Shrouded_Woods




The Shrouded Woods

On a remote plane of existence lies an endless realm of untamed wilderness, called the Shrouded Woods by its primitive inhabitants. Here tremendous, primordial forests reign reign supreme and only punctuated with jagged mountain ranges and sprawling plateaus. Crystal clear streams flow from countless peaks, carrying their nurturing water down into lush forests, which in turn transition into steaming jungles that brim with life. The air of the Woods is saturated with the supernatural. The laws of physics are but a rough guideline which the Woods only follow if they feel like it. An almost tangible, vibrant energy fills every leaf, every blade of grass, and every creature in the Woods. Plants grow unusually large and sturdy, often reaching gigantic sizes while sometimes even being as agile and intelligent as animals. Immense herds of fantastical beasts roam the forests, their guttural bellowing echoing far through the trees. The rustling of the leaves mixes with the gurgling of the ever-present creeks, the sounds of hundreds of different creatures and the faint whisper of ancient nature spirits to fill the clear air, every breeze filled with a multitude of sounds. At night, a star covered sky spans above the Shrouded Woods, dominated by three large gas planet like moons: Naela the blue, Khor the red and Shaluu the green.

The creatures in the Shrouded Woods age differently than one would expect. Instead of experiencing a common aging curve (in that they’re born weak, reach a peak of their abilities during adulthood and then experience a slow decline as they age), they steadily grow stronger the older they get. As a result, when a being in the Woods dies, they are at the height of their power. Since there are never old or weak animals to prey on, and because creatures in the Woods usually possess regenerative abilities, the predators of the Woods are especially fierce and deadly.

Several species of exclusively female humanoids live in the Shrouded Woods, who refer to themselves as Enirii. The Enirii live in small groups and simple villages, which often lie several hundred miles apart with almost every Enirii belonging to a certain tribe, although these tribes are not tribes in a conventional sense. Rather, a tribe sums up a school of thought to which its members adhere. So instead of a tribe equaling a single village, it often encompasses a large number of communities in a vast region. The affiliation of an Enirii to a certain tribe is easily identified by the symbol tattooed on her belly. Although the mentality of the tribes can vary widely, they all share aspects of the same religion. They believe in a nature deity called the Green God or more often simply 'the Green'.




About the Enirii

Although human in appearance Enirii physiology differs from that of humans in a few aspects. All Enirii possess certain abilities, because of which, they play a unique role in the ecosystem of the wilderness: all tribeswomen are able to conceive offspring with any other species in the forest. However bestiality is a shunned practice among most tribes, and so instead, the Enirii turn to another intelligent group of humanoids, called satyrs, for procreation. These tall, strong creatures are regarded as embodying facets of the Green and nature itself. A mix between animal, elemental, and spirit. Not only are satyrs extremely virile, their highly potent seed possess supernatural properties.

An Enirii that is with child from a satyr is temporarily filled with the eldritch power of the Green and gains the ability to magically manipulate and shape the forest around her, commune with animals and nature spirits, or even gain new insight into the hidden workings of nature. The strength of this nature magic, as well as the finesse with which it can be wielded varies greatly from tribe to tribe. This magic is the foundation of all of Enirii civilization, the only reason why they can even survive in a wilderness full of monstrous predators. Because their magical abilities are limited to the duration of a pregnancy, the relationship between Enirii and satyrs is deeply entwined and complicated.

Surprisingly the offspring of an Enirii-Satyr union vary widely. Often times, Enirii give birth to clutches of beast eggs, sometimes coconut sized plant seeds, or even cocoons of nature spirits. In a way they can almost considered to be oviparous except for the fact that they give birth to live Enirii and satyr cubs. The birth of an Enirii however is very rare, and the birth of a satyr even more so. The Enirii believe that this variety of offspring is due to the Green balancing out lives that ended elsewhere in the forest, preserving an overall harmonious equilibrium.

Due to their need for satyrs, Enirii villages are often found in an area close to at least one satyr pack and because of this, satyrs that live near a certain tribe are often referred to as those tribes’ satyrs, although they're not usually as closely associated with a certain village as Enirii are. The exact relationship between Enirii and satyrs varies from tribe to tribe. In some tribes, they meet for the sole purpose of mating, while other tribes tend to form longer lasting relationships, or have a completely different social structure. Because of the variety of their offspring, most tribes don’t have a classical family structure. Young Enirii stay in their village until they come of age at around 19 years and have an average life expectancy of 120 years. After coming of age, they usually leave their village alone or together with other young women in order to travel to other villages, seek out their first satyr mate, or maybe even found a new village. Those who do not join other villages often return to their home after their first mating, although here too traditions vary among the tribes and villages. Young satyrs, on the other hand, are handed over to the nearest satyr pack after birth, where they come of age after just one year. Offspring that belong to different species, such as beasts and the like are released into the wilderness as soon as their maturity permits.

A normal gestation period lasts for about one to three months; Enirii lactation starts about two weeks into the pregnancy and continues until up to four months after giving birth. Due to its pleasant taste and high nutritional value, Enirii milk is a sought after drink and trading good among certain tribes.

