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.
Motto "Fear our might." Areas of Concern Battle, Strength, Rage. Home The rugged mountain ranges to the west of the great Lake. Sacred Animal Ghor. Sacred Colors Red. Totem Runic warpaint.
About the Tribe
Infamous for their aggressiveness and strength, satyrs and Enirii of this tribe live in the harsh, northern mountain ranges of the Shrouded Woods. They are hunters and warriors first and foremost. They relish the thrill of battle, often seeking especially dangerous prey in order to prove themselves as apex predators. They often fight for the sake of fighting because they believe that only in the primal struggle of combat, when the unknown of their fate is before them, are they truly alive; and it is then that they feel in harmony with the Green. To them the Green is the essence of the apex predator, the struggle for survival incarnate, and it has made them in its image. To them, peace means stagnation, and stagnation means death. There must always be struggle, struggle to be the most powerful of all. This attitude is reflected in their physiology and in their daily lives, even in their mating habits. As a result of their worship, Bloodroots have been gifted with great strength, fierceness and a dangerous fearlessness.
Unlike in some tribes Enirii and satyrs live together in Bloodroot communities. When they come of age, both Enirii and satyrs undertake a right of passage: they name a beast which they will slay, the venture forth for their quarry. They then return, only when they have its head and present it to the tribe. This is to both honor their village and be accepted as adults. Furthermore, in the case of the Enirii, this proves they are worthy to receive their tribes' tattoos. The more dangerous the creature in question the higher the prestige. The young warriors are expected to come back victorious or not at all. Coming back empty handed would be the greatest shame imaginable and would result in the village lynching the failed hunter to rid themselves of this shameful stain on their village’s reputation. The youths are armed only with a stone dagger and spear. Blinded by their chance for glory, young Enirii and satyrs often overestimate themselves and die in the attempt to impress their fellow tribe members. As a result, Bloodroot villages stay relatively small. Frequent infighting also contributes to their small numbers, a circumstance neighbouring tribes welcome gladly since some believe that a united Bloodroot tribe would wreak havoc on the less maritially capable tribes.
As it stands, small bands of Bloodroot occasionally launch raids into other tribe’s territory. They often steal food and other resources but occasionally they also take Enirii and even satyrs of other tribes as captives. Barring outrageous ransoms, these captives are doomed to become slaves; used either for breeding or labor. Slaves are a prized commodity among the Bloodroot since they regard crafting tools, agriculture or the construction of buildings as below them. Bloodroots favor hunting over cultivating crops and settle for primitive architecture and tools only just good enough to get the job done. An exception to this is the construction of weapons. Bloodroots cherish their weapons. The bigger and more savage they are, the better. Bloodroots often use bones and teeth to create grisly fetishes and totems with which they decorate their homes and also themselves.
Bloodroot favor a savory, spicy cuisine. Many villages grow tough, eye watering spicy tubers which are then roasted and served what they brought home from the latest hunt. When it comes to meat they don't care much what sort of prey ends up in their roasting pit. Since they hunt for the thrill of battle their prey are usually dangerous predators their flesh is tangy and stringy but the Bloodroot don't mind. They would never let any spoils of their hunt go to waste, be it muscle, bone or sinew.
Bloodroot satyrs are often feared by other tribes, and rightfully so. Not only do their genitalia possess fleshy barbs which are painful during penetration, the satyrs are very violent during mating, often leaving their mates with bruises, as well as bite and claw marks. Even though these don’t last long due to the regenerative abilities of the Enirii, only Bloodroot Enirii are willing to submit themselves to the ordeal of being bred by these satyrs. The sperm of bloodroot satyrs causes the growth of tough, thorny vines and carnivorous plants and while their seed carries a comparable amount of green magic, all of their offspring are large, strong, and wild. Additionally Bloodroot satyrs have a peculiar anatomical trait: If angered, their fleshy genital barbs can grow considerably. Because of this, prolonged penetration by satyrs of this tribe creates an intense mixture of pleasure and pain. But mostly pain. In comparison to satyrs of other tribes, Bloodroots are often slightly smaller, but more heavily muscled than most other tribes.
