Author Topic: Sebrica - The House of Corners  (Read 1917 times)

Regitnui

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Sebrica - The House of Corners
« on: July 11, 2013, 01:25:17 PM »
And so begins my entry into the world of Legend homebrew, with my own setting. Sebrica is a universe that I've been slowly building for a number of years, and I hope dissecting this in such a way will help me understand it better, as well as learning to write it better. But that's enough of me talking. Here, I present, for your humble PEACH, the introduction to the world of Sebrica!

Quote
Introduction
In the beginning, there was darkness. A shapeless void through which nothing but ash floated. Then, there was light.

The firstborn God awoke; Dyame of Fire. With him awoke his wife; Lilya of Shadow. Thus from the beginning both light and darkness, heat and cold were intertwined.

The secondborn God awoke; Yabsha of Earth. All the riches of the land are his, both above and below.

The thirdborn Goddess awoke; Shaya of Air. The clouds are her domain and pets, sending both rain and thunder

The fourthborn Goddess awoke; Yamea of Sea. The boundless seas are hers, yet she does not give without taking.

These Four are the Corners of our world: Fire and Night above, Earth below, Sea within and Air without. They created our world, and it is they who protect it by the strength of our bodies, the power of our minds, the speed of our limbs and the breath in our lungs.


On a broken world, the nations of Sebrica are kept alive by their devotion to the Four Corners; the Gods of Fire, Air, Water and Earth; as well as a mutual pact made centuries ago.  Each living race has been adopted by one of the Corners, a fact that shapes their philosophy, outlook and society.

The martial elves, children of the Twin Gods of Fire, dominate the inland plains, ruling from their capital city of Kalaston.

The mountain borders are home to the direrell philosophers, wolf-children of the Earth God and last guardians of the knowledge of the world gone before.

The tower-city of Veenay is home to the angels, fallen remnants of a once-great people, and the mysterious setasen of the Water Goddess.

The Air Goddess’ children are the carefree and catlike felis, who make their homes between the branches and leaves of the northern forests.

Outside the paradise that is Sebrica, terrible, twisted creatures cling to life in the Wasteland. These creatures are the adopted children of the Adversary. Twisted echoes of the Sebrican races, they envy and hate their counterparts, a sentiment cultivated by their God in its plans to destroy the Four Corners, and bring the House tumbling down.

Elemental servants of the Gods wage constant war against the Adverse Races. Embers, metharmae, kyt and spren are found throughout Sebrica and the Wasteland. Usually benign, the rare wild elemental is a terrifying force.

The proud and powerful dragons rule the food chain, a warrior race from a war ended long before the Ancients arose. However, the Ancients’ own soldiers still walk the world. Metallic and inhuman, the Guardians fight to be respected and search for traces of their Old Masters, hoping to find some clue as to their new purpose.
Sebrica - The House of Corners
A Homebrew Campaign Setting

Regitnui

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Re: Sebrica - The House of Corners
« Reply #1 on: July 21, 2013, 07:58:13 AM »
Here's an introduction to the first of Sebrica's races; the elves!

Quote
Elf
+2 DEX, +2 ANY MENTAL, -2 CON   

[Average] Size
[Humanoid] type

+1 (+1/8 levels) racial bonus to Athletics
[Ghostwise Sight] 45ft

BONUS FEATS
  • By Will Sustained
  • Arcantric Accuracy
  • Summon Mote

The adopted race of the Twin Gods of Fire and Shadow, Sebrican elves are the foremost soldiers of the region. Elven soldiers can be found in any border post or contested trade route in Sebrica. These fire-worshippers are the most feared combatants on any field of battle, despite their relative fragility.

Usually ranging in height from 5½ feet (just over 1½ metres) tall for women, to 6½ feet (just under 2 metres) tall for men, elves are almost universally thin and athletic to the point where the saying “a fat elf” has come to mean something exceedingly strange. Despite their height and thinness, elves all have a certain attractiveness rivalled only by the angels of Veenay.

