lords. Those who somehow manage to escape this fate spend much of their time caring for elders and keeping the remaining Weirdwoods.  

Amathian Physiology

Drahei are generally between the heights of 4'9" and 5'6", and the males and the females of the species are fairly similar in appearance. Their eyes lack a distinct sclera and pupil coloration much like the great apes, and both sexes have patches of whiskery, strong hairs which can be used to navigate in the darkness. Most Drahei have a pale gray or olive appearance, but red or dark gray Drahei are also known to live on Geron. Over a Drahei's life, the innate corruptions of the Weird cause the Drahei to manifest strange hair, eye and skin tones as their concept of self is reflected through the manifestation of their Weird. As Drahei enter into old age, their appearances may become more and more unusual, shrinking to smaller sizes, developing a sickly, gaunt appearance, or even becoming bestial.  

The Curse of Longevity

Alfar develop at a much slower rate than other races. When they escape their century-long adolescence, they are widely known for the breadth of their knowledge. The Alfar are above-average academians and excel at arcane pursuits, blending well into institutions of the city. Those Elves that do not find employment in the colleges and institutions of the city tend to lurk in the wilderness in small tribal units. Elves are particularly obsessed with traditions and have a difficult time escaping the foibles of their past, spending a disconcerting deal of their time contemplating seemingly unimportant ideas or carrying out ceremonies that have long since escaped their original purpose or meaning. Many Elves choose to live a life of cooperation with nature, becoming druids or rangers and disrupting the expansion of civilization.  

Going Feral

As Alfar age, they are very likely to become feral due to prolonged exposure to the mind-bending emanations of the Shroud. Various Alfar societies have ways of dealing with this, ranging from age-based exile to foreign lands to necromancy. Some Alfar societies are known to keep their feral relatives beneath their homes in special tombs, celebrating holidays with them or honoring them with various rituals in hopes that one day the corrupting influence of the Shroud will wane. Other clans of Alfar have rituals where ferals are sent to ancestral homes.
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  • Playable Race

Subraces
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This species has multiple parents, only the first is displayed below.
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