When a Bloodroot Enirii or satyr wants to mate they simply challenge their respective partner to a fight. Their foreplay can be easily mistaken for a deadly fight. Trusting in their regenerative abilities, both Enirii and satyrs try to prove their strength, ferocity and fighting skills to each other. The sex itself is equally rough, with each partner trying to dominate the other. Good sex for Bloodroots is as hard and as ferocious as possible. The final outcome for them isn’t as important as the will to fight itself.
As a result Bloodroot unions seldom go unnoticed by the village they take place in.
Most larger Bloodroot villages have an arena used for entertainment and combat training. Some villages use them as a public mating ground as well. It’s also the place to let out ones anger and frustration. They are quite strong for Enirii, often matching the strength of satyrs. No matter with what kind of satyr a Bloodroot Enirii mates with, her offspring are always especially strong and tough. This trait is amplified in a union between a Bloodroot Enirii and satyr.
Bloodroot Magic
The Bloodroot tribe use the magic of the Green differently from most tribes. Instead of directly weaving their magic into totems to preserve it for after their pregnancy they are able to bind it into their runic tattoos. Unlike other tribes, Bloodroots have relatively poor magical skills in most fields of application. Despite this they are quite infamous for their rune magic. Their unique approach to magic allows them to create magical binding glyphs that can be placed on other Enirii in order to temporarily prevent them from using magic themselves. Bloodroots use this to ensure that the Enirii they use as breeding slaves don’t use their magic against them. In all other regards their magical skills are rudimentary compared to other tribes.
Self Perception
We embody the true essence of the Green: Strength and Ferocity. We are the queens of the wild, ferocious and unyielding. Our satyrs are the embodiment of the feral, savage power of the Green. Their seed is superior to all others and it is the will of the Green that they spread it as far as possible. We take what we want, whenever we want it. Nothing can stand in our way. The Green gifts us with the strongest and most powerful young, proving that our way is the best. We are the rightful rulers of the forest and the masters of all its beasts. We are not afraid to prove our strength and endurance. Those who stand in our way will be crushed. All other tribes should follow our creed, for their views are skewed. Satyrs and Enirii of other tribes must be led back on the true path that the Green has laid out for them. Those who are either unwilling or unworthy to join us can only serve as slaves.
Relations with other tribes
Bloodroot Enirii see themselves as the representatives of nature’s harsh, unyielding side and its unbridled, wild power. They generally regard themselves as being the closest to the “true will of the Green”. All other tribes that don’t follow the Bloodroot creed are seen as inferior. Because of this, there is relatively little trade with other tribes. Bloodroot satyrs however, are quick to offer to breed Enirii from other tribes, if their villages are in need of especially fierce offspring, e.g. if a village needs protection from aggressive predators in its’ area. It is rumored that some Bloodroot satyrs actively herd predators into the territory of other tribes in order to later spread their seed there, hoping for the birth of new Bloodroot satyrs.
Occasionally Bloodroot war bands ambush members of other tribes and abduct them into the wild mountain ranges. Since Bloodroot villages even keep Enirii or satyrs of other tribes that have been subdued this way as slaves they are generally shunned by other tribes and even diplomatic meetings are held at arm’s length. Since the Bloodroots regard most tribes as beneath them anyway they don’t mind this much especially since diplomacy seems a huge waste of time to them. Why solve things with words if you can just take things by force?
The most contact Bloodroots have with other tribes is the stray hunting party that happens upon pilgrims who intend to visit holy sites that lie within Bloodroot territory.
Motto "The song below unites us all." Areas of Concern Gem-cutting, mediation, ward stones. Home The Opal Peaks to the south. Sacred Animal Ygoron. Sacred Colors Light blue and gold. Totem Jewelry.
About the Tribe
The Dimlight Caverns tribe revere the Green as a goal that any Enirii or satyr can reach, a state of being where one of the children of the Shrouded Forest reach a state of oneness with the Green where they can read its intent and enact its will. The Green God specifically is simply the satyr who was first capable of the spiritual growth necessary to ascend to that state, a symbol to be emulated but not revered. That is reserved for the Green itself even if this unusual belief isn't widely apread among the other Enirii tribes. As part of their journey to grow closer to the Green, Dimlight Enirii dwell in crystal caverns in the Opal Peaks, where they study crystals that resonate with the song of the depths, which they believe to be the purest expression of the Green to be found. While other tribes dispute that last claim, there is some truth to it as those resonating crystals form the essential core of every wardstone that keeps the Shrouded Forest stable around the Enirii villages that surround them.