Elves are known for their long lifespans, retaining their youthful agility and strength right into their late fifties. The oldest elves are often the most powerful fighters, yet prefer to spend their time passing their knowledge onto the younger generations. Often, the threat of an Elf Magister taking to the field is enough to defuse potential conflict. Once they are trained, young elves will go for a five-year tour of duty. Some choose to set up lives where they were stationed, so elven communities can be found in every major town in Sebrica.

The elves dominate the central plans of Sebrica, with their capital city of Kalaston being the seat of their current King. The elven monarch is said to have divine blood, and is often renowned for their beauty even amongst the naturally attractive elves. However, the elven throne is currently empty, the royal family having nearly all perished in the Night of Dark Sky.

The throne is currently occupied by a regent, Lord Jabari Kittouch. He resides in the palace at Kalaston, yet refuses to use any but the smallest rooms. He will often receive visitors seated on a plain wooden stool in front of the throne. He is making every effort to search for the lost Princess Devra, but some whisper that his motivations may not be truly benign. For, they say, wouldn’t the Princess have shown herself if she fully trusted Lord Kittouch?

Elf Society

Sebrican elf society is governed by their Oath of Flame. The full Oath is known only to the mature elves, yet a few points have been made known. Foremost in the Oath is a solemn promise to always act as peacekeepers. An elf will never resort to violence unless there’s no other option, and many in Sebrica can relate a tale of a drunken brawl effortlessly stopped by an elf with scarcely an injury to either party.

Despite appearances, many elves are not full-time warriors. Though every elf has some military training, the vast majority of the population are farmers or traders. The elven farms actually provide most of Sebrica’s food. This, along with the simple fact that every elf over twenty-five is a seasoned warrior, usually protects elf settlements better than any static defense.

Every elf child is sent to one of a number of academies at the age of five. Here, they learn the basic tenets of grappling, weaponplay, armouring and restraint. By the time they are ten, each elf will have specialised in either ranged or melee combat, yet this does not slow down their learning in the other areas. More than one bandit group has been unpleasantly surprised when an elf archer picks up her fallen comrade’s greatsword and wielded it as deftly as her bow.

Genders are not segregated in any way during this training, and indeed many elven couples first met in the academies. It is said that the part of his wife an elf is most intimately associated with is her fist. At the age of twenty, the young elves are assigned to their stations for the next five years. Couples are often sent to the same posting, the reason being explained as ‘morale’.

Elf Technology and Magic

Unsurprisingly, the best weapons in Sebrica are of elven make. The town of Vapen is in fact one of the few places where firearms are still made. Other than these rare and valuable relics, elven weapons are largely made of bladewood, a wood known for its near-metallic properties. Indeed, the best Sebrican smiths can forge bladewood just like iron. The sages of Dameve theorize the Ancients had great forests, citing writings of a substance with similar properties called ‘steel’.

As stated earlier, many elves are farmers. Vast quantities of bread, vegetables, and meat are produced in the elven kingdoms, including a rare delicacy known as ‘cupcakes’ recently rediscovered from ancient writings. The production of candles and lanterns is also a thriving industry.

Most elves born with the ability to use magic learn to channel it inwards, becoming monks or priests. Those few who cannot do this usually become sword-sages, using their magical blades in the frontlines along with their more mundane brethren. Occasionally, an elf will show a gift for elemental fire; they are considered especially blessed and are always initiated into the temples.

Elf Religion

The elves of Sebrica revere the Twin Gods of Fire and Shadow; Dyame and Lilya. Usually depicted as an unusually beautiful elf couple each wielding one of a set of paired blades, it is said that the Twin Gods were the ones who taught the elves their martial arts.

Due to the Twin Gods’ influence, marriage is a very serious affair in elven communities. Once married, the couple will stay together for life. Thankfully, nearly all unions are a result of mutual attraction, and elves who have married decades ago are often as passionate about each other as newlyweds.