The Enirii have excellent eye-hand coordination and are able to see well in twilight, but not in absolute darkness such as in a lightless cave. Their height is that of an average human woman. Due to the resilience and elasticity of an Eniriis’ body, they are able to easily withstand the physical stress of mating with a satyr, a process that would be dangerous, if not lethal for human women. Like most creatures that live in the Shrouded Woods they possess strong regenerative abilities and are even able to even grow back lost limbs, an ability that is direly needed in the Shrouded Woods, due to its numerous and merciless predators.

Due to its elasticity and regeneration, an Enirii’s body recovers rapidly from being stretched during penetration. In the case of slow penetration this regeneration can lead to her body tightening again after every thrust. An Enirii’s genitals possess a set of strong muscles that massage and stimulate her partner during intercourse. Their ovaries are located very close to their cervix. Stimulating an Enirii’s ovaries with slight pressure, such as through certain massage techniques, can further increase her ovulation and sex drive. Depending on their tribe, an Enirii may be more or less susceptible to this practice. Besides its normal purpose, their cervix serves as a sort of sphincter, enabling their wombs to hold an abnormally large amount of sperm. Secondly, it serves as an additional, pressure-sensitive g-spot. After their 18th to 19th year, an Enirii enters a state of constant ovulation. A normal gestation period lasts for about one to three months; Enirii lactation starts about two weeks into the pregnancy and continues until up to four months after giving birth. Due to its pleasant taste and high nutritional value, Enirii milk is a sought after drink and trading good among certain tribes.




About the Satyrs

The mental capacities of satyrs vary largely, while most are on the same level as the Enirii, others are almost animal like in their intelligence. Regardless of their intelligence, satyrs tend to generally act more by instinct and often express more primal character traits than the semi-human Enirii. A satyr's heritage (and thereby the tribe/school of thought he most likely affiliates with) can either be identified by his horns (or antlers), or by the shape of his genitals, which vary depending on tribe. Their average life expectancy is about 120 years. All satyrs are able to see at night and possess great physical strength. Although their exact capabilities vary between the different satyr types, an average satyr is able to easily lift a multiple of his own weight over his head. They are generally taller than the Enirii, ranging from just about two meters to about two and a half meters in height (without antlers or horns). Just like the Enirii, they possess strong regenerative abilities. Their skin is thick and leathery, which comes in handy in a fight with one of the many predators in the forest. Due to their connection to the Green, and to their semi-magical nature, satyrs can produce supernatural quantities of sperm and do not possess a refractory period. The sperm of a satyr is so saturated with life energy that it causes plant life to grow on even the most barren soils and rocks, when it comes in contact with them. This effect however does not occur if it comes in contact with organic matter, such as wood. A satyr’s testicles can be pulled inside the body for protection, an ability that they often use during travels.

The various types of satyr possess more or less subtle differences in the magic they grant. A piece of wood shaped into a tool via magic granted by a Greenleaf satyr, for example, might spontaneously sprout fresh shoots, while it might show unintentional delicate carving if the magic initially was granted by a Nightshade satyr, and so on.

Satyrs live together in groups called “packs”. The size of these groups tends to fluctuate wildly, since all satyrs are born with a strong, inherent wanderlust. This often causes the size of packs to grow and shrink over time. It's not a rare occurrence that packs spontaneously disband, sometimes reforming years later, or never again. Regardless, most packs tend to dwell at the fringes of areas protected by ward stones.




About the Green

Enirii lore varies widely on what exactly the Green or Green God is. Normally, both female and male pronouns are used interchangeably when inhabitants of the Shrouded Woods refer to the godly power and while most tribes view him as a conscious, divine aspect of nature itself, others believe her to be an entity very much like them. In other words an Enirii or satyr that gained divinity by becoming one with nature. Again, others believe him to be a combination of the two former beliefs, or something else entirely and naturally every tribe is convinced that their own view of the Green is the correct one. No matter which, if any, theory is correct, one thing is certain: Some sort of powerful force permeates the Shrouded Woods and touches every being in it.

Some Enirii carry faint memories of events from ages past that have led them to believe that all life in the Woods is bound to the realm in a circle of rebirth, a circumstance that many Enirii view as an additional confirmation of their religious beliefs.

Faith is a powerful force in the Shrouded Woods, so powerful in fact, that it often changes its inhabitants. An Enirii's mental, and surprisingly even their physical development, depends heavily on the tribe they grow up in, or rather the beliefs she follows and which aspect of the Green she worships.

For example: Bloodroot Enirii grow tall, strong and likely have a tendency of being short tempered, while Greenleaf Enirii will develop especially wide hips and big breasts, and so on.

This development occurs regardless of her parents and depends solely on the tribe she follows. For example, an Enirii born from a union between a Greenleaf satyr and a Greenleaf Enirii may ultimately develop the traits of a Nightshade Enirii, should she grow up with the appropriate traditions. Satyrs, on the other hand, always take after their father in regards to appearance and demeanor with most Enirii attributing this immutability to their “elemental” nature.