The Dimlight's sect of the Green leads them to develop particularly hearty bodies capable of enduring famine, illness, and injury better than most Enirii while they prove to be especially patient individuals. A valuable trait considering the reclusive Dimlight tribe is often called upon to act as diplomats and mediators in disputes that all sides seek to resolve peacefully. This reputation for neutrality serves the Dimlight well since while the majority of their villages lie in the Opal Peaks to the south, the Dimlight Enirii often roam through the extensive cave systems that run beneath the Shrouded Forest to the point where they can be encountered anywhere across the plane..even if such a sighting isn't particularly likely. As such, it pays to be on relatively decent terms with as many tribes as possible.
When a young Dimlight Enirii is about to come of age she is encouraged to shape her first totem and fill it with energy, but once she has the prospective tribe member is lead blindfolded to a secret cave by the village. If she can find her way back by listening to the resonating song of the depths then she is welcomed fully into the tribe. If she cannot than she is sent to the surface where life will be easier for her, but not longer a member of the Dimlight tribe.
Dimlight villages do not tend to have satyrs living within them, even during traditional breeding seasons but said satyrs are not nearly as nomadic as those who live above ground. Unlike on the surface, a shift in the caves could cut a pack of satyrs off from their village for months or years at a time, so while they do not live together they also do not live far apart.
Dimlight satyrs do not prove to be exceptionally large or smaller than others, but they make up for it with sheer sturdiness to go along with the advanced regenerative abilities that all satyrs possess, a quality they need to combat the often strange beasts that hunt in the tunnels. Their crystal-studded skins are hard to the touch while the color can change with the wise beast man's mood, a tell for their attitude that should be carefully observed as the patient satyr's wrath, if roused, is something to be avoided.
Of particular note is the ridged shake of a Dimlight satyrs cock, seemingly designed for removing the seed of other satyrs as well as 'lock' with their partner Enirii to ensure as little seed escapes as possible. They are also one of the few kinds of satyrs with horns capable of being used for fighting, something they put to good use in defense of themselves or Dimlight villages.
Although no satyr lives within the bounds of Dimlight villages this does not mean they are an unwelcome sight among the Enirii there, who view visits from the wise satyrs with excitement as they often bring news of the outside world that the reclusive Dimlight villagers rarely get to find out on their own. As such, they're quite friendly with one another and it is not unusual to find a Dimlight satyr acting as a guardian for an Enirii's offspring, especially if it is of the spiritual or sapient variety.
Satyrs born to the Dimlight tribes are allowed to stay within the village until they are able to survive in the wilds on their own without the aid of a pack to aid them. The reason for this that the satyrs will roam far from their home village of origin to find another Dimlight village to join and, as such, they don't have the luxury to grow close to their fellows and how to hunt and scout with them. In this way, the satyrs learn to defend themselves, forage, and the signs of dangerous underground predators that might pose a threat to them before joining a new pack with valuable knowledge to share.
Dimlight Magic
The magic of the Dimlight tribe is one that is of the earth and manipulates it as well. While there is more space underground than most would expect to find, there is still a limited amount of it to be had and the Dimlight Enirii are aware that they need to shape their environment to obscure their villages from being found, carve out places for them to live in, and most importantly to defend themselves from attackers. Dimlight villages are known their sturdy geometric designs which is created by the efforts of Dimlight novices while more experienced shapers are able to create traps, weapons, or defenses on the fly with the most experienced said to be able to sing life into the stone itself thanks to the song of the depths.
This magic may not be as flashy as that of other tribes but it is very practical and aids the Dimlight in their day to day lives. As always, they work with what they have to make the most out of their seemingly barren surroundings. So while the Dimlight certainly fits among the more powerful magical Enirii tribes, they lack the raw power that other tribes have..they make up for this by having access to their magic almost from the time of their initiation to the time they perish.