Within a courtyard in the Kalaston temple is the elves’ holiest site; the Triune Flame. Said to be the very place where the Twin Gods ascended, locked in each other’s arms, two flames burn brightly without any apparent source. The third flame, much smaller than the others, is said to represent the Queen-Daughter Cayla, for who the capital is named.

As the temple doubles as an academy, it is said those who train under the Flame are blessed by either Dyame or Lilya, depending on gender.

Elven homes often include a small flame as a dedicated shrine, and travelling merchants usually pay for elaborately constructed lanterns that they keep nearby. Temples will often have a large brazier filled with wax to recreate the Triune Flame.

Elves and other Races:
An elven dervish explains his feelings towards the other races:
  • Direrell: “If they’d stop leaning over their books and scrolls, they’d be excellent fighters. Still, I can respect their grasp of strategy...”
  • Setasen: “Those black-eyed bastards? Get one of them to stand still for five minutes and I’ll show you exactly what I think of them.”
  • Felis: “Best drinking partners in Sebrica, and they’re always up for a little sparring. Just wish they’d shut their mouths sometimes.”
  • Angel: “They always remind me of my old instructor after I fumbled a manoeuvre. Too serious for me. Girls are pretty though.”
  • Guardian: “Best people to have near you in a fight. They make great mobile cover. Still wouldn’t want them anywhere near my kids.”
Sebrica - The House of Corners
A Homebrew Campaign Setting

Regitnui

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Re: Sebrica - The House of Corners
« Reply #2 on: July 29, 2013, 05:58:46 AM »
Today, we learn about the wolf-like direrell... As always, PEACH!

Quote
Direrell
+2 INT, +2 CON, -2 DEX

[Average] Size
[Humanoid] type

+1 (+1/8 levels) racial bonus to Vigor
+1 to Fortitude saves

BONUS FEATS

  • Savvy Librarian
  • Optimistic Viscera
  • Rune Magic

The mountains, claim the direrell, are the only place a man can remain humble. For only in the mountains can you see just how small men actually are. Teachers, philosophers and sages, the direrell see the earth as the only constant; fire needs constant tending, water is treacherous and air is fickle. Only the ground beneath your feet offers any degree of stability.

Perhaps because of this belief, the direrell are often seen as stoic. With their solid builds and hunched postures, baboon-like faces and long, thick hair, they seem unintelligent, almost brutish. Yet these qualities allow them to survive in the harsh environments they prefer, giving them an almost supernatural hardiness.

Judging a direrell on appearance also neglects their most important contribution to Sebrica. The direrell research both the Ancient’s technology and the new magic, and as a result are some of the most accomplished engineers and magi in the lands. For those who wish to be educated, Dameve’s colleges are the only place to be. Only the guardians know more about the Ancients, and they aren’t anywhere near as generous with their knowledge.

Of course, the direrell aren’t rocks. They feel emotions just as strongly as the other races, but they express themselves differently. They have an extremely subtle body language, with the smallest of gestures speaking volumes. Refusing to look someone in the eye may mean disagreement, disinterest, careful consideration or many other things, all depending on a hundred other indicators too subtle for most.

Just like an earthquake, all this repressed emotion can erupt quite violently. A direrell who is truly enraged is a terrifying sight, capable of massive destruction before calming again. Hence the direrell’s subtle language and complicated etiquette designed to prevent this sort of outburst as much as mortally possible. A direrell willing to harness this anger can become a formidable foe.

The capital city of direrell society is Dameve, though the majority of citizens there are of different races. The combination of the institutes and the Crater City’s central location in the mountains lead many traders and immigrants here. The city is not only a centre of education and commerce, but also one of espionage. It is said that a man can learn anything on the streets of Dameve.

Direrell Society

Direrell society is largely democratic, each extended family having either a patriarch or matriarch. These family heads as a whole elect the wisest direrell to the Sages’ Council in Dameve. This is, in part, responsible for the direrell’s legendarily slow decision-making. The direrell believe that every affected party must have a say before any decision is made.