In some places, the energies of the Green coalesce like rain water, but following wholly different paths and rules. In such 'touched' places, the presence of the Green can literally be felt. Depending on the tribe, however, every Enirii and Satyr experience this presence differently: While those of the Dimlight Caverns tribe, for example, might feel it as the hum of unseen crystals and a deep connection to the earth, members of the Bloodroot tribe might feel a rush of aggression and an urge to fight.

Enirii are much more sensitive to the Green than satyrs and can sense places where it's power is particularly strong. They also possess the ability to attune themselves to the life and land near them via meditation and can establish a rudimentary empathetic connection with their surroundings.

Totems

Since the power granted by satyrs is fleeting, the Enirii have developed a way of storing said magic in so called totems. The nature of such totems varies with each tribe. While some may use staffs or rods, others store the power of the Green in potions, rune stones, or even in something more exotic like in dances or dreams. Just as with ward stones, the efficiency and durability of a totem depends on the skill of its creator, and the magic used to power it. Additionally, each tribe's magic has characteristic traits which can manifest more or less subtly. A totem created by the Icewalker tribe, for example, might be permanently covered in rime. A building shaped by the Nightshade tribe could exhibit spontaneous growth of luminescent mushrooms. A wardstone powered by a member of the Stormchild tribe might charge its surroundings with electrostatic energy, and so on.

Ward stones

All over the Shrouded Woods, Enirii villages thrive in the shadow of tall pillars covered with fine runes. These stones, if properly charged with the magic of the Green, emit a field that keeps out the numerous predators of the Woods, and by doing so enable the Enirii to live in relative safety. Without them, the various gatherings of Enirii would live in constant danger of falling prey to ravenous carnivores. Paths of ward stones connect the various villages, often forming a veritable network throughout the Woods. Some legends credit the Greenleaf tribe with the original creation of the ward stones, but in light of their relatively crude mastery over the power of the Green, other tribes tend to scoff at this notion. Depending on the skill with which they're crafted, and the magic used to fuel them, the stones need to be recharged in widely ranging intervals from months to years or even centuries.

The Winding

The strange phenomenon of the winding is yet more evidence that the Shrouded Woods are a place filled with magic. Sometimes, the Woods don't behave as one would expect in regard to distance or space. Parts of the forest seem to loop back in on themselves, and ancient paths may spontaneously lead to entirely new regions of the Woods. This effect has never been directly observed, instead, it occurs subtly, at the very most in the corner of one's eye. Over the ages, several Enirii who tried to map regions of the Woods gave up in frustration. It almost seemed that the forest defied their efforts, like a living being refusing to be subjected to something as civilized as any form of calculation. Sometimes, entire stretches of land relocate over night, or even seem to disappear entirely for extended periods of time. In some rare events, even the flow of time can change, stretching days to weeks or shrinking days to minutes.

The ward stones, however, seem to alleviate this effect of the winding. Within the protective field of the stones, the strange bending and warping of space does not occur, providing the Enirii with a stable environment to live in. The further one moves away from these fields, however, the more frequent and more pronounced become the effects that can be encountered. The other effects of the winding including the strange "softness" of the laws of physics can be felt, if diminished, even near the ward stones.

Further away from the ward stones, the physics of the Woods are full of quirks and kinks: Some rivers stubbornly flow uphill until sunrise, some trees fall at the pace of snails while others grow from sapling to tree in mere minutes, and on rare occasions, even groups of pebbles go for a walk. A few of these effects seem to follow hidden laws, appearing for example only on certain moon phases or star constellations.














Covens

Some Enirii don't live in villages protected by ward stones, but instead roam the Woods in nomadic groups called covens. Since they exist outside the magical zones that keep out the dangerous wildlife of the Woods, they live in constant risk of being attacked by this same wildlife. Covens lead a nomadic lifestyle, never staying in the same place for too long, always cautious to avoid predators. Although covens lack the clear dogma of a true tribe, they tend to follow their own distinctive philosophy and develop their own beliefs. Some covens venerate powerful spirits, or even idols, instead of the Green. It should be noted though, that unlike tribes, covens do not have their "own” satyrs, and instead have to rely on satyrs from other tribes if they desire access to magic. Some tribes see this as a sign of inferiority of these covens who, in turn, do not take kindly to this kind of derogatory comments. As a result of this, relationships with their sisters in the villages range widely from respect over reserved acceptance to outright hostility.

Coven Enirii

Eremus




OOC

A SugarySweetAlts production. I wanted to do a more primitive and primal alt, one with some actual world-building to it. Do I have more information on this setting? Sure do! I'd love to develop it more, get some other players involved in it, and see how things go to be honest. But..I figured I would start small with a single character I want to play to see whom else might want to dabble in this setting!

The setting is a tweaked and modified version of Galbuscho's from HF and likely other places, to give credit where credit is due. I welcome other people to play in the setting and not everyone listed here is a SugarySweetAlts production, so its a good idea to find out who is playing an Enirii and not just assume they are the same player.