Totems
Although the practice is considered unusual with how readily available their satyrs, and thus pregnancy, are for the Dimlight Enirii, they have taken great pains to create totems capable of bearing the power that being bred bestows upon them rather than settling for a temporary period of empowerment. Unlike the Nightshade who create potent potions from the sperm of satyrs, the Dimlight Enirii have created a way to imbue the unique resonating crystals of their home with the magic of the Green. Although not as flush with life as a satyrs seed is, these totems are amazingly stable and capable of holding power seemingly indefinitely. As such it is not uncommon for Enirii to pass down their totems, often in the form of jewelry from mother to daughter or mentor to student and because of this the Dimlight do not seek to breed as often as their fellows but rather do it for pleasure more than practical purposes. However, considering the value of these totems just from the gems they are made of, Dimlight jealously protect these heirlooms and the secret to extracting their power. The most paranoid or those who frequently travel have resorted to extreme methods to prevent their theft or destruction, often times shaping their totems into plugs to be nestled within their very bodies and safely out of reach of thieves, raiders, or slavers.
Self-perception
We embody the true essence of the Green: Meditation and mediation. There are many differences between the tribes on what exactly the Green is, but we understand that those differences should not cause conflict among the tribes. A river may take many paths but always strives to reach the same destination after all. The Green God is an ideal that every Enirii and satyr should strive towards but we should not get so blinded by reverence that we miss the fact that all of us have the potential to reach that peak. And we Dimlight strive to help our sisters and brothers further along this path to becoming one with the Green.
Relations with other Tribes
In much the same way the Bloodroot tribe tends to view all others as weaklings to be pillaged and conquered, the Dimlight tend to view all other tribes with the same level of ambivalence. All equals in striving towards the same two goals, survival and understanding of the Green. All are worthy of trade and all are worthy of fair dealings with. There is minute details with each tribe in what the Dimlight want in return for their wardstones and jewelry but there are only two distinctions that warrant distinct mention.
The Bloodroot tribe, known for their hostility towards the other tribes, has a more complicated relationship with the Dimlights who share a similar home and sometimes even the same territory. The defensive prowess of the Dimlights makes raiding a very unfavorable prospect and the willingness of the Dimlight to still engage in trade with the Bloodroot means that the cave-dwellers might be the only tribe that can approach Bloodroot villages with any reasonable expectation of safety..though this has not kept Dimlight maidens from being snatched up when the chance has presented itself or marauding warbands being cut off by the shaping of earth by Dimlight shamans asked to force the raiders to the bargaining table.
The Lotus Sanctum might be the only tribe that the Dimlight view with revulsion, finding their method of 'revering' the Green to be a perversion of the natural order. While this does not stop the attempts to deal with the Lotus Sanctum, it is always with reservation on behalf of the Dimlights and they are reluctant to offer new wardstones or jewelry to those they feel are trying to mute the song of the depths.
Dimlight Members
Auris Chief of her village. Master shaper and talented diplomat.
Motto “We are the fertile soil.” Areas of concern Fertility, Growth, Nurture. Home The temperate forest areas northwest of lake Calua. Sacred Animal Rabbit. Sacred Colors Green, earthy red. Totem Staves.
About the Tribe
Together with the Nightshade and Bloodroot tribes, the Greenleaf tribe is known as one of the three "old" tribes. According to legend, these were the first three tribes that were founded. Their territory sprawls between the Opal Peaks and the Bloodroot Mountains.
Greenleaf Enirii are renowned farmers. From childhood on, Greenleafs learn about farming: how to distinguish different types of soil, how to care for a wide variety of plants, and much more. Most of their villages cultivate several plots of bountiful, healthy crops, which they trade with other tribes. The ones who don't instead concern themselves with other aspects of plant care, such as tending to an especially ancient tree, cultivating a rare, local breed of lilies, and so on. Besides their love for farming, Greenleafs are also known for their love of something else: Sex.
Greenleafs worship the fertility aspect of the Green, and because of that, sex is regarded as a holy act: a prayer to the Green. So much so that it plays an even more important role in their culture than in that of most other tribes. It permeates every facet of their lives: Their art often features depictions of heavily pregnant women and phallic symbols, even their songs and legends are about sex and finding a good mate. Greenleafs tend to approach most matters in life, such as farming, their worship of the Green, and even mating, in a ritualized fashion. Even something as simple as tilling a plot of land is often accompanied by a short prayer or other ritual. Over time, each Greenleaf village develops its very own, sometimes obscure, set of rituals. This means that customs tend to vary wildly from one village to another. Some festivals, however, such as the lantern festival, or the ritual of the first spring seed, are shared universally among Greenleaf villages. Although other tribes are often confused by the plethora of different rituals and occasions on which they are held, the Greenleafs big sex festivals are almost universally praised and often entertain guests at these occasions. Such rituals often take place at sacred locations like the Monolith of Ancient Rites or the Field of Idols, and are held when the green moon, Shaluu, is full in the sky.