In most respectable families, the family head will listen to every possible view before making a decision, to ensure fairness. This does not mean that every single family member is consulted, merely as many as feasibly possible are. If a particular direrell is involved in the situation, they will often be called back to the ancestral home. A similar method is followed by the Sages’ Council, hence the largely fixed state of direrell politics.

This tendency towards fairness also influences their child-rearing. Young direrell are raised communally, with every adult contributing to their care, in theory. More practically, this results in a certain number of adults acting as parents, teachers and mentors within the family. These individuals are addressed as ‘mother’ or ‘father’, independent of their actual relation to the children. Other adults are called ‘aunt’ or ‘uncle’, as appropriate, while those in the same age group are referred to as ‘sister’ or ‘brother’.

Marriages are usually between family groups, and often arranged. Betrothed direrell are usually introduced shortly after puberty, with marriages generally happening five to ten years later. The couple will then join the husband’s family group, though the wife will often keep in contact with her other family.

Direrell Technology and Magic

Among the titles of Yabsha is ‘The Preserver’, so it is unsurprising that the direrell as a race have the greatest knowledge of Ancient technology, except perhaps for the Guardians. This knowledge is largely fragmented, and many direrell researchers are engaged in trying to fill in the gaps. Many believe that studying a Guardian will lead to massive breakthroughs, but their request have so far been refused.

In addition to this, the direrell are also the foremost magi in Sebrica. While unable to perform any elemental magic other than earth-based, direrell shamans and tacticians are commonplace, and the direrell most often seen outside the mountains. A small community of tacticians lives in Kalaston in direct service to the King, though the Council has been debating whether there’s any need for them to remain.

The direrell also produce much of the metal required by the other races, as well as devices and vehicles such as the ornithopter and airship. These are often traded for shipments of ‘lowland food’, as the one thing direrell are apparently untalented at is agriculture. Despite the assumptions of one enterprising setasen, direrell hate the taste of alcoholic drinks. 

Direrell Religion

The deity of the direrell is Yabsha, God of Earth and Counsel. It is said that Yabsha created the first direrell by his own hands, giving them strong bodies and minds to live in a place that no other race could survive in. It was Yabsha who taught the parents of all direrell, and it was him who gave them the means to understand the Ancients’ technology.

The city of Dameve was the centre of the direrell religion, but nowadays this is mostly a ceremonial position. However, one of the few places in the Crater City not open to outsiders is a small ruin, said to be the place where the first direrell emerged into Sebrica from Yabsha’s domain.

Direrell and Other Races
A direrell tactician summarizes his views on the other races:

  • Elf: “They are excellent allies, if a little too hasty when the time comes to make a decision. In time, they may discover there’s more to the world than war.”
  • Setasen: “You can respect a setasen for their cunning, but it would be unwise to blindly trust them.”
  • Felis: “Altogether frivolous and unreliable. They have a natural wisdom, but fail to value it properly.”
  • Angel: “Despite also understanding the gravity of decisions, they are far too concerned with the past to understand progress.”
  • Guardian: “Magnificent machines. I really do wonder how the Ancients imbued them with such a semblance of life.”
Sebrica - The House of Corners
A Homebrew Campaign Setting

Regitnui

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Re: Sebrica - The House of Corners
« Reply #3 on: August 12, 2013, 02:17:44 AM »
Haven't updated in a while... Here's the setasen!

Quote
Setasen
+2 DEX, +2 WIS, -2 CHA

[Average] Size
[Humanoid] type

[Swim]
35ft Movement Speed

BONUS FEATS
  • Deft Strike
  • Exit, Stage Left
  • Senseshift Adept

The sea is a treacherous and mysterious thing, and this impression is only strengthened by the setasen, adopted children of the Sea Goddess Yamea. With their grey skin, large, black eyes, needle-like teeth, and flattened nose, the setasen are unnervingly strange to the land-dwelling races. Despite the other races’ distrust of them, the setasen are the unquestioned masters of the rivers, lakes and oceans of Sebrica.