Piercings are taboo among Greenleaf Enirii. Instead, colorful or feathered butt plugs and fertility fetishes are very popular as jewelry. Those who seek to impress or attract a satyr often wear especially vibrant colors. Young Enirii receive their tribes’ tattoos when they have managed to grow and harvest a Kaloo plant (A care intensive, melon-like plant, known for its delicious fruits) all by themselves. Every member of a village attends the ceremony, which starts at sunrise. During the arduous process of tattooing, the harvested fruits are shared among members of the tribe. Once all tattoos are completed, it is customary to celebrate with songs and feasting. Enirii of this tribe who haven’t come of age yet are forbidden to see or interact with satyrs. On occasions where satyrs visit villages, those young females are locked away in a secure location.
As a result of their worship, the tribe's Enirii develop excellent child-bearing hips and voluptuous breasts. Very rarely do they have less than a triple pregnancy, tending more towards quintuplets and upwards. An average Greenleaf pregnancy is usually a bit shorter than is the norm for most Enirii and often only takes between one to one and a half months. During pregnancy, they produce large amounts of milk, and unlike members of other tribes, continue to do so if milked regularly. Greenleafs view promiscuity as a virtue and only rarely will they pass up a chance to sexually pleasure another. It is not uncommon that such encounters end in a pregnancy; Especially if they meet members of their own tribe. Greenleaf Enirii and satyrs have difficulty to keep their hands to themselves for long.
It is said among the tribes that Greenleaf Enirii absolutely adore their satyrs and vice versa, which is an understatement. Their adoration for each other sometimes borders on worship. Even total strangers who just meet once to procreate, mate as passionately and intimately as a couple burning with true love. Despite this, relationships (especially longer lasting ones) are rare among the tribe.
Greenleaf satyrs are renowned for their particularly tall and muscular build, enormous strength, and their impressive manhood (even among other satyrs). When in contact with the ground, their sperm causes the growth of grass, wild flowers and phallic mushrooms. The satyrs living in the Greenleaf tribes’ territory tend to gather in loose, unorganized packs, whose numbers fluctuate greatly due to satyrs joining and wandering off very frequently. Since young Greenleaf Enirii are forbidden to interact with satyrs, these packs often make sure to keep their distance to the villages, but try to still stay close enough to enjoy the protection of a ward stone. If they visit a village for any reason, they announce their approach with horn signals or similar signs, depending on the occasion. Greenleaf satyrs are famed for their potent and powerful seed. The power of the Green is so strong in these satyrs that they themselves can wield a very minor form of green magic, not just the Enirii they impregnate. The end of a satyr’s first year is the time when their physical and mental maturation nears its end. The adults of his pack lead the new adult to a special, secluded location where the young satyr spends three weeks quietly meditating. During this time, he seeks to commune with the Green God and to control his budding libido. When he emerges, his sexuality has fully awoken; and it is then that most young satyrs seek their first mate shortly after returning to their pack.
Greenleaf Magic
Greenleaf magic, or rather, the magic bestowed by Greenleaf satyrs, is generally agreed upon as being the strongest, most plentiful source of magic that satyrs can provide. However, their magic is not without what other tribes would call “flaws”. No matter how skilled the Enirii, items and structures created through Greenleaf magic always look primitive and unrefined. Additionally, they are often unusually “alive”: Tools sprout living branches, doors grow roots and stone statues trigger unusually lush moss growth in the surrounding area. Members of the Greenleaf tribe aren't bothered by this, and are often content with a “close enough” result. This attitude, combined with their somewhat unrefined workmanship, has led other tribes to mock the notion that the first ward stones were created by Greenleafs.