Between five feet and six feet tall, setasen are deceptively strong, especially in water. They usually disdain clothing, usually wearing only a belt for carrying items. This is not a rule, however, as they will wear clothes to keep warm or armour when fighting. The latter is still minimal, and setasen armour styles are becoming popular among young elves, even if they share their elders’ dislike for the setasen themselves.

Setasen hair is incredibly sensitive, able to read currents in both air and water. This makes setasens very difficult to surprise, as they’ll often feel someone approaching. However, long periods of time away from water or in arid environments will make their hair brittle, clouding this sense in much the same way as mist prevents sight. Therefore, a setasen combing their hair while relaxing is a common sight.

While the largest settlement of setasen is the lower half of Veenay, setasen can be found near or in every large body of water. Despite being able to breathe underwater, they prefer to live and sleep in dry places, such as natural caverns, boat villages or shoreline communities. Many of these dwellings are only accessible from the water.

Despite their physical strangeness, setasen have a natural cunning, which they put to good use in business and bargaining. Those who make deals with a setasen always feel as if they got the worst side of the deal, all evidence to the contrary. This may be due to the setasen’s peculiarity of valuing information over material goods.

Life is seen as a great game by the setasen, played for profit and fun, in that order. Young setasen are taught that knowledge is power, and to succeed in life you must have power. So from an early age, setasen learn to see every interaction as a chance to gain knowledge about the other party, and therefore power over them. This is referred to by the rare setasen willing to speak of it as the Masquerade.

Setasen Society

From their floating capital city of Great Kei, in the lake and river of the same name, the Setasen Doyenne rules over a vast network of tradesmen, spies and assassins. Every piece of information, no matter how insignificant, eventually finds its way to her. Master of the Masquerade that she is, very few know her real name. She is known as ‘She of the Hidden Face’, ‘Doyenne’, and ‘Mistress’, among other names.

Setasen society is highly stratified, but not in a way that’s immediately apparent to outsiders. As the Masquerade stabilized into a feudal system, several ‘noble families’ emerged. Most setasen will consider themselves a member of one of these factions. As such, position in society is a vague and tenuous thing fraught with shadowy deals and veiled threats.

Luckily for the other races, the Masquerade is almost entirely focused inward. There are an incomprehensibly large number of unspoken rules that not even the direrell sages can straighten out. Two of the more well-known rules are ‘Outsiders are not equals’; meaning that no non-setasen can participate in the Masquerade except as pawns; and ‘The seen manta starves’; being caught is failure. The punishment for failure is a loss of respect.

Setasen marriages are often as much the result of political manoeuvring as mutual attraction. The matches are often decided by the women of the family, a potential suitor judged on a number of factors by a number of the woman’s relatives, not limited to her mother, aunts, grandmothers, and sisters.

Children are raised by their parents, and a couple’s children are another measure by which they are judged. As such, Great Kei has the best education facilities outside of the Draken Mountains. Those not powerful to secure a spot often teach their children at home, passing on the family trade, be it shipwright, fisherman, bargeman or rivershaper.

Setasen Technology and Magic

The setasen are the developers of most of the illusion and glamer spells in Sebrica. These spells are often used in place of jewellery and even woven into clothing, making the annual assembly of the Doyenne’s court a true sight to behold, each family attempting to outdo the others. The fashion all over Sebrica for the next year is set here, so the outfits are suitably outlandish.

Though the setasen’s illusion magic attracts the most of the attention, they are also strongly gifted in the manipulation of elemental water. This is put to use in many ways, most dramatically in the business of the rivershapers. They do precisely what you’d expect; using their control of water to keep Sebrica’s waterways straight and clear. Larger barges also employ one or two rivershapers, who ensure that the barge can travel against the current.

Needless to say, the setasen are the masters of maritime and riverine technology, able to draw power from the currents, refine salt from seawater and purify polluted water. Setasen-built ships are the best in Sebrica, to the point where the direrell airships use setasen-built hulls.

Setasen Religion

The setasen worship Yamea the Mistress of Currents, the Goddess of the sea. That’s all that can be known about the setasen religion with any certainty, as they go about religion with the same level of secrecy and insularity that they go about everything. It is suspected that the Masquerade itself is a form of worship, emulating the sea goddess’ secrecy in their own lives.

Yamea’s priests seem to be exclusively female, and they favour deep blue cloaks, enchanted to resemble the ocean and its waves. They are present in almost every city in Sebrica, ministering to the needs of the local setasen. They are treated with as much reverence as the Doyenne herself, and some say that the Doyenne is also the head priestess. The setasen, as ever, have not made any comments one way or the other. 

Setasen and Other Races
A setasen bargeman persuaded to share her views on the other races:

  • Elf: “Always look at me like I’m up to something, even when I’m not. Quick enough to pay when they need my boat though.”
  • Direrell: “And people call us ugly? At least we don’t have mouths full of fangs.” She smiles. “Oh wait, we do.”
  • Felis: “They’re the ones you have to watch. One of them walked off with my pistol the other day. It was left with the harbourmaster, so they aren’t all bad.”
  • Angel: “Topsiders? Eh.”
  • Guardians: “Heard they nearly sank a sister’s boat the other day, just by being on board. Still, they’re customers.”
Sebrica - The House of Corners
A Homebrew Campaign Setting

Regitnui

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Re: Sebrica - The House of Corners
« Reply #4 on: August 19, 2013, 02:38:47 AM »
Time for the felis; my favourite race and adopted children of Shaya, god of air!

Quote
Felis
+2 DEX, +2 CHA, -2 INT
[Average] Size
[Humanoid] type

[Ghostwise Sight] 45ft
+1 to Reflex saves

BONUS FEATS
  • Breakneck Pace
  • Chatty Bugger
  • Recon
The fast-talking, wise-cracking, short-lived felis are the adopted race of the air Goddess, Shaya. Living in the northern forests, the felis make their homes in the treetops. Artists, dancers and hunters, the felis usually only live to be about seventy years old, making them the race most likely to innovate and adapt.

Standing about 5½ feet tall, the average felis looks very much like a short elf, yet their bright eyes, triangular ears and sinuous tails make them stand out. Felis women often appear to have patterned skin, while males’ is often tinted grey or red. This colouration arises from a thin layer of fur over their bodies, which gathers into tufts on the end of their ears and tails, making them appear pointed.

The common perception of felis has two different images; the hunter stalking his prey through the forests, and the artful dancer draped with fabrics. In a sense, both of these represent the felis quite well.

Hunters are the main source of food and raw materials in felis communities. Some go into the deep forest to gather food or trade goods, while others go out into the plains and coasts to trade for needed materials. Whether the source is the wild or civilisation, felis see them both as a form of hunting.

The other facet of felis life is that of the arts. Each individual can create some form of artwork, whether carvings, tattooing, dances or plays. In fact, every object within a felis tribe is seen as a potential canvas. Visitors are often amazed by the effort put into the details on a simple fork or arrow, and felis are quick to capitalise on that by offering their workmanship as payment or trade goods.

Felis art is often abstract, with sharp corners completely absent. However, there is a large awareness of space, with art forms best viewed in three dimensions. The felis’ ability to think in three dimensions shows itself in other aspects of their lives; it’s reasonably common to enter a felis home from below and traverse levels via vertical shafts.

This unusual way of thinking also influences their attitude towards learning. Felis learn best by doing, which leaves them quite skilled in a number of practices, but leaves them quickly bored by rote learning and libraries. This is perhaps the source of the strained relations between them and the less agile direrell, who find their tree-villages “stressful and unnerving.”