Totems
Traditionally, Greenleafs use long, wooden staves as totems. The staves are made out of three saplings of different varieties. These trees are planted right next to each other, and are twisted into a tightly wound triple helix as they grow. When the helix has reached the thickness of an Enirii wrist, the intertwined trees are harvested and melded together in a special ritual. Even for the most skilled Greenleaf crafters, these staves are difficult to create. As a result, even the largest and oldest Greenleaf villages possess only a few of these treasured items. Traditionally, the staves are handed down from the village leader to her successor. It is customary to tie a small token of personal significance to the staff before passing it on. As the staff is handed over to its next owner, the story of each token already attached to the staff is recounted. Old staves often sprout leafs and seem like a mix between a slender, living tree and a tangled mess of random treasures, when in fact they double as a powerful vessel for magic and a village's recorded history.
Self Perception
We embody the true essence of the Green: New life and growth. We are the custodians of the shrouded woods. It is our duty to tend to all living things in this realm, care for them and keep a peaceful balance in the woods. We must all work together to achieve this goal. The Green chose us as vessels for the sacred life seed of the satyrs, the heralds of the Green. Together, Enirii and satyr are two parts of a greater whole. We learn to please our satyrs and honor them according to the old ways, for they pour the power of the Green into our wombs so that we may nurture and preserve the forest. We will thankfully become one with our satyr, for a womb full of budding new life is the highest praise we can give to the Green.
Relations with other Tribes
The members of the Greenleaf tribe are generally on good terms with other tribes. They often trade crops and milk, along with other goods, and sometimes even breeding services.
They maintain a friendly but cool relationship with the Nightshades, which they admire for their great craftsmanship and often hire as wood warpers, in order to grow new buildings or tools. They are, however, wary of their scheming ways, as well as their use of drugs and alchemy. They also like to keep a respectful distance to their enigmatic satyrs, since Greenleaf Enirii tend to react very strongly to their psychoactive sperm.
All members of the Greenleaf tribe try to give mountain regions a wide berth, since they, like most other tribes, want to avoid the violent Bloodroot tribe. Their raids are feared and both Greenleaf Enirii and satyrs alike have been kidnapped and enslaved during such attacks.
Their gentle demeanor and great hospitality makes the Windplains tribe a good friend of the Greenleafs. They are valued trading partners, since they always have a demand for crops and in return offer fruits and wine. It's quite common for Enirii who travel east to trade with Windplain villages to stay longer than intended, be it because they like the sun flooded plains, or because they have taken a liking to the sweet wines of the Windplains.
The reclusive Dimlight Cavern tribe doesn't have a lot of contact with the Greenleafs, not because there are animosities between the tribes, but rather because they simply don't have much in common (although gems from the south are a welcome addition to Greenleaf fashion). An exception to this is the Plateau of the First Spring, the Greenleafs most important holy site, which lies in the northernmost part of the opal peaks, very close to Dimlight cavern territory. A few Dimlight communities are located here, which are less withdrawn than the rest. These local gem cutters often visit neighboring Greenleaf villages, which has led to a curious mix of local customs that feature Greenleaf rituals mixed with the throaty songs of the Dimlight Cavern tribe.
The relationship with the distant Three-Moons-tribe has always been somewhat odd. Their obsession bordering interest in everything Greenleaf, has made most Greenleafs wary about entering their territory. A stay doesn't seem too unpleasant at first, but Three-Moons tend to be somewhat “clingy”, when it comes to their guests leaving.
Greenleaf Members
Alikka Young woman a year or two past her initiation, avid breeder.
Motto "The spirits dance in our wombs." Areas of Concern Magic, Guile, Alchemy. Home The sweltry, misty swamps near lake Ruga. Sacred Animal Scorpion. Sacred Colors Purple and black. Totem Potions.
About the Tribe
Like all tribes, the Nightshades revere the Green God. To them however, the Green God is a secretive, fickle trickster spirit which rewards the most cunning and crafty with knowledge and magical power. Nightshades try to emulate their deity and strive to wrap themselves in mystery, hoarding knowledge and magical power. As a result of their views, Nightshade culture is full of intrigue and schemes. Compared with most other tribes, Nightshades have very close contact to the eerie, pale spirits of the wetlands. In their quest for knowledge and secrets, they regularly seek communion with these strange entities, most notably the ones that live in the region known as witch grove and those that make their home in the wildwood of dancing runes. It is thanks to the Nightshade tribe and the wisdom that these spirits have shared with them that the Enirii of the shrouded woods know about many hidden wonders of the forest. Among the secrets they have gleaned is a rudimentary understanding of biological processes such as photosynthesis and even cell biology. In return for the secrets they share, the spirits are sometimes permitted to inhabit the bodies of pregnant Nightshades, siphoning some of the magic that fills Enirii during pregnancy. It is this tradition that the Nightshade tribe's motto stems from.