Felis Society

The felis have no central government, living in family groups or ‘leaps’, with wandering groups of young felis who will travel between villages and even into the larger cities before choosing a place to settle down. Most scholars lay the blame completely at the felis’ feet for the current explosion of wandering minstrels, tinkers and other people who live entirely on the road. But while these groups often include felis, many of the other races are learning to appreciate a travelling life.

There will usually be a leader in each leap who ensures everything runs smoothly, although this is not a formal arrangement. This felis is generally well known within the leap, and can be pointed out by any other felis in the same leap. Felis from other leaps will also usually be able to name the neighbouring leaders, especially if the two groups are on good terms.

Each leap will have their own territory, with a village at the centre. The size of a territory generally varies, though generally keeps in proportion with the size of the leap. Boundary markers, such as marked trunks or stones, are often used, and just as often moved by hunters following prey. In general, these brief transgressions are ignored, unless the intruder comes within sight of the central village.

The travelling groups are an exception to this, as they are often young and strong felis from far off, and many wanderers will settle down if a member of a resident leap catches their eye. Since there is no real marriage ceremony, a felis couple is together for as long as they wish to be. Most of these pairings are fairly permanent though, and having a child together usually ensures that the couple stay together for life.

In the rare case an outside threat manages to threaten the entirety of the felis, a chieftain will often be elected by common acclaim. As such, these leaders are generally reasonably famous even before they’re called upon. The most recent is Chieftain Glade, who was appointed for the Spidren Assault twenty years ago. He has returned to his own leap, but could still call in enough favours to unite the felis again, if such a thing became necessary.

Felis Technology and Magic

While there appears to be little magic or technology to be found in the average felis’ life, in truth felis carpentry is second to none. Felis are also masters at crafting bows, arrows and other everyday items. Weaving is another felis speciality. Not only are they skilled at creating rope ladders, blankets and high-quality strings, but the most impressive examples of felis art include intricate tapestries created from dyed ropes.

Technology, to the felis, is not something to be pursued for its own sake. If something can genuinely make life easier, they’ll use it and improve on it much faster than even the direrell. Though if you give them an object that does the same job, like a crossbow over a longbow, they’ll ignore it in favour of what they trust.

Felis magic is also incredibly subtle. Most felis have an almost instinctual grasp of it, using air magic to extend jumps and throws, muffle noise and sing for longer periods. Those who are more gifted in its use can easily move objects or drive people back with controlled bursts of wind. These especially gifted felis are often musicians, as they can use their exquisite control to play a wind instrument at a distance.

Felis Religion

The highest point in each felis village is the home of the windreader. This platform above the forest canopy allows an uninterrupted view of the sky, and it is here that the Felis feel closest to their Goddess. Every felis makes time during the day to come to this point and simply meditate, feeling the wind on their skin. This is the extent of the felis’ openly religious practices, but the influence of their Goddess extends into the other aspects of their lives.

The felis believe that every word can be heard by Shaya, so every felis takes care with what they say. This isn’t expressed as remaining silent, but as the felis love of jokes and wordplay. They believe that as long as their Goddess is amused by what they say, she won’t become bored enough to send vicious storms. Since spren, her servants, seem to be attracted to laughter, they may be on to something.

In general, Shaya is treated among her people less as a distant mistress and more like a boisterous older sister. Statements that call on the Goddess are common, and often given in jest. Though felis are careful never to be insulting with their reference to the Goddess or the other Corners, their irreverence when it comes to religion rubs more conservative worshippers the wrong way.

Felis and Other Races
A felis ranger says what she thinks about people:

  • Elf: “Great fun. They love stories as much as we do, and their swordplay is beautiful to watch.”
  • Direrell: “Tiresome old bores with a strange idea of fun. I mean, really, how can you spend all your time indoors?”
  • Setasen: “They take themselves a little seriously, but they’re more mischievous than a bored kit.”
  • Angel: “Nobody else quite understands the beauty in the sky like they do.”
  • Guardians: “Downright unnatural, those things. They don’t even feel the rain.”
Sebrica - The House of Corners
A Homebrew Campaign Setting