The Nightshade's veneration of the Green causes them to develop an excellent memory which aids them in the art of alchemy. Additionally Nightshades have a natural talent for reading and seducing others; a skill which they make extensive use of by manipulating others with webs of intrigue in order to get what they want. When they're not scheming or being preoccupied with brewing potent concoctions, most Nightshades spend their time roaming the swamplands in their search for spirits. They also watch over the hidden ponds and bogs where rare plants grow and the energies of the Green coalesce.
When a young Nightshade Enirii is about to come of age she is required to brew a lethally poisonous tea according to a special recipe unique to each village. As a test of her worthiness she is required to brew an antidote to the poison by her own design. She then has to drink the antidote and the poison in front of the whole village. Those who aren't able to create an effective antidote do not receive a second chance. Nightshade villages are exclusively matriarchal with satyrs living apart from Enirii. Most Nightshades show little respect for their satyrs, viewing them mostly as sexual playthings, pleasant distractions, sources of magical power and and of course test subjects for their alchemical experiments (see Totems).
Nightshade satyrs are somewhat leaner than those of other tribes but they more than make up for this lack of strength with astounding agility. Their blue-grey skins often shimmer in hues resembling their surroundings, providing natural camouflage and making it hard to spot a Nightshade satyr who doesn't want to be seen. A detail of note is the hallucinogenic properties of their sperm, with the exact effects varying from satyr to satyr. Nightshade alchemists are of course especially curious about these properties. Additionally they have found that any satyr's seed has seemingly endless application as an alchemical ingredient which has made satyrs the number one research subject among the Nightshade Enirii.
The relationship between Nightshade tribe Enirii and satyrs is somewhat complicated. On one hand they try to avoid contact with the Enirii of their tribe as best they can, because although they enjoy being intimate with any female, no satyr wants to overstay his welcome and end as a guinea pig for alchemical experiments, or worse. On the other hand they are drawn to the seductive Enirii like moths to a flame. Try as they might: Every time they encounter a Nightshade Enirii they inevitably end up spiraling into her net. The Enirii on the other hand take great pleasure in this game and enjoy wrapping satyrs around their fingers. Despite being aware of their “weakness” said satyrs seem unable to break away from their love-hate relationship.
Satyrs born to the Nightshade tribe are left at designated drop off points merely one month after their birth. Red smoke signals for nearby satyr to pick up the new member of their pack. After joining a pack they usually stay with another satyr who becomes their mentor until they come of age. When they reach maturity, they imbibe a cocktail of psychedelic mushrooms in order to attune themselves to the Green and the swamp-lands that are home to the Nightshade tribe. It is said that thanks to this ritual, no Nightshade satyr ever gets lost in the misty marshes or falls victim to their hazardous terrain.
In contact with the ground the sperm of Nightshade satyrs causes the growth of psychotropic mushrooms and hallucinogenic berries.
Nightshade Magic
The magic of the Nightshade tribe is precise and elegant. Their lampion lit villages boast lavishly decorated buildings shaped from swamp trees that are often several stories high, with arched bridges connecting multiple dwellings. Every entrance and every window is decorated with intricate patterns. One could think these fine details are the Nightshade's way to brag, but they're actually a side effect of Nightshade magic. Even the most mundane items created by Nightshade magic look elegant and beautiful. Additionally, Nightshades have an exceptional knack for creating light sources via magic, whose colors they often style to resemble that of the swampland spirits.
Although they would never admit it, there are some flaws to their supernatural arts. Regardless of how much knowledge they gain, the Nightshade's curiosity never seems to be sated. The same goes for their thirst for magical power. No matter how much power they gain, it never seems to be enough. Despite all their expertise, all their skill, Nightshades are always left craving more and it is said that they secretly envy other tribes for their unique styles of magic. Nightshades can cope with the psychoactive properties of their satyrs sperm, but Enirii of other tribes who are exposed to Nightshade magic often experience an intense high and vivid, colorful hallucinations.
Totems
In an attempt to preserve the magic they crave so much, Nightshades have found a way to transfer the magic granted by a satyr into magical potions, effectively using a potion as a one time totem. These potion's alchemical effects are often enhanced by the magic they store. Nightshades claim that they can “taste” the magic of the Green God when they imbibe one such potion, a sensation that they describe as “uniquely delicious”. Nightshade often create veritable hoards of potions over time as they stockpile at every opportunity. Potions that remind them of remarkable or unusual companions can become treasured possessions over time. Enirii with extensive collections claim that they can identify the satyr whose magic infuses a potion by its hue alone. Occasionally an Enirii loses control of her lust for magic and gorges herself on her collection of totem potions, sometimes going so far as to annihilate her entire collection for a temporary rush of power. When they come down from their power high, they inevitably fall into a depression not unlike the withdrawal symptoms of an addict.
Self-perception
We embody the true essence of the Green: Guile and Intelligence. The great Green, our beloved trickster goddess, speaks to us through her spirit servants and we listen to their whispered secrets. Only we embody the true will of the Green in our eternal quest for new knowledge. We are gifted with an intellect and understanding of the natural world far greater than that of the other tribes. Only we can distil the power of rare herbs into potent concoctions that can poison, heal, or alter the mind. We shall remain open to the advantages that can be gained from other tribes, be it through guile or seduction. We will be like a reed in the wind and bend in whatever direction benefits us most. We will always strive to feel the power of the Green.
Relations with other tribes
Most Nightshades see the members of the neighboring Greenleaf tribe as easily exploitable simpletons. In secret, they envy the Greenleafs for their overabundant, if crude, magic. They often make fun of the fact that Greenleaf Enirii react especially strong to the psychoactive seed of Nightshade satyrs. Despite this, both tribes trade a wide variety of goods and services on a regular basis.
As far as the Nightshades are concerned, the Bloodroot tribe is a band of aggressive and primitive brutes that can't be reasoned with, and which have little to offer in terms of trade. Usually they stay away from the mountain ranges that mark Bloodroot territory, but occasionally particularly self-confident Nightshades try their seduction skills on Bloodroot satyrs- with varying success. Satyrs of the Nightshade stay well away from Bloodroot Enirii, since they have no desire to add "getting bitten during sex" to their list of experiences.
Usually Nightshades react with a raised eyebrow to members of the Ooze Grotto tribe. They view both their appearance as well as their “eccentric” lifestyle with some suspicion. Nevertheless both tribes have frequent contact with each other, mostly because the Nightshades have developed a keen interest in the always changing breeds of subterranean tentacle beasts that stem from the breeding pits of the Ooze Grotto tribe. This interest is of course purely scientific, as any Nightshade will quickly attest, since these creatures secret substances that make for powerful, alchemical components.
In the eyes of the Nightshades, the Windplains tribe consists solely of lazy drunkards that can barely be taken seriously. They don't interact with each other all that often and Nightshades meet them with thinly veiled amusement and condescension, which in turn hasn't really helped the Nightshades reputation. As a result, the relation between the two tribes is rather cold, barring rare occasions where the two tribes trade goods with each other.
Despite the enormous distance between the Nightshade tribe and the Lotus Sanctum tribe, there is a deep disdain for each other. Due to their own connection with spirits, the Nightshades despise the way in which the members of the Lotus Sanctum treat these mystical denizens of the woods. Nightshades forbid Lotus sanctum members from entering their territory. Penalties for breaking this law range from chasing the intruders away up to severe physical punishment, depending on local customs.
Not quite as far away from Nightshade territory as the Lotus sanctum tribe lies the Three Moons tribe. Despite the Three Moons keen interested in the spirit world, the Nightshade aren't exactly friends with this odd tribe. They feel that the Three Moons are a tiny bit too obsessed with Nightshade culture, traditions, and of course their secrets. Additionally they are much too subservient for the taste of the self-determined, proud Nightshades.
Nightshade Members
Hirumaa Talented prodigy, young witch doctor. Alluring seductress.
Reserved for future use.
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.
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.